Commit graph

15 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
mc776
244721bb07
levels: fix some visplane errors. (#1382)
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.
2024-07-16 09:27:21 -03:00
Dimon12321
4c8e0d0173 E2M2: add Medium and Hard difficulty flags for player starts 2024-03-08 21:15:18 +02:00
Steven Elliott
de1297fa8f
levels: Rebuild nodes (E4M1) and cleanup Eureka errors in two levels (#985)
* levels: rebuild nodes

Ran "make rebuild-nodes"

* levels: Cleanup Eureka errors in two levels

freedoom1.wad
  E2M2  Fix missing texture linedef  #311 back of teleporter

freedoom2.wad
  MAP09 Fix missing texture linedef #1937 back of teleporter
2023-06-19 10:25:53 -03:00
mc776
79fbb3ee04
levels: minor Phase 1 fixes. (#978)
* levels: minor E1 fixes.

E1M6
Address #976. The diagonal crate at the bottom of the nukage pool was too small and the zombieman was stuck. It is now a slightly larger crate using the big crate textures.

E1M7
Address #976. The bars around the rocket launcher were wrongly marked as secret.

E1M9
Address #976. The walk-over lift line now blocks monsters, preventing from trying (and almost always failing and just annoying everyone) to chase the player into the dead end with the armour. (I had considered raising this dead end and removing the fence, letting the player jump back into the main courtyard, but we'd get the unseen pinkie jump block problem again.)

E2M2
Make the exit into a more E2-typical FIREBLU gate.

E4M1
Make That Room look less like someone tried to draw E1M3 from memory.

* levels: more minor E1 fixes.

E1M6
Addresses #979, point 14. When you grab the chaingun in the north, you'll find 1-2 shotgunners standing at some terminals. Even though you're in plain view and clearly in a place where a person should be able to hear you, they will not hear your shots until you advance out of that grey floor. Removing the grey floor sound block lines cures this, apparently without causing premature alerting of the monsters on the other side of the green American football goal-like thing.

E1M8
Addresses #979, point 19. Lowers the pad to make the face more visible, and instead of the single torch in the middle on some skill levels you get a border of torches coming out of the nukage (which is now a hurtfloor) in all skill levels.

I've also taken the liberty of adding some progression into the southern labyrinth, turning the three "boxes" into distinct-looking columns going from masonry to monstrosity. Its purpose in disorienting the player enough to make the emergence seem to be into a new area should be unaffected. The light level is also significantly reduced, which ironically helps navigation somewhat. The final result should look a bit more like an intentionally disorienting labyrinth rather than a placeholder.
2023-06-07 08:43:53 -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
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
Xindage
f964fbe2c3 Add again my map on top of the branch. 2021-07-26 02:10:06 -03:00
Xindage
96017a70c2 Maps fixes made by catoptromancy. 2021-07-25 10:24:46 -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
Andrew Rehberger
aefd60b41b levels: new e2m2 map
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
2010-10-31 14:31:42 -07:00