It was overwriting the existing id BROVINE2. Both are now available.
All levels have been converted to use BROVINE3 with a script. There are a few spots where BROVINE2 actually looks better but we can presume the brown wall green vine was the original authorial intent since that one has been the only one available since who knows how long, and it's not like we can't update these later anyway.
Also incorporates the Map11 edits from #1318.
E1M1
- All the monsters in the trench are now +ambush, so they don't move until you're down there. On easy the zombieman even faces away from the start.
- More monster blockers added to prevent invisi-blocks jumping into the starting room trench or down from the cliffs in the outdoor area.
E2M7
- Armour bonuses still floating on sector 599. They now adorn the side pillars instead.
- The minigun is comically easy to miss - pretty much every passage into that area is designed for you to look the other way or overshoot it jumping in there, and you might go through the next 80% of the map before having any reason to go back into that part of the room. Its platform has been moved to the lower area, with the upper platform being ostensibly a shotgun but the shotgun guy now standing there took it.
E3M4
- Stealth worm 16 stuck on overlapping ledge.
- Changed the St. Pete's cross into a sealed-off fireblu portal.
- Extended the stairs up from that long bridge so that it's more obvious from a distance at low resolution that those are legit stairs up and you're actually expected to backtrack that way.
- Redecorated the exit room.
E3M5
- Jump down into painlord courtyard in the west would be invisi-blocked by said painlords. Monster blocking line added to keep the way down clear. Moved the tree out of the way too, for good measure.
- Addressed #996.
E3M9
- Fixed numerous tutti-frutti textures and unstraightened some unintentional fake-contrasts in some organic areas.
E4M2
- Got rid of the flat bleed trick in that slime tunnel. It's just a big steady spotlight now - and it doesn't mitigate any nukage damage.
- The secret exit room multiplayer contingency entrance is now opened immediately after the trap-bars are triggered. The trap-bars themselves are no longer crushing, preventing a possible immobilization softlock.
- Said multi-contingency entrance area is remodeled to make it clear it has been jump-proofed.
- Aligned hex textures in secret exit room.
E4M9
- Flagged line 1765 as monster blocking. It's possible for a monster, while that platform is descending, to step right onto that window ledge and get stuck there as the platform continues its movement.
- Added glass to the sides of sector 230 to prevent the player from falling in under certain circumstances.
Map02
- Changed the multi-wallpart elevator so that the middle is the "rungs" that the side "pulleys" are lifting up the platform against.
Map04
- Numerous cosmetic fixes to the starting area.
Map05
- A couple lines on the edge of the stream used the surrounding brown rock instead of the zimmer brown.
- Made the helipad symmetrical and made it look more weathered, including adding a small tree where there would once have been a light.
Map11
- The walk line to open the yellow door switch is now south of the minigun, so those who "know" how it works (without knowing the exact location of the line) don't have to go all the way up to the door to intentionally trigger it.
- Removed some hard-only monsters from the eastern branch, removing some matribites and octaminators and replacing one of the former with a formerly easy-only trilobite and one of the latter with a stealth worm.
- The dock area is now opened up by the same switch that lowers the two platforms, which are now lowered permanently.
- The red skull shootable switches are now located so high up that it's impossible to gamble on a stray SSG shot hitting them from below.
- Addressed #996 in some small gaps in the final arena.
Map23
- Moved all health bonuses around the broken teleporter to look less like mushrooms.
Map26
- Blue skull door trim was misaligned, obscuring the shape of the horns.
- Zombieman 130 stuck inside a monster blocking line.
- Moved all health bonuses around the starting area corpse to look less like mushrooms.
Map29
- Addressed #996.
Map32
- Added a way to climb out of the lava pit.
Many of these found thanks to Inuk's new floating-item-bug script!
E1M1
- Replaced the health boosts in the exit to the upper cave with a trail leading into the cave, to let the player know right away that this is not a decorative area. (It's not even counted as a secret!)
E1M7
- Shells no. 174 was floating on that bit of wire connecting the two computer banks around it.
E2M7
- Floaty armour boosts 57 and 62.
E2M9
- Floaty anti-nukage supplies 102 and 132. Moved 133 as well just in case.
E3M3
- Floaty candle in sector 232. All moved for symmetry.
E3M8
- Replaced one hanging gore actor. See #941.
- Made the panel behind that replaced gore actor a marble face.
E4M2
- Armour boosts on east side of bridge were close enough to be subject to the floating bug, stopped only by the impassable line.
E4M9
- Light no. 117 submerged illusion pit was smaller than the light hitbox and the wrong shape.
- Floaty serpentipede no. 236.
E1M1
- Easy-only south shotgun now moved to climbable crates.
- The column-lowering switch now starts in the "1" position, done after what happened with line 1728 in E4M2.
