This reverts commit 9b25e1447a.
The first level of the game is very prominent and I'm not convinced that
this had sufficient debate on the original PR. Opinions on the original
PR seemed mixed to lukewarm.
I'm also not convinced that this is an improvement over the previous
E1M1 but that is just my personal opinion. If we want to make this
change then we can, but it should be discussed more first.
This include reduced vertexes and wadptr compression, in the case of MAP03 it's actually quite of a hell to compress the vertexes as the maps has alot of unnecessarily high amount of vertexes with little to no reasons, this also alters the gate texture in MAP03 to replace the DOORSTOP texture with SUPPORT2 texture instead as it could cause visible seams in vanilla.
> Map developed using an old deathzor donated map for freedm prior to v0.9.
> The map is city themed and big, well suited for 4 players or more.
> Replaces last man standing for being just as well big and dont plays well.
Name: Violent Vicinity
> I recycled a old version of this map.
> Layout was made simple and clear.
> Increase the general size of the map and added a new area to fit deathmatch better.
Name: Tripod keep
> Simplified the layout and item placement.
> Changed the theme to a simpler design.
> Added an upper section on the south area.
> Removed the northernmost area and its teleport.
> Increased the overall map size.
> Believe or not it's a rework of the dm20 original layout, i kept the main layout and them I reduced the map size and give it a new theme, this map looks way better than it was before.
Name: Terra Mortis
Original author granted permission but does not wanted to be credited to further maintain the map, but its a good map to be on freedoom, I'll take the credits so and maintain it if needed.
Add debris and slightly 'open' the door in MAP01.
Add more depth to the bookshelves in MAP01, change banner to red in the secret weapon room, and add detail to marble tower.
The detailing on the way the airlock of the ship docks to the starport had one spot that was too steep for monsters to move over, trapping them inside.
The secret switch behind the pressure plate in the water is impossible to see in vanilla. The switch is now the skull wall itself.
Nothing else in FD's repetoire quite matches the deep, rich, earthy green-brown that these textures have. They're perfect for certain outdoor environments - except in Final Doom they're part of this really unnatural fade-in fade-out animation. This doesn't really matter in FD in isolation but if you try to load a Final Doom-compatible animation definition then the entire intended effect is ruined.
This commit also updates E1M1 to use these new textures.
Absolutely not a comprehensive fix, just randomly noticed these while checking out how the new switches look ingame.
Just some misused SHAWN3 and COMPUTE2 in 272 and 279, and BROWNWEL in 208.
e2m2
Visplane Explorer blob of red in the northeast by the little screens in Visplane Explorer when all 3 doors in the final area are pre-opened. Simplified some of the lighting and also got rid of the upper floor trim in favour of using a flat there that was lined in a way that lined up with the big walls.
e2m9
It was almost immediate the moment you opened the door on sector 385 from the east, not sure how we didn't catch that a lot earlier.
The main culprit - again - is the trim around the hex floor. I've gotten rid of that, but have not simplified or adjusted anything otherwise.
> While keeping the theme and the main layout everything was changed to improve the deathmatch pace.
> the wallways around the nukage areas was enlarged.
> The southest area was merged into the east room.
> Exit was moved to other area.
> The bfg area is now a underground area with a teleport and the bfg.
> This same underground area is now part of the playable area and its role is just to increase the options to where the player can go.
> Changed theme, Slight changed layout, enlarged the map, simplified the rooms, added extra spawn points and eliminated the chance of spamming polaric cannon in the middle of map.
> Pre-rework this map had a serious issue with campers spamming a line of plasma across the level, now it's not possible anymore.
> It gained a new look based on judas.
> Small increase in size to be more friendly with deathmatch.
> This map increased a lot in size keeping the same theme.
> Designed to be played with 4 players or more in mind.
> Removed the moving lift. Now you can acess plasma by using a staircase.
> Each opposite side of map has a powerup.
> Map was enlarged by 32px north.
> Teleports on the pit was changed by 2 pathways.
> Plasma locaion was moved.
> You can leave both pits by an stair there.
> Skag was removed.
> All spawn spots start with ssg.
> An extra Minigun and Missile launcher was added.
> Rebalanced some of the items placement of the map.
> Upper path was merged on the former bfg pillar room.
> Pillars on middle can be used to go up instead of only way down.
> Improved both deathmatch, altdeath and duel support.