Commit graph

24 commits

Author SHA1 Message Date
Just-an-anon
eca9f29039
levels: Pentagram removal for E2M3, MAP05 and MAP28 (#1358) 2024-05-05 18:01:16 -03:00
Steven Elliott
fb65b869b2 levels: Small fixes, mostly for Eureka
freedoom1.wad
  E2M1   Fix non-visible missing texture after exit with GRAY1
  E2M4   Fix missing texture before start with GRAY1
  E2M7   Fix missing upper texture for linedef #4431

freedoom2.wad
  MAP05  Removed unused tag #16 in monster closet on sector #137
         Made upper case incorrectly lower case texture "fwater1"
  MAP12  Removed non-visible Medusa texture on linedef #7219
  MAP24  Fix missing texture on linedef #1636 in monster closet
  MAP25  removed unused tag #31 and type on linedef #2741
  MAP31  removed unused tag #9 from sectors #17 and #71
2023-11-05 13:09:36 -05:00
mc776
c048405f8b
levels: minor fixes and tweaks. (#1121)
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.
2023-10-23 11:46:57 -07:00
mc776
33c59977aa
levels: darken west-facing tanrocks again.
after seeing how it looks with #1098 and checking id it appears that i can't legitimately ask for a rw14_1 that's just a darkened version of the proposed new rw18_3. The questionable fake lighting effect has been removed.
2023-09-12 00:30:47 -07:00
mc776
882548cb15
levels: fix map05 red armour secret.
It was possible to grab the armour without triggering the secret. The sector has been lengthened so you must be clearly stepping into it before you can touch the armour.
2023-09-09 08:20:44 -07:00
mc776
c12ea5cf54
levels: minor fixes.
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.
2023-09-09 00:32:46 -07:00
mc776
99149fba2d
levels: various minor fixes. (#990)
* 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.
2023-06-24 19:02:43 -03:00
mc776
8c076fcba9
levels: minor Phase 2 fixes. (#964)
* levels: minor Phase 2 fixes.

Mostly for addressing #694.

Map05
Realigned grey hex textures around soulsphere switch. Now the odd one out is the door.

Map09
Fixed up the lighting in the start room.
Reflagged some secret doors as secret rather than hidden.
Consolidated the two W1 Floor to LAC triggers around the yellow key.
The red key rocket launcher sequence could potentially mess someone up who - given the hatchling closet, quite reasonably - avoids grabbing the rocket launcher. It seems needlessly convoluted, but it is a funny prank how the switch makes the red key disappear entirely for a bit. Instead of untangling this I'm just going to add some health bonuses around the rocket launcher so the player will eventually go there.
Tried to mitigate the worst of the various crimes against texture alignment in the crate maze, adding a light source in the process. It would take a *lot* of work to make it actually look good, a lot more than can be done in a batch bugfix PR.

Map10
Lower unpegged sector 70 (red door leading outside) door tracks.
Added matching midtexes to the insides of the fences around the lights by the door leading to the final corridor.
Line 839 (south-southeast red armour behind waterfall) flagged secret and the lines on the other side flagged hidden.

Map11
Realigned grey hexes in corridor around minigunner switch room.
Added an evil eye right in front of the shootwall secret.

Map12
Change line 330 midtex to the new MIDSPCSM with no offset.
Lower-unpegged line 4787 doortrack.

Map13
Sectors 243 no longer uses mismatching TLITE6_5 flat. (Sector 170 actually looks okay ingame.)
Realigned line 260.

Map15
Line 163 W1 changed to WR to prevent a potential softlock.
Aligned COMPSPAN on sector 561 to match surroundings.
Fixed some textures in the green corridor in the west overlooking the nukage. Also set those zombies in there to ambush since that seems to be the intention based on their placement, and made that big block thingy on the east end of that corridor a more normal-looking door.
Touched up greyhex near sector 491.
Flagged linedef 5293 secret.
Sectors 145 and 116 (rock fringe around nukage around red key platform) consolidated into one sector, made non-damaging, and without the invisible blocking lines.

Map16
Changed Line 1089 to SR instead of S1. (Switch that opens the secret to the east)
Realigned all the SUPPORT3s in that little painlord corridor while shrinking the "ribs" a bit; also widened the little exit atrium so the space between the lights is as wide as the door. (After looking at the others I am not going to widen any more corridors at this time.)
Grossly simplified the twisty yellow key corridor, and lowered the ceiling of the outside of the door so the yellow door stripe would fit properly. One doortrack needed to be given the DOORTRAK texture. The remaining "ribs" are recessed further inside the wall so they do not impede movement at all.
Lowered the ceiling above the other yellow marked door as well. The corridor around the corner has been expanded slightly.

Map22
Flagged line 830 secret.

