Prompted by the discussion [here](https://github.com/freedoom/freedoom/pull/1314#issuecomment-1923782305). After a couple runs it seems the big issue is the huge traffic jam after you hit that switch making avoiding the tripod much less feasible than it is on any other non-E2M8 level that has one.
- Changed the red switch arena to make it a bit more cyberdemon-fight-friendly. The switch is now flush against the surrounding wall so even if you run right into it to hit it you won't get stuck in an alcove. The space on the sides of the big green pillars has been expanded. The red skull pillar has been moved so you can move around it on every side. We also have 20 more rockets because hey why not.
-Lines 939 and 946, the two very ends of the red rock corridor leading into the red switch, are now marked as sound-blocking. This prevents the small horde in the star courtyard from creating a traffic jam blocking the player's escape even longer.
- Lines 931, 962 and 963 are also sound blocking. If you can manage to take on the tripod staying entirely within the "arena" part, after the initial wave of serps you can pretty much solo it.
- Added more texture variety to that arena (different marbles, more tekwall, etc.) and gave that very lonely serpentipede up there some friends.
- Made a couple doors look a bit better (taking some cues from the E3M5 doors) and added visible lights to the tentacle-star-side of the main red door to explain why it's lit.
- Prettied up the bridge courtyard a bit. Hopefully the stairs are a bit more visible now.
- Raised the hatchling fireplace so that you can't get inside without jumping. Reshaped a good deal of the rest of the room to get it to work.
- Moved those four shellboxes so it's not so easy to run into all of them at once.
- Restored the old rising-from-the-lava effect on the final painlord.
- Skewed some orthogonal lines in rocky areas to avoid unwanted fake contrast.
- Added exit signs as it's not universal for all levels that sky floor necessarily exits.
See #1253.
For E3M6 I've also rearranged the SP_DUDEs on those two columns in the hopes that the only instantly obviously repeating one is the one that should be non-humanoid.
Also addressed #996 for E3M6.
* level: more fixes.
E1M3
- Minor item floating in one of the staircases.
E1M7
- Widened the item trenches in the northwest switch room to minimize the chance of a floating item.
- Narrowed the water trench in the southeast switch area to prevent someone from squeeze-gliding in.
E1M9
- Funny-shaped nukage bridge no longer has visible switches. Instead, that railing can be used from the outside anywhere along any of the long sides to lower it.
- Door on the north of that bridge was missing a doortrak.
E3M5
- Northeast giant blood pit had floating items in the new ledges. (Those bits are now also 100% pure meat instead of the rocky crust on top.)
E4M4
- Secret in the southwest is now the room instead of the doorway. Lighting adjusted accordingly.
E4M5
- There's an obscured lamp in the northwest that's supposed to look (in id) like a small lamp placed on top of the box. Freedoom's yellow lamp doesn't work for this, but Freedoom's candle sprite is perfect for the intended effect, so now it is that instead.
E4M6
- Various thin secrets.
E4M7
- Thing no. 580 was the wrong type and bled into the ceiling (see #941). The blocking version is now used instead.
E4M8
- The secrets by the starting area are now the rooms themselves instead of the doorways.
Map11
- Untagged the lizardbaby-triggered doorway as secret.
- All lizard baby sectors are now 72 units tall.
- Realigned the vines in the trilobite corridors overlooking the western atrium.
- Berserk red key secret room lengthened to guarantee having to step inside it.
- Red key is now at a different location, the platform now being a teleporter to it, allowing the location of the red key to be a single sector that can be flagged as a secret.
- Replaced the light source in the yellow skull room with something less likely to have already fallen over.
- Replaced the evil eyes with tech lamps since those aren't shootable.
- The trigger for releasing the pain bringers in the nukage fountain is once again a walk line.
Map16
- Every sector in the backpack secret was tagged as secret, leaving a total of 3 secrets one of which was skippably thin. The skippable is now untagged.
Map18
- It was possible to squeeze into the blue key pillar to trigger the ambush prematurely. The pillar is now the entire 64x64 platform.
* levels: more fixes.
E3M7
- Ambush-flagged and moved the pinkies in the lower small intestine so they stop trying to block the player from below either drop.
