Commit graph

10 commits

Author SHA1 Message Date
mc776
dda6f89184
levels: fixes, mostly floating item.
E1M3
- Floaty health boosts near sector 74.

Map12
- Moved corpse 653 out of being exactly on the lift boundary.
- Miscellaneous texture alignment fixes.
- Many, many attempts to address #996.

Map14
- Moved armour boosts inside minigun secret door into the chamber itself.

Map15
- Thickened the lowering panel with the pump shotgun to prevent possible grabbing through the wall.

Map17
- Floaty shotgun on pillow.

Map18
- Floaty missiles around launcher.
- Floaty clip 100.
- Addressed #996 in the courtyards.

Map19
- Restored the original shape of the lower platforms and added the catwalk only as a narrow pipe.

Map21
- Disambiguated "sinky" ripsaw position.
- Deleted sectors representing the pillars around the soul sphere platform as there was no reason not to use 1-sided lines here.

Map27
- Floaty diagonal armour boosts around red key pillar.
2023-09-15 09:50:20 -07:00
mc776
f540cd79a2
levels: more misc. fixes. (#912)
* levels: map02 tweaks.

The yellow door appears to open by splitting itself into 3 parts, then moving only the middle part leaving the sides behind. This is now fixed so that the entire door moves.

Touched up the texture alignment above the exit door and replaced the floor on top of the monitor thingy blocking direct fire from the serpentipedes in front of the yellow door.

The little drops into the water area near the start can be cheesed by staying in the lit areas behind the monster blocking lines. This seems to be unintended behaviour so I've added new blocking lines that are exactly the size of the player.

The big drop past the red and blue doors needs something to stop the pinkies from blocking the player's initial drop. They're all set to +ambush now.

The exit sign has been given the flat-bleed treatment as Map01 and Map26, but this time I've actually kept the lower floor within monster step height. (I'd fix it for Map01 but it turns out the monsters step around it without issue.)

* levels: more misc. fixes.

**Map03**
The green corridor had some texture alignment and mismatched flat issues; the switch door was overcomplicated for what it was doing and didn't even look better than just using a simple wall switch texture. The corridor itself had a shadow across the middle that had nothing casting it; it has been removed.

Gave the curved terminal wall light grey flats to not stick out as much.


**Map21**
The cage bars along the walls of the lava border corridor should be impassable.


**Map26**
It's possible if you're careful to grab the super shotgun without triggering the lowering panel, causing the player to be potentially lost without any further indication they should move towards the alcove. Since I want to keep this as a foreshadowing of what is possible with stealing the key from the necromancer, there's now also an armour bonus a little further in.

The rising pit was too easy to jump into before it was finished, ruining the effect. I've packed everything closer together and moved one of the hard spectres into the corner outside the pit. The northern bit of the room is also expanded to let the worms move that way.
2023-03-19 07:36:07 -03:00
Steven Elliott
2ddb2c1905
Eureka fixes and rebuild-nodes (#890)
* levels: bugfix: remove E1M2 wall midtex.

The level had a decorative door-the-player-had-come-in-from that was obscured by a wall texture.

Thanks to Smokey on Discord for pointing this out.

I've also removed the Doom Builder camera thing.

* levels: Cleanup Eureka errors in seven levels

Relatively minor Eureka fixes following the level changes at the start
of 2023

freedoom1.wad
  E1M2 Outside wall ceiling lower than floor. Raise ceiling to 100.
       Fix stuck shotgun zombies in hidden in triangular sector #319
       Fix unused transparent CGRATE1 texture on linedef #747 by
         clearing it
  E1M9 Remove unused back sidedef on lower side of door jamb sector
       #255 in the upper right hand corner of the map.
  E3M7 Sector #182 cleared unused tag #31
       Sector # 58 cleared unused tag #35

freedoom2.wad
  MAP14 Replaced missing textures with GRAY1 in monster closest upper
        left of map
  MAP16 Fix missing textures in inaccessible outside area with ASHWALL2
  MAP26 Delete unused tag #2 in sector #38
  MAP27 Replace four missing textures above four short red torches with
          MARBGRAY in the switch maze room
        Replace transparent texture AQTRIM03 with AQRUST10 on lower
          trim for door below the switch maze room

* levels: rebuild nodes

Ran "make rebuild-nodes"

---------

Co-authored-by: mc776 <24984517+mc776@users.noreply.github.com>
2023-03-11 20:09:43 -03:00
mc776
ae8da7e3be
levels: more fixes. (#886)
* Add files via upload

**Map01**
Swapped out the impassable line for narrowing the big door gap enough for it to actually clearly visibly block the player's movement.

