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.
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.
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.
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).
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