Commit graph

18 commits

Author SHA1 Message Date
Just-an-anon
36b5470475
Reduced lines + sectors and candle fix for E2M3. 2024-09-22 14:31:01 +07:00
Just-an-anon
a9c67feae2
E2M3 quickfix. (#1416)
* Fixes E2M3 sector tag.
More accurate to the previous edits.
2024-08-22 21:12:30 -03:00
Just-an-anon
eca9f29039
levels: Pentagram removal for E2M3, MAP05 and MAP28 (#1358) 2024-05-05 18:01:16 -03:00
mc776
93d34a3ba8
levels: fix minor E2M3 lighting change issue. (#1329)
After the lights come back on in the blue room the lights in there appear to cast darkness instead of light. A bunch of stuff has been rearranged slightly so that the brightest adjacent sectors to the affected ones are not brighter than these light sectors.

As a side effect, this means that the gradient of the big techpillar light by the entrance is less affected by the in-game shutoff than it used to be. Unless the player has enough minigun ammo to camp there on purpose I don't think it'll affect gameplay for most people.

I've also simplified that room to use much fewer sectors - none of the lines between them were sound blockers and there were no changes in floor height or texture or lighting.
2024-02-08 08:50:56 -08:00
mc776
1e1b630192
textures: rename BROVINE2 to BROVINE3. (#1324)
It was overwriting the existing id BROVINE2. Both are now available.

All levels have been converted to use BROVINE3 with a script. There are a few spots where BROVINE2 actually looks better but we can presume the brown wall green vine was the original authorial intent since that one has been the only one available since who knows how long, and it's not like we can't update these later anyway.

Also incorporates the Map11 edits from #1318.
2024-02-03 19:24:45 -08:00
mc776
b4f85fa138
levels: make E2M3 skylight area exitable if entered. (#1263)
Now there's a teleporter leading out if you do in fact jump in, and it actually looks like a proper little courtyard.
2024-01-12 08:17:08 -08:00
mc776
2dd0c77081
levels: minor tweaks/fixes. (#1038)
* levels: minor tweaks/fixes.

E2M1
The little pass-over route in the north with the medikit now blocks monsters so you don't get a surprise invisible obstruction.
The armour bonuses on the steps in the main path between the outdoor areas are now closer to the ledge. You can still miss some if you charge down the steps at full speed but it only takes a slight slowdown to get them all in one go.

Map11
The health bonus in the starting room pillar is replaced in hard mode by a shellbox.
Untagged the thin panel armour bonus secret.
Replaced the evil eyes in the SKAG room with skull rocks.
Made all 3 doors in the starting room green.
Fixed texture alignment on castle corpse hanger lift.

Map09
Flagged some secret area entrance lines as secret.

* levels: fix E1M1 texture stuff.

The fake barred doors in the dark halls were missized and tutti-fruttied.

The use-to-lower function of the crate has been removed since you can easily jump onto it from the lift and it never really made sense.

The two sets of computer banks have been reversed so that the 64-tall one is on top, as trying to accommodate it was resulting in weird texture misalignments elsewhere.

* levels: raise light fixture in E2M3 red key room.

This one's a bit petty maybe, but it bothers me that you can run onto those terminals just fine, but the light fixture is just low enough that once you're on the terminals you can't jump off of them without crouching.

The diegetically "normal" solution would be to raise the terminals to 25 units off the floor, but making the player go around to reach the red key - when in a typical game you will have already killed any monster that has line of fire on you anywhere in that room - adds nothing to gameplay whatsoever.
2023-07-26 20:21:31 -03:00
mc776
7d75200549
levels: minor aesthetic changes that didn't make it into #949. (#953)
* levels: E2M3 texture issues.

A bunch of door track textures needed lower unpegged flags.

Lines 1179 and 1181 also given DOORTRAK instead of SUPPORT3 because every time I look at it I feel like the door should get snagged on those bumps. (Same with the blue key lift.)

The tekwall trim railings in the northeast have been raised to prevent accidentally walking onto them. I've also given them a texture that does not look like a misplaced door. The lowering wall monster/switch closet has also been touched up a bit.

* levels: fix up some Map04 appearances.

Changed the northernmost texture in the hatchling closet in the final room so it doesn't contrast so much that it looks like a secret.

Slightly moved two vertices on the exit flame to get rid of the fake contrast.

Fixed up the central hub aesthetics a bit:
- Aligned the pillar textures.
- Expanded the teleport destination pad, gave it some ceiling lighting, and surrounded it with a grate floor. Now it looks like an actual part of the bigger thing.
- Lowered the contrast between the lights and shadows.
- Got rid of the featureless silver above the doors, giving them tekgreen lights instead.

* levels: correct Map04 pillar texture.
2023-04-30 07:32:33 -03:00
Steven Elliott
2f066d434b
levels: rebuild nodes (#846)
Ran "make rebuild-nodes"
2023-02-27 12:57:49 -03:00
mc776
3efe8a0e41
levels: fix various bugs. (#871)
* levels: fix various bugs.

Thanks to Goji!, Inuk and rednakhla on Discord for pointing these out.


