Commit graph

7 commits

Author SHA1 Message Date
Catoptromancy
03fee7a57e c1m2: Fix tutti frutti, fixed monsters shooting through glass. 2017-02-15 14:03:37 -08:00
Mike Swanson
c60f996bc1 levels: Remove spurious lumps.
Editors like to add their own lumps like __EUREKA or GLNODES that
get included by DeuTex into the IWAD as a whole.  Remove them.
2017-02-05 16:09:41 -08:00
Mike Swanson
9952fa3117 c1m2: Remove confusing opaque blue wall
This level was modified in 2015-12-28T11:18:14Z!ajapted@users.sf.net
to make it vanilla-compatible, and the decision was made to turn this
wall opaque.  However, this is jarring, confusing, and has the
appearance of being an error rather than an intentional effect.  Let’s
just kill it.

Resolves #333
2016-11-05 20:29:23 -07:00
Mike Swanson
103abec87b levels: rebuild nodes, removing glnodes 2016-02-20 17:35:46 -08:00
Andrew Apted
3da56a1ab6 levels: made C1M2 vanilla compatible
* Simplified lighting gradients in a few places, especially the
  numerous circles in the room to the E (large visplane overflows)

* Changed translucent glass window in S of map.

* Reworked the diagonal translucent window (near 434,-1364) and lowered
  the room on SE side to accommodate MIDGRATE texture.

* Replaced generalized linetype in backpack secret (in W of map).

* Lowered the corner area just past the broken sky room.  By chance this
  fixes the odd-looking stairs a bit further on.

* Made the translucent glass in SE of map simply be opaque (the player could
  not see much through it anyway).

* Changed doorway near (900, -1700) to look more like a doorway (it was
  previously looking too much like a window).

* Replaced translucent window just S of the broken sky room -- now solid
  (this window was high and player could not see much through it).

* For teleporting monsters into blue key room, replaced BOOM silent teleport
  linetype #269 with vanilla compatible #97 (vanilla has no silent ones).

* Replaced BOOM scroll linetype #85 with vanilla linetype #48.

* In blue key room, changed monster closet to use a vanilla linetype instead
  of a BOOM generalized one.  Also made closet have a lowering floor instead
  of a raising ceiling (to preserve the geometry there).

* Cleared a line with tag #7 and a BOOM generalized type, there was no matching sector.

* Replaced BOOM generalized type for switch just past red-keyed door,
  reworking the door so the lights do not get cut off.

* Fixed linedefs with missing textures.

* Large rework of the "blue room" -- can no longer use BOOM colormap fx,
  hence made all the walls, floors and ceilings use blue textures.
2015-12-28 22:18:14 +11:00
Mike Swanson
03acd2813e de-symlinkify: acc 2015-12-17 00:24:24 -08:00
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