Addresses #1230. Includes replacement Map03 demo.
Map03-4
- Map03 exit is now very clearly marked as one. The lift is given an appearance that implies that it is what you're standing on at the start of Map04.
Map09
- The entryway switch into the ruined storage administration area is gone and the "inside" switch now opens the bars directly.
E1M8
- Crosses replaced with windows into tenta-tech paranoid pareidolia.
E3M5
- Final room changed into a generic, secular meeting hall. Pews are now large... brain... tentacle... things... slightly dressed up to match the classic brown decor.
Map12
- If you look out the window from around (672,1056) there's another visplane crash. That entire corridor has been greatly simplified, as well as a few things visible from that window and some nearby items.
- The switch lift is now activated on the lift itself. Computer panel stuff replaces the switch so that wall doesn't look so empty (which I can only infer was what motivated this unusual setup).
e2m1: end portal updated to use the same projectile-eating effect as elsewhere in E2. [X]
map03: (linedef 1129) Misaligned texture.
map08: (linedef 1782) W1 blocks door until spent, you have to faceplant onto the door to reach it. [X]
map15: (sector 492) Can grab items by slamming into the cover. [X]
map17: Very early finish by just running from the walkway to the exit (SR40); the exit platform was also raised to avoid a harmlessl but annoying projectile explosion visual glitch in vanilla. [X]
map22: (sector 189) Thin secret sector, can run over without tagging. (sector 134) Secret can be robbed by slamming into the cover [X]
Note: Fixes marked by X means that the map structure was a slight modified in someway, it may break demos.
* levels: one more texture fix on that Map17 ramp.
* levels: one more minor Map17 METAL2 alignment.
On the ledge to the right of the yellow door - the seam of the texture actually should not follow the ledge of the path, but continue the tiling pattern.
* levels: fix map03 start room texture.
See PR for screenshots, this one was really hard to see before the new METAL2 textures.
* levels: relocate e3m3 secret missile launcher.
Where it was positioned it was possible to grab it - even sometimes see it in vanilla - before that door even opens.
* levels: move e3m3 start arena hanging corpses.
They're supposed to be hanging from the bottom of the wooden rim, but sometimes vanilla errs in favour of sticking the actor to the higher ceiling in ambiguous rounding-error situations. The centre of each of these actors is now totally unambiguously inside the wooden rim sector.
* levels: address #1053.
* levels: address #1053 properly.
Also un-merge a bunch of sectors because it turns out blocking sounds from certain areas is actually kinda important.
* levels: fix Map31 BFG.
Moved it slightly closer to the teleorter pad so it's less possible to jump over it entirely by mistake, and aligned the textures in there.
* levels: more map31 adjustments.
- Re-merged the doorway sectors so any single gunshot will alarm all tripods.
- Some more texture fixes, replacing a few ceilings that didn't tile properly.
- More adjustments to the squeeze-past chamber, mostly just for texture alignment purposes.
- Made *all* the gore in the switch room point to the switch with the red card.
- Shortened the supersecret door switch so the gargoyle wouldn't repeat like that.
* levels: bring map31 secret closer, but conceal it.
* levels: fix e2m1 easy hot start.
* levels: misc. E3M1 improvements.
Un-doomified the start:
- Hell Keep: start outdoors, touch freaky flesh thing, fight imps, find red brick gate, grab ammo boxes by door, hit red brick skull switch, receive immediate cacodemon.
- Land of the Lost: start outdoors, no freaky flesh thing, fight serpentipedes, find red brick gate, grab ammo boxes by door, hit red brick skull switch, receive immediate trilobite.
- Newer, Better Land of the Lost: start outdoors, fight serpentipedes, find red brick building, *shoot* freaky flesh thing, reveal corridor with ammo boxes and *slightly* less immediate trilobite.
Replaced candelabras with evil eyes for the shooting messaging.
Made exit teleporter lines monster blocking.
It is impossible to get through that mandatory northwest area without taking damage from the hurtfloor. Added a catwalk. All the health bonuses are on that catwalk now.
Made the lowering rock wall use the same grey floor as the surrounding area. Now all red surfaces you can reach without jumping are hurtfloors. Its trigger is now the instant-move lowest-ceiling trick so you can't race over to watch it move.
