- 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!
Quite a few levels did not have a REJECT lump and were using null
(all-zero) REJECT lumps instead. I ran these through RMB so that all
the levels would have efficient REJECT lumps.
Changed a player 5 start to a player 6 start, since it was missing a
player 6 start.
Signed-off-by: RjY <rjy@users.sourceforge.net>
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>