E2M9
- Floating gibs 139 by teleporter pad.
- Lots of tutti-frutti around the teleporter pad to the east of the floating gibs. ~~Never point a COMPUTE2 at a map you are not willing to destroy.~~
E4M2
- Fixed some textures in the cross room and the secret exit room.
Map01
- Moved minigun 70 deeper into the alcove. It wasn't actually floaty but it looked bad there anyway.
Map09
- Floating serpentipede corpse. in red cracked area.
Map11
- Floating health boosts 715 and 719.
Map19
- Moved the shellboxes and backpack to match the stairs.
- That is not a jumping puzzle, but a game of luck whether you take damage from the slime on your way to the northwest platforms. It's now a thin continuous catwalk and all of that slime does 10% if you somehow fall into it anyway.
- Moved the lowering wall switch to the left so you're not stuck trying to hit it from a step above.
Map20
- All 3 rockets in the blue key arena were floaty.
- At least 1 floaty armour bonus in the red button brown room.
- Expanded the red key column to better ensure the player will cross that line when picking it up.
Map23
- Floaty health boost 265.
Map25
- Sector 59 now completely unambiguously houses two hatchlings.
- Floaty armour and medikit in the square floor halls.
- Floaty medikits by the yellow key.
- "Sinky" health refill on the newly accessible painlord lift.
Map28
- The candles on the western skull piles are all moved closer to their respective ledges to avoid floating to the ledge above them. These sectors have also been merged and the bloody part now uses the new flat.
- Floaty health refill 313. It is now in exactly the same spot as the sphere that appears instead on easy.
Map29
- Moved the *potentially* floaty stealth worms in the dark pit building away from the moving platform.
Many of these found thanks to Inuk's new floating-item-bug script!
E1M1
- Replaced the health boosts in the exit to the upper cave with a trail leading into the cave, to let the player know right away that this is not a decorative area. (It's not even counted as a secret!)
E1M7
- Shells no. 174 was floating on that bit of wire connecting the two computer banks around it.
E2M7
- Floaty armour boosts 57 and 62.
E2M9
- Floaty anti-nukage supplies 102 and 132. Moved 133 as well just in case.
E3M3
- Floaty candle in sector 232. All moved for symmetry.
E3M8
- Replaced one hanging gore actor. See #941.
- Made the panel behind that replaced gore actor a marble face.
E4M2
- Armour boosts on east side of bridge were close enough to be subject to the floating bug, stopped only by the impassable line.
E4M9
- Light no. 117 submerged illusion pit was smaller than the light hitbox and the wrong shape.
- Floaty serpentipede no. 236.
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.
Also make that window outdoor bit to the west a bit less subtle, if for no better reason than the "parallax scrolling" helps make that section of the hallway stand out even more.
This was initially nothing more than moving the player start to some place where you can just run straight down the hill without turning and not get invisi-blocked by the landing pad light.
Ended up with a bit of environmental storytelling about a trilobite who was tasked with replacing a battery on the facility's above-ground telecommunications tower at the edge of the forest and died mid-task under mysterious circumstances.
The landing pad lights have been moved to a more conventional set of corners.
- Restored the extended platform into the hallway out from the hub.
- Adjusted the contents of the two hub side rooms.
- The minigun in hard is provided by a minigunner teleporting in late into the map progression, wandering in the way the player had come, as though by accident. There are no other minigunners on this map under any other circumstances.
Map20
- Down switch added to the upper side of the big pipe lift, in case the stealth worms are in the way.
- The lift in the small brown cave area is lengthened (and the upper catwalk widened) to lessen the chances of the worms getting stuck.
Map23
- Teleporter room stimpack is now a medikit, if we're going to allow the possibility of having to flee a combination of arbitrarily wandering necromancers and shotgunners.
Map24
- Ripsaw is now a minigun outside of hard. I believe this ripsaw had been added back when FD did not have to consider that the ripsaw is much more unreliable in vanilla against something as big as a trilobite. Given the near-complete arsenal from Map23 making this encounter extremely lopsided versus pistol start, this is probably an unduly conservative change.
- Adjusted some of the tekgreen textures so you didn't see that blue window half buried in the floor.
- Extended the ledges to let you walk all the way around the red key slime pit.
- Adjusted the lighting and markings on the door in the long corridor leading back into the main hub.
- Moved some vertices in the green rock hall to avoid unsightly unintentional fake contrasts.
- Made a bunch of switches eye height for the player.
- Realigned the big bricks in the southeast reuins.
- The room to the second switch in the southeast ruins is now marked by an analogous appearance to the first switch, missing only the gargoyle itself. Trails of armour bonuses are also added to get the player to check that area, because the pain bringer does not ever acquire line of sight without the player actually committing to going that way.
- The pads that actually let you advance have different glyphs.
- Got rid of the fake contrasts in the exit room.
- Exit room necromancers are reduced to 1 on medium and 0 on easy.
