Commit graph

20 commits

Author SHA1 Message Date
mc776
241a061887
levels: fix Map27 tutti frutti in plasma arena.
The big wall hole decoration doesn't work in vanilla with that spine texture because it's only 96 pixels tall.
2024-07-28 12:11:22 -07:00
mc776
dda6f89184
levels: fixes, mostly floating item.
E1M3
- Floaty health boosts near sector 74.

Map12
- Moved corpse 653 out of being exactly on the lift boundary.
- Miscellaneous texture alignment fixes.
- Many, many attempts to address #996.

Map14
- Moved armour boosts inside minigun secret door into the chamber itself.

Map15
- Thickened the lowering panel with the pump shotgun to prevent possible grabbing through the wall.

Map17
- Floaty shotgun on pillow.

Map18
- Floaty missiles around launcher.
- Floaty clip 100.
- Addressed #996 in the courtyards.

Map19
- Restored the original shape of the lower platforms and added the catwalk only as a narrow pipe.

Map21
- Disambiguated "sinky" ripsaw position.
- Deleted sectors representing the pillars around the soul sphere platform as there was no reason not to use 1-sided lines here.

Map27
- Floaty diagonal armour boosts around red key pillar.
2023-09-15 09:50:20 -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
47780ca640
levels: bugfix: restore map27 lizardbaby on easy. (#931)
Addresses #930.
2023-04-22 11:26:49 -03:00
Steven Elliott
2ddb2c1905
Eureka fixes and rebuild-nodes (#890)
* 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>
2023-03-11 20:09:43 -03:00
mc776
572eab9512
levels: improve Map27. (#892)
* levels: improve Map27.

It turns out DOGB01 had posted an improved version of the map on Discord back in April 2022 and it slipped past everyone. I've taken it and re-implemented the DM starts (and additional door lines to let people into the central room from the other direction) and fixed the lizard baby and candle rooms as before.

* levels: merge Map27 sectors.

The symmetrical aesthetic of this map lends itself to a *lot* of non-contiguous areas with the exact same floor and ceiling heights, flats and lights. I've gone and merged a whole bunch of these wherever I select a cluster and don't see "<multiple values>" in any field in SLADE.

I've also just plain deleted the corner pillar sectors in the rectangular pinkie closet in the far west because they just seemed to be regular pillars.

Also lowered the starting room exit big skull door textures a bit, as from the starting side the top skull was clipping into the wall and on the other side it was a little hard to see the bottom of the skull (and distinguish it visually from the wood panelling nearby).

Posting this as a separate commit just in case I broke anything important.

* levels: misc. Map27 fixes.

Room immediately north of the big cross room has these little cage things in the corners. The bar textures were not impassable and are made impassable now.

One of the columns in the final arena had inwards-facing linedefs causing rockets to disappear.

Deleted the sector representing the middle piece of the central pillar just south of the exit, as it's effectively indistinguishable from a set of one-sided linedefs (other than that it was making rockets disappear).

More sector minimizations.

Added one more torch to mark the lizardbaby secret, because frankly no one's going to think anything about a visibly misaligned texture on one of the easiest textures to accidentally visibly misalign.

* map27: make caver navigable.

The Palace of Red is a meticulously detailed map in which I always end up spending the most time staring at minute details in the ugliest and dimmest part of it, just because I keep getting lost because there aren't any landmarks and I can't see past a few feet.

Here's a bit of redecorating:
- level changes exaggerated between the various prongs
- sediment buildup added to edges of blood river
- two different kinds of rock, the main one being much darker to give the impression of darkness without making the area unnavigable
- increased lighting depending on proximity to existing torches and skylight
- candles added to yellow door
2023-03-10 20:00:13 -03:00
Steven Elliott
2f066d434b
levels: rebuild nodes (#846)
Ran "make rebuild-nodes"
2023-02-27 12:57:49 -03:00
mc776
98740b1307
levels: more misc. fixes and improvements. (#882)
* 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.
2023-02-27 08:05:52 -03:00
mc776
3efe8a0e41
levels: fix various bugs. (#871)
* levels: fix various bugs.

Thanks to Goji!, Inuk and rednakhla on Discord for pointing these out.


E1M3: Northern lift simplified to address texture alignment problems.

E1M5: Door near (-205,1336) (leading out into open ceiling area with the big strip of lights down the middle) door tracks needed to be lower unpegged.

