Commit graph

671 commits

Author SHA1 Message Date
Protox
52c48f037b levels: Update E1M2.
This fixes #66 (missing textures).
2014-07-28 19:23:54 -04:00
Simon Howard
ab79cf6658 levels: Remove old .zip file.
It seems that this was mistakenly added to the repository a long time
ago.
2014-06-25 03:07:10 +00:00
Alexandre-Xavier Labonté-Lamoureux
be96abfdee dm09: Make a door floor texture consisent with the exit sector
Fixes #74
2014-06-14 14:53:34 -07:00
Alexandre-Xavier Labonté-Lamoureux
476ef5ad89 dm08: Align the back of a door's texture
Fixes #73
2014-06-14 14:52:11 -07:00
Alexandre-Xavier Labonté-Lamoureux
95b1953e73 dm01: Fix some tutti-frutti effects
Fixes #71
2014-06-14 14:50:24 -07:00
Protox
c967809eac map01: fix for vanilla compatibility 2014-06-14 14:06:25 -07:00
Alexandre-Xavier Labonté-Lamoureux
a1433553e5 dm31: Symmetrically align hanging pillars on the side of a building
Fixes #72
2014-06-14 13:52:22 -07:00
Protox
4c9c8649dd levels: new map01 to make Phase 2 unique from Phase 1 2014-05-01 06:51:19 -07:00
Wesley D. Johnson
f7ce76c704 levels: map19 revisions 9 and 10 (Mar 7, 2014)
DW: http://www.doomworld.com/vb/post/1248739
Signed-off-by: RjY <rjy@users.sourceforge.net>
2014-03-16 08:38:57 +00:00
Protox
91b1a14143 levels: Add new E1M8, E2M8.
This replaces the old E1M8 and E2M8. Remove those from the tree.
2014-03-09 02:56:09 +00:00
Simon Howard
e28632555b levels: Update E1M2. 2014-03-09 02:53:15 +00:00
Protox
e42eb8c445 levels: Update E1M7.
This update from Protox greatly expands and improves E1M7.
2014-02-21 05:09:21 +00:00
Protox
f971351bf9 levels: Updated FreeDM levels.
Update DM16, DM29, DM30, DM33. Add new DM35 level.
2014-02-21 03:46:06 +00:00
Simon Howard
d970245948 levels: Remove DM33 and renumber DM34,35.
Skib's unfinished level has been around for a long time, is barely
started and there's no suggestion anyone is likely to finish it any
time soon. Remove it and renumber Protox's DM34,35 to be DM33,34.
2014-02-13 02:21:16 +00:00
Protox
ad8f15993d levels: FreeDM updates from Protox. 2014-02-13 00:47:15 +00:00
Protox
6d08af9b17 levels: Add DM34, DM35 from Protox.
This completes all possible Vanilla levels and starts to enter the
extended range.
2014-02-13 00:35:59 +00:00
Simon Howard
84e9d790b5 levels: Really add deathz0r levels.
Add UDMX levels that I meant to add in commit df60f00c.
2014-02-04 03:04:39 +00:00
Simon Howard
df60f00c39 levels: Add UDMX levels maps for FreeDM.
deathz0r posted these on Doomworld a long time ago (2006) but they
were never picked up. Add them now as DM26, 29 and 30, and move the
current unfinished DM29 to DM33.
2014-02-04 02:36:07 +00:00
Simon Howard
f99f800772 Merge branch 'master' of github.com:freedoom/freedoom 2014-01-23 03:09:33 +00:00
Protox
2af3361546 levels: Update DM22. 2014-01-23 03:09:00 +00:00
Mike Swanson
bb8a227c89 levels: allow wallrunning and move a teleporter pad
Rotated the level 270° to accomidate for a bug in the Doom engine that
allows superspeeds against some walls, abuse this bug in map01 on the
long edges :)

Also, move a teleporter exit in the Things room onto the pad sector
itself. This makes it so you don't just teleport back by strafing
right immediately.
2014-01-22 07:02:00 -08:00
Catoptromancy
61644e2bec levels: Add Freedoom test level. 2014-01-22 05:44:26 +00:00
Catoptromancy
8226ee624d levels: Update DM19.
Fixes #31, and tweaks items and player starts.
2014-01-17 03:29:05 +00:00
Simon Howard
3fe7362c95 levels: Add DM20 level.
This is an old deathmatch level I made years ago.
2014-01-17 03:24:07 +00:00
Protox
cbbb851d36 levels: new e2m1
Replaces the old map that copied the themes from the original Doom
E2M1, this is an original concept instead.

Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
2014-01-15 05:47:27 -08:00
Protox
462d079e38 levels: updated e1m6
Add monsters throughout the map, keyed door flags and the keys
themselves, and all-around fleshes it out. Resolves #33

Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
2014-01-15 04:56:27 -08:00
Simon Howard
f21c24de36 levels: Swap DM15 and DM24.
DM24 has a secret exit, which causes the level to reset as it's not a
level that is supposed to have a secret exit. Swap it with DM15 so that
the levels progress through the MAP31/MAP32 secret levels.
This fixes #29.
2014-01-12 03:56:49 +00:00
Protox
fc2f648ac7 levels: Update DM16.
This was supposed to be in my previous commit but I accidentally
missed it out.
2014-01-12 02:46:36 +00:00
Protox
42fb083f18 levels: Add new deathmatch levels.
These new FreeDM levels fill all of the remaining slots.
2014-01-12 02:45:14 +00:00
Luiz Henrique Gasparin Jerônimo
1d44a9d1fd levels: Update FreeDM levels.
This adds detailing and other improvements to the existing FreeDM
levels.
2014-01-12 02:29:37 +00:00
Simon Howard
fbd8497d7d freedm: Swap DM01/DM02.
The layout of (the current) DM02 resembles a popular deathmatch level
and is therefore good as an opening map.
2014-01-11 23:46:03 +00:00
Catoptromancy
51ac17358b levels: new map32 level
Level was uploaded to idgames in 2012. It's a super-hard Hell
Revealed-style level, appropriate for the super-secret level.
2014-01-07 23:10:22 -08:00
Mike Swanson
54a3724730 levels: unlink map24.wad
Duplicate level of E2M2, all levels should be unique.
2014-01-07 23:06:56 -08:00
Miguel Suarez Gomez
08887574ca levels: map15 2014-01-06 update from Z0k
-Added more medikits only for skill Easy and Medium.

-Moved the Supershotgun that can be found in the left outside part of
the base, now its moved where the 2 chaingunners came down from the
lift.

-Moved the secret rocket launcher where the supershotgun was found
before, this because i consider rocket launcher being helpful for this
map and keeping in secret (in a secret lift where the 2 chaingunners
came down from the lift) was kinda hard for some players.

-Added Plasmagun as secret, can be found now where the rocket launcher
was found previously.

-Added BFG9000 as secret, can be only found on the secret exit.

-Added Megasphere as secret, can be only found on the right side of the
secret wall where some enemies came out.

-Change the texture of the secret walls near of the exit, which such
walls lead to the secret teleporter for the secret exit.

-Made some changes to enemies, and added back the "hard part" of the map
only for skill 4 (hard) this mean:

*the hell knight which teleported is back.
*chaingunners are back on the red key zone
*revenant is back on the left side of the base where player can find
*the rocket launcher.
*hell knight pair is back after players hit the swicht on the toxic
tower zone and head back to main zone.
*chaingunners at start are back.
*chaingunners near of the imp are back.
*Revenant on the small storage room is back.
*hell knight where player plays with the swicht (and can find the secret
swicht) is back
Only those monsters will appear on Skill4 (hard) as Cato pointed out.
newbs shouldnt be playing harder difficult skill at start.

-made some changes on enemy flags: some monsters will appear on skill
1-3.

DW: http://www.doomworld.com/vb/post/1228815
Signed-off-by: RjY <rjy@users.sourceforge.net>
2014-01-06 21:10:40 +00:00
RjY
2aaad3eea8 Merge branch 'double_impact'
Conflicts:
	graphics/text/config.py
	lumps/fraggle/freedoom.bex
2013-12-18 12:20:45 +00:00
Miguel Suarez Gomez
491997d6c1 levels: E1M5 2013-12-15 update by Z0k
-moved an imp that was stuck on a console panel near of the swicht,
preveting the imp for moving futher.

