He writes (in readme.txt):
>Notes: I love your work so I thought I could contribute. When I played
>through Ultimate Doom variation of FreeDoom I noticed that map E1M3 was
>largely unfinished. So I began to make my own vanilla version of it. I
>used only resources from shareware episode becase I wanted to be as
>close to the original as possible. The layout is similar and the level
>has an exit to E1M9. I don't know if you'll use it, that depends
>entirely on you. Enjoy!
DW: http://www.doomworld.com/vb/post/1141864 ,
http://www.doomworld.com/vb/post/1143935 (update)
Signed-off-by: RjY <rjy@users.sourceforge.net>
Swap the offsets of the two segs on the front side of line 2544, the
exit switch. Seg 235 (from 0 to 48) had offset 48, and 236 (48 to 64)
had offset 0. Clearly these are the wrong way round.
Only noticable in engines that do not use the GL nodes in this map,
and have not yet switched to recalculating seg offsets themselves,
after that spate of wads with bad seg offsets circa late 2005.
Using a multi-patch texture on the middle texture of a two-sided linedef
causes the so-called medusa effect in vanilla, so in FreeDM it is a bug.
In dm02, we have several lines which use GRAY4 as a middle texture, with
silver borders above and below. These are all in front of a thin sector
backed by a one-sided line with GRAYBIG on it. So:
- set two-sided lines to have middle texture "-" instead of GRAY4;
- set one-sided lines to have middle texture GRAY4 instead of GRAYBIG;
- adjust a few texture alignments.
The sector formerly behind the GRAY4 lines is now visible as a thin
silver line in front of them, above and below the silver borders.
[RjY: despite the high visual detail it seems to be vanilla-compatible,
at least it was fine running around for 10 minutes in chocolate-doom]
Signed-off-by: RjY <rjy@users.sourceforge.net>
The borders around the two ceiling computers in the first room (sectors
21 and 23) had TLITE on them, which looks awful in such a sector, so I
changed it to "something generic and grey" (CEIL3_5)
Thanks to Protox in #freedoom for the report.
re-applied from 13abc23c:
- remove zdoomism from backpack secret's door
- fix pegging on armour secret's door's tracks
- remove several unnecessary linedef and sector tags
Also make the chainsaw secret less obvious, by making linedef 2654
secret. There is already a subtle visual hint (look at the bottom
of the wall)
Signed-off-by: RjY <rjy@users.sourceforge.net>
- make teleporter exit point thing 11 in sector 116 exist on all skill
levels, so the final chaingunner for the blue key trap can teleport
- make it harder to get the blue key without triggering the trap, by
copying the trigger on linedef 941 to linedef 641 as well
- change specials of linedefs 2168 and 2170 to be manual, so the door
can be opened without relying on implicit manual zero tag behaviour
- make the slime alcoves in the yellow key corridor damage the player
- set lower-unpegging flag on doortracks for the armour secret and the
blue key door (sectors 247, 374; linedefs 1472, 1475, 2176, 2182)
- remove unnecessary tag 46 from sector 46 and its surrounding linedefs,
since the door is a manual one.
- remove unused sector tag from linedefs 154 and 168
"Trivial" meaning only object properties changed, not references, so a
small diff and no nodebuild required.
See also <http://www.doomworld.com/vb/post/964728>
Signed-off-by: RjY <rjy@users.sourceforge.net>
Catoptromancy writes in <http://www.doomworld.com/vb/post/963232>:
>Initial fixes: 4 player starts, no telespawns, exits, all things have
>all skill levels.
Signed-off-by: RjY <rjy@users.sourceforge.net>
Tweaked for vanilla compatibility by Catoptromancy,
who wrote in <http://www.doomworld.com/vb/post/963232>:
>Tried really hard on mech1 but it is way too open. There are many
>places in the map that can see to other side. Only way to cure the
>massive HOM was to make those 4 ledges to be walls to block sight. A
>few other areas were also slightly gameplay touched to get rid of tons
>of linedefs.