Map23
Fixed candle placement on east end of zombieman corridor.
Consolidated some identical sectors around the big "AGM" floor and lowered the torch platforms so they wouldn't clip into the ceiling.
Raised the ceilings on the techpillars right after the first long lift. The walls in front of them now match their surroundings.
Removed lower unpegged from lines 2066, 2082, 2062, 2075. ("Door"tracks for the route across those pillars in the southeast - they're actually lifts not doors)
SSG secret fixed. (And marked.)

Map28
Lines 2326, 622 lagged secret.
Realigned lines 4594 and 4671.
Realigned scrolling textures around sector 517.
Touched up monster closet around sector 399, changing to to 8 about HAF fast and making the closet a bit taller so there'd be a better natural threshold between those areas. The doortracks were fine, if a bit complex.
Raised sector 474 ceiling to match marble brick seams.
Made sector 147 (cubes hanging over hot rocks) do damage and sectors 91 and 115 (teleport pads) not.

Map29
Swapped out the textures on the sides of the big green skull pad.

* levels: fix up map23 southeast secret textures.

I messed up the texture replacement around the green torch, the extreme sudden darkness ruined the blue AGM text, the pillar lift-doors needed a better division between the tekwall and red rock, and that huge swathe of DOORTRAK hurt to look at in vanilla.

* levels: map07 aesthetic fixes.

Replaced BIGDOOR1 on sector 50 as it was giving tutti-frutti.

Fixed the textures on the lifts in the green area beyond the outdoor area.

Miscellaneous texture alignment fixes and added some more thresholds between materials.
2023-05-06 17:23:28 -03:00
Xindage
96017a70c2 Maps fixes made by catoptromancy. 2021-07-25 10:24:46 -03:00
ConsumingCritic
6b983a2406 Updated MAP05 and MAP08
MAP05: Fixed one secret area so that the game displays the message before the player collects the hidden automap and not after. Also added caution bars for a staircase as a minor decoration.
MAP08: Lowered one platform leading to a secret area so that no jumping is required.
2020-02-02 13:03:44 -08:00
Luiz Henrique Gasparin Jerônimo
c5de966c5d map05: move blue keycard backwards so it can’t be obtained early
Fixes #442
2019-09-04 20:13:36 -07:00
Mike Swanson
bb2fef4f02 levels: rebuild nodes for maps that need them 2018-07-02 13:54:41 -07:00
Kevin Caccamo
a66ba0bba5 levels: replace all {S,W,B}FALL textures
Replace all {S,W,B}FALL textures in the levels with their animated
equivalents, and remove {S,W,B}FALL from textures.cfg.

The {S,W,B}FALL were leftovers from when Freedoom had the goal of
being Boom-compatible instead of vanilla-compatible.

Also, rebuild these levels' nodes and reject tables with ZenNode.
2017-12-31 12:28:53 -08:00
Ayub Ahmed
da289265eb levels: Make map05 vanilla-compatible
A small fix by Protox to make map05 vanilla compatible.
2017-01-02 14:33:14 +01:00
Fabian Greffrath
0c004ce95c MAP05: Move tree aside to prevent the player from getting stuck
Fixes #328
2016-11-06 17:27:32 +01:00
Fabian Greffrath
e8c621d9e5 MAP05: Fix players getting stuck near the Minigun
Fixes #304
2016-10-18 20:24:02 -07:00
Mike Swanson
103abec87b levels: rebuild nodes, removing glnodes 2016-02-20 17:35:46 -08:00
RjY
93a64a8b6c levels: remove spurious lumps
Some editors like to save cruft into a wad, along with the map data.
Unfortunately, it is pulled into the build targets by deutex, which
simply includes every lump in each map wad into the final build.

- c1m1: remove __EUREKA
- c1m5: remove DEHACKED
- c2m9: remove __EUREKA

- dm18: remove __EUREKA, GL_*
- dm32: remove __EUREKA

- map03: remove __EUREKA
- map05: remove __EUREKA
- map14: remove __EUREKA
- map17: remove __EUREKA
- map32: remove UPLTEMPL
2015-12-24 12:03:32 +00:00
Mike Swanson
aa806dc2c3 de-symlinkify: amarande 2015-12-17 00:24:27 -08:00
Mike Swanson
4e15eba381 levels: move map05 to the original author's directory 2014-10-03 13:45:52 -07:00
Jon Dowland
786e81e18e fix symlinks to thegreeneherring's wads 2008-03-17 23:40:46 +00:00
Jon Dowland
fd79b4e013 map in thegreenherring's fixes 2008-03-17 19:17:31 +00:00
Jon Dowland
1829718fd2 catoptromancy's fixed map05 2008-03-10 18:29:11 +00:00
Simon Howard
e98e2f465e Import levels 2006-05-09 16:17:23 +00:00