Commit graph

25 commits

Author SHA1 Message Date
Steven Elliott
fb65b869b2 levels: Small fixes, mostly for Eureka
freedoom1.wad
  E2M1   Fix non-visible missing texture after exit with GRAY1
  E2M4   Fix missing texture before start with GRAY1
  E2M7   Fix missing upper texture for linedef #4431

freedoom2.wad
  MAP05  Removed unused tag #16 in monster closet on sector #137
         Made upper case incorrectly lower case texture "fwater1"
  MAP12  Removed non-visible Medusa texture on linedef #7219
  MAP24  Fix missing texture on linedef #1636 in monster closet
  MAP25  removed unused tag #31 and type on linedef #2741
  MAP31  removed unused tag #9 from sectors #17 and #71
2023-11-05 13:09:36 -05:00
mc776
4435273ec9
levels: hide control sectors on Map25.
Also add a second rescue suit in easy.
2023-09-16 00:29:10 -07:00
mc776
3300d659bc
map25: make water blood again.
For a while I'd broken the effect where the water in the marble room turns into blood between your first and second visit. It has now been restored.
2023-09-16 00:18:34 -07:00
mc776
a044fccfd3
levels: minor Map25 and Map12 improvements.
Map25
- The eastern door of the first hub has a gap large enough that going there will always force you to touch the hurtfloor. I can see the rationale in theory for making this visually distinct, but frankly I never even noticed the difference until getting hurt just now while testing it. That door now has the same platform in front of it as its western counterpart and is marked with skull poles instead.
- On the topic of marking the doors, both shells are now by the door leading to the SSG and both health refills are by the door leading to the surge.
- The stairs leading down to the painlord ambush no longer have anything to the right that can snag you as you try to sweep up all the bonuses (which are now placed slightly closer to the edge of each step so you can't accidentally jump over them).
- The switch lowering the red key now has the player facing the red key. It's nowhere near as visible as I'd like but it's better than before. The same switch also opens the rescue suit closets.

Map12
- Added a secret behind the train. Just a little guy hangin' out.
2023-09-15 22:40:25 -07:00
mc776
ae462cf3f7
levels: more fixes, mostly floating objects.
E2M9
- Floating gibs 139 by teleporter pad.
- Lots of tutti-frutti around the teleporter pad to the east of the floating gibs. ~~Never point a COMPUTE2 at a map you are not willing to destroy.~~

E4M2
- Fixed some textures in the cross room and the secret exit room.

Map01
- Moved minigun 70 deeper into the alcove. It wasn't actually floaty but it looked bad there anyway.

Map09
- Floating serpentipede corpse. in red cracked area.

Map11
- Floating health boosts 715 and 719.

Map19
- Moved the shellboxes and backpack to match the stairs.
- That is not a jumping puzzle, but a game of luck whether you take damage from the slime on your way to the northwest platforms. It's now a thin continuous catwalk and all of that slime does 10% if you somehow fall into it anyway.
- Moved the lowering wall switch to the left so you're not stuck trying to hit it from a step above.

Map20
- All 3 rockets in the blue key arena were floaty.
- At least 1 floaty armour bonus in the red button brown room.
- Expanded the red key column to better ensure the player will cross that line when picking it up.

Map23
- Floaty health boost 265.

Map25
- Sector 59 now completely unambiguously houses two hatchlings.
- Floaty armour and medikit in the square floor halls.
- Floaty medikits by the yellow key.
- "Sinky" health refill on the newly accessible painlord lift.

Map28
- The candles on the western skull piles are all moved closer to their respective ledges to avoid floating to the ledge above them. These sectors have also been merged and the bloody part now uses the new flat.
- Floaty health refill 313. It is now in exactly the same spot as the sphere that appears instead on easy.

Map29
- Moved the *potentially* floaty stealth worms in the dark pit building away from the moving platform.
2023-09-14 10:07:59 -07:00
mc776
c10729328d
levels: Map25 QOL fixes.
One general comment: this map could use a more consistent and clearly visible way to distinguish switch gargoyles from decorative gargoyles. I've taken care of the two most annoying and frequently encountered cases, but a much more thorough review could be done.