E1M3: Northern lift simplified to address texture alignment problems.

E1M5: Door near (-205,1336) (leading out into open ceiling area with the big strip of lights down the middle) door tracks needed to be lower unpegged.

E1M9: Lift near (-2328,120) was split into 2 sectors, causing HOMs when they went out of sync. There's nothing that relies on this split (contrast the neat lighting stuff from Map22) so the lift is just merged into one sector.

E2M2: Shellbox near (-486,192) is right on the line between two stairs, causing it to rest on the bottom step which causes ports like GZDoom to have the sprite clip *very* visibly into the upper stair. Moved it slightly so it rests on the upper of those two stairs.

E2M3: Door leading to red key and "door" leading to soulsphere: former should be lower unpegged but latter should not, but were reversed. Two exit-door-textured doorframes also given more conventional DOORTRAK and lower unpegged treatment. The teleporter representing the hatch going down into the nukage is now fully repeatable.


Map07: Infinite height in vanilla would cause the spectres in the red key courtyard to trap the player on the entrance ledge from below in a way that could not be seen or diegetically explained. Those three spectres now warp in only after you cross the ledge. (Setting them to "ambush" would do nothing since you're in LOS with them from the top of the ledge.)

Map11: Lights above red keycard weren't aligned; moved that entire sector and added a few lines to round the corner. Removed a strobe effect on the exit teleporter to compensate for a GZDoom issue where the light would go to absolute zero during the blink.

Map12: Room to the south with the 2 stimpacks, ammo boxes, 2 chaingunners and berserk would sometimes cause some of the items to be "levitated" to the highest sectors they touch. Moved them away from said higher sectors - it looks a bit sloppier but this is a backroom not a storefront lol.

Map13: The easternmost archvile platform had the archvile stuck in the seam, preventing it from lowering in vanilla. (Worked fine in GZDoom) Moved it a little further in.

Map19: The combat slugs teleport in from a W1 teleporter which could sometimes be spent while one of the pinkies is blocking the destination, permanently preventing that slug from teleporting in. These are now WRs like the other teleporting enemies.

Map22: More W1 monster teleports that should be WR. Also filled in some missing textures in the multi-sector lift connecting the cavern to the hall in the southwest, which parts are clearly not meant to be seen moving separately but can - it still looks fucked up if you manage to desync them, but it's a diegetic fucked up now.

Map24: Another W1 spawn. This one is impossible to screw up in vanilla, but there are some mods that could end up spawning something there that could block the archviles from teleporting.

Map25: More W1 problems. The spawn source room now also has a small barrier to make sure each pinkie only goes to its own teleporter unless the initial teleport fails.

Map27: Lizardbaby dropping too far meant that the bracket was falling along with it in a visibly unnatural way.

Map29: Broke up all the long linedefs on the perimeter of the map to get around the invisible hitscan barrier bug: https://doomwiki.org/wiki/Hitscan_attacks_hit_invisible_barriers_in_large_open_areas
(Ideally this entire perimeter should be redone to break up the box in favour of more natural-looking formations, but that's a bit outside the scope of a fix like this.)


Also got rid of the Plutonia-style start/end teleports on the fixed Phase 2 maps, to address #867.

* maps: more fixes.

More floaty items and other things.

E1M9
- floater mid south stim by staircase
E1M7
- floater northwest clips near the tunnels
- floaters near switch by railings, now all on the railings
- duckproofed sector 439 barrier
E2M9
- floater thing #125 medikit on top of lift, now in middle of platform
- shotgun guy (thing #309) and the spectre behind it stuck in geometry.
- lines 430 and 761 both open the same door and are in the same room right next to each other. Since 761 is actually textured and positioned as a switch, the tag and special on 430 is removed.

* levels: flag e2m7 DM stuff as multi-only.

Marked the following based on eyeballing out what items are right next to DM spawns with no obvious alternate route to them: 487, 488; 203, 397; 499, 500, 501, 502; 482, 485; 491, 492, 493; 494; 496; 28, 486; 182; 54

* levels: more misc. fixes.

E1M6 W1 lines 2318 and 2321.

E3M5 Removed all monster block lines in that gross blood room and raised the blood floor to only 4 below the normal floors, but flagged more monsters in there as ambush to make up for it. Also fixed a lot of texture alignment issues in the top skin panels and lowered the ceiling, along with adding a new sector to address texture tiling issues in the northern teleporter room.

E4M1 fixed a mysterious HOM that was going on near the northern shadow line in the northern outdoor area. Merged a lot of sectors that were identical in their properties.

E4M7 entrance to sector 985 seems to be intended that the player run off the ledge into that room, then the pinkie near the ledge ambushes the player from behind. Instead, what sometimes happens is that the pinkie is alerted somehow, then obstructs the player (vanilla infinite height) from being able to get down there. That means of getting down into that room is now walled off, and instead you step onto that lift to bring it down from above. Neat side effect: any monsters still in the ring when you enter that room will follow you down there.

E4M5 linedefs 1724 and 1725 were facing the wrong way and couldn't be hit with projectiles.

Map25 Float thing 217. Moved that entire row further south to address floating item issues.