- Got rid of some orthogonal lines in the intestine to get rid of the fake contrast.
Map11
- Jump-proofed the decorative canal areas near the final arena.
- Some attempts to address #996.
Map14
- Removed the close-30-seconds door for the descending serpentipede monster closet because if they all bunch up like that while you have an SSG it's a boring wait afterwards. Have fun being hunted by them in the corridors!
- Addressed #996 in the south.
Map15
- Made the two lifts to the red armour secret visually consistent with each other.
- Some feeble attempts to address #996.
Map17
- Jump-proofed by Catoptromancy: numerous platforms raised above what should be jumpable in most sourceports that enable it by default.
- Added a backpack by the corpse near the start, as playing the map "right" and refraining from shooting until you get the tripod puts you in significant danger of running into a shellbox while at near full.
- The stairs inside the living room are flush up against the wall, so you don't waste time falling off and getting back on.
- The window texture now better matches the light falling on the floor.
- Moved Tree #73 and #37 as they were being invisible jump-blockers from below.
- Restored there being three chunks of rock for the blue key.
- Changed up a lot of textures in hopes of creating visually distinct areas.
- Added an extra secret in the start tunnel.
- Made the switch in the water go to 8+LAF fast instead of lowest because those weird sudden flat changes didn't look good.
- Shrank the pillars near the yellow key so you could move around all of them.
- Changed the torches inside the southern switch corridor to techlamps, and added new torches around the entrance to the eastern building.
- Changed the hanging corpse in the living room to another hanging corpse. (see #941)
- Made the couch look more like a couch. And one that's been in a war zone.
Map23
- Replaced the haphazard texture on the northern teleporter room and added some light sources.
- Improved the trim around sector 236 so the door doesn't go right into the curve.
- Used the correct CONS1 flat for sector 246 and shrank it accordingly.
- Addressed #996 in the south.
- Moved the (non-hanged) corpse in the starting secret out of the doorway. The way it hinted at the true nature of that wall was really neat but sadly doesn't play well with software renderer.
Map25
- Southern curved tunnel had a single orthogonal line that led to a misleading fake contrast.
- Some feeble attempts to address #996.
* Delete map17m.wad
* levels: restore old e2m1.
* levels: address E3M6 softlock.
see #998
* 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.
* levels: minor Phase 1 fixes.
This should address all outstanding issues in #698 and then some.
E1M1
Simplified the corridor behind the west blue key entrance.
Removed the serpentipede inside the secret in easy skill, and unflagged it as ambush so you don't need to necessarily *find* the secret to get 100% kills.
E1M7
Addressed #698 by getting rid of the potential soft-lock crusher trap altogether.
E2M8
Addressed #698 by keeping two tripods at all skill levels but making the polaric available immediately, along with a soulsphere and red armour. In the polaric's place in the hard-to-reach room is a second soulsphere.
I've also made the (medium/hard) polaric room door look like a door to reflect its actual use.
E3M6
Addressed #698 by not just marking the illusory wall as a secret line but also the inside of the room not-on-map. Added a light source to the inside of the room but it wasn't really necessary.
E3M7
Addressed #698 by removing the crusher tags for both sector and line.
Also dded some sound blockers to the entrance to the colon.
E4M6
Addressed the texture alignment issues in #698.
As for the descending sector potential crash, that is (a) *literally impossible* to fix in SLADE; and (b) a far too complex sector touching many things to trust not to break all over again on the slightest future adjustment to map geometry. The intended resulting sector type isn't even a hurtfloor, so there's no gameplay effect with the change. I've added a trim around the edges to make it look half decent when it's descended with no texture change.
E4M8
Addressed #698 map line meta.
Added one more escape lift for a slime pit that was still missing one.
Added a SKAG.
* levels: remove testing e4m8 start.
yeah that was where the SKAG is.