>Mech7 was much more closed and I could leave much more detail. Still
>had to get rid of ceiling lights or simplify them. Mostly just squared
>corners and got rid of step borders.
Signed-off-by: RjY <rjy@users.sourceforge.net>
I found this checking for duplicate lumps in the built IWADs.
It wasn't used as the "real" D_E3M4 overrode it.
Signed-off-by: RjY <rjy@users.sourceforge.net>
delete sidedefless lines 781, 791
these can potentially crash the game although they were in the void
allow door out of first room to open
set linedefs 21, 61 to type 1 manual door
set passuse on line 131 for completeness' sake
fix secret area entrance
sector 93 and linedef 394 have tag 12
remove special from linedef 457 (not needed)
fix lift up to red key (sector 115)
set tag 13, also linedefs 559, 562
fix lifts in penultimate area, after red key teleporter
sector 132 and linedefs 666, 680 have tag 14
sector 133 and linedefs 623, 661 have tag 15
change hanging body (thing 73) to non-blocking version
fix secret area count
mark sector 94 as a proper secret for which you get credit
remove spurious tag 7 from sectors 127-129
cosmetic fixes
stop secret area entrance tracks descending with floor
clear lower unpegged flag on linedefs 456, 458
fix alignment of wall behind lift up to red key (linedef 562)
prevent walls under crushers in final area from moving with ceiling
set lower unpegging flag on linedefs 747, 752, 754
fix various misaligned STONE2 ugliness in final room
Signed-off-by: RjY <rjy@users.sourceforge.net>
solid hanging corpses made non-blocking
- 27 and 28 blocked a player attempting to hurl himself off
the red key platform.
- 152 was an irritatingly invisible blockage in the final corridor.
Unfortunately Freedoom's version of this sprite is a lot smaller
than Doom's.
- 68 and 119 are mostly cosmetic, but fix them anyway.
fake manual zdoomisms fixed
- linedefs 492, 493: the drawbridge already has a tag 5, set its sides
to have the same tag.
- give linedef 194 and sector 10 tag 14 so the red key platform sinks
into the lava correctly.
- give linedefs 116 and 118 and sector 11 tag 15, so you can get out
of the lava after said platform has sunk.
incorrect door track pegging fixed (linedefs 817, 819)
Signed-off-by: RjY <rjy@users.sourceforge.net>
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Catoptromancy writes in <http://www.doomworld.com/vb/post/949221>:
>This should be updated to map24 [...] The current 0.7 map24 is actually
>a brand new udoom map I swapped in since mine was far from finished.
Reset map24 symlink back to catoptromancy/map24.wad
(Partially reverts 0c4144eba0)
Signed-off-by: RjY <rjy@users.sourceforge.net>
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Catoptromancy writes in <http://www.doomworld.com/vb/post/949221>
> Also map19 from dabski needs relinked, was removed for release due to
> error and not finished.
This reverts commit 3b76d63ecd.
Signed-off-by: RjY <rjy@users.sourceforge.net>
CC: Catoptromancy <catoptromancy@yahoo.com>
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
In map02 (siggi/hawl.wad) the exit sign is lit up, but the ground
beneath it is kept dark by using vanilla shadowcasting effects.
BondEar reported evidence of slime trails around the exit sign[1]. I
couldn't verify this, but nevertheless here is an attempt to fix it.
Uses linedef 254 as the control linedef rather than creating a whole
new control sector, to avoid an unnecessary node rebuild which would
break Catoptromancy's demo pack :-)
[1] http://www.doomworld.com/vb/post/940478
Signed-off-by: RjY <rjy@users.sourceforge.net>
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Boom only recognises texture names as colormaps names on certain line
specials (e.g. 242, deep water) If a colormap name is used on any other
kind of special (or non-special) line the name is interpreted as a
texture as normal, and Boom202 cannot cope with unknown textures.
Thus, remove the lower texture MFADEMAP from linedef 2328 of map09.
Signed-off-by: RjY <rjy@users.sourceforge.net>
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>