-Size of the columns that hold tech pillar now are reduced, this for
preveting player getting stuck in middle of them

-Added 2 to 5 % damage to the acid pit of the tech pillars

-Added a new teleporter on the red key zone to reach the swicht that
open the door of the exit, this to help the player who dont know that
the teleporters where monsters come out are teleporters they can use. so
players can use both teleporters, one which is useful as shortcut to end
the level quickly and the other to keep the way of the level delevop

[ RjY: changes to submitted version:
  - remove spurious dehacked lump (cf. commit 618b444049)
  - set passuse flag on lines 1795, 1800, and 1806, so the lift can be
    operated from below, and the door opened from above ]

DW: http://www.doomworld.com/vb/post/1222853
Signed-off-by: RjY <rjy@users.sourceforge.net>
2013-12-16 08:33:50 +00:00
RjY
2ed9548ca3 levels: E2M5: fix monster teleporter
The trigger sector 94 lowers its floor to a height of 40; the adjacent
holding sector 100 has a height of 72, so if the imps don't catch the
lift as it passes, they get stuck and never teleport out.
2013-12-12 12:25:51 +00:00
Miguel Suarez Gomez
1eb6918d82 levels: new E2M5 from Z0k
[ RjY: changes to submitted version:
- increase gap between pile of crates (sector 256 etc.) and nearby
  walls, to prevent player getting stuck
- set passuse flag on lines 75, 208, 288, and 1320 to stop them blocking
  doors (lines 72, 1348) from being opened
- move monster teleporters so monsters don't have to walk away from
  player to teleport, to prevent excessively long teleport times ]

DW: http://www.doomworld.com/vb/post/1221430
Signed-off-by: RjY <rjy@users.sourceforge.net>
2013-12-12 06:41:11 +00:00
RjY
ab86aed535 levels: remove old e4m1/e4m2 2013-12-10 15:46:00 +00:00
RjY
bcd93b5576 levels: update e4 symlinks to point to dbimpact 2013-12-10 15:46:00 +00:00
RjY
03edc6f143 dbimpact: avoid use of tag 666 on M8
There are four switches that all need to be pressed to activate the
finale of the map. In the original these would cause four barons to be
crushed, the final one causing several floors to lower. Since this use
of barons makes the map depend on the E1M8 slot, it needs reworking.

- Change the switches to raise floor to lowest adjacent ceiling types
  (thus creating an instant floor lowering)

- Near to each switch place lines that lower the former tag 666 floors
  to their _highest_ adjacent.

Thus these floors only lower when all four switches have been pressed
and all four control sectors have been lowered.

Obviously this could be done with voodoo doll scripts or using multiple
switches and the Boom passuse flag but since dbimpact was designed for
Doom complevel I did not want to risk making it require Boom complevel.

Make a couple of other adjustments to support this:

- The four switch-pressed indicators on either side of the exit door now
  unfortunately no longer start moving (they're not crushers)

- "Crack" the northwest demon face tower so there is a tiny invisible
  hole between the bright part and the small shadow on the corner.
  Otherwise lower to highest adjacent floor would not work as required.

- Also, make all control sectors invisible on the automap (after all,
  there is a computer map on this level)
2013-12-10 15:46:00 +00:00
RjY
09e3176c59 dbimpact: switch M2 and M3 (fix secret exit)
The secret exit needs to be on E4M2 not E4M3. This is the simplest way
to achieve that, and in my view better than the alternative (disabling
the existing secret exit and grafting a new one into the other map)
2013-12-10 15:45:59 +00:00
RjY
8885023957 dbimpact: move to episode 4
This breaks the secret exit (needs to be on M2, not M3) and the ability
to exit M8 (which relies on E1M8's BossDeath lowering sectors tagged 666
to lowest when all _barons_ are dead - for E4M8, A_BossDeath has the
same effect but only when all _spiderdemons_ are dead)
2013-12-10 15:45:59 +00:00
RottKing & Ralphis
cdf855b622 Double Impact
Import maps from the 2011-Cacoward-winning episode Double Impact, as
donated by its authors, Ralphis and RottKing. The intention is that
these are used as Freedoom's episode 4.

========================================================================

Title                   : Double Impact
Filename                : DBIMPACT.WAD
Release date            : 03/30/2011
Author                  : RottKing & Ralphis
Email Address           : ralphis@unidoom.org rottking@sbcglobal.net

Other Files By Author   : Unidoom Deathmatch 1, Unidoom Deathmatch 2,
                          Unidoom Deathmatch 3, Unidoom Deathmatch X,
                          Odamex CTF 1

Misc. Author Info       : Visit us at http://www.unidoom.org
                          and #unidoom on irc.quakenet.org!

Description             : A nine map episode 1 replacement.

Additional Credits to   : infurnus for the sky texture,
                          esselfortium for the titlepic,
                          and dewww, st.alfonzo, NaturalTvventy,
                          Xenaero, glortho, joshsmith, and whiteboy567
                          for helping out with play testing.

