E1M1
- All the monsters in the trench are now +ambush, so they don't move until you're down there. On easy the zombieman even faces away from the start.
- More monster blockers added to prevent invisi-blocks jumping into the starting room trench or down from the cliffs in the outdoor area.
E2M7
- Armour bonuses still floating on sector 599. They now adorn the side pillars instead.
- The minigun is comically easy to miss - pretty much every passage into that area is designed for you to look the other way or overshoot it jumping in there, and you might go through the next 80% of the map before having any reason to go back into that part of the room. Its platform has been moved to the lower area, with the upper platform being ostensibly a shotgun but the shotgun guy now standing there took it.
E3M4
- Stealth worm 16 stuck on overlapping ledge.
- Changed the St. Pete's cross into a sealed-off fireblu portal.
- Extended the stairs up from that long bridge so that it's more obvious from a distance at low resolution that those are legit stairs up and you're actually expected to backtrack that way.
- Redecorated the exit room.
E3M5
- Jump down into painlord courtyard in the west would be invisi-blocked by said painlords. Monster blocking line added to keep the way down clear. Moved the tree out of the way too, for good measure.
- Addressed #996.
E3M9
- Fixed numerous tutti-frutti textures and unstraightened some unintentional fake-contrasts in some organic areas.
E4M2
- Got rid of the flat bleed trick in that slime tunnel. It's just a big steady spotlight now - and it doesn't mitigate any nukage damage.
- The secret exit room multiplayer contingency entrance is now opened immediately after the trap-bars are triggered. The trap-bars themselves are no longer crushing, preventing a possible immobilization softlock.
- Said multi-contingency entrance area is remodeled to make it clear it has been jump-proofed.
- Aligned hex textures in secret exit room.
E4M9
- Flagged line 1765 as monster blocking. It's possible for a monster, while that platform is descending, to step right onto that window ledge and get stuck there as the platform continues its movement.
- Added glass to the sides of sector 230 to prevent the player from falling in under certain circumstances.
Map02
- Changed the multi-wallpart elevator so that the middle is the "rungs" that the side "pulleys" are lifting up the platform against.
Map04
- Numerous cosmetic fixes to the starting area.
Map05
- A couple lines on the edge of the stream used the surrounding brown rock instead of the zimmer brown.
- Made the helipad symmetrical and made it look more weathered, including adding a small tree where there would once have been a light.
Map11
- The walk line to open the yellow door switch is now south of the minigun, so those who "know" how it works (without knowing the exact location of the line) don't have to go all the way up to the door to intentionally trigger it.
- Removed some hard-only monsters from the eastern branch, removing some matribites and octaminators and replacing one of the former with a formerly easy-only trilobite and one of the latter with a stealth worm.
- The dock area is now opened up by the same switch that lowers the two platforms, which are now lowered permanently.
- The red skull shootable switches are now located so high up that it's impossible to gamble on a stray SSG shot hitting them from below.
- Addressed #996 in some small gaps in the final arena.
Map23
- Moved all health bonuses around the broken teleporter to look less like mushrooms.
Map26
- Blue skull door trim was misaligned, obscuring the shape of the horns.
- Zombieman 130 stuck inside a monster blocking line.
- Moved all health bonuses around the starting area corpse to look less like mushrooms.
Map29
- Addressed #996.
Map32
- Added a way to climb out of the lava pit.
* levels: rebuild nodes (#846)
Ran "make rebuild-nodes"
* levels: Cleanup Eureka errors in three levels
Relatively minor Eureka fixes to prepare for 0.13.0.
freedoom1.wad
E1M3 Fix missing texture outside bottom of map with AQMETL28
E3M3 Fix missing texture at start with ROCKRED1
freedoom2.wad
MAP11 Fix two stuck matribites in sector 190 by moving them
Add deathmatch start to sector 39 for a total of four (minimum)
Remove unused sector tags 18 and 24
I was grossly overthinking the issue of needing to prevent the player from proactively maneuvering before the action begins. Someone who's played the start a couple times would be able to do that anyway.
* 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>
* 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.)
In levels/map3*.wad files fix errors flagged by Eureka when F9 (Check /
ALL) is pressed. This is mostly missing textures and similar errors.
MAP31 Remove unused sector tag #9
Fix missing textures
MAP32 Remove unused linedef tags
Replace static FIRELAV2 textures with FIRELAV3 in C3M2, C3M4, and
MAP32.
DM23 has static FIRELAV2 textures, but it makes sense because of the
way they are used.
Some editors like to save cruft into a wad, along with the map data.
Unfortunately, it is pulled into the build targets by deutex, which
simply includes every lump in each map wad into the final build.
- c1m1: remove __EUREKA
- c1m5: remove DEHACKED
- c2m9: remove __EUREKA
- dm18: remove __EUREKA, GL_*
- dm32: remove __EUREKA
- map03: remove __EUREKA
- map05: remove __EUREKA
- map14: remove __EUREKA
- map17: remove __EUREKA
- map32: remove UPLTEMPL
"fun.wad" by Siggi is a wad originally made with Plutonia textures but
retextured by the author to work with Freedoom and donated to it.
Catoptromancy feels it is appropriate to have the super secret level as
a huge slaughter map.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>