Map29
- Blue key pillar was doing damage. At first I thought it was a bug, but it turns out it was intentional. Bug found between chair and keyboard of whoever did this (almost certainly me if I recall).
This is a mandatory damage exit that could kill someone even if they do everything else (more or less) right in beating this map. Worst case scenario, they "learn" from their "mistake", "realize" this is a "fake exit", and spend forever trying to find the "real" exit before giving up and learning much later that they'd actually found it before.
- You can pick up at least 30 health right next to the exit teleporter pad.
- The actual teleport landing itself is not a hurtfloor. It is, however, extremely narrow and right in front of an ambushing trilobite. The only way to dodge its fireball is down.
- Made the exit portal huge and fireblu and not a St. Peter's cross (which is often used elsewhere as a purely decorative thing).
- The "EXIT" map lines are now actually faintly glowing on the floor.
As an additional bonus edit: if you exit without finding that creepy area in the facility and have all those guys warp in, those un-warped guys are now all free to roam the entire area as soon as you fall off that high ledge. This means the necromancers can go into that crowd of zombies and raise them, as well as close range to attack you. Enjoy this epic battle - or panicked rush for the exit.
The skin panels have finally received the care they desperately needed.
The skull key signs now raise to reveal the entire skull.
The starting switch takes up and takes centre place in the entire pit wall.
Thanks to Berubaretto for these.
You can now simply walk into the secret cabinet, instead of precisely planning a jump that gets foiled half the time because the invisible corner of your square hitbox snags the corner.
I feel like I never want to look at a texture alignment again.
One general comment: this map could use a more consistent and clearly visible way to distinguish switch gargoyles from decorative gargoyles. I've taken care of the two most annoying and frequently encountered cases, but a much more thorough review could be done.
- Redid the central pillar in the first room. There is no way to avoid making those lion faces look like they're supposed to be switches.
- The blood stairs were (RNG-dependent) mandatory damage. The streams now only merge at the bottom.
- So was the yellow key fountain. The edge is now climbable.
- So was the rightmost big cross room switch. Switch platform embiggened.
- So was the SSG. There's now a big bottom rim on the "O".
- The switch for the door leading out of the water T is now stay-open.
- There was no apparent light source in the big hall to the west. Added skylights.
- Moved the lion heads on the yellow key pillar to the top to make it more clear they are not switches.
- The first door into the sigil sequence is opened by a switch that is next to a vista overlooking a clearly unexplored area. A right-handed player's first instinct is to look that way, not towards the door; given an identical switch immediately before this was clearly operating something out of sight, and the precedent with the red key having that remote switch+window combo, the first instinct after seeing the outside unaffected is to leave the room to find out what the switch did. Redirecting the player's attention to that previously totally blank wall requires either a sound or being hurt by a monster or both. The door is now clearly marked as an advance warning.
- "Not on map"'d a bunch of control sectors.
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.
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.
E1M1
The main goals here are to make things actually easy on easy skill, and to make the lower route actually a viable starting choice instead of a shitty gotcha (or, more charitably, an extra challenge). Tested by using only keyboard in Chocolate while trying to avoid moving and turning at the same time.
- In the courtyard room, there is now in easy a dead shotgunguy and a shotgun, right by the door.
- Removed the soulsphere in the starting corridor. Sorry, it's just too much especially given the *second* one outside, and it really doesn't help mitigate...
- In accordance with the above, removed pinky no. 244 and serpentipede 241 from easy skill. An ambush being totally surrounded by 3 serps at once is not exactly an E1M1 easy mode sort of encounter!
- The easy-only shotgun in the southern route is now moved to where those two shotgun shell pickups are above the lift, rather than requiring the trick jump.
- Pinky 214 has been moved somewhere where it's less likely to be hit by a stray bullet from below and alerted prematurely.
- One of the starting medikits has been moved to the door after the lowering pillars, swapping places with the stimpack.
- Southwestern blue key corridor had a lone pinkie on easy. Added two zombiemen instead.
- Removed easy-only shotgun from said corridor. Zombieman 88 is now on easy as well.
- Removed shotgunguy 96 from easy skill.
- Removed zombieman 176 from easy skill and added an easy-only zombieman behind the door.
- More attempts to fix#996.
Map09
- Added a couple health boosts on top of that crate that needs to be moved away, to remind the player that they might need to revisit that spot later.
- Changed the texture on the door leading into the lava pit since the new one doesn't really work with it.
E3M2
- The lava *is* the light source down there. It should be *brighter* in the confined tunnels not darker.
- Added a little catwalk to reward players who can make the (non-straferun-required) trick jump across the bridge.
Map11
- Major bugfix: softlock when entering yellow key room from the blue key branch. Added some walk lines so that wall can be opened up from below as well as by that switch above.
- The earlier lift is no longer time-sensitive but just a matter of lowering and raising.
- Similar with the lift going from the security checkpoint down into the lab area - the remote switch simply opens up the lift, which then acts more like a conventional step-lift.