========================================================================

* What is included *

========================================================================

New levels              : 9
Sounds                  : No
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : Yes
Demos                   : Yes
Other                   : Yes
Other files required    : No

* Play Information *

Game                    : Ultimate DOOM
Single Player           : Yes
Cooperative 2-4 Player  : Yes
Deathmatch 2-4 Player   : Yes
Other game styles       : None
Difficulty Settings     : Yes

* Construction *

Build Time              : About a year and a half.
Editor(s) used          : Doombuilder, Wintex, XWE, Slumped
Known Bugs              : None
May Not Run With...     : doom.exe.
                          Requires at least a limit removing engine.

========================================================================

* Level Information *

========================================================================

----------

* Copyright / Permissions *

Authors MAY use the contents of this file as a base for
modification or reuse.

You MAY distribute this file, provided you include this text file with
no modifications.  You may distribute this file in any electronic
format (BBS, diskette, CD, etc.) as long as you include this file
intact.

You MAY edit and release any maps contained in the WAD as you wish under
the conditions that the original authors and Unidoom are credited.

* Where to get the file that this text file describes *

The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors
Web sites: http://www.unidoom.org

========================================================================

DW: http://www.doomworld.com/vb/post/1145592
Signed-off-by: Catoptromancy <catoptromancy@yahoo.com>
Signed-off-by: Simon Howard <fraggle@gmail.com>
Signed-off-by: RjY <rjy@users.sourceforge.net>
2013-12-10 15:42:08 +00:00
RjY
f6bab1b9b3 levels: E1M7: move walk trigger to other side of door (Patrol1985)
A classic ZDoomism (implicit passuse): A door (sector 204) could not be
opened due to its west side (linedef 1208) being blocked by a walk
trigger (linedef 1201). This left both door unable to be opened, and
walk trigger unable to be activated. The latter left the player stuck in
the immediate area, unable to finish the level.

The simplest fix, applied here, is to move the walk trigger to the other
side of the door (linedef 1214). The player must still walk through the
door and "see" the blue key vanish to escape the maze.

Thanks to Patrol1985 (and others) for reporting this:
http://www.doomworld.com/vb/post/1209971
2013-11-11 09:25:23 +00:00
RjY
d8c4afd195 levels: e1m3 update from Paar
DW: http://www.doomworld.com/vb/post/1205479
Signed-off-by: RjY <rjy@users.sourceforge.net>
2013-10-08 23:56:45 +01:00
Simon Howard
54f52d8b68 levels: MAP15/MAP28 2013-08-30 updates from Z0k.
Change comments:

Map15:

-Removed an impassible line in Red key area, now cacodemons can reach
players without trouble.

-Replaced an Imp for a Cacodemon

-Removed block sound lines in the red key area where 2 shotgunners can
be found near of the lift.

-Added "block Monster" lines for the imps that are near of the
chaingunner and shotgunners. so imps cannot be killed by them.

Map28

-Removed 4 chaingunners on the yellow key swicht, now the enemies that
will appear there would be defined by the skill level:

Easy: Zombieman
Normal: Shotgunner
Hard: Shotgunner

-Removed 2 hell knights on the yellow key area, now they are replaced
by imps.

-Removed the floor damaged on the blue key are where players find the
swicht where the rocket launcher is found.

-Removed the revenants on the blue key area near of the bloodfalls.
now they are replaced by chaingunners on all skills. this change was
made due revenants were to hard to kill in that place and also a waste
of ammo, now chaingunners provide a bit of challenge while they can be
killed easily.

Those are the final revisions for the maps. and i dont going to update
them until more players tells if the maps are still harder for them

Signed-off-by: Simon Howard <fraggle@gmail.com>
2013-08-30 22:20:58 +00:00
RjY
618b444049 levels: remove extra DEHACKED lump from e1m5.wad 2013-08-24 04:18:57 +01:00
Miguel Suarez Gomez
25249a0d8a levels: MAP15/MAP28 2013-08-18 updates from Z0k
DW: http://www.doomworld.com/vb/post/1194315
Signed-off-by: RjY <rjy@users.sourceforge.net>
2013-08-24 04:10:03 +01:00
Miguel Suarez Gomez
1960113f30 levels: MAP15 2013-08-16 update from Z0k
DW: http://www.doomworld.com/vb/post/1193758
Signed-off-by: RjY <rjy@users.sourceforge.net>
2013-08-17 04:03:36 +01:00