Two stimpacks are now medikits, while the number of medikits in the exit room are reduced to one. This increases the total health by 5 points (in addition to the 5 for losing the obligatory damagefloor) while reducing the likelihood of the player running into the exit room and (unintentionally) turning what should be a dynamic fight around the map into a chokepoint slog.
Broke all the fake contrast orthogonal lines in the ribbed pillars.
* levels: minor e2m4 fixes.
Berserk pack secret sector was too narrow and could sometimes lets you grab the items without triggering the secret. That closet is now deepened (and slightly redecorated to make up for the new blank space).
The area around the waterfall was too dark compared to everything around it. Its light is now all 144 except right next to the light of the silver arch.
The horizontal trim on the silver arches now go all the way around.
* levels: minor E3 improvements.
E3M1
After some discusssion on Discord it was agreed that the trilobite should not be visible until the player has discovered the berserk. The first trilobite is now outside of that hall, its back to the player looking at the berserk, and the hall has some sound blocker lines so it doesn't react if you try to plink at the worms (despite the berserk being right there).
I've also done a bit of redecorating to the front steps since we no longer need the evil eyes: the entire stairway is lined with candles and the eyes/ candelabras are replaced with blood fountains (as too many lights here would imply an area much brighter than what we're dealing with).
E3M3
The starting area lavafall had an unintentional fake contrast. This lavafall is now made more complex, with intentional fake contrasts.
* levels: final E2M4 touchups by Xindage.
* levels: make map06 exit pad line monster blocking.
Also unmerge the sectors on two sides of a door that was causing some monsters to wake prematurely.
* levels: fix textures by map11 warehouse counter.
that new METAL2 sure makes a lot of things more visible...
* levels: fix e1m2 tutti frutti around exit door.
Also took the liberty of fixing a longtime pet peeve I had about the really bright grey-white of the exit room steps clashing with the rest of the room for no apparent reason. (It looks less bad with Korp's new greys but we're not adding those yet...)
* levels: fix floating candle on map22.
It's fine until you actually use the secret, at which point it snaps to the top of the lowering platform.
* levels: more minor fixes.
Mostly for objects "floating" with a tiny bit of their hitbox rounded to be overlapping a higher adjacent floor.
E1M8
Inside the pillars containing the painlords there are two that spawn gore (and a dead player) in lieu of painlords only on easy. These have now been edited so that in each pillar the gore appears whenever the painlord does not. (The player has also been changed to a gore actor.)
Map03
Floaties by the first door switch.
Map23
Central room with the barrels and combat slugs has several gore decorations that do not appear on hard, but do not block movement nor represent any living monsters that might appear there in hard. Flagged to appear in all skill levels (and also not be flagged ambush).
Map25
1-pixel vertical misalignment on line 44.
Map28
Floaty medikit(s?) near (-955,-435), moved away from the double teleport pad.
Fixed the textures on that door now that the SLOPPY textures have been updated
Moved stuff around the starting skull switch so you start with a screen full of skull again.
Map29
Floaty shellbox 444.
* levels: more minor fixes.
Mostly to address #1043.
Map09
- Moved the crates in front of the eastern teleport door to keep the player from potentially falling into the gap between the big crate and the main crate rack and softlocking. The small step-crates are now also properly aligned with the flat they use.
Map14
- The entire lower floor of the big octagon room has been lowered to -56 from -48. This restores access to the alcove in front of the minigun secret, and also better aligns with the textures of several surrounding walls.
- Merged the sectors of the yellow key cage teleporter pad so the lights would sync.
Map15
- A room will lower two teleporters when you step in and two worms will warp in through those teleporters in hard, one in medium, none in easy. It looks bugged where the worms don't appear and absolutely nothing shows up, so pickups are revealed instead when they don't.
Map18
- Added one more step crate to let the player directly access the necromancer soul sphere (and the health bonus tucked away in the corner) without retracing their route back to the upper ledge.
Map25
- Got rid of that starting elevator once and for all. The only purpose in forcing that starting gunshot was to make that first room marginally more awful to pistol-start. Moved the shotgun and shells to the "outside" platforms to make up for it.
- Widened the side windows facing the yellow key so the trilobites have room to move.
- Shrunk down the exit line to make it completely impossible to trigger it while the painlord/necromancer standing there is alive.
- Added more monster blockers to the RL warp-in ambush closet, as the worms would still sometimes warp in both on the same side. I've also made the destination sectors larger as that simplifies the underlying geometry a bit.
