Commit graph

511 commits

Author SHA1 Message Date
Jason Yundt
7c1dc907e6 c1m1: made door secret
There's a SHAWN1 door that leads to a secret. The door is now marked as
a secret, so it won't appear on the automap.
2019-11-05 11:36:26 -08:00
Mike Swanson
289f2d261a map23: replace all sailors with zombies
Sailors are a compatibly-monster for Doom II’s joke levels and don’t
belong in Freedoom levels.
2019-10-11 14:49:14 -07:00
Erick Tenorio
3a0aa6e17a levels: Update MAP03 and MAP30
Changes to MAP03 and MAP30:

-MAP03: Removed self-referencing sectors, edited deathmatch arena.
Fixed potential softlock in co-op at yellow key room.
-MAP30: Fixed monsters being stuck when spawning in the map. Changed
lift to traditional MAP30 lift to fix bug where one sector won't lower
when pressing "use" on the lift. Added new powerups and minor item skill
changes.

Maps rebuilt with ZokumBSP 1.1
2019-10-08 23:28:40 -05:00
Alexandre-Xavier Labonté-Lamoureux
b9d1b37b7d DM08: Improve item placement 2019-10-06 19:00:11 -04:00
inkoalawetrust
ee4cdfd82e c3m6: Add secret exit that leads to c3m9
The new secret exit is behind a door near the existing exit. It's opened
by a switch in a distant secret area.
2019-10-01 07:18:55 -05:00
Luiz Henrique Gasparin Jerônimo
52e1d31a80 c2m6: add a crate to avoid getting stuck if the player can jump
Fixes: #607
2019-09-30 11:09:27 -07:00
Mike Swanson
76c1991d7c map26: move a zombie out of a wall on easy skill 2019-09-30 10:03:07 -07:00
Proluiz
046d1a6c21 Partial reowork for freedm, extra details on the following changelog.
Note: Namse already applied on the dehacked.txt

Changelog:

DM01 <Tech test>, Big Rework.
> Changed the apaerance of the main layout to differ from dwango.
> Interior was moved to the left of outside.
> Stone pillar with armor was removed.
> Changed the first interior room to looks like to be outside.
> Few weapons are now on a new location.

DM04 <Steel>, Minor Rework.
> Retextured the map to looks like more metal with green bricks.
> Added a new staircase to the east of map to help the flow of the map.

DM05 <Dense Fields>, New map.
- Original map was moved to slot 11
> An edited map that was donated to freedm but was forgot on the forum.

DM06 <Temple of Ammon>, Minor rework.
> Added a new area to the west of map.
> retextured the map to looks like an egypt structure.
> Removed the tomb. {Rip Ledemir :( }

DM07 <Main Stronghold>, Adjustment.
> Balanced out the items of the map.

DM08 <Artifact Base>, ???
> Map last edited by someone else.
> Random edits around.

DM09 <Industrial Outland>, Major Rework.
> Added several new corridor to help with the flow of map.
> Bfg and the teleport path to beserk was removed.
> Retextured the map to be more green.
> The east side of map was done anew.
> Removed lot of bad areas.

DM10 <Detached Grounds>, New map.
- Removed the old map for being to similar to the Greenwar 2.
> This map is a hellish look and similar to the DM08 but still different.

DM11 <Isolated Facility>, DM05 Major rework.
- Old map was Removed for baing plain.
> Improved the flow of map removing most of all the walls on map.
> Outside has a better theme.
> Added an extra side path on north of map.

DM12 <Up 'n Down Canyon>, ???
> Maybe a adjustment, not sure.

DM13 <Unholy Blood>, New map.
- Old map was Removed for being way too small.
> New duel map based on a old Catoptromancy map.

DM14 <Technical Assault>, New map.
- Old map was Removed for being plain.
> New map based on a edited version of my X Duel pack.

