Commit graph

30 commits

Author SHA1 Message Date
Fabian Greffrath
d50addbf3d MAP05: Gameplay and compatibility fixes
- Remove the extraneous secret room accessible right from the start.
- Increase the floor height of sector holding the red fake key, so it
  is better visible from the outside.
- Entirely remove the dull rectangular sector that once surrounded the
  Doom logo.
- Change the texture of the wall leading to the backpack secret.
- Remove the teleport from the super-secret room (accessible from the
  backpack secret) that lead to the northern-most sector behind the
  bars, instead add a switch to the super-secret room to lower the three
  bars on the left of that sector.
- The three bars on the right of that sector are now lowered when the
  switch lowering the fake red key and unveiling the real red key is
  activated.
- Move the invisible secret switch revealing the rocket launcher
  secret to the switch at the northern end of the northern-most
  corridor (it is still hard enough to discover, after all).
- The three eastern blue bars are now directly switchable (just as
  their western counterparts), remove switches from the walls on
  either sides.
- Turn the sector surrounding the yellow key back into damaging lava
  (it is in a hell area after all), but leave it escapable.
- Also, turn the sector surrounding the rocket launcher back into
  damaging nukage.
- Replace the two Barons guarding the red key by Cacodemons.
- Replace a stuck demon in the yellow key area by a Chaingunner.
- Change linedef on lift into yellow/red key area to type 88.

- Baptize the map "Waste Water Basin" in 'lumps/fraggle/freedoom.bex'.