E1M9: Lift near (-2328,120) was split into 2 sectors, causing HOMs when they went out of sync. There's nothing that relies on this split (contrast the neat lighting stuff from Map22) so the lift is just merged into one sector.

E2M2: Shellbox near (-486,192) is right on the line between two stairs, causing it to rest on the bottom step which causes ports like GZDoom to have the sprite clip *very* visibly into the upper stair. Moved it slightly so it rests on the upper of those two stairs.

E2M3: Door leading to red key and "door" leading to soulsphere: former should be lower unpegged but latter should not, but were reversed. Two exit-door-textured doorframes also given more conventional DOORTRAK and lower unpegged treatment. The teleporter representing the hatch going down into the nukage is now fully repeatable.


Map07: Infinite height in vanilla would cause the spectres in the red key courtyard to trap the player on the entrance ledge from below in a way that could not be seen or diegetically explained. Those three spectres now warp in only after you cross the ledge. (Setting them to "ambush" would do nothing since you're in LOS with them from the top of the ledge.)

Map11: Lights above red keycard weren't aligned; moved that entire sector and added a few lines to round the corner. Removed a strobe effect on the exit teleporter to compensate for a GZDoom issue where the light would go to absolute zero during the blink.

Map12: Room to the south with the 2 stimpacks, ammo boxes, 2 chaingunners and berserk would sometimes cause some of the items to be "levitated" to the highest sectors they touch. Moved them away from said higher sectors - it looks a bit sloppier but this is a backroom not a storefront lol.

Map13: The easternmost archvile platform had the archvile stuck in the seam, preventing it from lowering in vanilla. (Worked fine in GZDoom) Moved it a little further in.

Map19: The combat slugs teleport in from a W1 teleporter which could sometimes be spent while one of the pinkies is blocking the destination, permanently preventing that slug from teleporting in. These are now WRs like the other teleporting enemies.

Map22: More W1 monster teleports that should be WR. Also filled in some missing textures in the multi-sector lift connecting the cavern to the hall in the southwest, which parts are clearly not meant to be seen moving separately but can - it still looks fucked up if you manage to desync them, but it's a diegetic fucked up now.

Map24: Another W1 spawn. This one is impossible to screw up in vanilla, but there are some mods that could end up spawning something there that could block the archviles from teleporting.

Map25: More W1 problems. The spawn source room now also has a small barrier to make sure each pinkie only goes to its own teleporter unless the initial teleport fails.

Map27: Lizardbaby dropping too far meant that the bracket was falling along with it in a visibly unnatural way.

Map29: Broke up all the long linedefs on the perimeter of the map to get around the invisible hitscan barrier bug: https://doomwiki.org/wiki/Hitscan_attacks_hit_invisible_barriers_in_large_open_areas
(Ideally this entire perimeter should be redone to break up the box in favour of more natural-looking formations, but that's a bit outside the scope of a fix like this.)


Also got rid of the Plutonia-style start/end teleports on the fixed Phase 2 maps, to address #867.

* maps: more fixes.

More floaty items and other things.

E1M9
- floater mid south stim by staircase
E1M7
- floater northwest clips near the tunnels
- floaters near switch by railings, now all on the railings
- duckproofed sector 439 barrier
E2M9
- floater thing #125 medikit on top of lift, now in middle of platform
- shotgun guy (thing #309) and the spectre behind it stuck in geometry.
- lines 430 and 761 both open the same door and are in the same room right next to each other. Since 761 is actually textured and positioned as a switch, the tag and special on 430 is removed.

* levels: flag e2m7 DM stuff as multi-only.

Marked the following based on eyeballing out what items are right next to DM spawns with no obvious alternate route to them: 487, 488; 203, 397; 499, 500, 501, 502; 482, 485; 491, 492, 493; 494; 496; 28, 486; 182; 54

* levels: more misc. fixes.

E1M6 W1 lines 2318 and 2321.

E3M5 Removed all monster block lines in that gross blood room and raised the blood floor to only 4 below the normal floors, but flagged more monsters in there as ambush to make up for it. Also fixed a lot of texture alignment issues in the top skin panels and lowered the ceiling, along with adding a new sector to address texture tiling issues in the northern teleporter room.