- Redid the central pillar in the first room. There is no way to avoid making those lion faces look like they're supposed to be switches.
- The blood stairs were (RNG-dependent) mandatory damage. The streams now only merge at the bottom.
- So was the yellow key fountain. The edge is now climbable.
- So was the rightmost big cross room switch. Switch platform embiggened.
- So was the SSG. There's now a big bottom rim on the "O".
- The switch for the door leading out of the water T is now stay-open.
- There was no apparent light source in the big hall to the west. Added skylights.
- Moved the lion heads on the yellow key pillar to the top to make it more clear they are not switches.
- The first door into the sigil sequence is opened by a switch that is next to a vista overlooking a clearly unexplored area. A right-handed player's first instinct is to look that way, not towards the door; given an identical switch immediately before this was clearly operating something out of sight, and the precedent with the red key having that remote switch+window combo, the first instinct after seeing the outside unaffected is to leave the room to find out what the switch did. Redirecting the player's attention to that previously totally blank wall requires either a sound or being hurt by a monster or both. The door is now clearly marked as an advance warning.
- "Not on map"'d a bunch of control sectors.
2023-09-09 10:27:49 -07:00
mc776
9ea70e75de
levels: various QOL fixes.
Generally there should be nothing *necessary to finish a level* that requires any of:
- straferunning;
- extremely sensitive timing that could softlock you if you're on keyboard, lagging in multiplayer or have motor issues;
- checking only for a sound cue that something has happened;
- remembering how to distinguish two visually nearly identical areas; or
- backtracking to a previous area on the map that you had previously been given no reason to revisit.

I haven't caught all of them by any stretch of the imagination but it's a start.

Also some regular minor fixes.

E1M9
- Fixed some textures around the big blue-trimmed lift and removed an extraneous use line that triggered a faraway lift for no reason.
- The red key bridge lowerable section is now textured differently from the rest of the bridge.

E3M5
- Teleporter platform to get back up to the catwalk from the northeastern blood maze is now clearly marked as having a switch, as it is a mandatory progression rather than a secret.

E4M8
- Got rid of some fake contrasts on the noodles at the start.
- Added a radsuit for the northwest switch. While it is possible to avoid damage even without straferun, unless you've got a tic counter display and can time it to the damage interval this is basically RNG.
- The water flat on top of the lowering wall in the east was very, very noticeable. The switch is now stepped on instead of hit. (Not too sure if the secret isn't *too* obscure now...)
- Removed asymmetrical doortrak on the slime bridge on the southeastern piston switch.
- The linedefs of said slime bridge pit are flipped so a deathmatch opponent trying to grab the berserk in there is not magically immune to rocket blasts. (see #996)
- Realigned the four pistons by the gate to the starship. They also reveal moving parts when activated - not nearly as good as the crushers on the original DI, but better than nothing.
- Made the southern walls use PLAT1 to make it more obvious that those walls will lower later (with the added bonus that they match the four pistons).
- The southern light bronze area now has a strip to guide the player towards the switch in case they lose track of their direction while fighting monsters and forget to explore inside that area, as well as to better distinguish it from the southeast.
- The gate threshold to the southern light bronze area now matches that of the pre-opened southeast.
- There is now actually a threshold where you can tell where the starport ends and the ship begins.
- The two light bronze areas are a bit too similar-looking. Added a few health boosts so the player can spot/be attacked by them and know this is an unexplored area.

Map11
- The lift going down into the yellow key room requires a switch that is out of sight from the lift itself, which is not clearly marked as a lift to begin with. The only real way to realize what's going on if you don't already know about the lift is to locate the sound and immediately turn to investigate before the lift comes back up. I thought this was annoying when I first did my big overhaul of this map, but ultimately left the basic mechanism alone out of an abundance of caution; however, with the recent discussion of accessibility in the proposed changes to the documentation I'm revisiting this. That upper switch now lowers a wall to reveal the lift which is triggered by a walk line.
- The lower far switch on that same lift was actually literally *impossible* to make on keyboard and no straferun (and no vanilla wallbounce exploit), even if I change it to a regular lift instead of fast. This is completely unacceptable for something necessary to progression (rather than an obscure secret). The lower switches are now permanent repeatable floor-lowerers, while the line crossing from the lift into the lower chamber is a permanent repeatable floor-raiser, with the line crossing into the lift from above being a simple lift line.
- Retextured the stairs out of the water in the eastern branch so it's not an unreadable mess of criss-crossing grey lines.
- Realigned the new skull switch texture in the skull room.