Used the flat bleeding trick to get rid of that little spotlight under the exit sign. The distracting bottom light on the sign itself has also been removed.


**Map03**
Unflagged some invisible impassable lines in front of screens and switches in the first corridor since they weren't needed in the first place.

Changed floor/ceiling textures on the curvy screen corner so it wasn't blatantly conflicting with the tile pattern.

Added a railing onto the big nukage rooms.


**Map12**
Flyers in the far northwest room could not figure out how to get into the big arena if they're in the dead ends. The side doors can now be opened by them.

Fixed some misunpegged lowering platforms/item closets in the south.


**Map15**
Second attempt to fix the rising shipping elevator. No more moving bridge (at all - the new safety lifts are still there), both switches available again, everything actually takes some time and moves visibly now.

Tag 56 changed to the four lines on the border of the pit.

Moved the cells even deeper into the expanded secret room as parts of the hitbox were still sticking out on the other side of something.


**Map16**
Unaligned the MIDSPACE in the new back alley.


**Map21**
Added an implied ladder leading down into the starting room.

Fixed the plasma secret in the library. If you went inside the room and let it close behind you, there was no way out; the way you came is now given the same lift tag. The secret itself is marked with something better than just suspiciously secret-tagged linedefs on the automap. The library south wall is also no longer incorrectly tagged as not to show up on the map.

Fixed the misaligned, improperly pegged door side texture in the big wall that opens up to the north of the big lava pit.

The lift leading into that room overlooking the big lava pit can now be traversed both ways.

You can actually fall into the lava in (-948,1836) with no way out. Narrowed that section accordingly.


**Map23**
Reduced number of sectors and number of secret sectors (doorway into the actual secret also flagged as secret) in the southeastern secret.

Fixed lone floating rocket by the crate north of the G.


**Map25**
Northwest baron/chaingunner teleport ambush was double-triggered and one of them did the opposite of what it was supposed to do. That entire area has been redone as a creepy wooden shack, to get rid of the arbitrary anti-jump invisible blocking lines.

Also added a sector to make sure noises pass through to those two individual monsters.

Unstuck serpentipede # 444.

The exit room seemed a bit dark for that lava so I took the liberty of changing it to 5% and a hot (but solid) rock texture.

Overhauled the starting entrance to explain why you were stuck in a little cramped chamber that you could only exit by shooting something behind you.


**Map32**
Got rid of the double-sector red key lift, in favour of just the outside portion being the lift.

Fixed all the windows so you can't jump through them in GZDoom under normal circumstances. Added some decorative railings.

Marked the berserk secret so it can be found without checking the automap (and can no longer be found by checking the automap), but in that specifically annoying, obtuse way that everything else is intentionally done on this map.

(NOTE: these Map32 fixes are pending another major improvement to this map that rednakhla is working on and may be overridden by other decisions in their version. I'm just throwing this out there as a temporary fix as we do not appear to have a timeline for that version yet. If it is completed before this PR is merged I'm more than happy to add it here.)

* levels: fix map15 western secret lift bug.

Using the lift from the bottom would sometimes fail if there are monsters. This seems to be an unusual nodebuilding-related glitch.

Moving the bottom activation to a separate wall switch seems to get around this.

* levels: allow map15 supersecret armor in easy/med.

Easy also allows one of the medikits.

Before this change that room was completely empty outside of hard.

* levels: use new texture on map16.

* levels: map21 fixes.

The lava groove border could be jumped into as it was exactly 32 units wide. Reduced this all around to 24, and added a damagefloor there just in case.

One lava damage floor had 20% for no apparent reason where everywhere else the player would be expecting it to do 10. It now does 10.

