Commit graph

12 commits

Author SHA1 Message Date
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
c3ea67cfc8
levels: more minor fixes. (#1063)
* levels: one more texture fix on that Map17 ramp.

* levels: one more minor Map17 METAL2 alignment.

On the ledge to the right of the yellow door - the seam of the texture actually should not follow the ledge of the path, but continue the tiling pattern.

* levels: fix map03 start room texture.

See PR for screenshots, this one was really hard to see before the new METAL2 textures.

* levels: relocate e3m3 secret missile launcher.

Where it was positioned it was possible to grab it - even sometimes see it in vanilla - before that door even opens.

* levels: move e3m3 start arena hanging corpses.

They're supposed to be hanging from the bottom of the wooden rim, but sometimes vanilla errs in favour of sticking the actor to the higher ceiling in ambiguous rounding-error situations. The centre of each of these actors is now totally unambiguously inside the wooden rim sector.

* levels: address #1053.

* levels: address #1053 properly.

Also un-merge a bunch of sectors because it turns out blocking sounds from certain areas is actually kinda important.

* levels: fix Map31 BFG.

Moved it slightly closer to the teleorter pad so it's less possible to jump over it entirely by mistake, and aligned the textures in there.

* levels: more map31 adjustments.

- Re-merged the doorway sectors so any single gunshot will alarm all tripods.
- Some more texture fixes, replacing a few ceilings that didn't tile properly.
- More adjustments to the squeeze-past chamber, mostly just for texture alignment purposes.
- Made *all* the gore in the switch room point to the switch with the red card.
- Shortened the supersecret door switch so the gargoyle wouldn't repeat like that.

* levels: bring map31 secret closer, but conceal it.

* levels: fix e2m1 easy hot start.

* levels: misc. E3M1 improvements.

Un-doomified the start:
- Hell Keep: start outdoors, touch freaky flesh thing, fight imps, find red brick gate, grab ammo boxes by door, hit red brick skull switch, receive immediate cacodemon.
- Land of the Lost: start outdoors, no freaky flesh thing, fight serpentipedes, find red brick gate, grab ammo boxes by door, hit red brick skull switch, receive immediate trilobite.
- Newer, Better Land of the Lost: start outdoors, fight serpentipedes, find red brick building, *shoot* freaky flesh thing, reveal corridor with ammo boxes and *slightly* less immediate trilobite.

Replaced candelabras with evil eyes for the shooting messaging.

Made exit teleporter lines monster blocking.

It is impossible to get through that mandatory northwest area without taking damage from the hurtfloor. Added a catwalk. All the health bonuses are on that catwalk now.

Made the lowering rock wall use the same grey floor as the surrounding area. Now all red surfaces you can reach without jumping are hurtfloors. Its trigger is now the instant-move lowest-ceiling trick so you can't race over to watch it move.

Two stimpacks are now medikits, while the number of medikits in the exit room are reduced to one. This increases the total health by 5 points (in addition to the 5 for losing the obligatory damagefloor) while reducing the likelihood of the player running into the exit room and (unintentionally) turning what should be a dynamic fight around the map into a chokepoint slog.

Broke all the fake contrast orthogonal lines in the ribbed pillars.

* levels: minor e2m4 fixes.

Berserk pack secret sector was too narrow and could sometimes lets you grab the items without triggering the secret. That closet is now deepened (and slightly redecorated to make up for the new blank space).

The area around the waterfall was too dark compared to everything around it. Its light is now all 144 except right next to the light of the silver arch.

The horizontal trim on the silver arches now go all the way around.

* levels: minor E3 improvements.

E3M1
After some discusssion on Discord it was agreed that the trilobite should not be visible until the player has discovered the berserk. The first trilobite is now outside of that hall, its back to the player looking at the berserk, and the hall has some sound blocker lines so it doesn't react if you try to plink at the worms (despite the berserk being right there).

I've also done a bit of redecorating to the front steps since we no longer need the evil eyes: the entire stairway is lined with candles and the eyes/ candelabras are replaced with blood fountains (as too many lights here would imply an area much brighter than what we're dealing with).

E3M3
The starting area lavafall had an unintentional fake contrast. This lavafall is now made more complex, with intentional fake contrasts.

* levels: final E2M4 touchups by Xindage.

* levels: make map06 exit pad line monster blocking.

