Commit graph

511 commits

Author SHA1 Message Date
Mike Swanson
5300c3db9a de-symlinkify: lazer 2015-12-17 01:22:15 -08:00
Mike Swanson
1e29eb6caf de-symlinkify: kaiser 2015-12-17 01:22:14 -08:00
Mike Swanson
5c2753f46b de-symlinkify: jond 2015-12-17 01:22:12 -08:00
Mike Swanson
ab942199e3 de-symlinkify: jimmy 2015-12-17 01:22:11 -08:00
Mike Swanson
2113fd0557 de-symlinkify: hyena 2015-12-17 01:22:10 -08:00
Mike Swanson
7ccf16db93 de-symlinkify: hex11 2015-12-17 01:22:10 -08:00
Mike Swanson
ed207bc3d6 de-symlinkify: hellbent 2015-12-17 01:22:09 -08:00
Mike Swanson
7304d57ad0 de-symlinkify: hawkwind 2015-12-17 01:22:09 -08:00
Mike Swanson
9700d6f60e de-symlinkify: geekmarine 2015-12-17 01:22:08 -08:00
Mike Swanson
4bc9206dae de-symlinkify: deathz0r 2015-12-17 00:25:02 -08:00
Mike Swanson
21c9c6f16c de-symlinkify: dbimpact 2015-12-17 00:25:01 -08:00
Mike Swanson
3df89d3421 de-symlinkify: cyb 2015-12-17 00:25:00 -08:00
Mike Swanson
088b163306 de-symlinkify: cwolfru 2015-12-17 00:25:00 -08:00
Mike Swanson
1b766167ff de-symlinkify: catoptromancy 2015-12-17 00:24:57 -08:00
Mike Swanson
461be9b6ee de-symlinkify: axdoomer 2015-12-17 00:24:55 -08:00
Mike Swanson
4d825886b8 de-symlinkify: archvile46 2015-12-17 00:24:54 -08:00
Mike Swanson
f1b44050bc de-symlinkify: archfile 2015-12-17 00:24:46 -08:00
Mike Swanson
c2bb227d76 de-symlinkify: angry_saint 2015-12-17 00:24:28 -08:00
Mike Swanson
aa806dc2c3 de-symlinkify: amarande 2015-12-17 00:24:27 -08:00
Mike Swanson
03acd2813e de-symlinkify: acc 2015-12-17 00:24:24 -08:00
RjY
0abf467a29 levels: map05: gameplay tweaks
weapons

- move chaingun to outside blue key building's (secret, locked) back entrance
- (don't think a supershotgun is needed -- no sufficiently nasty monsters)

route simplification

- red key and rocket launcher swapped
- red key now on donut pillar outside water pump building
- no need to make long and obscure backtrack from water pump building.
- cacodemons now teleport to donut pillar when switch approached.

rocket launcher secret

- rocket launcher visible in gloom on ledge, where red key used to be
- add a couple of lamps to highlight it
- blocking bars changed to resemble columns of water, as a hint
- secret switch in the wall behind the donut pillar removes these columns
- water columns on pump machine also lower
- add a third lowering water column next to the switch in the rock

other fixes

- yellow key monster teleporter redesigned to deploy its payload faster

DW: https://www.doomworld.com/vb/post/1534058
2015-12-16 23:44:13 +00:00
Mike Swanson
ff504f3649 c1m7: remove extra (voodoo) player start 2015-12-14 18:17:54 -08:00
CWolfRu
66eb0e1c86 Levels: New C2M7 2015-12-14 15:16:07 -08:00
CWolfRu
581673d622 Levels: New C1M9, replaces protox's.
Fixes #133
2015-12-14 15:15:26 -08:00
Mike Swanson
ce6288b75c map09: critical existence failure
Incomplete map of lots of windy hallways, bad gameplay in favor of a
realism goal.  Let's remove it.
2015-12-13 20:43:46 -08:00
NickZ
7b65d78caa MAP06: Fixed rogue TNTSKY1 textures that broke BOOM 2.0.2 compatibility 2015-12-13 20:32:21 -08:00
Blastfrog
9dfbb7cfa8 map06: Replace with Jenesis MAP03
Jimmy gave permission to Freedoom to use Jenesis maps
2015-12-11 19:49:50 -08:00
Mike Swanson
9c3183ae18 map05: rebuild nodes and remove GL nodes 2015-12-10 07:49:00 -08:00
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
Blastfrog
72aeffbfe5 map05: Removed "DOOM" sector and changed all liquid to water 2015-12-09 09:34:39 -08:00
NickZ
781ba8afd8 Made minor changes to the exit sign, added a few clips to the end of the starting hallway. 2015-12-06 11:18:46 -08:00
CWolfRu
b39b62dac9 Levels: added c2m6 2015-12-06 11:17:26 -08:00
Mike Swanson
aeb330ccf9 levels: rebuild map02/map04 as the bare levels only
Fabian's prior two commits included glnodes for MAP01 that made the
game crash immediately on startup for PrBoom.
2015-12-04 10:35:42 -08:00
Fabian Greffrath
d664fe5abe MAP04: Gameplay and compatibility fixes
1) It took me ages at first play to figure out that the ordinary
looking red/green switch has to be shot between the bars in order to
unlock the red key. Removed the single blocking bar and turned the
switch into a pushable switch (Vanilla linedef) just as all the other
red/green switches are throughout the game.