DM15 <Shallow Complex>, New map.
- Old map was Removed for being plain.
> New Aquatex map, but nothing so "great" yet.

Dm16 <Barren Alleys>, New map.
- Old map was removed for being bad.
> Duel sized, but still plays ok up to 4 players.
> Square styled arena with each side having it's unique layout apaerance.
> Map wont use offsets and much textures.

DM17 <Underwoods>, New map.
- Old map was removed for being bad.
> Duel sized map, but still plays ok up to 4 players.
> Sort of circle arena, the map under some umcommon trees whitout visible sky.
> It's dark arena and offer a bfg in a high ground.

DM18 <Deserted Courtyard>, New map.
- Old map was Removed for being plain.
> DM sized map..
> New map is a arena with lot of building around for cover.

Dm21 <Refinary>, Minor rework.
> Some thematic changes.
> Outside was simplified to save linedefs and visplanes.
> Removed a lower path to the nortest of map.

Dm24 <Flooded Base>, Medium Rework:
> Plasma was replaced by bfg and vice versa.
> Stealth sphere removed.
> Removed all unused tags from the map.
> Decreased the amount os linedefs used by the map, to avoid Segment overflow:
---> Removed the metal bars at flooded area close to polaric.
---> Simplified the room where red armor is.
---> Replaced the X pattern on ceiling where bfg is by something simpler.
---> Reworked the pillars at the middle of map where soulsphere is.
---> Reworked the staircase to green armor, reducing linedefs used in the area.
---> Removed any useless vertices of the map.
> increased the area close to plasma by 32p to North.
> Increased the outside area close to missile launcher to 64p south.
> Removed all boom actions.
> Softened all missing curves of the walls.
> Added extra lights to polaric area and the path between the outside and skag room.
> Removed a unreachable bonus armor.
> Removed all unused textures and offsets.
> Redone all textures offsets.

Dm26> Name change: Acidic Crypt
Dm29> Name change: Unusual Territory

DM31 <Desolated Fort>, New map.
- Old map was just REALLY BAD.
> New map based on my old X Duel pack.
> Good amount of space for Deathmatch.
> Using a limited amount of textures and flats this map focuses on layout at most.

DM32 <Chocolate>, New map.
- Old map was just REALLY BAD.
> This map is not great too but has a better layout.
> A small circle shaped map, good to duel.
2019-09-30 12:53:08 -03:00
Nathaniel Patasky
93dfd216dc map26: minor tweaks and fixes
- Added more ammo to some areas
- Fixed a couple of heights
- Fixed a secret
- Fixed some linedefs
2019-09-29 19:39:11 -07:00
Nathaniel Patasky
96bbc082e9 levels: new map26
inkoalawetrust helped on the level too, he made the collapsing bridge
2019-09-28 19:09:38 -07:00
Erick Tenorio
f5dbf97fc4 levels: edit map01, map04, map09, map10
-MAP01: Moved line 949 away from secret door so the player can open it
 in deathmatch if they spawn where the plasma rifle is.

-MAP04: Adjusted lighting for outdoor area, fixed VPO when all doors
 are opened from west side of map. Many texture changes, replaced
 marble area with new techbase areas that are easier to navigate. Make
 level more straightforward by having the last door require a
 key. Changed spiders to pain bringers as it I think the latter is
 more appropriate to introduce here. Difficulty tweaks on all skills.

-MAP09: Texture changes in several areas, added monster corpses with
 pools of blood. Sector merge cleanup at the crate room. Fixed
 potential softlock issue at crate room by making the switch to lower
 the bars repeatable. Adjust lighting and minor difficulty tweaks.