E4M1 fixed a mysterious HOM that was going on near the northern shadow line in the northern outdoor area. Merged a lot of sectors that were identical in their properties.

E4M7 entrance to sector 985 seems to be intended that the player run off the ledge into that room, then the pinkie near the ledge ambushes the player from behind. Instead, what sometimes happens is that the pinkie is alerted somehow, then obstructs the player (vanilla infinite height) from being able to get down there. That means of getting down into that room is now walled off, and instead you step onto that lift to bring it down from above. Neat side effect: any monsters still in the ring when you enter that room will follow you down there.

E4M5 linedefs 1724 and 1725 were facing the wrong way and couldn't be hit with projectiles.

Map25 Float thing 217. Moved that entire row further south to address floating item issues.

Map28 Float thing 464.

* levels: use inner room texture in E4M7 lift.

* levels: align side textures on that lift.

Didn't realize the little squares were sticking into the floor at the *bottom* of the lift as well.
2023-02-19 19:28:01 -03:00
mc776
a902761217
levels: remove extra DM starts; fix zerk door. 2022-12-02 23:42:50 -08:00
mc776
ab9b5b64c5
map27: add more deathmatch starts.
Also create a door out of the berserk pack room.

Addresses #806.
2022-12-01 08:39:16 -08:00
Steven Elliott
7ebdc54b44 levels: Cleanup Eureka errors in MAP2N levels
In levels/map2*.wad files fix errors flagged by Eureka when F9 (Check /
ALL) is pressed. This is mostly missing textures and similar errors.
  MAP20  Removed translucent light covers from the two vertical florescent
           lights and reduced their brightness to compensate
         Made translucent lava fall near elevator opaque, but a bit more narrow
           so that the player can see that there is a passage behind it
         Use darker RROCK03 for torch sector instead of ceil light transfer
         Made 8 square sectors at the center of large sector darker instead of
           ceil light transfer
         Made teleport closet in red building lighter instead of floor light
           transfer
         Fix mismatched due to sector due to gate (linedef #285) by replacing
           with bars similar to the bars elsewhere
         Fix mismatched sector due to the linedef that crosses the star near
           the center of the map
         Replace floating walkway (sectors #430, #433 and #434) with a simple
           walkway that has one sector
         Fix ceiling below floor in the outer perimeter of the left most room by
           setting the ceiling height to 40
         Remove flashing spinning lights in teleport room lower right part of the
           map
         Clear transparency of the teleport in the lower right part of the map
         Remove additional player one and enclosing sectors at the bottom of
	   the map used to drive the spinning lights
         Remove some of the now defunct Boom control sectors
         Fix missing textures
  MAP21  Reduced deathmatch starts from 12 to 10
         Replace transparent texture MIDGRATE with METAL on solid
         Move vertex slightly to fix overlapping linedefs / mismatched sectors
	 Remove unused sector tags #20 and #23
  MAP22  Fix missing textures
  MAP24  Remove doom camera (#32000)
	 Remove unused sector tag #12
	 Fix missing textures
  MAP25  Fix ceiling below floor in gargoyle pillars by setting ceiling to -32
         Fix non-animating switch texture above yellow skull key with AQRUST01
	 Fix missing textures
  MAP26  Fix ceiling below floor in door by setting ceiling to -96
	 Fix missing textures
  MAP27  Replace transparent texture AQTRIM03 with AQRUST10 on solid
         Add the minimal 4 DM player starts
  MAP28  Fix sectors with ceiling below floor at the top
         Fix Medusa by changing SKSPINE2 to SKSNAKE2 on an opening that looks
           like a picture
         Replace transparent texture MIDGRATE with METAL on solid
         Fix missing textures
2022-11-07 08:31:44 -05:00
Xindage
b978f7b722 revert map26 back and add new map on slot 27 2021-08-03 20:36:47 -03:00
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
e1b82a3000 map06 and map27 2017-01-17 14:16:38 +00:00
Mike Swanson
aa806dc2c3 de-symlinkify: amarande 2015-12-17 00:24:27 -08:00
Mike Swanson
c9298e6d59 levels: Move map27 to its original author's folder 2014-10-02 19:49:50 -07:00
Jon Dowland
eb3b316f9e map24,27 coops (thanks catoptromancy) 2008-03-18 20:07:23 +00:00
Simon Howard
e98e2f465e Import levels 2006-05-09 16:17:23 +00:00