* 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
As per #114, it is generally decided that FreeDM should not contain
remakes of other levels. These weren't remakes, but definitely
Wolfenstein 3D homages, which don't really make interesting levels.
nub_hat had previously submitted these two maps for DM33/34 but they
were swiftly removed when it was decided to reduce FreeDM to a limited
number of maps (32), so let's replace the Wolf levels with them.
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.
This commit applies a new ordering for FreeDM's levels, designed by Protox
and preserving the existing names and music used for the levels.
This Doomworld thread has some more information:
http://www.doomworld.com/vb/freedoom/69435-proposed-map-lineup-for-freedm/
Five of the existing levels were moved as they were judged not to meet
quality standards.
Summary of changes:
DM01 - Renamed to DM01
DM02 - Removed
DM03 - Renamed to DM15
DM04 - Renamed to DM08
DM05 - Renamed to DM27
DM06 - Renamed to DM18
DM07 - Renamed to DM07
DM08 - Renamed to DM10
DM09 - Renamed to DM28
DM10 - Renamed to DM13
DM11 - Removed
DM12 - Renamed to DM14
DM13 - Renamed to DM02
DM14 - Renamed to DM21
DM15 - Renamed to DM29
DM16 - Renamed to DM22
DM17 - Renamed to DM24
DM18 - Renamed to DM03
DM19 - Removed
DM20 - Removed
DM21 - Renamed to DM06
DM22 - Renamed to DM25
DM23 - Renamed to DM12
DM24 - Renamed to DM11
DM25 - Renamed to DM09
DM26 - Removed
DM27 - Renamed to DM17
DM28 - Renamed to DM23
DM29 - Renamed to DM04
DM30 - Renamed to DM30
DM31 - Renamed to DM16
DM32 - Renamed to DM26
DM33 - Renamed to DM05
DM34 - Renamed to DM31
DM35 - Renamed to DM32
Skib's unfinished level has been around for a long time, is barely
started and there's no suggestion anyone is likely to finish it any
time soon. Remove it and renumber Protox's DM34,35 to be DM33,34.
Replaces the old map that copied the themes from the original Doom
E2M1, this is an original concept instead.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Add monsters throughout the map, keyed door flags and the keys
themselves, and all-around fleshes it out. Resolves#33
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
DM24 has a secret exit, which causes the level to reset as it's not a
level that is supposed to have a secret exit. Swap it with DM15 so that
the levels progress through the MAP31/MAP32 secret levels.
This fixes#29.
Using a multi-patch texture on the middle texture of a two-sided linedef
causes the so-called medusa effect in vanilla, so in FreeDM it is a bug.
In dm02, we have several lines which use GRAY4 as a middle texture, with
silver borders above and below. These are all in front of a thin sector
backed by a one-sided line with GRAYBIG on it. So:
- set two-sided lines to have middle texture "-" instead of GRAY4;
- set one-sided lines to have middle texture GRAY4 instead of GRAYBIG;
- adjust a few texture alignments.
The sector formerly behind the GRAY4 lines is now visible as a thin
silver line in front of them, above and below the silver borders.
[RjY: despite the high visual detail it seems to be vanilla-compatible,
at least it was fine running around for 10 minutes in chocolate-doom]
Signed-off-by: RjY <rjy@users.sourceforge.net>