* levels: various fixes.
E1M2
Fixed some missing and misaligned textures around the secret lowering computer block.
E2M5
The red key bars could both be squeezed through and jumped around on a jump-enabling sourceport. The red key now raises the stairs instead, and the final door before the exit also requires a red key.
E2M7
Added one more bar in front of the exit to prevent squeeze glides.
E3M2
Expanded yellow key pillar so it would match the flat.
E3M6
Untagged the skylight inside the secret as being itself a secret.
E4M1
That line of health and armour bonuses just inside the big building would have a few floaters. They've all been moved forward and should be fully clear of that ledge.
Map05
The pit with the central column of water and the spectres was being blocked off by said spectres before the player could jump into it. There is now a monster blocking line right in front of the ledge, barely far enough to guarantee space for you to drop but close enough to let the pinkies bite.
You can now freely move through the gaps between any of the objects in the blue key room.
The exit from the blue key building now has a lift instead of stairs, and the wall prevents the nearest pinkies from seeing you until you've actually dropped inside. Hopefully this at least mitigates the problem of being stuck on the stairs with a pinkie right below your ability to target.
Miscellaneous aesthetic tweaks.
Map07
The lift overlooking the big arena was still suffering from monsters blocking from below. It has been moved to the side with an intervening ceiling.
The central grey aquatex nukage trim hub was a cross shape and the exits all had very strong lines turning right, making it look like a swastika. The southern section has been tweaked to throw off the symmetry and avoid that impression.
Made it possible to move all the way around the stack of crates in the eastern area with the switch.
Miscellaneous texture improvements.
Map08
The exit bars are now impossible to squeeze glide through. They are also styled in the same manner as the moving pistons by the big switches, giving the suggestion that they would be moved in a similar manner.
Map09
Fixed some floating pickups at the collapsed roof, the red key room, and the stairs to the warehouse admin area.
Shotgun guys in the admin area switch room are now situated between the deep cracks that were preventing their movement.
Map12
Turned the two wall-facing enemies around near (2016,96).
Added a second trigger line for the minigunner ambush store room so it happens even when you approach it from the other side.
Added a second switch for the bars normally opened before reaching the storage room ambush.
Replaced the BFG secret with a megasphere since you already get a BFG in Map11.
Map18
There were some lamps on the lower floor of the southwest room that were invisible from the higher floor but would block your movement. All major blockers have been deleted or moved to the edge of the room.
The tree near the red armour to the right of the start has been moved for similar reasons.
Map20
Moved some pickups (and the dead body) away from the bottom sides of the steps to reduce the chances of someone bypassing them while moving downwards.
Made the armour/health bonus placement more unambiguous around the cross and star.
Simplified the bridge around the red key so that the rising portion is only one sector.
Map22
Because this map has been disproportionately harder to pistol start than anything near it...
Moved all 4 player starts into the starting elevator to avoid a hot start.
Flagged some ammo pickups as appearing on all skill levels, as well as the southern super shotgun and the starting area armour. The easy-only SSG in the starting area is now a chaingun and appears on all skill levels.
The starting shotgun is now only available on easy, with two shotgunners (one of them guarding the armour) in its place on medium and hard.
Differentiated the walls of the starting elevator so you know which way to face, and made the switch resemble the normal (but broken) SW1TEK.
The switch system itself is simplified and given a simpler implied story: the big switch is broken, so you locate and use the backup system. The switch shooting is gone.
Made the fringe around the lava elevator go all the way around and populated it with health bonuses to make it clear you're actually expected to go down there, because frankly the original is so thoroughly obscured it looks like you're breaking sequence by exploiting an oversight in the map.
Extended the staircase down from the brown platform to mitigate the "pinkie right in front of you below your aim" effect.
Added a medikit near that brown platform.
The armour in the crate hall is now a medikit.
Map24
The hanging bodies in the red key room are now the non-blocking versions.
The trilobite stuck on the teleport pad in the square maze is now an octaminator so it doesn't get stuck.
The lines around the door leading to the serpentipedes with their backs to you no longer block sounds.