Also unmerge the sectors on two sides of a door that was causing some monsters to wake prematurely.

* levels: fix textures by map11 warehouse counter.

that new METAL2 sure makes a lot of things more visible...
2023-08-26 18:12:24 -03:00
Steven Elliott
ce772c0b7f
levels: Rebuild nodes and Eureka fixes (#956)
* levels: rebuild nodes (#846)

Ran "make rebuild-nodes"

* levels: Cleanup Eureka errors in three levels

Relatively minor Eureka fixes to prepare for 0.13.0.

freedoom1.wad
  E1M3 Fix missing texture outside bottom of map with AQMETL28
  E3M3 Fix missing texture at start with ROCKRED1

freedoom2.wad
  MAP11 Fix two stuck matribites in sector 190 by moving them
        Add deathmatch start to sector 39 for a total of four (minimum)
	Remove unused sector tags 18 and 24
2023-05-03 19:36:17 -03:00
mc776
ab6ddb2fc2
levels: more minor fixes. (#949)
E1M3
Changed the front entrance into an outdoor train platform. The train is visible from the window behind the blue door as well.
Added some escapes from some slime pits.

E1M7
Jump-proofed rocket launcher secret, the switch behind the bars in the northeast, and the two teleporters that are opened up by approaching the switch in the southeast. Duck-proofed that one rusty bar blocking the way to the northeast area. (If you're playing a mod that lets you duck less than 12 units it's not proof against that.)

E2M1
Pending final replacement of this map, here's a hacky solution to address #864 involving a door trigger and a hidden multiplayer-only barrel. In singleplayer the path beyond the other side of the gap is now blocked by a wall of rubble. At least this should better signpost that the player is not expected to go that way.

E3M7
Made the final door before the painlord stairs stay-open to let the player backtrack later if they want.

E3M8
Got rid of the sound pipes in favour of merging some sectors, fixing the gargoyle textures in the process. Raised the windows into the "snake pit" slightly to line up with the brick texture.

Map16
Addressed #591. The same trigger that "presses the button" now lowers the wall up ahead, revealing an exit portal a second or so after the bossbrain exit would normally activated.

Map17, Map18, Map31
Addressed #867.

Map30
Addressed my comment in #640 by making the platform right in front of the face a secret, so the player can 100% the map. (Not doing anything for E3M8 because you don't get a stats screen for it anyway.) Also dimmed the arena below 255 so depth can be better visible. (Some map geometry has been slightly altered to avoid orthogonal lines where the fake contrast would look bad.)
2023-04-29 08:15:55 -03:00
Steven Elliott
110a84c234 levels: Cleanup Eureka errors in MAP3N levels
In levels/map3*.wad files fix errors flagged by Eureka when F9 (Check /
ALL) is pressed. This is mostly missing textures and similar errors.
  MAP31  Remove unused sector tag #9
         Fix missing textures
  MAP32  Remove unused linedef tags
2022-11-07 08:51:05 -05:00
kitchen-ace
853d9c9db7 Give MAP31 normal and secret exits
This changes the old exit to be the normal exit, and the old fake exit
to be the proper secret exit. Access to the secret exit requires
getting all the secrets in the map (i.e. telefragging all the Assault
Tripods/Cyberdemons).

I also fixed most of the switches not visually switching in vanilla.
2020-08-10 14:42:03 -04:00
Mike Swanson
c35bd7f891 map31: add energy box for better odds
This map mostly relies on tricks of the engine’s gameplay, but didn’t
really stock enough ammo to take on the last tripod realisticly.  Add
a large energy pack to the same location the SKAG is located to
increase the chances of doing 100%.
2019-09-21 03:10:57 -07:00
Ayub Ahmed
6f567ffaa8 Update 2017-01-22 13:49:27 +00:00
Ayub Ahmed
23e079b9b9 Add files via upload 2017-01-18 08:41:19 +00:00
Mike Swanson
1b766167ff de-symlinkify: catoptromancy 2015-12-17 00:24:57 -08:00
Catoptromancy
6821c14e6f levels: Improved MAP10 and MAP31
The old MAP10 was too hard, the old MAP31 was too boring/broken.

Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
2009-05-26 01:44:50 -07:00
Simon Howard
e98e2f465e Import levels 2006-05-09 16:17:23 +00:00