E1M1
- First door switch sector needed to be 72 units high to avoid tutti-frutti effects.
- Removed fake contrasts on corner "AGM" pillar.
- Removed secret flag on that crate you can jump onto, after feedback by various people.
Generally there should be nothing *necessary to finish a level* that requires any of:
- straferunning;
- extremely sensitive timing that could softlock you if you're on keyboard, lagging in multiplayer or have motor issues;
- checking only for a sound cue that something has happened;
- remembering how to distinguish two visually nearly identical areas; or
- backtracking to a previous area on the map that you had previously been given no reason to revisit.
I haven't caught all of them by any stretch of the imagination but it's a start.
Also some regular minor fixes.
E1M9
- Fixed some textures around the big blue-trimmed lift and removed an extraneous use line that triggered a faraway lift for no reason.
- The red key bridge lowerable section is now textured differently from the rest of the bridge.
E3M5
- Teleporter platform to get back up to the catwalk from the northeastern blood maze is now clearly marked as having a switch, as it is a mandatory progression rather than a secret.
E4M8
- Got rid of some fake contrasts on the noodles at the start.
- Added a radsuit for the northwest switch. While it is possible to avoid damage even without straferun, unless you've got a tic counter display and can time it to the damage interval this is basically RNG.
- The water flat on top of the lowering wall in the east was very, very noticeable. The switch is now stepped on instead of hit. (Not too sure if the secret isn't *too* obscure now...)
- Removed asymmetrical doortrak on the slime bridge on the southeastern piston switch.
- The linedefs of said slime bridge pit are flipped so a deathmatch opponent trying to grab the berserk in there is not magically immune to rocket blasts. (see #996)
- Realigned the four pistons by the gate to the starship. They also reveal moving parts when activated - not nearly as good as the crushers on the original DI, but better than nothing.
- Made the southern walls use PLAT1 to make it more obvious that those walls will lower later (with the added bonus that they match the four pistons).
- The southern light bronze area now has a strip to guide the player towards the switch in case they lose track of their direction while fighting monsters and forget to explore inside that area, as well as to better distinguish it from the southeast.
- The gate threshold to the southern light bronze area now matches that of the pre-opened southeast.
- There is now actually a threshold where you can tell where the starport ends and the ship begins.
- The two light bronze areas are a bit too similar-looking. Added a few health boosts so the player can spot/be attacked by them and know this is an unexplored area.
Map11
- The lift going down into the yellow key room requires a switch that is out of sight from the lift itself, which is not clearly marked as a lift to begin with. The only real way to realize what's going on if you don't already know about the lift is to locate the sound and immediately turn to investigate before the lift comes back up. I thought this was annoying when I first did my big overhaul of this map, but ultimately left the basic mechanism alone out of an abundance of caution; however, with the recent discussion of accessibility in the proposed changes to the documentation I'm revisiting this. That upper switch now lowers a wall to reveal the lift which is triggered by a walk line.
- The lower far switch on that same lift was actually literally *impossible* to make on keyboard and no straferun (and no vanilla wallbounce exploit), even if I change it to a regular lift instead of fast. This is completely unacceptable for something necessary to progression (rather than an obscure secret). The lower switches are now permanent repeatable floor-lowerers, while the line crossing from the lift into the lower chamber is a permanent repeatable floor-raiser, with the line crossing into the lift from above being a simple lift line.
- Retextured the stairs out of the water in the eastern branch so it's not an unreadable mess of criss-crossing grey lines.
- Realigned the new skull switch texture in the skull room.
Map19
- One of the stealth worms was stuck in a burning barrel.
- Removed monster block flag on line 2083.
- Unmerged and remerged a few identical sectors to better match the intended sound travel.
- Flagged line 281 as a monster blocker. This allows the player to always be able to make the jump onto that bottom stair without being blocked by the octaminator.
- That octaminator is now a pain bringer in easy mode. The far end of that platform path is well outside the maximum vertical autoaim range in vanilla, which means that to actually hit the octaminator without up/down aiming you'd have to be on one of the later platforms - i.e., confined to a relatively narrow area with no cover *against an opponent that has seeker missiles*. The best way to solve this is to charge towards the octaminator as fast and as soon as possible with the SSG, minigun, or ripsaw+prayer to RNGsus that you'll get a good painlock. This is not the kind of tactic the sort of person who *needs* to play on easy will think to do, or could do while also being ready to sidestep if the octaminator fires at the wrong time.
- 347 and 249 are now also monster blockers, and the worms in that slime pit have been moved to the platform just behind the combat slug since they're awakened early on and that's where you'll first encounter them anyway.
- Replaced the teleport pad in the vertical platforming sequence with a lift, to minimize disorientation and going the wrong way. (In retrospect I probably could have just made the teleport destination face the pit you came in from, but the lift worked aesthetically better anyway.)
- A good chunk of that entire platforming area has been moved 8 units to the west so that things would align with the flat grid.