* levels: rebuild nodes (#846)
Ran "make rebuild-nodes"
* levels: Cleanup Eureka errors in three levels
Relatively minor Eureka fixes to prepare for 0.13.0.
freedoom1.wad
E1M3 Fix missing texture outside bottom of map with AQMETL28
E3M3 Fix missing texture at start with ROCKRED1
freedoom2.wad
MAP11 Fix two stuck matribites in sector 190 by moving them
Add deathmatch start to sector 39 for a total of four (minimum)
Remove unused sector tags 18 and 24
E3M1: Rearranged the two "spinal columns" inside the first entrance. The chamber is larger and the columns are not perfectly octagonal (both to align the textures and to get rid of the fake contrast) and one of them is significantly larger than the other.
E3M6: replacing the (not even working right, you could see the floor moving) flat bleed rising painlord with one that warps into that spot. Changed the textures inside the hatchling fireplace so you're seeing fire everywhere from the inside.
E3M7: Slapped some textures onto the otherwise flat bleeding temporary monster blocker. The difference is barely noticeable even if you're deliberately looking for it.
* levels: more misc. fixes and improvements.
This one's a bit more ambitious than the other one, sorry.
**E2M8**
Missiles were disappearing into the outer walls. It's clearly not desired behaviour since they only disappear when fired at ground level targets - when you have plenty of space to dodge - and not when fired at you while you're on the ledge where it might have been handy. It also wasn't happening consistently. Flipping the linedefs didn't solve the problem so the sky above the slime has been lowered to compensate.
Some more ornamentation added to the corners of the slime to cover up the resulting sky oddities.
**E3M6**
The monster closet in the far west-southwest was having some render issues so I moved some vertices around.
The skull pole in the eastern blood room interrupted my flow so I moved it.
Added a bit of stuff to the exits. Both E3M7 and E3M9 start off with a pretty strong techbase/hell mix so the additions should reflect that.
Changed up the start. The back wall now has some skylights, the players start just in front of the door and instead of one serpentipede standing with its back to you completely oblivious it's standing around the corner waiting to ambush (along with 1-2 buddies)
Rocket launcher #53 (near the star thing, which has also been given a bit of a makeover) is now marked multi-only.
Fixed various texture issues and merged various identical sectors.
Added more health and a way out of the pit with the zigzag bridge.
Moved the bars around to make it a little more obviously impossible to squeeze through.
Marked the teleporter to the red door as needing a red key. (Not marking the door itself just for aesthetics.)
**E3M7**
Fixed up some texture alignments in the first fighting area and the lift leading into the intestine area.
Fixed up some texture alignments in the intestine area and some minor remodelling of the wooden exit gate out of it.
Added an anti-pinkie-block trench (see Map13, Map20 and Map29) in front of that first drop in the red spiral chamber.
Moved some stuff around in the intestine/stomach area to get rid of jarring fake contrast effects.
Made the teeth at the start of the digestive tract white.
Added more health and armour in the areas leading up to the spiral.
Added some skylights on that long marble corridor.
Moved everything in the spawn chambers so that the last weapon you autoswitch to is the shotgun. There is no skill level that places anything you can immediately melee right behind that first door so it's just "haha we gave you all this prep but you forgot to switch" as the player takes a bunch of fireballs while switching to a proper weapon.
Made the cyberdemon fight more interesting and chaotic. All four corners now (can eventually) open back up into the hall, and monsters warp into the hall and just outside the front door.
**Map06**
Continuing from #865.
**Map10**
Addressed #867 and #714.
Softlock if you could run into (-2696,736). Moved the tree and rock to allow passage out, and also added a medkit there as a little reward (or compensation if you get cornered in there) given how long it took for this to be reported.
Marked the blue door leading to the yellow key as needing the blue key.
With jump enabled you can easily grab the blue key early and skip the entire left twisty area of the map. I don't want to fence this area off because it looks and feels like shit that way, but the player should still have a reason to go the long route. Right now there's a rocket launcher and chaingun that way.
So I've made the following changes:
- Added a tiny step in the eastern corner of that ledge that lets you get up to that level without jumping.
- Changed thing #130 from a chaingun to an ammo box, but added another chaingun that's multi-only. You will still get a chaingun in this room in single, but you'll have to pry it out of someone's cold dead hands.
- Flagged RL #202 as multi only and adding 2 more rockets in that spot.
- Flagged shotgun #365 as multi only, and added another shotgun to (-3648,400).