Map19
- One of the stealth worms was stuck in a burning barrel.
- Removed monster block flag on line 2083.
- Unmerged and remerged a few identical sectors to better match the intended sound travel.
- Flagged line 281 as a monster blocker. This allows the player to always be able to make the jump onto that bottom stair without being blocked by the octaminator.
- That octaminator is now a pain bringer in easy mode. The far end of that platform path is well outside the maximum vertical autoaim range in vanilla, which means that to actually hit the octaminator without up/down aiming you'd have to be on one of the later platforms - i.e., confined to a relatively narrow area with no cover *against an opponent that has seeker missiles*. The best way to solve this is to charge towards the octaminator as fast and as soon as possible with the SSG, minigun, or ripsaw+prayer to RNGsus that you'll get a good painlock. This is not the kind of tactic the sort of person who *needs* to play on easy will think to do, or could do while also being ready to sidestep if the octaminator fires at the wrong time.
- 347 and 249 are now also monster blockers, and the worms in that slime pit have been moved to the platform just behind the combat slug since they're awakened early on and that's where you'll first encounter them anyway.
- Replaced the teleport pad in the vertical platforming sequence with a lift, to minimize disorientation and going the wrong way. (In retrospect I probably could have just made the teleport destination face the pit you came in from, but the lift worked aesthetically better anyway.)
- A good chunk of that entire platforming area has been moved 8 units to the west so that things would align with the flat grid.
- Lines 307 and 309 are now also monster blockers. The worm that would be trapped between them is now moved further down the route and marked ambush.

Map20
- Removed the useless, misleading skull switch texture on the bars at the start.
- The door leading into the blue key arena needs no blue key; the door leading out needs a blue key. Both are marked with blue-light trim. Removed the blue lights on the first one.
- The lowering wall leading to the teleporter now uses a pipe texture.
- The door leading out of the giant quadruped arena now has a bright flickering light.
- Yellow key is another case of effectively-randomly-mandatory damage. Added a path.
- Same with the lava tunnel on the red key route.

Map25
- The silver lift near the river and shack is now activated by SW1GSTON switch right on the wall at eye level, rather than counterintuitively and invisibly recessed into additional sectors.
- The painlord ambush lift is now accessible after the encounter. A small health refill has been added there for easy and medium.
2023-09-04 20:16:33 -07:00
mc776
a828330d25
levels: more minor fixes. (#1040)
* levels: fix e1m2 tutti frutti around exit door.

Also took the liberty of fixing a longtime pet peeve I had about the really bright grey-white of the exit room steps clashing with the rest of the room for no apparent reason. (It looks less bad with Korp's new greys but we're not adding those yet...)

* levels: fix floating candle on map22.

It's fine until you actually use the secret, at which point it snaps to the top of the lowering platform.

* levels: more minor fixes.

Mostly for objects "floating" with a tiny bit of their hitbox rounded to be overlapping a higher adjacent floor.

E1M8
Inside the pillars containing the painlords there are two that spawn gore (and a dead player) in lieu of painlords only on easy. These have now been edited so that in each pillar the gore appears whenever the painlord does not. (The player has also been changed to a gore actor.)

Map03
Floaties by the first door switch.

Map23
Central room with the barrels and combat slugs has several gore decorations that do not appear on hard, but do not block movement nor represent any living monsters that might appear there in hard. Flagged to appear in all skill levels (and also not be flagged ambush).

Map25
1-pixel vertical misalignment on line 44.

Map28
Floaty medikit(s?) near (-955,-435), moved away from the double teleport pad.
Fixed the textures on that door now that the SLOPPY textures have been updated
Moved stuff around the starting skull switch so you start with a screen full of skull again.

Map29
Floaty shellbox 444.

* levels: more minor fixes.

Mostly to address #1043.

Map09
- Moved the crates in front of the eastern teleport door to keep the player from potentially falling into the gap between the big crate and the main crate rack and softlocking. The small step-crates are now also properly aligned with the flat they use.

Map14
- The entire lower floor of the big octagon room has been lowered to -56 from -48. This restores access to the alcove in front of the minigun secret, and also better aligns with the textures of several surrounding walls.
- Merged the sectors of the yellow key cage teleporter pad so the lights would sync.