TODO: Thing placement!
2015-12-10 16:39:00 +01:00
Angry Saint
ff49d49781 levels: new c3m9, "Acquainted With Grief" 2015-07-16 15:04:09 -07:00
Mike Swanson
14ee3cf263 DEHACKED: change fist obituary to the correct order
Thanks to nub_hat for noticing that the killer/victim placements were
in the wrong places.
2014-10-18 16:50:48 -07:00
Mike Swanson
532c1b3992 DEHACKED: Name a whole bunch of Phase 2 levels
These come from Voltcom9 and JudgeDeadd on the Doomworld Forums, thanks!
2014-10-18 01:14:46 -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
Mike Swanson
7356fe4dfa Use Voltcom9's suggestions for chapter titles in Phase 1
Also more consistently refer to the Phase 1 segments as chapters.
It's just another small bit of distancing from Doom.
2014-10-12 20:15:56 -07:00
Mike Swanson
b15154cfa5 BEX: Change level name capitalization based on standard English rules 2014-10-12 19:04:54 -07:00
Simon Howard
c1ea99b483 dehacked: Use https: version of website link.
Github now provides encrypted https: access to its github.io pages.
Use the https: equivalent URL instead of the unencrypted http:
version. Update the CREDIT screen text to do the same.
2014-10-03 05:16:39 +00:00
Simon Howard
7d24f26b01 dehacked: Add Doom version, Patch format headers.
ZDoom's dehacked parser actually is stricter than some other source
ports in requiring that these headers must be present if the
"Patch File for DeHackEd" header is present, and rejects files that
are missing them. Add these in so that the dehacked lumps load
properly.
2014-09-22 00:56:31 +00:00
Simon Howard
2675b7e42e dehacked: Split long string replacements.
BEX allows long string replacements to be continued onto multiple
lines by appending a \ to the end of the line to indicate that the
string continues on the next line. Make use of this syntax to split
some of the really long string replacements and make the DEHACKED
lumps more readable.
2014-09-13 02:33:29 -04:00
Simon Howard
9fff3214cd dehacked: Add copyright notice to lumps.
Include the Freedoom copyright notice in the DEHACKED lumps used
for Freedoom and FreeDM.
2014-09-13 02:04:03 -04:00
Simon Howard
b35008f745 Merge branch 'master' of github.com:freedoom/freedoom 2014-09-13 02:02:10 -04:00
Simon Howard
88eace7c5d dehacked: Add magic comment for Chocolate Doom.
Chocolate Doom now has BEX [STRINGS] section support, but it must
be enabled using a magic comment inside the file. Add this comment
to the Freedoom DEHACKED lumps.
2014-09-13 02:01:03 -04:00
RjY
f8a43bb594 levels: Z0k's map15a is map12, move latter to map24
See http://www.doomworld.com/vb/post/1303910
2014-09-09 07:57:22 +01:00
Simon Howard
6397ecb199 dehacked: Add startup message.
Boom added the ability to show up to 5 text strings on startup. Use
this to show some Freedoom licensing blurb and link to the website.
2014-02-22 02:29:22 +00:00
Simon Howard
8c0c4f0709 dehacked: Change SKAG 1337 obituary messages.
At Protox's suggestion, change the SKAG obituary messages. These
now look like: "fraggle had his ass kicked by Protox's SKAG!"
2014-02-22 02:14:38 +00:00
Simon Howard
e204bdba7e dehacked: Add ZDoom obituaries.
When playing in ZDoom-based ports, a message is shown when the player
dies which depends on the monster that killed them or (in deathmatch)
the weapon they were killed with. Because ZDoom uses obituaries that
mention the Doom weapons and monsters, override so that Freedoom is
internally consistent when playing using these ports.
2014-02-22 01:54:40 +00:00
Simon Howard
6469238566 dehacked: Change intermission/story text.
Use new "Phase 2" name and just refer to "episode n" rather than
"Freedoom episode n". Don't refer to "the elite guard" as we don't
have a story or know who they are, and give MAP07/MAP12 names based
on the text. Rewrite C6TEXT entirely to match the current MAP31/MAP32.
2014-02-09 22:01:23 +00:00
Simon Howard
ee03fb7b62 dehacked: Change Freedoom monster names.
Some of these names do not match the sprites that we currently have
in the IWADs. Change to be more fitting names. Remove "hell" or
"undead" references as it's not clear that Freedoom's story has a
hell theme, and use "minigun" instead of "mini-gun".
2014-02-09 20:59:49 +00:00
Simon Howard
813bd24655 dehacked: Add par time for MAP19.
Playthrough time for current version of MAP19 by Catoptromancy.
2014-01-01 02:44:41 +00:00
Simon Howard
5e37faf12f dehacked: Fix [strings].
Oops. Boom's dehacked parser requires an empty line to end the [pars]
section, otherwise the entire following section is interpreted as
par time instructions.
2014-01-01 01:48:09 +00:00
Simon Howard
950602dc4a dehacked: Add par times.
These are based on Catoptromancy's playthrough demos for the current
levels and (where not yet available) his older demos for the 0.7
release.
2014-01-01 01:41:25 +00:00
Simon Howard
04e3c071a1 dehacked: Add name for E1M6.
This gives us a full set of level names for episode 1.
2013-12-30 22:57:01 +00:00
Simon Howard
54d41e44ee dehacked: Add level names.
These are some initial level names based on discussion on the Doomworld
Freedoom forum thread found here:
http://www.doomworld.com/vb/freedoom/66592-lets-name-freedooms-levels/
2013-12-30 22:36:52 +00:00
Simon Howard
17e44757cb dehacked: Add intermission text screens.
This replaces the default text screens with text screens more
relevant to Freedoom's level progression. The Double Impact end
text screen is imported in a modified form, and the episode 1-3
text screens ought to be considered temporary.
2013-12-30 22:32:13 +00:00
RjY
2aaad3eea8 Merge branch 'double_impact'
Conflicts:
	graphics/text/config.py
	lumps/fraggle/freedoom.bex
2013-12-18 12:20:45 +00:00
Simon Howard
1891b5e40b textgen: Set level names from DEHACKED lump.
Use the DEHACKED lump as a source of truth for level names, and set
the textgen configuration accordingly. Make the current level names
in the DEHACKED lump upper case so that the current ExMy/MAPxy names
look correct.
2013-12-14 16:34:01 -05:00
RjY
85a2eb44e2 text/dehacked: Double Impact map names, E4 episode title 2013-12-10 15:46:00 +00:00
RjY
4a46c23fde dehacked: do not refer to blue armour
Freedoom's "blue" armour is not actually blue. Avoid the issue
by calling the two types of armour "light" and "heavy" instead.
2012-05-18 20:22:56 +01:00
Simon Howard
e962d4e0b5 lumps: DEHACKED
Add fraggle's sample DeHackEd patch to change the names of all game items
to differ from those of id's original. He writes:

>[...] I've put together a BEX patch that changes various text strings.
>I made up some temporary names for things where necessary; suggestions
>for better names are welcome.

[RjY: I tweaked the shotgun pickup message for consistency; it was the
only weapon pickup message not ending in an exclamation mark]

DW: http://www.doomworld.com/vb/post/978557
    see also http://www.doomworld.com/vb/post/978527 for rationale
Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-06-11 08:38:18 +01:00