For when you want an upper area of a wall to have vines but you don't want them to unnaturally cut off at the bottom.
The regular vines have also been tweaked to get rid of some excessive solid colour blocks.
Closes#1327.
Brief summary:
- the bland description feels really out of place with its straightforward description against "Outpost Outbreak" and "Event Horizon".
- nothing in this episode looks like a "military lab".
- what it *does* have is an overgrown-ruins theme with a bunch of AGM tech overlaid on it.
- the old E2M1 even was explicitly named as "ruins".
It was overwriting the existing id BROVINE2. Both are now available.
All levels have been converted to use BROVINE3 with a script. There are a few spots where BROVINE2 actually looks better but we can presume the brown wall green vine was the original authorial intent since that one has been the only one available since who knows how long, and it's not like we can't update these later anyway.
Also incorporates the Map11 edits from #1318.
Old green slime bricks preserved as SLIME13A and BRICK13A.
Map11 tweaked slightly to take advantage of both; also fixes the torch light effect in the octaminator zombie ambush and adds a big vent grate to that blank wall.
E1M7: There was some talk about reverting to "Viral Research" but the viral waste being kept in open air pits seemed no more plausible than this building being a "transportation bay". "Materials" was evocative of something that would probably stay put if left alone. (Probably.)
E3M2: There never was anything added to this level that actually resembled a temple, though there are plenty of tunnels and things evocative of heat. There's also machinery suggesting some kind of power generation, and "Heate Tunnels" seemed oddly bathetic and understandably replaced.
DM22: Fixed inconsistent capitalization.
Map02: This level didn't really resemble a lab, let alone multiple of them. It was originally named "Jade Tumult" but that name doesn't fit this cluster at all; another name with the same initials was suggested, with "Janus" for the two-faced appearance of the starting area and "Terminal" for the big end teleporter (and cluster finale).
Map24: This is a dark, tight, claustrophobic map with narrow doorways and a very uneven floor, and in no way resembles something that can be called a "loading bay". It does, however, contain an odd arrangement of teleporters that does not appear to serve any practical purpose.
Map25: "Red Works" seemed still too reminiscent of id "Bloodfalls". "Surreality" was initially suggested by Uni but I disagreed because I always associated that name with the old E2M1, so we agreed to split the difference by naming it after a famous surrealist painting that involved melting and impossible machines.
Map29: "Last Stand" is not a stand, nor last. There's nothing about the flow of the level that would suggest anyone's doing a "last stand" here. The most prominent thing about it is the vast expanse of lava that some of the architecture is melting into. "Lake of Fire" was rejected as too doomily biblical.
For maps that do things that might actually give an impression of an ostensibly horzontal-moving door that can be viewed from either side, or a pair of double-doors at the entrance to a level.
Includes replacement demo.
While fixing some issues Inuk had found, my dumb ass removed the secret green armor, which resulted in the secret near the blue key being empty on uv. This has been fixed along with a few misaligned textures I found during gameplay (Linedefs 1259 and 1290).
Addresses #1230. Includes replacement Map03 demo.
Map03-4
- Map03 exit is now very clearly marked as one. The lift is given an appearance that implies that it is what you're standing on at the start of Map04.
Map09
- The entryway switch into the ruined storage administration area is gone and the "inside" switch now opens the bars directly.
Clean up the ENDOOM lumps (lumps/endoom*.lmp) by removing extraneous
text and by making the colors more consistent and hopefully easier to
work with.
The rendering is pixel to pixel identical (no visible change) based on
Chocolate Doom's display on exit.
> For Phase 1 and 2, do not have a multiplayer demo in the DEMO1 slot.
> Vanilla Doom (and some source ports) do not allow using the “load
> game” option while in a network game, and network game demos count as
> such. The other three demo slots are fair game, since they do not
> near-immediately block out the load game functionality when starting
> Freedoom.
> FreeDM is exempted since it is not intended to be a single-player game.
A new ENDOOM lump that:
1) Looks more like the Freedoom logo seen on the splash screen.
2) Has information about the Freedoom website, copying (license)
credits and development builds.
The singleplayer ENDOOM lump has also been fixed as it was using the wrong URLs (website doesn't have a "www" and soulsphere's https still has certificate issues).
This ENDOOM lumps were created in Playscii and edited by @mc776 with ENDEDIT.
A new ENDOOM lump that:
1) Looks more like the Freedoom logo seen on the splash screen.
2) Has information about the Freedoom website, copying (license)
credits and development builds.
This ENDOOM lump was created in Playscii.
WOLF1 grey rocks by AxelMoon, copypasted into WOLF2 through 4 by me.
WOLF9 blue wall by 16BitGuy (Klikach) and AxelMoon.
WOLF10, 11, 12, 18 (steel doors) by SuperDave938.
Hand chain portrait converted by Craneo.
Swordsman portrait converted by AxelMoon.
AGM CEO portrait by Goji and Craneo.
Banners by Craneo.
Star chart by me.
The long latinate verbs were getting to me. They are now "put on" for armour, "took" for health and "picked up" for ammo.
I think Map11 is the only map in both IWADs that distinguishes skeleton keys from passcards, so it's always the colour that's the most important distinction. There's no way in English to sound natural to put the adjective last, so it has to be in the beginning.
