Commit graph

671 commits

Author SHA1 Message Date
mc776
c3ea67cfc8
levels: more minor fixes. (#1063)
* levels: one more texture fix on that Map17 ramp.

* levels: one more minor Map17 METAL2 alignment.

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

* levels: fix map03 start room texture.

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

* levels: relocate e3m3 secret missile launcher.

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

* levels: move e3m3 start arena hanging corpses.

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

* levels: address #1053.

* levels: address #1053 properly.

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

* levels: fix Map31 BFG.

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

* levels: more map31 adjustments.

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

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

* levels: fix e2m1 easy hot start.

* levels: misc. E3M1 improvements.

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

Replaced candelabras with evil eyes for the shooting messaging.

Made exit teleporter lines monster blocking.

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

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

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

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

* levels: minor e2m4 fixes.

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

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

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

* levels: minor E3 improvements.

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

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

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

* levels: final E2M4 touchups by Xindage.

* levels: make map06 exit pad line monster blocking.

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

* levels: fix textures by map11 warehouse counter.

that new METAL2 sure makes a lot of things more visible...
2023-08-26 18:12:24 -03:00
mc776
9c4ca2045d
levels: Map19 fixes. (#1071)
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.
2023-08-19 16:52:11 -07:00
mc776
e80e4e9c3b
levels: E2M4 overhaul by Xindage. (#1073)
* levels: E2M4 overhaul by Xindage.

Better flow, better aesthetics, better robustness against softlocks related to jumping.
2023-08-19 09:28:56 -07:00
mc776
40298c08f2
sprites: new skull rock.
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.
2023-08-11 22:21:09 -07:00
Steven Elliott
b067e91875
levels: Small missing texture fix for MAP26 (#1060)
freedoom2.wad
  MAP26 Fix missing texture on the back of linedef #163
2023-08-10 08:48:32 -07:00
mc776
c567ade611
levels: minor fixes. (#1052)
* 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.
2023-08-05 14:11:25 -03:00
mc776
a828330d25
levels: more minor fixes. (#1040)
* 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.
2023-08-03 14:16:55 -03:00
mc776
2dd0c77081
levels: minor tweaks/fixes. (#1038)
* 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.
2023-07-26 20:21:31 -03:00
Steven Elliott
a8a4ae5d32
levels: Small fixes, mostly for Eureka (#1037)
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
2023-07-23 13:09:42 -07:00
mc776
3a74d144a2
levels: a minor and a major fix. (#1030)
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.
2023-07-17 15:11:00 -03:00
mc776
24c4076216
levels: more minor fixes. (#1029)
* 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.
2023-07-16 16:10:03 -03:00
mc776
2c55c8df7f
levels: minor fixes. (#1026)
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.
2023-07-16 11:14:26 -03:00
mc776
4a701c2fe4
levels: fix e2m1 trilo warp for gzdoom.
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.
2023-07-15 13:15:46 -07:00
Steven Elliott
573fd2474d
levels: E2M1 Fix serpentipede hot start (#1023)
Two serpentipedes have been rotated 90 degrees to fix a hot start.
2023-07-15 07:27:22 -07:00
mc776
5fcfb60374
levels: new e2m1. (#994)
* 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
2023-07-13 11:45:03 -03:00
mc776
4e7b215c0a
levels: more minor fixes. (#1013)
* 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.
2023-07-13 08:39:30 -03:00
Alexandre-Xavier Labonté-Lamoureux
53296099dd
Replace DM22 with another map and move old DM22 to DM32 (#777)
* Add credit for previous contributions

* Move DM22 to DM32 and replace DM22 with new map
2023-07-10 23:49:30 -07:00
mc776
d71ac12cf4
levels: another big batch of fixes. (#997)
* 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
2023-06-30 00:15:58 -03:00
mc776
99149fba2d
levels: various minor fixes. (#990)
* levels: various fixes.

E1M2
Fixed some missing and misaligned textures around the secret lowering computer block.

E2M5
The red key bars could both be squeezed through and jumped around on a jump-enabling sourceport. The red key now raises the stairs instead, and the final door before the exit also requires a red key.

E2M7
Added one more bar in front of the exit to prevent squeeze glides.

E3M2
Expanded yellow key pillar so it would match the flat.