Map28 Float thing 464.

* levels: use inner room texture in E4M7 lift.

* levels: align side textures on that lift.

Didn't realize the little squares were sticking into the floor at the *bottom* of the lift as well.
2023-02-19 19:28:01 -03:00
Steven Elliott
873400aa91 levels: Cleanup Eureka errors in E2MN levels
In levels/e2m*.wad files fix errors flagged by Eureka when F9 (Check /
ALL) is pressed. This is mostly missing textures and similar errors.

  E2M1  Cleared non-vanilla slope type (340) on small blue pyramid.
        Fix missing textures.
  E2M2  Removed unused tag in a door.
        Fix missing textures.
  E2M3  Fix missing textures.
  E2M4  Remove non-visible non-animated switch texture.
        Fix missing textures.
  E2M5  Fix missing textures.
  E2M6  Removed two unused tags in sectors.
        Fix missing textures.
  E2M7  Replace transparent texture AQTRIM03 with AQRUST10.
        Fix missing textures.
  E2M8  Cleared non-vanilla linedef type (85).
        Replace transparent texture AQTRIM03 with AQRUST10.
  E2M9  Reduced deathmatch starts from 17 to 10.
        Replace transparent texture T-SLDRP1 with COMPUTE1.
        Removed unused tag in a door.
        Removed exit signs on either side of secret exit door.
        Changed secret exit switch room into a secret area.
        Fix missing textures.
2022-10-23 13:29:24 -04:00
Xindage
2d1d72034e
Fixed issues present in #797 (#799)
As extra update few things in e2m7:
Replaced the radio sign by a skull for secret.
Fixed a misaligned texture near the starting area;
Yellow key bars now properly appear on switch use.
2022-06-24 22:18:26 -03:00
Xindage
eb21c6ba09 More minor edits and removed name from some of maps, for better naming later. 2022-04-25 19:29:54 -03:00
Xindage
9ec0188e43 removing/replacing maps from episode 2 2022-04-15 19:47:38 -03:00
Proluiz
7cf74962b5 A massive map fixing for lot of slots.
Prepare youself for the changelog:
e1m6
Removed line 2701 and its vertices too.

e1m7
Fixed all sectors causing damage to the player incorrectly.
Fixed a lift in outside area of map was also activing a a other sector incorrectly.
Line 1246 was removed.
sector 115 and 111 was merged.
Fixed some textures offsets.

e2m1
All lines specials with a nonexistent sector tag 18 is a leftover from an old version of this map and was properly removed now.
Backpack was fixed now it dont "ambush" and appear in all skills.
Vines blending inside the ceiling on line 378 was fixed by changing the brightness of adjancent sectors to it.

e2m3
Lowered sector 355.

e2m4
Lines 722, 1617, 846, 845 and 821 was flagged as secret.
Sector 178 nows do damage.
Texture on line 1388 dont bleed anymore, by creating a new sector with lower light adajancent to it.
Line 1595 changed to Doom type 48.
Sectors 273 and 274 floor was changed tp MFLR8_1.

e2m5
Lines 110, 890, 1255, 2697, 2700 and 2699 was flagged as secret.

e2m9
Lines 103, 111, 95, 66, 1691 and 1524 was flagged as secret.
Sectors 333, 334 and 335 was changed to match its neightbors.
Fixed an old mess of boom effect that was left behind and capable of making players get stuck.

e3m2
Lines 536 and 538 have proper offsets.
Lines 553 and 561 flagged as secrets.

e3m3
Added lavafall where it was needed.
Lines 593, 610, 451 and 615 tagged lower unppeged and added proper Y alignment.

e3m4
Properly set lines 927 and 2500 as impassible
Fixed the X-offsets from both sp_face2 in this area.
Line 524 dont bleed in floor anymore by changing floor texture behind it.
Fixed possible monsters getting stuck on each other depending on skill.
Removed thing 230 (doom builder camera).

e3m5
Replaced aashitty was replaced by sp_face2 and both sector 105 and 107 was removed with it.
The lines that tigger sector 260 now uses doom special 37 to make this sector turn into lava.
Changed sector 260 floor texture to floor7_2 and no more cause damage until it turns into lava.
Removed line 152 offsets.
Lines 1624, 21, 364, and the ones close to 1038 and 962 was flagged as secret.

e3m7
Line 874 generalized special was changed to doom special 105.
Lines 668, 1719, 581 and 2273 flagged as lower unpegged and added a proper offset.
Lines 667, 582 fixed a missing back upper missing texture.
Removed mid texture from line 1740.
!!!There's still bugs and unused data in the map, need better investigation!!!

it partialy fix the issue 698.
2020-09-14 22:53:28 -03:00
Mike Swanson
82b14b3b55 levels: Change “chapter” terminology to “episode”
A generic term like this isn’t really suitable for trademark, nor
likely to ever be disputed.  The community and the engine both heavily
bias toward “episode” and indeed most other games do.

Closes: #682
2020-07-15 14:02:57 -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
Protox
c81876cd4c levels: New E2M3 2014-09-29 19:54:47 -07:00