- Lines 307 and 309 are now also monster blockers. The worm that would be trapped between them is now moved further down the route and marked ambush.
Map20
- Removed the useless, misleading skull switch texture on the bars at the start.
- The door leading into the blue key arena needs no blue key; the door leading out needs a blue key. Both are marked with blue-light trim. Removed the blue lights on the first one.
- The lowering wall leading to the teleporter now uses a pipe texture.
- The door leading out of the giant quadruped arena now has a bright flickering light.
- Yellow key is another case of effectively-randomly-mandatory damage. Added a path.
- Same with the lava tunnel on the red key route.
Map25
- The silver lift near the river and shack is now activated by SW1GSTON switch right on the wall at eye level, rather than counterintuitively and invisibly recessed into additional sectors.
- The painlord ambush lift is now accessible after the encounter. A small health refill has been added there for easy and medium.
* levels: more minor fixes.
E1M2
- Hide all outdoor inaccessible areas and monster warp closet lines.
- Fix some texture alignments in the blue key room.
E1M3
- Untag 1-sided walk trigger line 821.
- Make the western secret dead end room look less like id E1M3. (Not touching the specific powerups that are also from id just yet.)
E1M9
- Retexture the edges of that ragged hole in the wall revealing the tekwall underneath, now that the rounded-corners STARG textures no longer work like that.
- The stairs just beyond that corridor are also redone, to avoid that perfect line of ickwall bullet holes.
Map28
- The way out of the blood pits in the huge marble skull face courtyard is now much easier to find, rather than being a de facto secret.
* levels: minor fixes.
Map11
Replaced that fake door near the red skull with a drop tunnel.
Map12
A few random texture fixes, especially around the south end of sector 147.
* 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...
Originally meant to address #1070.
Redid green armor secret. The ugly (and alternative-sequence-breaking) railings are gone, and instead of SR50+luck you have to find the way up to a much higher platform.
Allowed jumping from the semifinal puzzle platform into the guard tower areas because there was nothing showing you could not. It doesn't actually achieve anything besides letting you grab the ammo from the zombies inside.
Flipped a bunch of linedefs to address #996.
Also add a switch for that platform-gate since its non-orthogonal shape and large size can't help but signal that it is expected to be remote-lowered.
Also editing the BFG room in Map11 to use evil eyes again because neither this nor any id-like skull rock could have possibly matched anything in that room.
* levels: minor fixes.
Map14
- With jump enabled you could skip the floor raisers in the blue key area and get yourself stuck inside one of the monster ambush pits. This has been replaced with a simple warp-in.
Map15
- Redecorated the starting area to make it feel less like id. (As someone who really enjoys Industrial Zone I find the subtle homage creates misleading expectations when literally nothing else in this map plays or looks anything like the id map.)
- Replaced a texture in the lift to avoid a rarely seen tutti-frutti.
- Reduced all nukage floors to 5%-10% from 20%.
* levels: remove bad Map11 secret tags.
Also changed the west side door entrance in the southern branch to take advantage of #1050.
* levels: fix e1m2 tutti frutti around exit door.
Also took the liberty of fixing a longtime pet peeve I had about the really bright grey-white of the exit room steps clashing with the rest of the room for no apparent reason. (It looks less bad with Korp's new greys but we're not adding those yet...)
* levels: fix floating candle on map22.
It's fine until you actually use the secret, at which point it snaps to the top of the lowering platform.
* levels: more minor fixes.
Mostly for objects "floating" with a tiny bit of their hitbox rounded to be overlapping a higher adjacent floor.
E1M8
Inside the pillars containing the painlords there are two that spawn gore (and a dead player) in lieu of painlords only on easy. These have now been edited so that in each pillar the gore appears whenever the painlord does not. (The player has also been changed to a gore actor.)
Map03
Floaties by the first door switch.
Map23
Central room with the barrels and combat slugs has several gore decorations that do not appear on hard, but do not block movement nor represent any living monsters that might appear there in hard. Flagged to appear in all skill levels (and also not be flagged ambush).
Map25
1-pixel vertical misalignment on line 44.
Map28
Floaty medikit(s?) near (-955,-435), moved away from the double teleport pad.
Fixed the textures on that door now that the SLOPPY textures have been updated
Moved stuff around the starting skull switch so you start with a screen full of skull again.
Map29
Floaty shellbox 444.
* levels: more minor fixes.
Mostly to address #1043.
Map09
- Moved the crates in front of the eastern teleport door to keep the player from potentially falling into the gap between the big crate and the main crate rack and softlocking. The small step-crates are now also properly aligned with the flat they use.
Map14
- The entire lower floor of the big octagon room has been lowered to -56 from -48. This restores access to the alcove in front of the minigun secret, and also better aligns with the textures of several surrounding walls.
- Merged the sectors of the yellow key cage teleporter pad so the lights would sync.
