Commit graph

341 commits

Author SHA1 Message Date
NickZ
8b015ada6a levels: Replace missing textures which crash Boom 2.02
Fixes #203
2015-12-17 12:17:29 -08:00
Mike Swanson
ff504f3649 c1m7: remove extra (voodoo) player start 2015-12-14 18:17:54 -08:00
CWolfRu
66eb0e1c86 Levels: New C2M7 2015-12-14 15:16:07 -08:00
CWolfRu
581673d622 Levels: New C1M9, replaces protox's.
Fixes #133
2015-12-14 15:15:26 -08:00
Mike Swanson
ce6288b75c map09: critical existence failure
Incomplete map of lots of windy hallways, bad gameplay in favor of a
realism goal.  Let's remove it.
2015-12-13 20:43:46 -08:00
NickZ
7b65d78caa MAP06: Fixed rogue TNTSKY1 textures that broke BOOM 2.0.2 compatibility 2015-12-13 20:32:21 -08:00
Blastfrog
9dfbb7cfa8 map06: Replace with Jenesis MAP03
Jimmy gave permission to Freedoom to use Jenesis maps
2015-12-11 19:49:50 -08:00
Mike Swanson
9c3183ae18 map05: rebuild nodes and remove GL nodes 2015-12-10 07:49:00 -08:00
Fabian Greffrath
d50addbf3d MAP05: Gameplay and compatibility fixes
- 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!
2015-12-10 16:39:00 +01:00
Blastfrog
72aeffbfe5 map05: Removed "DOOM" sector and changed all liquid to water 2015-12-09 09:34:39 -08:00
NickZ
781ba8afd8 Made minor changes to the exit sign, added a few clips to the end of the starting hallway. 2015-12-06 11:18:46 -08:00
CWolfRu
b39b62dac9 Levels: added c2m6 2015-12-06 11:17:26 -08:00
Mike Swanson
aeb330ccf9 levels: rebuild map02/map04 as the bare levels only
Fabian's prior two commits included glnodes for MAP01 that made the
game crash immediately on startup for PrBoom.
2015-12-04 10:35:42 -08:00
Fabian Greffrath
d664fe5abe MAP04: Gameplay and compatibility fixes
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
2015-12-04 10:20:09 +01:00
Fabian Greffrath
b7efd38c5e MAP02: Made Vanilla compatible
- 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
2015-12-04 09:00:06 +01:00
Nick Zatkovich
024073f622 C3M7: Updated blue key room, gameplay tweaks
I've updated the blue key room so it's a little harder and requires more
player engagement.
Also added some various gameplay tweaks.
2015-12-01 21:34:02 -08:00
Nick Zatkovich
614b439d3f C3M7: removed invisible maze, simplified blue path
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.
2015-12-01 10:49:59 -08:00
Nick Zatkovich
3909f36f69 Fixed tutti-frutti exit signs on DM31, DM32
Fixes #107 & #108. Replaced small EXITSIGN texture with the PNK4Exit
2015-11-30 13:42:25 -08:00
Nick Zatkovich
d155e9973b Added DM starts to c2m2, c2m4, c3m4
Fixes #147. added 8 DM starts each to the above levels
2015-11-30 13:21:01 -08:00
Nick Zatkovich
34ff9ce839 C1M1: Removed "collapsing wall"
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.
2015-11-30 12:34:04 -08:00
Nick Zatkovich
32d98fe24a C3M7: Removed excess Map30 data, fixed secrets
The map30 data was left in the WAD, I removed it.
Some secrets were inobtainable, I added teleports to them. All secrets
are now obtainable.
2015-11-29 18:30:55 -08:00
Nick Zatkovich
1c27d01c44 Created C3M7 out of Map30 scraps
#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
2015-11-29 15:36:59 -08:00
Nick Zatkovich
b3e2c0cf34 Simplified Map30
per #35:
Simplified Map30 so that the start contains all weapons and items and
transports the player directly to the boss room.