The super shotgun secret #1 is also trivially easy to jump onto. I've moved the gun into a secret area that can only be opened if you specifically go down that waterfall.
**Map12**
Restored staircrate access to berserk pack #510.
Changed sector 740 into a door and tagged it 56 to match the other stuff that opens in that area.
Shrank sector 437 and neighbours to align the ceiling lights correctly. Also added an overhang.
Made the monsters in sector 575 teleport into the teleport sectors inside the accessible part of that sector.
Made chaingunner #515 visible by using chainlink instead of a tinted window. (how would it even shoot through the glass without leaving holes???) It is also an imp in easy and medium.
Fixed some texture alignments/matching in the northeast tower and stairs in that big western arena.
**Map13**
Added the rising-trench trick to keep the spectres from blocking the very first jump into the big slime pit.
Gave the top of the blue key pillar a more appropriate texture.
**Map14**
Addressed #867.
Secret sector #107 expanded to keep the player from picking up the chaingun inside it even when the secret is not made accessible.
Got rid of the cage trap for the yellow key, in favour of a baron (knight in easy) warping onto the pad when you hit the switch, which must be killed before you can leave. Reasons: the cage trap can be too easily ruined by a player or zombie, even accidentally; these kinds of traps are not good for replays because they disrespect player agency and punish efficient players with a longer dead time; the trap is impossible to guarantee without either an extremely contrived funnelling the player into the trigger line, or having multiple trigger lines thus running the risk of forcing the player to wait it out on two separate occasions. An additional shell box is provided with the yellow key.
**Map15**
Northwest secret involved a multi-sector lift that clearly goes out of sync. Added a new simple lift behind it instead, and fixed up various textures there.
Moved 333 and 334 a bit over so they couldn't be picked up from the other side of the wall by the switch.
Made overlapping enemies 295 and 255 alternatives that only appear in different skill levels.
Window overlooking blue computer switch now has chain link to mark it as impassable.
The rising red key platform (and all its various components) could be triggered twice, resulting in unwanted effects. The second of these switches is inside the pit and clearly designed to prevent a softlock in case the player reached that area before the switch was hit. The second switch has now been removed; the only path leading to the area is now only accessible if the first switch is hit. As this disables the lift function of the final bridge, safety lifts are added on both sides.
**Map16**
Broke up the linedefs in the outdoor visual so everything should be under 2048.
Added fences, railings, tall lamps, etc. to better mark where the player shouldn't be going.
There's this gap between two buildings that you can slowly squeeze into and find nothing at the end. It's clearly not meant to go through but it's not quite small enough to communicate that reliably, which keeps getting some players misled. I've expanded this area and made it end with the shittiest tiny little fenced-off alley I can do in that few linedefs. The stimpack is now back there.
Spruced up the blue key building a bit, and made that curvy gap actually navigable.
Widened the little steppy things on the edges of the thick box things because navingating that was really annoying.
Miscellaneous other breakings-up of monotonous surfaces.
**Map20**
Broke up a lot of >2048 linedefs.
P1 now starts in the middle, right on that pillar that looks like it'd be a great slightly-unusual starting teleport pad, instead of having an easily opened door right behind them with no explanation how they got there without noticing the shotgun guy. The blocking pillars now have a skull so you know the skull switches are related. Said switches are now part of the fence - it looks vastly better this way and fully jump-proofing this section was always a bit of a nonconcern.
The starting building outer catwalk tends to snag the player in vanilla if they run along the side (which now has a fence to demarcate it). As far as I can tell this is completely unavoidable, so the entire area has been widened to avoid accidental contact while avoiding getting caught in the more obvious geometry of the pillars.
There are three more shotgun guys behind the first door in multiplayer. That's four shotguns!
Windows in that first red building you have to get into are NO LONGER MARKED IMPASSABLE. OUR LONG NATIONAL NIGHTMARE IS OVER. I've also added thin deep invisible grooves in the lava that disappear on your first jump attempt, to keep the spectres from blocking you.
The switch granting access to the blue keycard room is now behind a cage and cannot be punched, getting around some mods that stop the fist from alerting monsters. The ceiling has also been raised slightly to address texture alignment.
The lift that you take into the big red building if you fail the jump now visually matches the one inside.