Map15
- A room will lower two teleporters when you step in and two worms will warp in through those teleporters in hard, one in medium, none in easy. It looks bugged where the worms don't appear and absolutely nothing shows up, so pickups are revealed instead when they don't.
Map18
- Added one more step crate to let the player directly access the necromancer soul sphere (and the health bonus tucked away in the corner) without retracing their route back to the upper ledge.
Map25
- Got rid of that starting elevator once and for all. The only purpose in forcing that starting gunshot was to make that first room marginally more awful to pistol-start. Moved the shotgun and shells to the "outside" platforms to make up for it.
- Widened the side windows facing the yellow key so the trilobites have room to move.
- Shrunk down the exit line to make it completely impossible to trigger it while the painlord/necromancer standing there is alive.
- Added more monster blockers to the RL warp-in ambush closet, as the worms would still sometimes warp in both on the same side. I've also made the destination sectors larger as that simplifies the underlying geometry a bit.
- Flagged everything in the deathmatch arena multi-only.
- Thing 445 (last monster before SSG in hard mode) is now a pain lord instead of an octaminator.
* levels: more minor fixes.
Map13
Exit teleport pad lines now block monsters.
Map18
End soulsphere secret is now tagged as secret.
Map19
The straferun armour trench setup could not possibly work without having the worms below block your movement sometimes. The trench is now fenced off and the platform accessible by bridge; the pinkies are now spectres outside of easy and hard gives you two more of them; they can only harm you by teleporting.
* levels: readjust map28 skull.
The vertical offset would no longer be needed after #1047; however the tiling is a bit off if we need to offset this horizontally due to the additional trim, so a new linedef was added.
* levels: map26 minor fixes.
The secret blue lift switch error message would indicate it's a "door" which despite being correct from an engine point of view doesn't reflect its actual function.
The red armour secret is now player-shoot only, and the wall breach effect is instant.
* levels: fix high jump platform texture alignment.
* levels: minor tweaks/fixes.
E2M1
The little pass-over route in the north with the medikit now blocks monsters so you don't get a surprise invisible obstruction.
The armour bonuses on the steps in the main path between the outdoor areas are now closer to the ledge. You can still miss some if you charge down the steps at full speed but it only takes a slight slowdown to get them all in one go.
Map11
The health bonus in the starting room pillar is replaced in hard mode by a shellbox.
Untagged the thin panel armour bonus secret.
Replaced the evil eyes in the SKAG room with skull rocks.
Made all 3 doors in the starting room green.
Fixed texture alignment on castle corpse hanger lift.
Map09
Flagged some secret area entrance lines as secret.
* levels: fix E1M1 texture stuff.
The fake barred doors in the dark halls were missized and tutti-fruttied.
The use-to-lower function of the crate has been removed since you can easily jump onto it from the lift and it never really made sense.
The two sets of computer banks have been reversed so that the 64-tall one is on top, as trying to accommodate it was resulting in weird texture misalignments elsewhere.
* levels: raise light fixture in E2M3 red key room.
This one's a bit petty maybe, but it bothers me that you can run onto those terminals just fine, but the light fixture is just low enough that once you're on the terminals you can't jump off of them without crouching.
The diegetically "normal" solution would be to raise the terminals to 25 units off the floor, but making the player go around to reach the red key - when in a typical game you will have already killed any monster that has line of fire on you anywhere in that room - adds nothing to gameplay whatsoever.
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
E4M9
- Removed testing P1 start.
Map28
- Line of medical items at the south end of the southern blood pit was floating. Moved away from the ledge.
- Added metal trim to the sloppy side of the starting pit.
* levels: more minor fixes.
E3M7
The columns blocking the painlords from wandering too far away from the teleport line were spread far enough apart that one of the monsters could pass through and not be able to come back. Two more columns have been added.
E4M7
Around the hall of nukage and six pillars:
- The stairs to the east needed more clearance in the ceiling.
- The nukage now lowers to -24 instead of -40 or -48.
- The BRNPOIS is corrected to BROWNGRN.
E4M9
The eastern backpack secret exited to a ledge far above some monsters right below it, a big vanilla-compat no-no. Everything's been redone so it's all on ground level. The gargoyle wallpaper has also been replaced with something that might align a bit better there; the remaining gargoyle heads now mark the secret.
* levels: adjust Map11 skull room.
- The monitors needed de-aligning after COMPUTE4 was expanded.
- The sloppy switch skull has now been replaced with another skull, and a poison sign has been added to the collection.
* levels: unstick map11 minigunner.
The one right next to where the red skull is now had been an unfortunately overlooked casualty of moving that ledge around.
E1M2
- Fixed the heights of the little yellow pillars to match the rectangles.
- Fixed up some textures in the secret near the exit.
Map29
- Added Catoptromancy's big stash of ammo on the yellow key pillar.
- Added some radsuits in the home base.
- Fixed some texture alignment issues in the home base.
The area behind the line was too short to be recognized by GZDoom though it was working fine in vanilla - I think GZDoom checks the line crossing from the center or something.