- Linedefs 752, 753, 754: Removed
- Linedef 741: Front Sidedef (1209) Sec 54 to Sec 53
- Linedef 886: Type 24853 to Type 102 (S1 Floor down HEF)

2) The stairs in the western most hallway were so steep that it was
nearly impossible to actually see the hitscanners attacking you from
above without mouse look. Made the stairs less steep (changed the
step size from 32 to 16) and changed the last step into a lift.

- Sector 109: Floor -248 to Floor -256
- Sector 108: Floor -224 to Floor -240
- Sector 107: Floor -200 to Floor -224
- Sector 106: Floor -176 to Floor -208
- Sector 105: Floor -152 to Floor -192
- Sector 104: Floor -128 to Floor -176
- Sector 103: Floor -104 to Floor -160
- Sector 102: Floor -80 to Floor -144

- Sector 97: Tag 17

- Linedef 1244: Type 88 (WR Lower Lift), Tag 17
- Linedef 942: Type 62 (SR Lower Lift), Tag 17
- Linedef 1216: Flag lower unpeg

3) Moved some Things a bit apart from the Player 1 start, so that you
do not "suddenly" have a Shotgun and Blue Armor after your first step.

- Thing 14 (Shotgun): Y 640 to Y 512
- Thing 192 (Teleport Exit): Y 640 to Y 704
- Thing 312 (Blue Armor): Y 640 to Y 576

4) Fixed non-blocking one-sided linedefs.

- 709 Linedefs: Flag block walk
2015-12-04 10:20:09 +01:00
Fabian Greffrath
b7efd38c5e MAP02: Made Vanilla compatible
- Linedef 379: Type 14498 to Type 133 (S1 Open blue door /fast)
- Linedef 383: Type 14434 to Type 135 (S1 Open red door /fast)
- Linedef 662: Type 15394 to Type 103 (S1 Open and stay)
- Linedefs 739, 1123, 1122: Type 13321 to Type 88 (WR Lower Lift)
- 24 Linedefs: Type 14574 to Type 34 (D1 Open yellow door (stay))

- Linedef 254: Type 213 (-- BOOM: Transfer floor light) left untouched
2015-12-04 09:00:06 +01:00
Nick Zatkovich
024073f622 C3M7: Updated blue key room, gameplay tweaks
I've updated the blue key room so it's a little harder and requires more
player engagement.
Also added some various gameplay tweaks.
2015-12-01 21:34:02 -08:00
Nick Zatkovich
614b439d3f C3M7: removed invisible maze, simplified blue path
Removed that infuriating invisible maze from the blue key path,
replacing it with a simple cage gauntlet. Made the yellow key room
teleport the player directly back to the hub room.
2015-12-01 10:49:59 -08:00
Nick Zatkovich
3909f36f69 Fixed tutti-frutti exit signs on DM31, DM32
Fixes #107 & #108. Replaced small EXITSIGN texture with the PNK4Exit
2015-11-30 13:42:25 -08:00
Nick Zatkovich
d155e9973b Added DM starts to c2m2, c2m4, c3m4
Fixes #147. added 8 DM starts each to the above levels
2015-11-30 13:21:01 -08:00
Nick Zatkovich
34ff9ce839 C1M1: Removed "collapsing wall"
The "collapsing wall" effect in the first hallway in the game was poorly
done. It just fell instantly with no sound effects or animation, and
just ended up looking like a visual anomaly. Not something you want to
show the player on their first impression, so I took it out.
2015-11-30 12:34:04 -08:00
Nick Zatkovich
32d98fe24a C3M7: Removed excess Map30 data, fixed secrets
The map30 data was left in the WAD, I removed it.
Some secrets were inobtainable, I added teleports to them. All secrets
are now obtainable.
2015-11-29 18:30:55 -08:00
Nick Zatkovich
1c27d01c44 Created C3M7 out of Map30 scraps
#35
Created C3M7 out of everything but the boss room from Map30, and
replaced the various Freedoom2 things and textures with Freedoom1
replacements. Still needs to be tweaked and Balanced
2015-11-29 15:36:59 -08:00
Nick Zatkovich
b3e2c0cf34 Simplified Map30
per #35:
Simplified Map30 so that the start contains all weapons and items and
transports the player directly to the boss room.
2015-11-29 15:36:01 -08:00
Nick Zatkovich
225c348eb3 Fix: C2M2 Issues #60
Fixed missing sector tag on monster pen teleporter, able to kill every
monster now.
Added hidden door to teleporter, moved secret tag off teleporter to
ajoining sector, fixed teleporter to teleport to hidden room.
2015-11-28 19:34:50 -08:00
Nick Zatkovich
0ec617cb9c Fixing missing yellow skullkey
Fixes issue #150. key in blue skullkey room was accidentally set to blue
skullkey, resulting in two blue skullkeys.
2015-11-28 16:34:52 -08:00
Protox
984e6073b9 levels: new c2m1 2015-08-27 12:39:21 -07:00
Catoptromancy
a4e1779aa6 map24: make the secret better discoverable; fixes #17 2015-08-25 10:16:07 -07:00
Catoptromancy
2e9d764907 c1m7: change door texture, move switch, add armor to skill 2 2015-08-19 19:22:24 -07:00
Catoptromancy
bdadc3f67f map08: lower the bars so you can't crouch under them in ZDoom 2015-08-19 18:58:48 -07:00
Catoptromancy
33b0bf21f1 map29: block baron on lift, move entire building 8 units closer to tp 2015-08-19 18:49:44 -07:00