Map15
- A room will lower two teleporters when you step in and two worms will warp in through those teleporters in hard, one in medium, none in easy. It looks bugged where the worms don't appear and absolutely nothing shows up, so pickups are revealed instead when they don't.

Map18
- Added one more step crate to let the player directly access the necromancer soul sphere (and the health bonus tucked away in the corner) without retracing their route back to the upper ledge.

Map25
- Got rid of that starting elevator once and for all. The only purpose in forcing that starting gunshot was to make that first room marginally more awful to pistol-start. Moved the shotgun and shells to the "outside" platforms to make up for it.
- Widened the side windows facing the yellow key so the trilobites have room to move.
- Shrunk down the exit line to make it completely impossible to trigger it while the painlord/necromancer standing there is alive.
- Added more monster blockers to the RL warp-in ambush closet, as the worms would still sometimes warp in both on the same side. I've also made the destination sectors larger as that simplifies the underlying geometry a bit.
- Flagged everything in the deathmatch arena multi-only.
- Thing 445 (last monster before SSG in hard mode) is now a pain lord instead of an octaminator.

* levels: more minor fixes.

Map13
Exit teleport pad lines now block monsters.

Map18
End soulsphere secret is now tagged as secret.

Map19
The straferun armour trench setup could not possibly work without having the worms below block your movement sometimes. The trench is now fenced off and the platform accessible by bridge; the pinkies are now spectres outside of easy and hard gives you two more of them; they can only harm you by teleporting.

* levels: readjust map28 skull.

The vertical offset would no longer be needed after #1047; however the tiling is a bit off if we need to offset this horizontally due to the additional trim, so a new linedef was added.

* levels: map26 minor fixes.

The secret blue lift switch error message would indicate it's a "door" which despite being correct from an engine point of view doesn't reflect its actual function.

The red armour secret is now player-shoot only, and the wall breach effect is instant.

* levels: fix high jump platform texture alignment.
2023-08-03 14:16:55 -03:00
mc776
d71ac12cf4
levels: another big batch of fixes. (#997)
* level: more fixes.

E1M3
- Minor item floating in one of the staircases.

E1M7
- Widened the item trenches in the northwest switch room to minimize the chance of a floating item.
- Narrowed the water trench in the southeast switch area to prevent someone from squeeze-gliding in.

E1M9
- Funny-shaped nukage bridge no longer has visible switches. Instead, that railing can be used from the outside anywhere along any of the long sides to lower it.
- Door on the north of that bridge was missing a doortrak.

E3M5
- Northeast giant blood pit had floating items in the new ledges. (Those bits are now also 100% pure meat instead of the rocky crust on top.)

E4M4
- Secret in the southwest is now the room instead of the doorway. Lighting adjusted accordingly.

E4M5
- There's an obscured lamp in the northwest that's supposed to look (in id) like a small lamp placed on top of the box. Freedoom's yellow lamp doesn't work for this, but Freedoom's candle sprite is perfect for the intended effect, so now it is that instead.

E4M6
- Various thin secrets.

E4M7
- Thing no. 580 was the wrong type and bled into the ceiling (see #941). The blocking version is now used instead.

E4M8
- The secrets by the starting area are now the rooms themselves instead of the doorways.

Map11
- Untagged the lizardbaby-triggered doorway as secret.
- All lizard baby sectors are now 72 units tall.
- Realigned the vines in the trilobite corridors overlooking the western atrium.
- Berserk red key secret room lengthened to guarantee having to step inside it.
- Red key is now at a different location, the platform now being a teleporter to it, allowing the location of the red key to be a single sector that can be flagged as a secret.
- Replaced the light source in the yellow skull room with something less likely to have already fallen over.
- Replaced the evil eyes with tech lamps since those aren't shootable.
- The trigger for releasing the pain bringers in the nukage fountain is once again a walk line.

Map16
- Every sector in the backpack secret was tagged as secret, leaving a total of 3 secrets one of which was skippably thin. The skippable is now untagged.

Map18
- It was possible to squeeze into the blue key pillar to trigger the ambush prematurely. The pillar is now the entire 64x64 platform.

* levels: more fixes.

E3M7
- Ambush-flagged and moved the pinkies in the lower small intestine so they stop trying to block the player from below either drop.
- Got rid of some orthogonal lines in the intestine to get rid of the fake contrast.