-MAP10: Removed many trees, make movement easier and also open up some
 areas. Add bonus items and multiplayer only weapons. Rearrange
 deathmatch spawns. Adjust difficulty for all skills.
2019-09-26 10:20:35 -07:00
Samuel Oliver
e19f8f104c map01: texture alignment tweaks and add extra zombies 2019-09-25 10:46:41 -07:00
Mike Swanson
c35bd7f891 map31: add energy box for better odds
This map mostly relies on tricks of the engine’s gameplay, but didn’t
really stock enough ammo to take on the last tripod realisticly.  Add
a large energy pack to the same location the SKAG is located to
increase the chances of doing 100%.
2019-09-21 03:10:57 -07:00
Luiz Henrique Gasparin Jerônimo
e41b085fc9 levels: add missing deathmatch starts in Phase 1
Fixes #598
2019-09-04 20:16:25 -07:00
Luiz Henrique Gasparin Jerônimo
44cd1d022b c3m4: change monsters so they don’t get stuck on easy/normal diff.
Fixes #448
2019-09-04 20:13:44 -07:00
Luiz Henrique Gasparin Jerônimo
c5de966c5d map05: move blue keycard backwards so it can’t be obtained early
Fixes #442
2019-09-04 20:13:36 -07:00
Mortrixs
6b8397dc0d levels: new c3m5
Thanks to Mortrixs and Erick for this new addition
2019-09-01 16:10:29 -07:00
Mike Swanson
880cbc3f31 test_levels: constrain the pain lord in its sector, c1m1
He moved around too much.
2019-09-01 16:03:55 -07:00
Mike Swanson
bc69e87207 test_levels: remove line special from E1M1
In MAP01, it reveals the boss brain.  In E1M1, does nothing.
2019-09-01 02:18:30 -07:00
Mike Swanson
d3cdc3e76c test_levels: base E1M1 off of MAP01
Makes a little bit more of a consistent testing experience.  As of
this commit, there are a lot of HOMs/missing textures thanks to
depending on stuff presently in Phase 2 but not 1, though we’ll be
changing that too.

Removed MAP02, which was Cato’s old testing map and unnecessary to
stick around.
2019-09-01 00:49:33 -07:00
Mike Swanson
5fd725a879 levels: rebuild nodes and run fix-map-names 2019-08-27 12:16:54 -07:00
Samuel Oliver
4fd75f415e map01 update 2019-08-13 20:13:12 -07:00
BeachThunder
184667f811 levels: create c3m5 (#551)
* levels: create c3m5

c3m5 now exists

* Update c3m5.wad

Brightened cavern, replaced SKAG with plasma rifle, several other small changes.
2019-02-18 12:35:34 -08:00
Erick Tenorio
24aa075502 levels: Update MAP08
Tweaks and fixes to current MAP08. 100% kills is possible
2019-01-01 17:19:18 -08:00
Samuel Oliver
1b57c6c14d map01: overhaul with new areas and ones based on the old e1m1 2018-12-02 03:30:13 -08:00
Erick Tenorio
cd6e7924d6 levels: C1M5 tweaks and fixes
-Fix drawseg overflow when facing east at the northwest outdoor area of
the map. This was done by partitioning the sector connecting the outdoor
area of the map. Other overflows were addressed by moving some lines
further inside the map.
-Various difficulty, item, and level tweaks.
-Rebuilt nodes and blockmap with ZokumBSP
2018-08-04 17:55:02 -07:00
Erick Tenorio
ec55fef39a levels: fix C1M2 rendering bug on GZDoom
Fixed software rendering bug on two sectors at the southeast part
of the map.
2018-08-01 02:22:40 -07:00
Erick Tenorio
4d38b15109 levels: Chapter 1 tweaks and fixes
Tweaks and fixes to the Chapter 1 maps. The following changes are:

-C1M1: Add line to block Imps near blue keycard. Adjust difficulty
settings on secret green armor and box of shotgun shells.
-C1M3: Minor difficulty tweaks. Fix tutti-frutti effect near the
end of the level.
-C1M4: Fix missing "SFALL" texture and tutti-frutti effects. Adjust
difficulty, primarily the amount of damage the toxic can do. 20% damage
toxic on the fourth level of the first chapter doesn't fit right.
-C1M6: Difficulty tweaks and edits to improve map flow. The way the
yellow keycard is retrieved has been changed in favor of a more
common "Open Door Stay (Fast)" action instead of the instant
floor raise trick to prevent confusion to less experienced players.
-C1M7: Difficulty tweaks. Fixed missing texture after grabbing red
keycard. Fixed tutti-frutti effect.
-C1M9: Implemented actual difficulty settings, as the map doesn't have
any. Added deathmatch spawns as this is the only map without any.
Added more items and other map edits.
-All: Rebuild nodes and blockmap with ZokumBSP
2018-08-01 02:22:40 -07:00
Erick Tenorio
66f2fda022
Tweak MAP32
-Removed unreachable and redundant secrets
-Difficulty tweaks
-Clean up some unneeded tags and lines
-Rebuild nodes and blockmap with ZokumBSP

Thread: https://www.doomworld.com/forum/topic/101409-map32-secrets/
2018-07-02 22:01:02 -05:00
Mike Swanson
bb2fef4f02 levels: rebuild nodes for maps that need them 2018-07-02 13:54:41 -07:00
Erick Tenorio
ea4b9e9cc8 Chapter 4 Update
Updated Chapter 4: Double Impact with the fixes included in the
hotfix. C4M7 was already updated for Freedoom with the fixes, but not
C4M4 and C4M8. Both were updated to be up to par with the
hotfix. C4M8's old edits to lowering the lifts won't be needed
anymore. C4M8 was also edited to be vanilla-compatible, removing some
details at one of the final rooms. Hopefully Vanilla won't crash
anymore.

The endpic for Chapter 4 has been updated to match with the current
Freedoom assets, bye bye that old Imp sprite and floor texture.
2018-07-02 13:52:41 -07:00
Kevin Caccamo
caa6f46a59 levels: replace FIRELAV2 textures
Replace static FIRELAV2 textures with FIRELAV3 in C3M2, C3M4, and
MAP32.

DM23 has static FIRELAV2 textures, but it makes sense because of the
way they are used.
2017-12-31 12:28:53 -08:00
Kevin Caccamo
d67171ebe8 c4m2: replace inappropriate slime fall textures
Get rid of slime fall textures that don't make sense, and replace them
with textures that match the textures on the other column.
2017-12-31 12:28:53 -08:00
Kevin Caccamo
a66ba0bba5 levels: replace all {S,W,B}FALL textures
Replace all {S,W,B}FALL textures in the levels with their animated
equivalents, and remove {S,W,B}FALL from textures.cfg.

The {S,W,B}FALL were leftovers from when Freedoom had the goal of
being Boom-compatible instead of vanilla-compatible.