2015-11-29 15:36:01 -08:00
Nick Zatkovich
225c348eb3 Fix: C2M2 Issues #60
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.
2015-11-28 19:34:50 -08:00
Nick Zatkovich
0ec617cb9c Fixing missing yellow skullkey
Fixes issue #150. key in blue skullkey room was accidentally set to blue
skullkey, resulting in two blue skullkeys.
2015-11-28 16:34:52 -08:00
Protox
984e6073b9 levels: new c2m1 2015-08-27 12:39:21 -07:00
Catoptromancy
a4e1779aa6 map24: make the secret better discoverable; fixes #17 2015-08-25 10:16:07 -07:00
Catoptromancy
2e9d764907 c1m7: change door texture, move switch, add armor to skill 2 2015-08-19 19:22:24 -07:00
Catoptromancy
bdadc3f67f map08: lower the bars so you can't crouch under them in ZDoom 2015-08-19 18:58:48 -07:00
Catoptromancy
33b0bf21f1 map29: block baron on lift, move entire building 8 units closer to tp 2015-08-19 18:49:44 -07:00
Catoptromancy
915e52585d c3m9: Add pillars at the hidden door of the fleshy room
Makes it not frustrating to find the exit.
2015-08-17 15:18:56 -07:00
Catoptromancy
5ee6445771 c4m8: add an invulnerability secret to the beginning 2015-08-16 16:33:06 -07:00
Micah Petersen
8c3e0b4bc6 map23: Clean up and make the level a bit shorter and better 2015-07-25 08:40:31 -07:00
Mike Swanson
36ce1e7223 map03: Mark the yellow-key switch with the indicator things 2015-07-24 18:17:45 -07:00
Mike Swanson
6c7b05d31e c2m9: change scrolling linedefs to still, fixes #149 2015-07-23 15:41:23 -07:00
Mike Swanson
5fb884fc58 c1m1: Fix HoM, closes #127 2015-07-23 12:03:38 -07:00
Mike Swanson
f4bcc582b1 map14: Captain Planet, he's our hero 2015-07-22 15:32:39 -07:00
Mike Swanson
799a6b8cab map03: Make nukage sectors damaging
Fixes #158
2015-07-22 15:13:58 -07:00
Angry Saint
ff49d49781 levels: new c3m9, "Acquainted With Grief" 2015-07-16 15:04:09 -07:00
Sodaholic
11672b2284 map01: tweaks for vanilla compatibility and gameplay fixes
* 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
2015-07-08 12:13:00 -07:00
Catoptromancy
51c4a749a9 map25: implement skills 2 and 3 2015-06-13 01:27:44 -07:00
Protox
1082c0f793 c2m1: Skill level refinements from Cato, new beginning resembling C1M8 2015-06-03 18:44:51 -07:00
Catoptromancy
3e3625a19e map16: Lighten up skill 2 2015-05-08 14:38:39 -07:00
Catoptromancy
3f9f037edb map22: Adjust skills 2+3, add DM starts and items 2015-05-08 14:37:42 -07:00
Catoptromancy
ebd8e22387 map28: Fixed routes, implement skill 2+3, add DM starts and items. 2015-05-08 14:33:46 -07:00
Catoptromancy
816d9d7b7e map15: implement skill 2+3, DM player starts and items. 2015-05-08 14:32:09 -07:00
Catoptromancy
57e13ab33b map18: fully implement skills 2+3. Add DM player starts and items. 2015-05-08 14:30:14 -07:00
Catoptromancy
50213d16ed map32: playability and difficulty fixes 2015-04-28 18:57:42 -07:00
Catoptromancy
1ead00f7c0 map08: Add DM starts+weapons, skills 2 and 3 fully implemented 2015-04-28 18:56:53 -07:00
Catoptromancy
22ff71e5d1 map31: add a secret exit and DM starts 2015-04-26 13:37:03 -07:00