Map11
- Jump-proofed the decorative canal areas near the final arena.
- Some attempts to address #996.

Map14
- Removed the close-30-seconds door for the descending serpentipede monster closet because if they all bunch up like that while you have an SSG it's a boring wait afterwards. Have fun being hunted by them in the corridors!
- Addressed #996 in the south.

Map15
- Made the two lifts to the red armour secret visually consistent with each other.
- Some feeble attempts to address #996.

Map17
- Jump-proofed by Catoptromancy: numerous platforms raised above what should be jumpable in most sourceports that enable it by default.
- Added a backpack by the corpse near the start, as playing the map "right" and refraining from shooting until you get the tripod puts you in significant danger of running into a shellbox while at near full.
- The stairs inside the living room are flush up against the wall, so you don't waste time falling off and getting back on.
- The window texture now better matches the light falling on the floor.
- Moved Tree #73 and #37 as they were being invisible jump-blockers from below.
- Restored there being three chunks of rock for the blue key.
- Changed up a lot of textures in hopes of creating visually distinct areas.
- Added an extra secret in the start tunnel.
- Made the switch in the water go to 8+LAF fast instead of lowest because those weird sudden flat changes didn't look good.
- Shrank the pillars near the yellow key so you could move around all of them.
- Changed the torches inside the southern switch corridor to techlamps, and added new torches around the entrance to the eastern building.
- Changed the hanging corpse in the living room to another hanging corpse. (see #941)
- Made the couch look more like a couch. And one that's been in a war zone.

Map23
- Replaced the haphazard texture on the northern teleporter room and added some light sources.
- Improved the trim around sector 236 so the door doesn't go right into the curve.
- Used the correct CONS1 flat for sector 246 and shrank it accordingly.
- Addressed #996 in the south.
- Moved the (non-hanged) corpse in the starting secret out of the doorway. The way it hinted at the true nature of that wall was really neat but sadly doesn't play well with software renderer.

Map25
- Southern curved tunnel had a single orthogonal line that led to a misleading fake contrast.
- Some feeble attempts to address #996.

* Delete map17m.wad

* levels: restore old e2m1.

* levels: address E3M6 softlock.

see #998
2023-06-30 00:15:58 -03:00
mc776
5b207eadd5
levels: adjust map25 start puzzle. (#903)
* levels: adjust map25 start puzzle.

Attempt to address #902. Also simplifies the surrounding sectors by making the actual lift sector no longer share lines with the surrounding walls.

* levels: make map25 starting wrong switch optional.

Also let it be flipped back and forth uselessly.
2023-03-12 18:55:32 -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
2f066d434b
levels: rebuild nodes (#846)
Ran "make rebuild-nodes"
2023-02-27 12:57:49 -03:00
mc776
3efe8a0e41
levels: fix various bugs. (#871)
* levels: fix various bugs.

Thanks to Goji!, Inuk and rednakhla on Discord for pointing these out.


E1M3: Northern lift simplified to address texture alignment problems.

E1M5: Door near (-205,1336) (leading out into open ceiling area with the big strip of lights down the middle) door tracks needed to be lower unpegged.

E1M9: Lift near (-2328,120) was split into 2 sectors, causing HOMs when they went out of sync. There's nothing that relies on this split (contrast the neat lighting stuff from Map22) so the lift is just merged into one sector.

E2M2: Shellbox near (-486,192) is right on the line between two stairs, causing it to rest on the bottom step which causes ports like GZDoom to have the sprite clip *very* visibly into the upper stair. Moved it slightly so it rests on the upper of those two stairs.

E2M3: Door leading to red key and "door" leading to soulsphere: former should be lower unpegged but latter should not, but were reversed. Two exit-door-textured doorframes also given more conventional DOORTRAK and lower unpegged treatment. The teleporter representing the hatch going down into the nukage is now fully repeatable.


Map07: Infinite height in vanilla would cause the spectres in the red key courtyard to trap the player on the entrance ledge from below in a way that could not be seen or diegetically explained. Those three spectres now warp in only after you cross the ledge. (Setting them to "ambush" would do nothing since you're in LOS with them from the top of the ledge.)

Map11: Lights above red keycard weren't aligned; moved that entire sector and added a few lines to round the corner. Removed a strobe effect on the exit teleporter to compensate for a GZDoom issue where the light would go to absolute zero during the blink.