Rearranged a bunch of stuff in the final corridor for the bricks to line up.

* levels: tutti-frutti on southern computers.

There's now a gap between the ceiling and floor computers. It looks less bad than either the tutti-frutti or lowering the main ceiling so that the wall textures are cropped off.

* levels: remove map26 obligatory damage.

It appears that the collapsing bridge may have been intentionally designed to be impossible to cross without jumping, requiring the use of the damagefloor route to progress. There is now a radiation suit just before the blue key door, and stimpacks along the damagefloor route are now replaced with a bunch of health bonuses and a stimpack on the other end of the teleport.

Some of the sectors in the early part of the map have been simplified and useless line triggers (W1 on one-sided, etc.) removed.

(A similar note applies to this as for Map32 in this PR, but I'm the one working on the bigger change this time.)
2023-03-10 07:31:30 -03:00
Steven Elliott
7ebdc54b44 levels: Cleanup Eureka errors in MAP2N levels
In levels/map2*.wad files fix errors flagged by Eureka when F9 (Check /
ALL) is pressed. This is mostly missing textures and similar errors.
  MAP20  Removed translucent light covers from the two vertical florescent
           lights and reduced their brightness to compensate
         Made translucent lava fall near elevator opaque, but a bit more narrow
           so that the player can see that there is a passage behind it
         Use darker RROCK03 for torch sector instead of ceil light transfer
         Made 8 square sectors at the center of large sector darker instead of
           ceil light transfer
         Made teleport closet in red building lighter instead of floor light
           transfer
         Fix mismatched due to sector due to gate (linedef #285) by replacing
           with bars similar to the bars elsewhere
         Fix mismatched sector due to the linedef that crosses the star near
           the center of the map
         Replace floating walkway (sectors #430, #433 and #434) with a simple
           walkway that has one sector
         Fix ceiling below floor in the outer perimeter of the left most room by
           setting the ceiling height to 40
         Remove flashing spinning lights in teleport room lower right part of the
           map
         Clear transparency of the teleport in the lower right part of the map
         Remove additional player one and enclosing sectors at the bottom of
	   the map used to drive the spinning lights
         Remove some of the now defunct Boom control sectors
         Fix missing textures
  MAP21  Reduced deathmatch starts from 12 to 10
         Replace transparent texture MIDGRATE with METAL on solid
         Move vertex slightly to fix overlapping linedefs / mismatched sectors
	 Remove unused sector tags #20 and #23
  MAP22  Fix missing textures
  MAP24  Remove doom camera (#32000)
	 Remove unused sector tag #12
	 Fix missing textures
  MAP25  Fix ceiling below floor in gargoyle pillars by setting ceiling to -32
         Fix non-animating switch texture above yellow skull key with AQRUST01
	 Fix missing textures
  MAP26  Fix ceiling below floor in door by setting ceiling to -96
	 Fix missing textures
  MAP27  Replace transparent texture AQTRIM03 with AQRUST10 on solid
         Add the minimal 4 DM player starts
  MAP28  Fix sectors with ceiling below floor at the top
         Fix Medusa by changing SKSPINE2 to SKSNAKE2 on an opening that looks
           like a picture
         Replace transparent texture MIDGRATE with METAL on solid
         Fix missing textures
2022-11-07 08:31:44 -05:00
Catoptromancy
5d02932b3a
Vanilla Fixes 2021-10-14 22:35:42 -04:00
Proluiz
fa5e756bc1 New map by Mortrixs slot 21.
Mortrixs: "the map is a replacement for Map21, because the current one is bad"

I (xindage) played the map and I find no issues on coop/singleplay, dm spots are present so the map is fine in my point of view.
Mortrixs told me too to keep the original slot name for the map called "Under realm".
2020-01-25 19:22:13 -02:00
Ayub Ahmed
ad356565f9 vanilla maps 2017-01-17 14:04:37 +00:00
Mike Swanson
aa806dc2c3 de-symlinkify: amarande 2015-12-17 00:24:27 -08:00
Simon Howard
e98e2f465e Import levels 2006-05-09 16:17:23 +00:00