Similarly, "bullet clip" is now "some bullets" so the ammo type name is at the very end like all the other ammo pickup messages.
The 1% pickups are similarly rephrased so the words "health" and "armor" come first rather than second-last. If people find the exclamation points annoying for such a frequent message I can delete them but they feel right to me ingame, at least in chocolate where I can only see one line at a time.
The current Freedoom key messages are already a big improvement over id but they would still benefit from having the required colour stated at the forefront. The "object" language was always offputting and distracting (in game terms it usually makes me think of actors/things not map geometry) so I've omitted it; "for this door" can also be omitted in my view but there's probably some distinction that some map out there actually needs made.
The earnest "Never give up!" seems to be more in line of Freedoom's overall vibe than the more laconic, Doom-like "Not dead yet!".
Removed "small" from pickup messages as it was making the resulting string of text the same size as the large.
Use exclamation mark for mega-armour - something that completely instantly maxes out a stat like that merits it!
Continuation of #1091. Closes#1096. Hopefully addresses #992, subject to better terms from an actual Spanish speaker.
Corresponding changes have been added to Spanish translation using machine translation. All reasonable efforts have been used to try to vet the output so it actually makes sense but it will need an actual Spanish-speaking reader; I've got an alternate version that *only* does the obvious fixes (but will not address #992) if this turns out to be irredeemably bad.
**Obvious Fixes**
- Converts a few stray CxMy references.
- Updates some screenshots that still showed old assets.
- Fixes a lot of miscopypasted alt text.
- Does not claim DBSG to be "twice" as powerful.
- Adds Handgun pickup sprite.
**Terminology**
- Addresses #1096 by restoring abstract references to health and armour.
- Adds distinction between "refill" and "boost" for health.
- Gives pickup messages a distinct verb for each class of item being picked up.
**Clarifications**
- Much more explicitly describes certain monster and weapon behaviour, avoiding excess kayfabe where it may produce misleading descriptions.
- Makes the deceased name appear as the first element in all obituaries, and uses the same term for the "same" weapon where a monster is using an equivalent to a player weapon.
- Rewords some obituaries to better match the Freedoom monsters rather than the id ones.
- Emphasizes that the misconception is that Freedoom is *only* about providing a gratis IWAD, to better avoid the unintentional reading that it is a misconception that Freedoom is being provided gratis.
**Organization**
- Makes new sections for keys and the general introduction to how items work.
- Moves the colorblind section to right after the new key section.
**Putative Target Audience**
- Adds an explanation of what a source port is.
- Adds the "press Enter a bunch of times to start the game without reading anything" trick.
- Adds a warning about Chocolate Doom's savegame buffer overflow emulation.
- Adds a detailed tutorial walking the player through a live example of every type of ingame interaction.
- Rewrites all the controls-related help to presuppose a modern, post-WASD boomer shooter paradigm, doing away with the previous-century assumptions that you only had turn and forward/back and lateral movement was an unusual extra.
> The massive brutes collapse onto the ground, falling apart bit by bit. The starport is yours.
Semi-iconic stylized shot of the tripods dying on either side of the lift, the plasma room blue thing opening as a gate, revealing... something...
> You kick the corpse in anger, and it feels good. You kick it again, and a remote falls out. You press the button, and the ground gives way to reveal a teleporter.
Pan from the visibly smoking technospider corpse amidst the scorches and bullet holes to reveal a new teleporter. Animation types out "TO BE CONTINUED..."
> The ship rumbles as she wakes up; you think of Earth as she lifts off.
A serpentipede shakes its fist at the Double Impact starry sky, now covered by the smoky star-capped column of the departing rocket.
This started as an attempt to think through how to make the last stretch of E4M8 look a little more like the inside of a spaceship, when it occurred to me that it's very possible to end up with a lot of monsters still alive inside what appears on the map to be the body of the spaceship - so what happens with them? How do you relax with them banging down the door the whole way home?
This describes them fleeing the ship in the immediate aftermath of hitting the exit switch.
See discussion in #1049.
If RW33_5 really is extraneous we can still get rid of it; otherwise it is now METAL9.
I've also taken the liberty of moving one of my recent textures.cfg additions to their proper place in the "Custom textures using resources of freedoom" section.
* textures: add GRAYRED and GRAYWIDE.
Also address #48 with respect to GRAYRED.
* textures: add AQPIPE06-7 and BROWN4.
The latter is called "BIGDOR6A" as the alternative BIGDOOR6.
* New Gray/ick wall by korp.
AS well new ones using stock patches.
* textures: add changes after April 2023.
---------
Co-authored-by: mc776 <24984517+mc776@users.noreply.github.com>
Some maps probably still have some COMPUTE4 textures that use the rightmost column of screens to the left of the leftmost column, which the recent expansion to 256 pixels would have broken. This adds two brand new screens to fill up the space, using colour schemes similar to the spectral graph and blue nebula.
I would like to add these to PLANET1 as well but there are probably maps that accidentally use the previously existing blank space to the right that would be broken by such an addition. If it is known for sure that I am wrong about this, let me know and I will add those as well.