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
Easy/Normal has an added rocket launcher, enabled spider for Hard mode.
Easy has a rocket launcher and demon swarm.
DM items were adjusted, including allowing a door to open from the
other side and adding DMN starts + weapons.
Fixed the lighting clue on two secrets and reduced the damage on some
slime. Also changed the gun-activated switch that was being complained
about to a simple press the wall switch.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
While it is true that on modern hardware a reject lump rarely offers
significant benefit, it is nonetheless the case that some older engines
will fare badly if the lump is short or missing.
E1M7, E2M4, MAP05, MAP06, MAP07, MAP10, MAP11, MAP14, MAP18, and MAP31
were affected.
Signed-off-by: RjY <rjy@users.sourceforge.net>
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
map05: added a vertex and moved wall slightly so player doesn't get
stuck behind sector 196.
map07: enlarged 4 platforms about 24 units, I think, made stairs
slightly smaller. Bottom star still has original location. Made the
ledges platform block monsters. This should only affect gameplay by not
letting the arachnotrons get stuck.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
map06: the spider mastermind wont shoot back, seems trapped on sector
mismatch. FIXED, made spider platform larger.
map10: fixed map with new ammo and monster arrangements and exit.
map13: needs finished or replaced. Only added an exit, and made skill
more sane.
map14: needs most sectors unjoined. FIXED, maybe. Much more noticeable
in coop with random sectors and HOM.
map24: needs skill adjustment FIXED,
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>