Commit graph

19 commits

Author SHA1 Message Date
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
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
e8a434dc19 levels: rename e*.wad to c*.wad in Phase 1
We're calling these chapters now instead of episodes, let's reflect
that.  Sorry if anyone gets confused at first :P
2014-10-13 21:59:57 -07:00
Catoptromancy
a6cd278519 levels: reduce the difficulty of E1M1
- Add green armor near the first switch
- Replace previous green armor with a medkit

Fixes #98
2014-10-02 20:36:20 -07:00
Mike Swanson
815a10caa2 levels: move map14 to its proper location, again
This map was actually made by jond and was moved twice by editors.
2014-10-02 12:45:37 -07:00
Mike Swanson
d8df7bd7fe levels: Delete unused levels
These are no longer used to build the main IWADs (exempting
catoptromancy/fdtest.wad from this sweep), and are being moved to the
attic repo.
2014-10-02 00:28:04 -07:00
Simon Howard
451e4d81ef levels: Build REJECT lump for levels missing it.
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.
2014-09-07 18:30:16 -04:00
Simon Howard
d5e01efbcd levels: Strip out GL_NODES data from E1M1.
This is presumably used by certain source port(s) but isn't really
necessary. Strip this out so that we save 150KB from freedoom1.wad.
2014-09-07 16:36:21 -04:00
RjY
3b5562c86b levels: e1m1: fix texture alignment on exit switch
Swap the offsets of the two segs on the front side of line 2544, the
exit switch. Seg 235 (from 0 to 48) had offset 48, and 236 (48 to 64)
had offset 0. Clearly these are the wrong way round.

Only noticable in engines that do not use the GL nodes in this map,
and have not yet switched to recalculating seg offsets themselves,
after that spate of wads with bad seg offsets circa late 2005.
2012-02-25 19:48:09 +00:00
Mike Swanson
e83635e614 various: remove files with unnnecessary executable bits
No idea why, some files were marked as executable when there's no need.

Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
2009-05-28 15:52:18 -07:00
Jon Dowland
3320c5ba9f fix gl modes step 2 (edited in vi, needs testing) 2008-03-05 11:28:45 +00:00
Jon Dowland
08a20efba2 fix gl nodes step 1 2008-03-05 08:02:52 +00:00
Jon Dowland
219e301908 map14: taken from 10sectors 2008-03-05 00:03:56 +00:00
Jon Dowland
455f4de5de update map01 to fix a crasher bug in prboom 2.4.3
rework the way we do incremental changes now we're in SVN. Instead
of copying spaceforce's map into jond and modifying that, modify
straight in spaceforce's directory and rely on SVN to get the old
version back. (By that line of reasoning, we may well not have
symlinks for much longer).
2006-09-02 14:41:44 +00:00
Jon Dowland
c5938a01f0 Tweak MAP02:
impassable ledges have their floors raised above (deceiving) 24 pixels
  a bit more room around the imp-columns so you don't get stuck
Tweak MAP01:
  higher ceiling in outdoor area
  rotate area behind the blue door
  wider corridor leading to blue key
Tweak E1M1:
  correct light levels in the DM-only corridor
2006-08-30 18:06:17 +00:00
Jon Dowland
817be27f7c my WIP map02 replacement 2006-08-15 22:05:20 +00:00
Jon Dowland
1d30001ae5 a WIP reworking of spaceforce's map01 2006-08-01 20:47:08 +00:00
Simon Howard
e98e2f465e Import levels 2006-05-09 16:17:23 +00:00