Map12: Room to the south with the 2 stimpacks, ammo boxes, 2 chaingunners and berserk would sometimes cause some of the items to be "levitated" to the highest sectors they touch. Moved them away from said higher sectors - it looks a bit sloppier but this is a backroom not a storefront lol.

Map13: The easternmost archvile platform had the archvile stuck in the seam, preventing it from lowering in vanilla. (Worked fine in GZDoom) Moved it a little further in.

Map19: The combat slugs teleport in from a W1 teleporter which could sometimes be spent while one of the pinkies is blocking the destination, permanently preventing that slug from teleporting in. These are now WRs like the other teleporting enemies.

Map22: More W1 monster teleports that should be WR. Also filled in some missing textures in the multi-sector lift connecting the cavern to the hall in the southwest, which parts are clearly not meant to be seen moving separately but can - it still looks fucked up if you manage to desync them, but it's a diegetic fucked up now.

Map24: Another W1 spawn. This one is impossible to screw up in vanilla, but there are some mods that could end up spawning something there that could block the archviles from teleporting.

Map25: More W1 problems. The spawn source room now also has a small barrier to make sure each pinkie only goes to its own teleporter unless the initial teleport fails.

Map27: Lizardbaby dropping too far meant that the bracket was falling along with it in a visibly unnatural way.

Map29: Broke up all the long linedefs on the perimeter of the map to get around the invisible hitscan barrier bug: https://doomwiki.org/wiki/Hitscan_attacks_hit_invisible_barriers_in_large_open_areas
(Ideally this entire perimeter should be redone to break up the box in favour of more natural-looking formations, but that's a bit outside the scope of a fix like this.)


Also got rid of the Plutonia-style start/end teleports on the fixed Phase 2 maps, to address #867.

* maps: more fixes.

More floaty items and other things.

E1M9
- floater mid south stim by staircase
E1M7
- floater northwest clips near the tunnels
- floaters near switch by railings, now all on the railings
- duckproofed sector 439 barrier
E2M9
- floater thing #125 medikit on top of lift, now in middle of platform
- shotgun guy (thing #309) and the spectre behind it stuck in geometry.
- lines 430 and 761 both open the same door and are in the same room right next to each other. Since 761 is actually textured and positioned as a switch, the tag and special on 430 is removed.

* levels: flag e2m7 DM stuff as multi-only.

Marked the following based on eyeballing out what items are right next to DM spawns with no obvious alternate route to them: 487, 488; 203, 397; 499, 500, 501, 502; 482, 485; 491, 492, 493; 494; 496; 28, 486; 182; 54

* levels: more misc. fixes.

E1M6 W1 lines 2318 and 2321.

E3M5 Removed all monster block lines in that gross blood room and raised the blood floor to only 4 below the normal floors, but flagged more monsters in there as ambush to make up for it. Also fixed a lot of texture alignment issues in the top skin panels and lowered the ceiling, along with adding a new sector to address texture tiling issues in the northern teleporter room.

E4M1 fixed a mysterious HOM that was going on near the northern shadow line in the northern outdoor area. Merged a lot of sectors that were identical in their properties.

E4M7 entrance to sector 985 seems to be intended that the player run off the ledge into that room, then the pinkie near the ledge ambushes the player from behind. Instead, what sometimes happens is that the pinkie is alerted somehow, then obstructs the player (vanilla infinite height) from being able to get down there. That means of getting down into that room is now walled off, and instead you step onto that lift to bring it down from above. Neat side effect: any monsters still in the ring when you enter that room will follow you down there.

E4M5 linedefs 1724 and 1725 were facing the wrong way and couldn't be hit with projectiles.

Map25 Float thing 217. Moved that entire row further south to address floating item issues.

Map28 Float thing 464.

* levels: use inner room texture in E4M7 lift.

* levels: align side textures on that lift.