The blue keycard lift monster spawns are now staggered so you can't clear through all of them at once and stand around awkwardly to wait for the lift to finish. (If you didn't pistol start this map you might just clear out one wave, then stand awkwardly for a much shorter and non-deterministic time until the next.) There's also a lot more of them, just so you don't clear them out *too* quickly. The monsters will teleport into one of the next areas if they try to follow you out of the room.
Figured out why I've always ragequitted this map: there was NOTHING in the marble temple that would tell the player that the skull pillar in front of the cyberdemon is a usable lift. No vanilla-compatible switch texture works here aesthetically. So I just finished the implied temple and added an altar, in the middle of which is a clearly visible switch.
Added more health (of which there had been nearly none, even what I've added is stingy af compared to even Map21) and armour and replaced a multi-only (GOD WHY) soulsphere in the southeast with an also-singles medikit.
Made the square room less utterly dreadful by adding some sky.
Added a lift out of the damage sector in the end area.
Added some secrets.
**Map23**
The two doors in the G-shaped spiral corridor just to the east of the helipad are now single-use stay-open. The problem is that with all the corpses and archviles the closing doors were creating a lot of crushed corpses that were being raised as ghosts in vanilla. (Made even worse by the fast doors which could reduce the opportunity for more incoming monsters to block the descending door)
**Map27**
Spaced out the candle display in front of the devil icons on the east with the shellboxes, to prevent more floating-ledge movements. Honestly I think it looks better this way especially with the bigger Freedoom candle sprite.
Merged/deleted a few redundant sectors with no change to map geometry.
**Map28**
Fixed a misaligned marble skull face near (-4159,1348).
**Map29**
Starting room large devil icons now have staticky trim instead of appearing to tile. Each face is now only two linedefs instead of three, as the perfectly orthogonal middle lines were subject to the fake contrast and didn't look right.
Widened the shaft on the southwest arrow and the flagellum on the northeast sperm to let the serpentipedes move more freely.
Moved armour away from the yellow key platform, guaranteeing its availability from the ground.
Bottom room with spectres and archvile now blocks the spectres from getting right up below the ledge until you've crossed it. The rising platform in that room is also a bit more visible - with the same textures and dim lighting it was almost totally invisible in vanilla unless you already knew where it was.
* levels: improve map16 big view out onto the river.
The big warning stripes on the old railing were right at eye level.
Also the ambiguity whether that was concrete or asphalt or beach finally got to me so I needed to show where the concrete ended and the beach began. (This was originally going to be something more like [this](https://en.wikipedia.org/wiki/File:Riprap.jpg) but it ended up being way too visually noisy - that one big rock in the sand now is a remnant of that.)
* levels: fix tutti-fruitti on the topmost stair on the northeast corner of the big western arena.
In levels/e3m*.wad files fix errors flagged by Eureka when F9 (Check /
ALL) is pressed. This is mostly missing textures and similar errors.
E3M2 Remove unused texture on an animated switch
E3M3 Split stuck easy medium worm into two worms
Move a few stuck zombies apart
Fix Medusa by changing WOOD1 to WOOD8
Remove crusher linedef that did nothing
Fix transparent wall by changing MIDGRATE to METAL
Fix transparent wall by changing AQTRIM03 to AQRUST10
Fix Missing textures
E3M4 Fix ceiling below floor
Delete doom cameras (#32000)
Fix Medusa secret area with GSTGARG
Fix Medusa red sound tunnel with ROCKRED2
E3M5 Separated two pairs of stuck monsters
Delete two DM starts to get down to ten
E3M6 Fix mismatched sector by deleting extra linedef
E3M7 Clear flag 25 on linedef behind player start
Remove trilobite in the void
Clear hovering Medusa texture in green walled lava pit
Fix Medusa exit sign
Clear unused tag in on linedef
Clear unused tags in sectors
E3M8 Set impassable on all outside walls
E3M9 Clear unknown sector type 72
Clear unknown linedef type 181 multiple places
Clear unknown linedef type 160 in small triangular sector
Fix Medusa by changing SKSPINE2 to SKSNAKE2
Delete doom camera (#32000)
Clear unused tags in sectors
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