* levels: new e2m1.
Starting area by Xindage, cave area and monsters/items by me.
* levels: add secret minigun to new E1M2.
* levels: fix e2m1 fan texture.
Just noticed that mixup in nful2's screenshot.
Not sure how that got changed.
* levels: split E2M1 air/water screens.
Ideally we'd have two more TSCRN1 graphics to fill out COMPUTE4 (and maybe PLANETS?) but let's get it looking right with what we have now.
* Update CREDITS
* levels: minor fixes to E3M7-9.
See #999.
E3M7 still had some orthogonal lines that looked misleadingly like secret doors, which would needlessly exacerbate how obscure the actual secret is. I haven't bothered touching the texture alignment since the repetition on the same texture being used over such a huge area is going to be pretty bad anyway.
* levels: rip+tear more lines from e3m7 huge guts.
There should be basically no fake contrast in that area at all now.
Also added a light texture to explain why the doorway is lit up like that.
* levels: minor fixes to E1M1 and Map28.
E1M1
Added a light source to the exit switch room.
Made the COMPUTE4 line only 3 screens wide and filled the empty space with vent speaker thingies.
Map28
Realigned SKSPINE2 on Sector 359.
Both latter fixes motivated by #995.
* level: more fixes.
E1M3
- Minor item floating in one of the staircases.
E1M7
- Widened the item trenches in the northwest switch room to minimize the chance of a floating item.
- Narrowed the water trench in the southeast switch area to prevent someone from squeeze-gliding in.
E1M9
- Funny-shaped nukage bridge no longer has visible switches. Instead, that railing can be used from the outside anywhere along any of the long sides to lower it.
- Door on the north of that bridge was missing a doortrak.
E3M5
- Northeast giant blood pit had floating items in the new ledges. (Those bits are now also 100% pure meat instead of the rocky crust on top.)
E4M4
- Secret in the southwest is now the room instead of the doorway. Lighting adjusted accordingly.
E4M5
- There's an obscured lamp in the northwest that's supposed to look (in id) like a small lamp placed on top of the box. Freedoom's yellow lamp doesn't work for this, but Freedoom's candle sprite is perfect for the intended effect, so now it is that instead.
E4M6
- Various thin secrets.
E4M7
- Thing no. 580 was the wrong type and bled into the ceiling (see #941). The blocking version is now used instead.
E4M8
- The secrets by the starting area are now the rooms themselves instead of the doorways.
Map11
- Untagged the lizardbaby-triggered doorway as secret.
- All lizard baby sectors are now 72 units tall.
- Realigned the vines in the trilobite corridors overlooking the western atrium.
- Berserk red key secret room lengthened to guarantee having to step inside it.
- Red key is now at a different location, the platform now being a teleporter to it, allowing the location of the red key to be a single sector that can be flagged as a secret.
- Replaced the light source in the yellow skull room with something less likely to have already fallen over.
- Replaced the evil eyes with tech lamps since those aren't shootable.
- The trigger for releasing the pain bringers in the nukage fountain is once again a walk line.
Map16
- Every sector in the backpack secret was tagged as secret, leaving a total of 3 secrets one of which was skippably thin. The skippable is now untagged.
Map18
- It was possible to squeeze into the blue key pillar to trigger the ambush prematurely. The pillar is now the entire 64x64 platform.
* levels: more fixes.
E3M7
- Ambush-flagged and moved the pinkies in the lower small intestine so they stop trying to block the player from below either drop.
- Got rid of some orthogonal lines in the intestine to get rid of the fake contrast.
Map11
- Jump-proofed the decorative canal areas near the final arena.
- Some attempts to address #996.
Map14
- Removed the close-30-seconds door for the descending serpentipede monster closet because if they all bunch up like that while you have an SSG it's a boring wait afterwards. Have fun being hunted by them in the corridors!
- Addressed #996 in the south.
Map15
- Made the two lifts to the red armour secret visually consistent with each other.
- Some feeble attempts to address #996.
Map17
- Jump-proofed by Catoptromancy: numerous platforms raised above what should be jumpable in most sourceports that enable it by default.
- Added a backpack by the corpse near the start, as playing the map "right" and refraining from shooting until you get the tripod puts you in significant danger of running into a shellbox while at near full.
- The stairs inside the living room are flush up against the wall, so you don't waste time falling off and getting back on.
- The window texture now better matches the light falling on the floor.
- Moved Tree #73 and #37 as they were being invisible jump-blockers from below.
- Restored there being three chunks of rock for the blue key.
- Changed up a lot of textures in hopes of creating visually distinct areas.
- Added an extra secret in the start tunnel.
- Made the switch in the water go to 8+LAF fast instead of lowest because those weird sudden flat changes didn't look good.
- Shrank the pillars near the yellow key so you could move around all of them.
- Changed the torches inside the southern switch corridor to techlamps, and added new torches around the entrance to the eastern building.
