freedm.wad
DM22 Made invulnerability sphere spawnable
Removed doom camera (thing #32000)
Removed unused tags far five sectors
DM32 Change map name from MAP22 to MAP32
freedoom1.wad
E1M7 Removed shells (thing #704) in the void
freedoom2.wad
MAP09 Fix missing texture behind teleport
MAP10 Rebuild nodes
* levels: minor fixes.
E1M3
- Nukage level in the bridge before the blue key was too log, resulting in not only a texture misalignment on the safety lift but also making a secret inaccessible.
- Fixed the tutti-frutti and misaligned terminals near sector 255.
E1M4
- Potential soft-lock if jumping out the window in the starting area. That outside area now has a one-way route back to the map start. (It is still totally inaccessible in vanilla and thus there are no new pickups or monsters there, and the door is "secret" on the map even though it doesn't actually award any secret to open it.)
Map09
- Moved the rocket launcher secret in the southeast to connect with the path leading up to it, preventing the need for an extremely precise jump to get in even when you know where it is.
* levels: change map01 secret sector tag.
The secret tag was on the door sector itself, which made it easy to accidentally jump over it via the raised platform in front of the door so it wouldn't be triggered properly until you were on your way out. The secret tag is now on the little corridor instead.
* levels: fix Map10 issues.
Map10
- Changed the line special in the western super shotgun secret to keep the door sector itself from also becoming a secret sector, while fixing the texture alignment inside the secret itself.
- Moved some shotgun shells to stop them from floating above the sectors directly below where they appear to be.
* 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.
**E1M2**
Addressed #916. Instead of having those three goons face you differently on hard, you just get more enemies (also facing away from you) in that room.
**Map10**
Addressed #916. I'm doing these two maps just because they were already updated recently so we might as well go all the way.
**Map11**
Addressed #916.
Made the colour door stripes go all the way down, because we can't fucking look up in vanilla and the things are invisible when you're right up at the door in question.
Lowered the switches just beyond the red door to eye level.
**Map26**
The bridge switch was a bit hard to find. It's been moved to the panel next to the pantry.
At some point I'd somehow forgotten to deal with ceilings, resulting in misaligned and mismatched stuff everywhere. Hopefully it's all been dealt with now.
Added some details to the grey tunnel and made the green torch in the wood tunnel present in single/coop as a light source.
* levels: bugfix: remove E1M2 wall midtex.
The level had a decorative door-the-player-had-come-in-from that was obscured by a wall texture.
Thanks to Smokey on Discord for pointing this out.
I've also removed the Doom Builder camera thing.
* levels: Cleanup Eureka errors in seven levels
Relatively minor Eureka fixes following the level changes at the start
of 2023
freedoom1.wad
E1M2 Outside wall ceiling lower than floor. Raise ceiling to 100.
Fix stuck shotgun zombies in hidden in triangular sector #319
Fix unused transparent CGRATE1 texture on linedef #747 by
clearing it
E1M9 Remove unused back sidedef on lower side of door jamb sector
#255 in the upper right hand corner of the map.
E3M7 Sector #182 cleared unused tag #31
Sector # 58 cleared unused tag #35
freedoom2.wad
MAP14 Replaced missing textures with GRAY1 in monster closest upper
left of map
MAP16 Fix missing textures in inaccessible outside area with ASHWALL2
MAP26 Delete unused tag #2 in sector #38
MAP27 Replace four missing textures above four short red torches with
MARBGRAY in the switch maze room
Replace transparent texture AQTRIM03 with AQRUST10 on lower
trim for door below the switch maze room
* levels: rebuild nodes
Ran "make rebuild-nodes"
---------
Co-authored-by: mc776 <24984517+mc776@users.noreply.github.com>
* Add files via upload
**Map01**
Swapped out the impassable line for narrowing the big door gap enough for it to actually clearly visibly block the player's movement.
Used the flat bleeding trick to get rid of that little spotlight under the exit sign. The distracting bottom light on the sign itself has also been removed.
**Map03**
Unflagged some invisible impassable lines in front of screens and switches in the first corridor since they weren't needed in the first place.
Changed floor/ceiling textures on the curvy screen corner so it wasn't blatantly conflicting with the tile pattern.
Added a railing onto the big nukage rooms.
**Map12**
Flyers in the far northwest room could not figure out how to get into the big arena if they're in the dead ends. The side doors can now be opened by them.
Fixed some misunpegged lowering platforms/item closets in the south.
**Map15**
Second attempt to fix the rising shipping elevator. No more moving bridge (at all - the new safety lifts are still there), both switches available again, everything actually takes some time and moves visibly now.
Tag 56 changed to the four lines on the border of the pit.
Moved the cells even deeper into the expanded secret room as parts of the hitbox were still sticking out on the other side of something.
**Map16**
Unaligned the MIDSPACE in the new back alley.
**Map21**
Added an implied ladder leading down into the starting room.
Fixed the plasma secret in the library. If you went inside the room and let it close behind you, there was no way out; the way you came is now given the same lift tag. The secret itself is marked with something better than just suspiciously secret-tagged linedefs on the automap. The library south wall is also no longer incorrectly tagged as not to show up on the map.
Fixed the misaligned, improperly pegged door side texture in the big wall that opens up to the north of the big lava pit.
The lift leading into that room overlooking the big lava pit can now be traversed both ways.
