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
* removed a few crates outside
* reworked scenic vista in SW of map
* fixed all 1S lines to have the impassible flag
* fixed two stuck monsters at (-960, 1024)
* removed unneeded tag from sector 239
* removed a multi-patch mid-texture on a linedef
* 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.
Some editors like to save cruft into a wad, along with the map data.
Unfortunately, it is pulled into the build targets by deutex, which
simply includes every lump in each map wad into the final build.
- c1m1: remove __EUREKA
- c1m5: remove DEHACKED
- c2m9: remove __EUREKA
- dm18: remove __EUREKA, GL_*
- dm32: remove __EUREKA
- map03: remove __EUREKA
- map05: remove __EUREKA
- map14: remove __EUREKA
- map17: remove __EUREKA
- map32: remove UPLTEMPL
- Remove inaccessible secrets: teleporter pad on west side of map, box
behind marble face by rocket launcher
- Remove unneeded interiors: a couple of pillars, and a crate, had
backsectors with floor==ceiling
- Allow shortcut door from blue key warehouse back to main area to be
opened. It looks like there was a button to open several doors, with
tag 1, but the switch was apparently removed and replaced with a key.
- Clean up some unnecessary linedef and sector tags
- Remove or redistribute some of the incredible excess of ammunition.
- sectors 50-62 were marked as secret areas, but could not be entered
- line 7: change type from 24706 to 23 S1 lower floor to LEF
- lines 225, 236, 247: change type from 16308 to 46 GR open door
Boom scrollers remain in the secret area, however they don't seem to
break vanilla (Chocolate Doom played my test recording successfully)
Sector 168, the nukage surrounding the entry teleporter, had the secret
area type. I assume this is an error, since it contains nothing and is
easy to miss. Change it to a damage type, as was likely intended.