Also, rebuild these levels' nodes and reject tables with ZenNode.
2017-12-31 12:28:53 -08:00
Mike Swanson
0411e49acd levels: rebuild nodes where necessary 2017-11-17 17:51:58 -08:00
Kevin Caccamo
509c289d53 levels: add fdtest_p3.wad to test_levels as MAP01
The old MAP01 is now MAP02
See this Doomworld forums thread for fdtest_p3.wad:
https://www.doomworld.com/forum/topic/92933-freedoom-general-test-map/#comment-1717640
2017-11-17 17:44:19 -08:00
Kevin Caccamo
ea319b9e02 Revert "levels: change test_levels.wad"
This reverts commit c7fc2102613d89f82f6ef9d67098893c248453c0.
2017-11-17 17:44:19 -08:00
Kevin Caccamo
b184bd64c0 levels: change test_levels.wad
- Remove dummy maps
- Add new MAP01 (fdtest_p3.wad)
https://www.doomworld.com/forum/topic/92933-freedoom-general-test-map/#comment-1717640
- Move old MAP01 to MAP02
2017-11-17 17:44:19 -08:00
Kevin Caccamo
191d24f29f levels: minor tweaks to MAP25
- Give player 160/320 cells near (X: -1920, 544).
- Fix switches that open the 6 pickups near (X: -800, Y: 1408).
2017-11-17 17:44:19 -08:00
Kevin Caccamo
8be19cff3a levels: C3M4 refresh RC5 by sgtcrispy
https://www.doomworld.com/forum/topic/95097-freedoom-phase-1-e3m4-refresh/
2017-09-25 07:51:11 -04:00
Kevin Caccamo
6cf6b63de5 levels: vanillafied and improved MAP28
MAP28 was vanillafied by riderr3, and improved/edited by Catoptromancy:
https://www.doomworld.com/forum/topic/93309-phase-2-maps-21-30-development-thread/?do=findComment&comment=1734562
http://www.geocities.ws/catodemos/freedoom/z0k/MAP28fd2_v2_c2.wad
2017-09-25 07:49:09 -04:00
Kevin Caccamo
edcd00f665 levels: fix all tutti-frutti bugs in MAP04 2017-09-24 01:59:07 -04:00
Kevin Caccamo
32ed835ec2 levels: vanillafied and improved MAP25
https://forum.zdoom.org/viewtopic.php?f=3&t=57684
- Rebalance monsters and weapons for pistol start (tested on ITYTD-HMP)
- Fix P_PlayerInSpecialSector issue in Sector #667
- Fix all(?) visplane overflows, and most drawseg overflows
- Make staircase near (X: -992, Y: -480) less of a hassle to climb
- Remove midtex from back side of line #4342 (X: -1504, Y: -928)
- Change shootable switches near (X: -800, Y: 1408) to regular switches
- Add shootable switch that opens bars in cave (X: -1344, Y: 448)
- Shorten room sequence at (X: 2208, Y: -2144) to four rooms
- Add "coffins" to key switches (X: 1088, Y: 992)
- Simplify sectors leading to exit (X: 1632, Y: 256)
- Replace blursphere in secret at (X: -992, Y: 120) with backpack
- Add small platform, and super shotgun at (X: 2464, Y: -2224)
2017-09-22 20:29:11 -04:00
Kevin Caccamo
42c5a9952d levels: Add vanillafied and improved MAP15
MAP15 was vanillafied by Catoptromancy, and improved by Graf Zahl.
https://www.doomworld.com/forum/topic/93288-phase-2-map12-map-20-plus-secret-maps-management-thread/?do=findComment&comment=1729343
See #483 as well
2017-09-22 20:06:20 -04:00
Kevin Caccamo
26ba0c81ac levels: fix inescapable area issue on c2m4
Lower the bars blocking the soulsphere secret from behind if the
player manages to jump over the bars. Also, change the tag and
triggers for lowering said bars.

Fixes #476.
2017-09-18 20:43:48 -04:00
Kevin Caccamo
a7e227d2de levels: fix C3M7 permastuck issue
I added two new teleports that allow the player to leave the blue key
area after picking up the yellow key and going back into the blue key
area.

Fixes #449.
2017-09-18 20:23:06 -04:00
Kevin Caccamo
bbb2c0b84a levels: tweak MAP01
- Move line that opens the heavy armor switch to a spot where it can be
activated more consistently
- Replace Boom translucent lines with scrolling lines
- Rebuild nodes and blockmap with ZokumBSP
2017-09-15 17:57:29 -04:00
Mike Swanson
f857bf0d55 levels: ZenNode WADs with invalid nodes 2017-08-06 11:07:44 -07:00
Nick Zatkovich
e0937304eb C4M2 fixes
Fixed pain sectors 192 and 185.
Fixes #451
2017-07-22 19:43:26 -07:00
Mike Swanson
9790e647bc Merge branch 'c1m7_several_fixes' of gh:rjy/freedoom 2017-07-16 22:58:31 -07:00