Didn't realize the little squares were sticking into the floor at the *bottom* of the lift as well.
2023-02-19 19:28:01 -03:00
Steven Elliott
b8885591ea levels: Fix GRAY1 in fake floors and ceilings
Part of the Eureka cleanup involved fixing warnings having to do with
missing textures. Eureka was used to fix the missing textures by
replacing the "-" with "GRAY1'. Unfortunately fake floors and ceilings
resulted in false positive warning. Fixing the warnings broke the
intended rendering - the fake floor or fake ceiling is supposed to be
extended over what is now a gray hole. The solution is to revert the
missing texture fixes that have to do with fake floors and ceilings.

freedm.wad
  DM02  Ceiling above the arrow.
  DM20  Ceiling above the lights near door.
  DM23  Ceiling above the light.
        Ceiling above health bonuses.
  DM25  Ceiling above polaric energy cannon.
  DM26  Ceiling above DM spawns.

freedoom1.wad
  E2M5  Floor with hatchling pop up near the start.
        Floor with trilobite pop up near the end.
  E2M7  Pillar surrounding the blue key.
        Floor with monster pop up at the end.
  E3M3  Ceiling in triangular room.
        Floor with trilobite popup near triangular room.
        Floor with pain lord pop ups upstairs from triangular room.
  E4M1  Ceiling above yellow key.
  E4M3  Floor slit in the ground outside (rendering trick?).
  E4M4  Floor below the exit sign.
  E4M6  Floor lights at the bottom.
        Ceiling above teleporter.
        Slit in blue floor (rendering trick?).
        Ceiling light above the red key.
  E4M7  Floor internal control sectors in nukage.
        Floor below the exit sign.
  E4M8  Floor below the exit sign.
        Ceiling above the teleporter.
  E4M9  Floor below the lights.

freedoom2.wad
  MAP14 Floor for four outdoor monster pop ups.
  MAP17 Floor with four internal control sectors in the middle.
        Ceiling above logo in red floor room.
  MAP18 Ceiling above the player spawn.
        Ceiling above the end.
        Transparent windows
        Floor with monster pop ups outdoors.
  MAP20 Ceiling above the light in corner.
  MAP25 Floor with monster pop up outdoors.
2022-12-04 08:27:49 -05:00
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
Erick Tenorio
d5322b2838 levels: Update MAP25
Update MAP25, changes by Catoptromancy
2021-08-21 00:32:33 -05:00
Xindage
96017a70c2 Maps fixes made by catoptromancy. 2021-07-25 10:24:46 -03:00
Mike Swanson
bb2fef4f02 levels: rebuild nodes for maps that need them 2018-07-02 13:54:41 -07:00
Kevin Caccamo
a66ba0bba5 levels: replace all {S,W,B}FALL textures
Replace all {S,W,B}FALL textures in the levels with their animated
equivalents, and remove {S,W,B}FALL from textures.cfg.

The {S,W,B}FALL were leftovers from when Freedoom had the goal of
being Boom-compatible instead of vanilla-compatible.

Also, rebuild these levels' nodes and reject tables with ZenNode.
2017-12-31 12:28:53 -08:00
Kevin Caccamo
191d24f29f levels: minor tweaks to MAP25
- Give player 160/320 cells near (X: -1920, 544).
- Fix switches that open the 6 pickups near (X: -800, Y: 1408).
2017-11-17 17:44:19 -08:00
Kevin Caccamo
32ed835ec2 levels: vanillafied and improved MAP25
https://forum.zdoom.org/viewtopic.php?f=3&t=57684
- Rebalance monsters and weapons for pistol start (tested on ITYTD-HMP)
- Fix P_PlayerInSpecialSector issue in Sector #667
- Fix all(?) visplane overflows, and most drawseg overflows
- Make staircase near (X: -992, Y: -480) less of a hassle to climb
- Remove midtex from back side of line #4342 (X: -1504, Y: -928)
- Change shootable switches near (X: -800, Y: 1408) to regular switches
- Add shootable switch that opens bars in cave (X: -1344, Y: 448)
- Shorten room sequence at (X: 2208, Y: -2144) to four rooms
- Add "coffins" to key switches (X: 1088, Y: 992)
- Simplify sectors leading to exit (X: 1632, Y: 256)
- Replace blursphere in secret at (X: -992, Y: 120) with backpack
- Add small platform, and super shotgun at (X: 2464, Y: -2224)
2017-09-22 20:29:11 -04:00
Catoptromancy
a879e425c4 map25: Limit removing conversion, involving lots of map changes. 2017-02-07 09:15:07 -08:00
Mike Swanson
3df89d3421 de-symlinkify: cyb 2015-12-17 00:25:00 -08:00
Simon Howard
e98e2f465e Import levels 2006-05-09 16:17:23 +00:00