E4M2
- Closes#1109 by making the bridge to the one-way blue key route raisable repeatedly (but collapsible only once). While it is raised, the bridge is also usable as a safety lift, as the normal safety lift is inaccessible if you fall in on the north side. There is now only one teleporter onto that patio/boardwalk thingy, down where the radsuit was; the only way to get back to the blue key after a successful run is to raise the bridge again, crossing which a second time will (a) undo the raising floor in the next room and (b) not cause the bridge to collapse again, thus allowing free movement back and forth without touching any hurtfloor.
- Adds some stairs out of the slime pit in between that switch and that bridge.
- That raising floor is no longer crushing and if you're caught in it you can slip out back into the main slime area. This avoids the (extremely improbable but theoretically possible) situation where you can actually get softlocked by getting caught in there but not dying from the resulting damage.
- Made the silver trim on the switch in line 2287 almost fully visible as it was already awkwardly peeking out slightly and all the obfuscation did at this point was risk it being missed.
- The slow up elevator in the northwest is now activated by a switch *inside* the car, and made both switches repeatable. The old regular-lift use line is now a second move-down line, just in case you want to get back up there after someone's gone up in multiplayer and then rocketed themselves.
- The slime pit with the bridge leading to those elevators now also has safety stairs and the bridge itself is a usable lift.
- That first chunk of pre-raised bridge leading to the exit is now a usable safety lift.
- "Not on map"'d a bunch of control sectors.
- The lines on sector 592 were a flat-bleed trick and should not have had textures.
- Line 1728 now starts in the 1 position rather than 2, because I ran three laps around this area thinking I had already hit this switch.
- The big super-bright lift en route to the yellow key is now called down by using it directly. The remote switch simply raises it to the correct position so it can be called down.
E4M9
- Closes#1110 by removing the forcefield as soon as the player jumps off the switch ledge into the slime pit.
- Added safety lift to southeast nukage pit.
- Reduced all green nukage damage to 10%.
Map05
- Numerous attempts to fix#996.
- The switch letting down the red key now also releases the trilobites, removing the need for those additional walk lines which were preventing the player from activating the switch at the usually permitted distance.
- Massive makeover to the first courtyard. The orange walls are now only on the west and the insides are tan.
- Darkened all outside areas so the distance fade does something.
- Made all TANROCK5s STONE6 instead where it should be lit up by the "sunset" implied by the new STARG walls.
- Got rid of a lot of the weird unnatural zig-zags in the river.
E4M9
- Removed testing P1 start.
Map28
- Line of medical items at the south end of the southern blood pit was floating. Moved away from the ledge.
- Added metal trim to the sloppy side of the starting pit.
* levels: more minor fixes.
E3M7
The columns blocking the painlords from wandering too far away from the teleport line were spread far enough apart that one of the monsters could pass through and not be able to come back. Two more columns have been added.
E4M7
Around the hall of nukage and six pillars:
- The stairs to the east needed more clearance in the ceiling.
- The nukage now lowers to -24 instead of -40 or -48.
- The BRNPOIS is corrected to BROWNGRN.
E4M9
The eastern backpack secret exited to a ledge far above some monsters right below it, a big vanilla-compat no-no. Everything's been redone so it's all on ground level. The gargoyle wallpaper has also been replaced with something that might align a bit better there; the remaining gargoyle heads now mark the secret.
* levels: adjust Map11 skull room.
- The monitors needed de-aligning after COMPUTE4 was expanded.
- The sloppy switch skull has now been replaced with another skull, and a poison sign has been added to the collection.
* levels: unstick map11 minigunner.
The one right next to where the red skull is now had been an unfortunately overlooked casualty of moving that ledge around.
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/e4m*.wad files fix errors flagged by Eureka when F9 (Check /
ALL) is pressed. This is mostly missing textures and similar errors.
E4M1 Reduce deathmatch starts from 11 to 10
Remove unused Strife tag #999
Add missing textures
E4M3 Reduce deathmatch starts from 12 to 10
Add missing textures
E4M4 Reduce deathmatch starts from 11 to 10
Add missing textures
E4M5 Reduce deathmatch starts from 11 to 10
Remove unused tag #8 from sector
Add missing textures
E4M6 Reduce deathmatch starts from 15 to 10
Add missing textures
E4M7 Reduce deathmatch starts from 17 to 10
Remove unused Strife tag #999
Remove unused tag #2 from sectors
Add missing textures
E4M8 Reduce deathmatch starts from 12 to 10
Remove transparent unused MIDGRATE texture on solid
Add missing textures
E4M9 Reduce deathmatch starts from 16 to 10
Remove unused tag #13 from sector
Change transparent MIDBRN1 textures on solid to METAL
Remove unused transparent BRNBIGC textures on solid
Add missing textures
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