You can actually fall into the lava in (-948,1836) with no way out. Narrowed that section accordingly.
**Map23**
Reduced number of sectors and number of secret sectors (doorway into the actual secret also flagged as secret) in the southeastern secret.
Fixed lone floating rocket by the crate north of the G.
**Map25**
Northwest baron/chaingunner teleport ambush was double-triggered and one of them did the opposite of what it was supposed to do. That entire area has been redone as a creepy wooden shack, to get rid of the arbitrary anti-jump invisible blocking lines.
Also added a sector to make sure noises pass through to those two individual monsters.
Unstuck serpentipede # 444.
The exit room seemed a bit dark for that lava so I took the liberty of changing it to 5% and a hot (but solid) rock texture.
Overhauled the starting entrance to explain why you were stuck in a little cramped chamber that you could only exit by shooting something behind you.
**Map32**
Got rid of the double-sector red key lift, in favour of just the outside portion being the lift.
Fixed all the windows so you can't jump through them in GZDoom under normal circumstances. Added some decorative railings.
Marked the berserk secret so it can be found without checking the automap (and can no longer be found by checking the automap), but in that specifically annoying, obtuse way that everything else is intentionally done on this map.
(NOTE: these Map32 fixes are pending another major improvement to this map that rednakhla is working on and may be overridden by other decisions in their version. I'm just throwing this out there as a temporary fix as we do not appear to have a timeline for that version yet. If it is completed before this PR is merged I'm more than happy to add it here.)
* levels: fix map15 western secret lift bug.
Using the lift from the bottom would sometimes fail if there are monsters. This seems to be an unusual nodebuilding-related glitch.
Moving the bottom activation to a separate wall switch seems to get around this.
* levels: allow map15 supersecret armor in easy/med.
Easy also allows one of the medikits.
Before this change that room was completely empty outside of hard.
* levels: use new texture on map16.
* levels: map21 fixes.
The lava groove border could be jumped into as it was exactly 32 units wide. Reduced this all around to 24, and added a damagefloor there just in case.
One lava damage floor had 20% for no apparent reason where everywhere else the player would be expecting it to do 10. It now does 10.
Rearranged a bunch of stuff in the final corridor for the bricks to line up.
* levels: tutti-frutti on southern computers.
There's now a gap between the ceiling and floor computers. It looks less bad than either the tutti-frutti or lowering the main ceiling so that the wall textures are cropped off.
* levels: remove map26 obligatory damage.
It appears that the collapsing bridge may have been intentionally designed to be impossible to cross without jumping, requiring the use of the damagefloor route to progress. There is now a radiation suit just before the blue key door, and stimpacks along the damagefloor route are now replaced with a bunch of health bonuses and a stimpack on the other end of the teleport.
Some of the sectors in the early part of the map have been simplified and useless line triggers (W1 on one-sided, etc.) removed.
(A similar note applies to this as for Map32 in this PR, but I'm the one working on the bigger change this time.)
* 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.
As a result of my Eureka cleanup where I moved the door ceiling up 8
units so that it isn't below the floor, now the texture needs to be
adjusted 8 units.
In levels/map1*.wad files fix errors flagged by Eureka when F9 (Check /
ALL) is pressed. This is mostly missing textures and similar errors.
MAP10 Fix door with ceiling (-32) below floor (-24) by raising ceiling
MAP12 Remove 3 zero length linedefs that had the same begin and end vertexes
Fix non-animated switch texture
Remove unused sector tags
Add missing textures
MAP13 Remove doom camera (#32000)
Remove unused Strife linedef tag #999 and 97 WR Teleport on that linedef
MAP14 Fix ceiling below floor in two sectors by raising ceiling from 120 to 128
Add missing textures
MAP15 Remove unused tag 33 on linedef and 121 W1 Lift Lower /fast on that linedef
Clear 4 sectors tags without a matching linedef
Add missing textures
MAP17 Add missing textures
MAP18 Fix pillars with ceiling (136) below floor (640) by setting ceiling to floor height
Add missing textures
MAP19 Remove unused sector tag #20
Add missing textures
-MAP01: Moved line 949 away from secret door so the player can open it
in deathmatch if they spawn where the plasma rifle is.
-MAP04: Adjusted lighting for outdoor area, fixed VPO when all doors
are opened from west side of map. Many texture changes, replaced
marble area with new techbase areas that are easier to navigate. Make
level more straightforward by having the last door require a
key. Changed spiders to pain bringers as it I think the latter is
more appropriate to introduce here. Difficulty tweaks on all skills.
-MAP09: Texture changes in several areas, added monster corpses with
pools of blood. Sector merge cleanup at the crate room. Fixed
potential softlock issue at crate room by making the switch to lower
the bars repeatable. Adjust lighting and minor difficulty tweaks.
-MAP10: Removed many trees, make movement easier and also open up some
areas. Add bonus items and multiplayer only weapons. Rearrange
deathmatch spawns. Adjust difficulty for all skills.
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.
map06: the spider mastermind wont shoot back, seems trapped on sector
mismatch. FIXED, made spider platform larger.
map10: fixed map with new ammo and monster arrangements and exit.
map13: needs finished or replaced. Only added an exit, and made skill
more sane.
map14: needs most sectors unjoined. FIXED, maybe. Much more noticeable
in coop with random sectors and HOM.
map24: needs skill adjustment FIXED,
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>