- Flagged everything in the deathmatch arena multi-only.
- Thing 445 (last monster before SSG in hard mode) is now a pain lord instead of an octaminator.
* levels: more minor fixes.
Map13
Exit teleport pad lines now block monsters.
Map18
End soulsphere secret is now tagged as secret.
Map19
The straferun armour trench setup could not possibly work without having the worms below block your movement sometimes. The trench is now fenced off and the platform accessible by bridge; the pinkies are now spectres outside of easy and hard gives you two more of them; they can only harm you by teleporting.
* levels: readjust map28 skull.
The vertical offset would no longer be needed after #1047; however the tiling is a bit off if we need to offset this horizontally due to the additional trim, so a new linedef was added.
* levels: map26 minor fixes.
The secret blue lift switch error message would indicate it's a "door" which despite being correct from an engine point of view doesn't reflect its actual function.
The red armour secret is now player-shoot only, and the wall breach effect is instant.
* levels: fix high jump platform texture alignment.
* levels: map02 tweaks.
The yellow door appears to open by splitting itself into 3 parts, then moving only the middle part leaving the sides behind. This is now fixed so that the entire door moves.
Touched up the texture alignment above the exit door and replaced the floor on top of the monitor thingy blocking direct fire from the serpentipedes in front of the yellow door.
The little drops into the water area near the start can be cheesed by staying in the lit areas behind the monster blocking lines. This seems to be unintended behaviour so I've added new blocking lines that are exactly the size of the player.
The big drop past the red and blue doors needs something to stop the pinkies from blocking the player's initial drop. They're all set to +ambush now.
The exit sign has been given the flat-bleed treatment as Map01 and Map26, but this time I've actually kept the lower floor within monster step height. (I'd fix it for Map01 but it turns out the monsters step around it without issue.)
* levels: more misc. fixes.
**Map03**
The green corridor had some texture alignment and mismatched flat issues; the switch door was overcomplicated for what it was doing and didn't even look better than just using a simple wall switch texture. The corridor itself had a shadow across the middle that had nothing casting it; it has been removed.
Gave the curved terminal wall light grey flats to not stick out as much.
**Map21**
The cage bars along the walls of the lava border corridor should be impassable.
**Map26**
It's possible if you're careful to grab the super shotgun without triggering the lowering panel, causing the player to be potentially lost without any further indication they should move towards the alcove. Since I want to keep this as a foreshadowing of what is possible with stealing the key from the necromancer, there's now also an armour bonus a little further in.
The rising pit was too easy to jump into before it was finished, ruining the effect. I've packed everything closer together and moved one of the hard spectres into the corner outside the pit. The northern bit of the room is also expanded to let the worms move that way.
* levels: bugfix: remove E1M2 wall midtex.
The level had a decorative door-the-player-had-come-in-from that was obscured by a wall texture.
Thanks to Smokey on Discord for pointing this out.
I've also removed the Doom Builder camera thing.
* levels: Cleanup Eureka errors in seven levels
Relatively minor Eureka fixes following the level changes at the start
of 2023
freedoom1.wad
E1M2 Outside wall ceiling lower than floor. Raise ceiling to 100.
Fix stuck shotgun zombies in hidden in triangular sector #319
Fix unused transparent CGRATE1 texture on linedef #747 by
clearing it
E1M9 Remove unused back sidedef on lower side of door jamb sector
#255 in the upper right hand corner of the map.
E3M7 Sector #182 cleared unused tag #31
Sector # 58 cleared unused tag #35
freedoom2.wad
MAP14 Replaced missing textures with GRAY1 in monster closest upper
left of map
MAP16 Fix missing textures in inaccessible outside area with ASHWALL2
MAP26 Delete unused tag #2 in sector #38
MAP27 Replace four missing textures above four short red torches with
MARBGRAY in the switch maze room
Replace transparent texture AQTRIM03 with AQRUST10 on lower
trim for door below the switch maze room
* levels: rebuild nodes
Ran "make rebuild-nodes"
---------
Co-authored-by: mc776 <24984517+mc776@users.noreply.github.com>
* Add files via upload
**Map01**
Swapped out the impassable line for narrowing the big door gap enough for it to actually clearly visibly block the player's movement.
Used the flat bleeding trick to get rid of that little spotlight under the exit sign. The distracting bottom light on the sign itself has also been removed.