- Changed the hanging corpse in the living room to another hanging corpse. (see #941)
- Made the couch look more like a couch. And one that's been in a war zone.
Map23
- Replaced the haphazard texture on the northern teleporter room and added some light sources.
- Improved the trim around sector 236 so the door doesn't go right into the curve.
- Used the correct CONS1 flat for sector 246 and shrank it accordingly.
- Addressed #996 in the south.
- Moved the (non-hanged) corpse in the starting secret out of the doorway. The way it hinted at the true nature of that wall was really neat but sadly doesn't play well with software renderer.
Map25
- Southern curved tunnel had a single orthogonal line that led to a misleading fake contrast.
- Some feeble attempts to address #996.
* Delete map17m.wad
* levels: restore old e2m1.
* levels: address E3M6 softlock.
see #998
* 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.
* 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: improve e1m7 signposting.
Nearly all remote doors with switches more than a room away are now either the big brown door, the big AGM door, or the small tan door with the tan stripe going down the middle.
The first lift into the maze now has something eye-catching on the side.
Fenced-in area around blue key no longer has any invisible blocklines. You can jump down into the nukage if you want - the sequence break won't trap you, even if you fail to pick up the blue key here, and there's no reason in principle it shouldn't be considered a legit way to get through this 3-key, only-yellow-obligatory-for-exit map.
The bars around the armour near the blue key are now the correct silver bars.
The switch to lower the yellow key is now much, much more visible.
The red carpet switch that opens up the exit room is now turned around so you are facing the general direction of the door that it opens.
The windows around (1240,2320) now use a glass texture instead of being invisible and impassable.
That vent shaft bit is now dark, and its doors are no longer the "this is not a real door" texture.
The lift at the northern centre now has its down button right by the platform instead of some ways down the hall from it.
* levels: make first major door in e1m7 obvious.
That big silver pillar was just enough to make that door unrecognizable to me from a distance. It's poorly lit and surrounded by much more eye-catching details - half the time I manage to find the minigun secret, then run around the room half a dozen times wondering what to do next.
The corpse just behind the very first door has also been moved to draw the player's eye towards that door as well, which also helps move it away from the player corpse in the starting room.
Also fixed the HOM in the first lift into the underground maze, as well as changing the eye-catching thing into something a little bit less of an eyesore compared to its surroundings.
* levels: fully jump-proof e1m7 secret.
The jumpable parts no longer count as secret. Removed a bad secret tag on the new bars.
The platform the minigun is on had to be expanded to ensure the player would be on it before grabbing the gun.
* levels: rebuild nodes
Ran "make rebuild-nodes"
* levels: Cleanup Eureka errors in two levels
freedoom1.wad
E2M2 Fix missing texture linedef #311 back of teleporter
freedoom2.wad
MAP09 Fix missing texture linedef #1937 back of teleporter
* levels: minor E1 fixes.
E1M6
Address #976. The diagonal crate at the bottom of the nukage pool was too small and the zombieman was stuck. It is now a slightly larger crate using the big crate textures.
E1M7
Address #976. The bars around the rocket launcher were wrongly marked as secret.
E1M9
Address #976. The walk-over lift line now blocks monsters, preventing from trying (and almost always failing and just annoying everyone) to chase the player into the dead end with the armour. (I had considered raising this dead end and removing the fence, letting the player jump back into the main courtyard, but we'd get the unseen pinkie jump block problem again.)
E2M2
Make the exit into a more E2-typical FIREBLU gate.
E4M1
Make That Room look less like someone tried to draw E1M3 from memory.
* levels: more minor E1 fixes.
E1M6
Addresses #979, point 14. When you grab the chaingun in the north, you'll find 1-2 shotgunners standing at some terminals. Even though you're in plain view and clearly in a place where a person should be able to hear you, they will not hear your shots until you advance out of that grey floor. Removing the grey floor sound block lines cures this, apparently without causing premature alerting of the monsters on the other side of the green American football goal-like thing.
E1M8
Addresses #979, point 19. Lowers the pad to make the face more visible, and instead of the single torch in the middle on some skill levels you get a border of torches coming out of the nukage (which is now a hurtfloor) in all skill levels.
I've also taken the liberty of adding some progression into the southern labyrinth, turning the three "boxes" into distinct-looking columns going from masonry to monstrosity. Its purpose in disorienting the player enough to make the emergence seem to be into a new area should be unaffected. The light level is also significantly reduced, which ironically helps navigation somewhat. The final result should look a bit more like an intentionally disorienting labyrinth rather than a placeholder.
* levels: redo Map09 warehouse area.
I've complained about the texture alignment of the crates before. I tried to fix it up, but then I got to the smaller dark areas and realized the longest parts of the map were a great big case of terminal One-Sector Twisty Dark Maze Syndrome and gave it up in favour of trying to recapture the interesting ideas behind this area with a brand new implementation.
- A big warehouse area that has you take a specific path at first, but then opens up after you get the key.