Removed the sound block flags on the octaminator ambush doors, so the pinkies can join in if you start shooting at them instead of powering through into the new room.
Map26
Health bonuses under crusher were floating.
Map27
Lizardbaby platform now has a full 72 unit clearance.
Spectres in the red rock area to the northeast are now in the tunnels and only come out when you land in the red water.
* levels: fix one screwy texture.
Monitor in the room west of the westmost shiny lowering shelf thing.
* levels: more minor fixes.
E2M1
Life surge secret was marked on the thin doorway, making it possible to fail to register even after you've taken the surge. The secret is now the room itself, at the cost of that random light effect.
E2M6
Life surge secret was marked on the thin central bit of the sigil, leaving *lots* of room to step around it while grabbing the powerup. (The fact that the red makes it kinda look like a hurtfloor really doesn't help.) The secret is now the larger room itself.
Map12
New eastern storage room trigger wasn't covering the entire hallway. It should also be diagonal to minimize the chance of it being skipped entirely.
Map28
The serps on the ledge by the bloodfalls and fleshy sigil were facing the wall and marked as ambush. They now face the actual play area.
Map29
Moved all the secret pit pickups a little bit further inside the square so they look like they're resting on the surface of the solid floor.
Map30
The multiplayer-only spawn pickups are now flagged as multi-only.
* levels: tiny map04 aesthetic tweak.
The fake contrast exaggerates the shadow on some "AGM" silver columns while eliminating the shadow on others. These are often right next to each other on the screen, producing absurd results. This moves 1 vertex from each affected line 2 pixels so they are no longer orthogonal.
Part of the Eureka cleanup involved fixing warnings having to do with
missing textures. Eureka was used to fix the missing textures by
replacing the "-" with "GRAY1'. Unfortunately fake floors and ceilings
resulted in false positive warning. Fixing the warnings broke the
intended rendering - the fake floor or fake ceiling is supposed to be
extended over what is now a gray hole. The solution is to revert the
missing texture fixes that have to do with fake floors and ceilings.
freedm.wad
DM02 Ceiling above the arrow.
DM20 Ceiling above the lights near door.
DM23 Ceiling above the light.
Ceiling above health bonuses.
DM25 Ceiling above polaric energy cannon.
DM26 Ceiling above DM spawns.
freedoom1.wad
E2M5 Floor with hatchling pop up near the start.
Floor with trilobite pop up near the end.
E2M7 Pillar surrounding the blue key.
Floor with monster pop up at the end.
E3M3 Ceiling in triangular room.
Floor with trilobite popup near triangular room.
Floor with pain lord pop ups upstairs from triangular room.
E4M1 Ceiling above yellow key.
E4M3 Floor slit in the ground outside (rendering trick?).
E4M4 Floor below the exit sign.
E4M6 Floor lights at the bottom.
Ceiling above teleporter.
Slit in blue floor (rendering trick?).
Ceiling light above the red key.
E4M7 Floor internal control sectors in nukage.
Floor below the exit sign.
E4M8 Floor below the exit sign.
Ceiling above the teleporter.
E4M9 Floor below the lights.
freedoom2.wad
MAP14 Floor for four outdoor monster pop ups.
MAP17 Floor with four internal control sectors in the middle.
Ceiling above logo in red floor room.
MAP18 Ceiling above the player spawn.
Ceiling above the end.
Transparent windows
Floor with monster pop ups outdoors.
MAP20 Ceiling above the light in corner.
MAP25 Floor with monster pop up outdoors.
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.
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.
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.
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
[ RjY: changes to submitted version:
- increase gap between pile of crates (sector 256 etc.) and nearby
walls, to prevent player getting stuck
- set passuse flag on lines 75, 208, 288, and 1320 to stop them blocking
doors (lines 72, 1348) from being opened
- move monster teleporters so monsters don't have to walk away from
player to teleport, to prevent excessively long teleport times ]
DW: http://www.doomworld.com/vb/post/1221430
Signed-off-by: RjY <rjy@users.sourceforge.net>