**Map03**
Unflagged some invisible impassable lines in front of screens and switches in the first corridor since they weren't needed in the first place.
Changed floor/ceiling textures on the curvy screen corner so it wasn't blatantly conflicting with the tile pattern.
Added a railing onto the big nukage rooms.
**Map12**
Flyers in the far northwest room could not figure out how to get into the big arena if they're in the dead ends. The side doors can now be opened by them.
Fixed some misunpegged lowering platforms/item closets in the south.
**Map15**
Second attempt to fix the rising shipping elevator. No more moving bridge (at all - the new safety lifts are still there), both switches available again, everything actually takes some time and moves visibly now.
Tag 56 changed to the four lines on the border of the pit.
Moved the cells even deeper into the expanded secret room as parts of the hitbox were still sticking out on the other side of something.
**Map16**
Unaligned the MIDSPACE in the new back alley.
**Map21**
Added an implied ladder leading down into the starting room.
Fixed the plasma secret in the library. If you went inside the room and let it close behind you, there was no way out; the way you came is now given the same lift tag. The secret itself is marked with something better than just suspiciously secret-tagged linedefs on the automap. The library south wall is also no longer incorrectly tagged as not to show up on the map.
Fixed the misaligned, improperly pegged door side texture in the big wall that opens up to the north of the big lava pit.
The lift leading into that room overlooking the big lava pit can now be traversed both ways.
You can actually fall into the lava in (-948,1836) with no way out. Narrowed that section accordingly.
**Map23**
Reduced number of sectors and number of secret sectors (doorway into the actual secret also flagged as secret) in the southeastern secret.
Fixed lone floating rocket by the crate north of the G.
**Map25**
Northwest baron/chaingunner teleport ambush was double-triggered and one of them did the opposite of what it was supposed to do. That entire area has been redone as a creepy wooden shack, to get rid of the arbitrary anti-jump invisible blocking lines.
Also added a sector to make sure noises pass through to those two individual monsters.
Unstuck serpentipede # 444.
The exit room seemed a bit dark for that lava so I took the liberty of changing it to 5% and a hot (but solid) rock texture.
Overhauled the starting entrance to explain why you were stuck in a little cramped chamber that you could only exit by shooting something behind you.
**Map32**
Got rid of the double-sector red key lift, in favour of just the outside portion being the lift.
Fixed all the windows so you can't jump through them in GZDoom under normal circumstances. Added some decorative railings.
Marked the berserk secret so it can be found without checking the automap (and can no longer be found by checking the automap), but in that specifically annoying, obtuse way that everything else is intentionally done on this map.
(NOTE: these Map32 fixes are pending another major improvement to this map that rednakhla is working on and may be overridden by other decisions in their version. I'm just throwing this out there as a temporary fix as we do not appear to have a timeline for that version yet. If it is completed before this PR is merged I'm more than happy to add it here.)
* levels: fix map15 western secret lift bug.
Using the lift from the bottom would sometimes fail if there are monsters. This seems to be an unusual nodebuilding-related glitch.
Moving the bottom activation to a separate wall switch seems to get around this.
* levels: allow map15 supersecret armor in easy/med.
Easy also allows one of the medikits.
Before this change that room was completely empty outside of hard.
* levels: use new texture on map16.
* levels: map21 fixes.
The lava groove border could be jumped into as it was exactly 32 units wide. Reduced this all around to 24, and added a damagefloor there just in case.
One lava damage floor had 20% for no apparent reason where everywhere else the player would be expecting it to do 10. It now does 10.
Rearranged a bunch of stuff in the final corridor for the bricks to line up.
* levels: tutti-frutti on southern computers.
There's now a gap between the ceiling and floor computers. It looks less bad than either the tutti-frutti or lowering the main ceiling so that the wall textures are cropped off.
* levels: remove map26 obligatory damage.
It appears that the collapsing bridge may have been intentionally designed to be impossible to cross without jumping, requiring the use of the damagefloor route to progress. There is now a radiation suit just before the blue key door, and stimpacks along the damagefloor route are now replaced with a bunch of health bonuses and a stimpack on the other end of the teleport.
Some of the sectors in the early part of the map have been simplified and useless line triggers (W1 on one-sided, etc.) removed.
(A similar note applies to this as for Map32 in this PR, but I'm the one working on the bigger change this time.)
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
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