- Remove the extraneous secret room accessible right from the start.
- Increase the floor height of sector holding the red fake key, so it
is better visible from the outside.
- Entirely remove the dull rectangular sector that once surrounded the
Doom logo.
- Change the texture of the wall leading to the backpack secret.
- Remove the teleport from the super-secret room (accessible from the
backpack secret) that lead to the northern-most sector behind the
bars, instead add a switch to the super-secret room to lower the three
bars on the left of that sector.
- The three bars on the right of that sector are now lowered when the
switch lowering the fake red key and unveiling the real red key is
activated.
- Move the invisible secret switch revealing the rocket launcher
secret to the switch at the northern end of the northern-most
corridor (it is still hard enough to discover, after all).
- The three eastern blue bars are now directly switchable (just as
their western counterparts), remove switches from the walls on
either sides.
- Turn the sector surrounding the yellow key back into damaging lava
(it is in a hell area after all), but leave it escapable.
- Also, turn the sector surrounding the rocket launcher back into
damaging nukage.
- Replace the two Barons guarding the red key by Cacodemons.
- Replace a stuck demon in the yellow key area by a Chaingunner.
- Change linedef on lift into yellow/red key area to type 88.
- Baptize the map "Waste Water Basin" in 'lumps/fraggle/freedoom.bex'.
TODO: Thing placement!
1) It took me ages at first play to figure out that the ordinary
looking red/green switch has to be shot between the bars in order to
unlock the red key. Removed the single blocking bar and turned the
switch into a pushable switch (Vanilla linedef) just as all the other
red/green switches are throughout the game.
- Linedefs 752, 753, 754: Removed
- Linedef 741: Front Sidedef (1209) Sec 54 to Sec 53
- Linedef 886: Type 24853 to Type 102 (S1 Floor down HEF)
2) The stairs in the western most hallway were so steep that it was
nearly impossible to actually see the hitscanners attacking you from
above without mouse look. Made the stairs less steep (changed the
step size from 32 to 16) and changed the last step into a lift.
- Sector 109: Floor -248 to Floor -256
- Sector 108: Floor -224 to Floor -240
- Sector 107: Floor -200 to Floor -224
- Sector 106: Floor -176 to Floor -208
- Sector 105: Floor -152 to Floor -192
- Sector 104: Floor -128 to Floor -176
- Sector 103: Floor -104 to Floor -160
- Sector 102: Floor -80 to Floor -144
- Sector 97: Tag 17
- Linedef 1244: Type 88 (WR Lower Lift), Tag 17
- Linedef 942: Type 62 (SR Lower Lift), Tag 17
- Linedef 1216: Flag lower unpeg
3) Moved some Things a bit apart from the Player 1 start, so that you
do not "suddenly" have a Shotgun and Blue Armor after your first step.
- Thing 14 (Shotgun): Y 640 to Y 512
- Thing 192 (Teleport Exit): Y 640 to Y 704
- Thing 312 (Blue Armor): Y 640 to Y 576
4) Fixed non-blocking one-sided linedefs.
- 709 Linedefs: Flag block walk
- Linedef 379: Type 14498 to Type 133 (S1 Open blue door /fast)
- Linedef 383: Type 14434 to Type 135 (S1 Open red door /fast)
- Linedef 662: Type 15394 to Type 103 (S1 Open and stay)
- Linedefs 739, 1123, 1122: Type 13321 to Type 88 (WR Lower Lift)
- 24 Linedefs: Type 14574 to Type 34 (D1 Open yellow door (stay))
- Linedef 254: Type 213 (-- BOOM: Transfer floor light) left untouched
Removed that infuriating invisible maze from the blue key path,
replacing it with a simple cage gauntlet. Made the yellow key room
teleport the player directly back to the hub room.
The "collapsing wall" effect in the first hallway in the game was poorly
done. It just fell instantly with no sound effects or animation, and
just ended up looking like a visual anomaly. Not something you want to
show the player on their first impression, so I took it out.
#35
Created C3M7 out of everything but the boss room from Map30, and
replaced the various Freedoom2 things and textures with Freedoom1
replacements. Still needs to be tweaked and Balanced
Fixed missing sector tag on monster pen teleporter, able to kill every
monster now.
Added hidden door to teleporter, moved secret tag off teleporter to
ajoining sector, fixed teleporter to teleport to hidden room.
* Line 379 midtexture changed to SUPPORT3
* Sectors 85 and 86 deleted
* Lines 452 and 454 midtexture changed to TEKWALL4 and special set to 0
* Line 453 midtexture changed to BROWN96
* Lines 189, 214 and 216 lower texture changed to BROWN1 and offset 0,0
* Sectors 31, 32 and 37 floor changed to SLIME16
* Sectors 31 and 32 ceiling changed to CEIL5_2
* All waterfall lines set to special 0
* Line 577 changed to DOORTRAK
* All instances of STUCCO replaced with SLADWALL
* All instances of FLAT5_5 replaced with FLOOR7_2
* All instances of FLAT5_2 replaced with CEIL5_2
* All instances of BROWN96 replaced with BRICK7
* Lines 549, 550, 552 and 554 set to lower unpegged and offsets
lowered by 16
* First door made manual, associated extra vertexes removed (goes
against convention and expectation, also annoying to deal with)
* The one instance of FLAT1 replaced with FLAT20
* Sector 92 ceiling changed to FLAT20
* Sector 110 ceiling changed to FLAT20
* Sector 110 floor changed to CEIL5_1
* Sector 109 floor changed to RROCK10
* Sector 111 floor changed to RROCK10
* All instances of RROCK03 replaced with CEIL5_10
* Lines 174, 175, 222 and 224 removed (I don't see the point in having
SLADWALL in the corners)
* Sector 122 floor and ceiling raised by 64 (to compensate for the
lack of raise ceiling to nearest adjacent ceiling in non-boom)
* The exposed lower textures of sector 122's lines set to SLADWALL
* All instances of ASHWALL2 replaced with BIGBRIK2
* Line 643 special changed to 5
* Line 644 special changed to 19
* Line 547 special changed to 38
* Sector 121 (switch to lower red armor) sunken into wall, rather than
extrude, to prevent exploit to get armor early
* Sector 35 (center window in the E1M1-esque room) (and its adjacent
stairs) narrowed by 16 units on each side to prevent straferunning
out of it
* Line texture alignments adjusted for above change
* Lines 10 and 13 specials nullified
* Sectors 4 and 23 tags removed, brightness on both 192