Catoptromancy writes in <http://www.doomworld.com/vb/post/963232>:
>Initial fixes: 4 player starts, no telespawns, exits, all things have
>all skill levels.
Signed-off-by: RjY <rjy@users.sourceforge.net>
Tweaked for vanilla compatibility by Catoptromancy,
who wrote in <http://www.doomworld.com/vb/post/963232>:
>Tried really hard on mech1 but it is way too open. There are many
>places in the map that can see to other side. Only way to cure the
>massive HOM was to make those 4 ledges to be walls to block sight. A
>few other areas were also slightly gameplay touched to get rid of tons
>of linedefs.
>Mech7 was much more closed and I could leave much more detail. Still
>had to get rid of ceiling lights or simplify them. Mostly just squared
>corners and got rid of step borders.
Signed-off-by: RjY <rjy@users.sourceforge.net>
I found this checking for duplicate lumps in the built IWADs.
It wasn't used as the "real" D_E3M4 overrode it.
Signed-off-by: RjY <rjy@users.sourceforge.net>
delete sidedefless lines 781, 791
these can potentially crash the game although they were in the void
allow door out of first room to open
set linedefs 21, 61 to type 1 manual door
set passuse on line 131 for completeness' sake
fix secret area entrance
sector 93 and linedef 394 have tag 12
remove special from linedef 457 (not needed)
fix lift up to red key (sector 115)
set tag 13, also linedefs 559, 562
fix lifts in penultimate area, after red key teleporter
sector 132 and linedefs 666, 680 have tag 14
sector 133 and linedefs 623, 661 have tag 15
change hanging body (thing 73) to non-blocking version
fix secret area count
mark sector 94 as a proper secret for which you get credit
remove spurious tag 7 from sectors 127-129
cosmetic fixes
stop secret area entrance tracks descending with floor
clear lower unpegged flag on linedefs 456, 458
fix alignment of wall behind lift up to red key (linedef 562)
prevent walls under crushers in final area from moving with ceiling
set lower unpegging flag on linedefs 747, 752, 754
fix various misaligned STONE2 ugliness in final room
Signed-off-by: RjY <rjy@users.sourceforge.net>
solid hanging corpses made non-blocking
- 27 and 28 blocked a player attempting to hurl himself off
the red key platform.
- 152 was an irritatingly invisible blockage in the final corridor.
Unfortunately Freedoom's version of this sprite is a lot smaller
than Doom's.
- 68 and 119 are mostly cosmetic, but fix them anyway.
fake manual zdoomisms fixed
- linedefs 492, 493: the drawbridge already has a tag 5, set its sides
to have the same tag.
- give linedef 194 and sector 10 tag 14 so the red key platform sinks
into the lava correctly.
- give linedefs 116 and 118 and sector 11 tag 15, so you can get out
of the lava after said platform has sunk.
incorrect door track pegging fixed (linedefs 817, 819)
Signed-off-by: RjY <rjy@users.sourceforge.net>
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Catoptromancy writes in <http://www.doomworld.com/vb/post/949221>:
>This should be updated to map24 [...] The current 0.7 map24 is actually
>a brand new udoom map I swapped in since mine was far from finished.
Reset map24 symlink back to catoptromancy/map24.wad
(Partially reverts 0c4144eba0)
Signed-off-by: RjY <rjy@users.sourceforge.net>
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Catoptromancy writes in <http://www.doomworld.com/vb/post/949221>
> Also map19 from dabski needs relinked, was removed for release due to
> error and not finished.
This reverts commit 3b76d63ecd.
Signed-off-by: RjY <rjy@users.sourceforge.net>
CC: Catoptromancy <catoptromancy@yahoo.com>
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
In map02 (siggi/hawl.wad) the exit sign is lit up, but the ground
beneath it is kept dark by using vanilla shadowcasting effects.
BondEar reported evidence of slime trails around the exit sign[1]. I
couldn't verify this, but nevertheless here is an attempt to fix it.
Uses linedef 254 as the control linedef rather than creating a whole
new control sector, to avoid an unnecessary node rebuild which would
break Catoptromancy's demo pack :-)
[1] http://www.doomworld.com/vb/post/940478
Signed-off-by: RjY <rjy@users.sourceforge.net>
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Boom only recognises texture names as colormaps names on certain line
specials (e.g. 242, deep water) If a colormap name is used on any other
kind of special (or non-special) line the name is interpreted as a
texture as normal, and Boom202 cannot cope with unknown textures.
Thus, remove the lower texture MFADEMAP from linedef 2328 of map09.
Signed-off-by: RjY <rjy@users.sourceforge.net>
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Cato approved of removing his old map in favor of this one. Also it's
present broken in Boom 2.02, to be fixed later... before the next
release!
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
- Revenant room has 6 less archviles in bfg trap, 2 pain elementals
added in -skill 4.
- Revenant room has invulnerability available in -skill 3 and -skill 2
- Revenant room's door is much slower, when entering...Normal instead of
turbo door.
- Revenant room's mechanism for opening doors from inside much
adjusted. Still has half the puzzle trick, do not need SR-50 speed to
beat trick now.
- A few tiny and minor thing adjustments I forgot.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>