- The key is on the east end, behind a big door, in a big square thing. (Not quite the key itself now, but necessary to reach the key.)
- The way back involves going through some narrower, darker areas to the north and south.
- There are four secrets around the darker areas. One berserk, one plasma, one rockets, and one armour+backpack from a guy who died tragically alone in a dark storage area.
- Fairly constant shooting.
The whole place feels a lot less like Doom Containment Area which is a nice accidental plus.
One small change outside of the warehouse: the monster closets by the hallway no longer open while you're in the warehouse area, but only while you're already walking down towards the exit. (I've also moved the fake door in the final room to line up with some textures better, and replaced the textures on the stray crates in that T-corridor, but those have no effect on gameplay.)
* levels: tweak new map09 warehouse.
Fixed a floaty cell on the forklift.
Broke up some of the monotony in the northernmost aisle. The dirty crate blocking the door is now mysteriously moved back up to the rack rather than disappeared entirely.
Also tweaked the textures in that first grey T-corridor: gave the sides something with a seam that at least kindasorta lines up with the near-door seams, and got rid of the dark lines on the diagonal crate.
* levels: fix map09 co-op softlock.
If the bars are raised and everybody in the warehouse dies before getting the yellow key, everybody will be stuck outside. A teleporter now opens up just outside the warehouse that warps into the main intake room.
* levels: more map09 tweaks.
Since that path has a hurtfloor *and* potentially leads to a megaarmour secret it makes no sense to put armour bonuses there, so they are health now. Also gave a stimpack because hurtfloor.
Restored plain grey to the compy T-corridor, but used the seamless grey for the surrounding columns so there aren't any weird broken line bits. The computers themselves have been moved around and sculpted a bit so they align and no panels (slots?) are twisted into inexplicably inaccessible right angles.
* levels: improve Map09 aesthetics.
Add a trim to the walkable area for a better transition to the tekwall sides.
Adjust some of the tekwall greeble.
Reduce some of the colour clashes in the room.
Fix some texture alignment issues in that cross-corridor linking the red key areas. (There were some stuttering repeats and large objects being cut off in the tekwalls)
* levels: fix tutti frutti in map09 red key room.
Inappropriate TEKWALL3 by the door.
Also adjusted the greebles around the door for some pretence at symmetry.
* levels: more map09 texture adjustments.
The first door didn't quite show the entire orange-to-green gradation.
The minigun pillar had a floor texture that wasn't from that room nor could be explained as part of the red rock. It is now red rock.
That grey T-corridor has had further adjustments. That grey nothing by the armour bonuses is now more terminal/rack; the curved panels have been straightened; the technogreeble across them has been given some more variety.
* levels: map09 consistency issues.
Marked the eastern warp closet as hidden from automap.
Was reminded that this warehouse area is part of a map called "Datacenter" with computers everywhere. An early attempt to intentionally misalign some textures to make everything look a little more janky for that "office space filled with ancient unsorted boxes of legal and accounting whatever that no one ever reads but we can't ever throw away" look that the original has was unsuccessful because of the scale of the main warehouse area, which in turn (combined with the size and prominence of this thing and its relative proximity to the major active areas of the facility) suggests there was stuff regularly going through here and there should be an ongoing digitization project going on with things coming in.
Which implied there should be at least one scanning station on the warehouse floor itself, cleared for relatively low-security items, just to even begin to attempt to mitigate the worst of the backlog.
It's placed right by the entrance to the security/administration area, which recontextualizes the boxes up there as some workers' passive-aggressive attempt at mitigating the constant surveillance of their job.
* levels: map09 fixes.
Last update actually *broke* the pinkie warp closet since SLADE misguessed again which sector should be which when adding details.
Replaced octaminator with more serpentipedes on top of the crates as the faster movement was getting the octaminator stuck.
Blursphere moved forwards a bit to keep the sprite from clipping into the wall.
* levels: move map09 yellow key.
Put it a little further back to prevent a potential bump-grab exploit.
Also changed the strobe lighting around the red key.
* levels: minor map09 fixes.
Southeastern trilobite would only be alerted if the player went all the way to try to uncover the southeastern secret. It is now right in the corner so it always gets LOS when the player hits the second teleport door switch.
Fixed some textures around the death pit escape.
Above said escape, the switch room crack was causing some slime trails and had to be moved around a bit.
Edits to E1M4 by me and m.
Removed superflouous doorway in first room, changed lobby in yellow key building, changed outdoor area to look nicer, other minor tweaks.
Made the lines in the northeast waterfall windows impassable as it is possible to jump through at least the bottom ones in some sourceports.
Made the staircase leading from the first water area back to the start *much* more visible. (Seriously playing this in vanilla with the sun shining through the window IRL this was even harder to find than the red armour secret...)
Replaced nearly all the METAL step faces with AQPIPE09 because they were *really* hard to see in poor lighting conditions.
Changed those insta-walls into something that could plausibly snap shut like that.
Merged a lot of symmetrical detail sectors.
* 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.