E3M6
Untagged the skylight inside the secret as being itself a secret.

E4M1
That line of health and armour bonuses just inside the big building would have a few floaters. They've all been moved forward and should be fully clear of that ledge.

Map05
The pit with the central column of water and the spectres was being blocked off by said spectres before the player could jump into it. There is now a monster blocking line right in front of the ledge, barely far enough to guarantee space for you to drop but close enough to let the pinkies bite.
You can now freely move through the gaps between any of the objects in the blue key room.
The exit from the blue key building now has a lift instead of stairs, and the wall prevents the nearest pinkies from seeing you until you've actually dropped inside. Hopefully this at least mitigates the problem of being stuck on the stairs with a pinkie right below your ability to target.
Miscellaneous aesthetic tweaks.

Map07
The lift overlooking the big arena was still suffering from monsters blocking from below. It has been moved to the side with an intervening ceiling.
The central grey aquatex nukage trim hub was a cross shape and the exits all had very strong lines turning right, making it look like a swastika. The southern section has been tweaked to throw off the symmetry and avoid that impression.
Made it possible to move all the way around the stack of crates in the eastern area with the switch.
Miscellaneous texture improvements.

Map08
The exit bars are now impossible to squeeze glide through. They are also styled in the same manner as the moving pistons by the big switches, giving the suggestion that they would be moved in a similar manner.

Map09
Fixed some floating pickups at the collapsed roof, the red key room, and the stairs to the warehouse admin area.
Shotgun guys in the admin area switch room are now situated between the deep cracks that were preventing their movement.

Map12
Turned the two wall-facing enemies around near (2016,96).
Added a second trigger line for the minigunner ambush store room so it happens even when you approach it from the other side.
Added a second switch for the bars normally opened before reaching the storage room ambush.
Replaced the BFG secret with a megasphere since you already get a BFG in Map11.

Map18
There were some lamps on the lower floor of the southwest room that were invisible from the higher floor but would block your movement. All major blockers have been deleted or moved to the edge of the room.
The tree near the red armour to the right of the start has been moved for similar reasons.

Map20
Moved some pickups (and the dead body) away from the bottom sides of the steps to reduce the chances of someone bypassing them while moving downwards.
Made the armour/health bonus placement more unambiguous around the cross and star.
Simplified the bridge around the red key so that the rising portion is only one sector.

Map22
Because this map has been disproportionately harder to pistol start than anything near it...
Moved all 4 player starts into the starting elevator to avoid a hot start.
Flagged some ammo pickups as appearing on all skill levels, as well as the southern super shotgun and the starting area armour. The easy-only SSG in the starting area is now a chaingun and appears on all skill levels.
The starting shotgun is now only available on easy, with two shotgunners (one of them guarding the armour) in its place on medium and hard.
Differentiated the walls of the starting elevator so you know which way to face, and made the switch resemble the normal (but broken) SW1TEK.
The switch system itself is simplified and given a simpler implied story: the big switch is broken, so you locate and use the backup system. The switch shooting is gone.
Made the fringe around the lava elevator go all the way around and populated it with health bonuses to make it clear you're actually expected to go down there, because frankly the original is so thoroughly obscured it looks like you're breaking sequence by exploiting an oversight in the map.
Extended the staircase down from the brown platform to mitigate the "pinkie right in front of you below your aim" effect.
Added a medikit near that brown platform.
The armour in the crate hall is now a medikit.

Map24
The hanging bodies in the red key room are now the non-blocking versions.
The trilobite stuck on the teleport pad in the square maze is now an octaminator so it doesn't get stuck.
The lines around the door leading to the serpentipedes with their backs to you no longer block sounds.
Removed the sound block flags on the octaminator ambush doors, so the pinkies can join in if you start shooting at them instead of powering through into the new room.

Map26
Health bonuses under crusher were floating.

Map27
Lizardbaby platform now has a full 72 unit clearance.
Spectres in the red rock area to the northeast are now in the tunnels and only come out when you land in the red water.

* levels: fix one screwy texture.

Monitor in the room west of the westmost shiny lowering shelf thing.

* levels: more minor fixes.

E2M1
Life surge secret was marked on the thin doorway, making it possible to fail to register even after you've taken the surge. The secret is now the room itself, at the cost of that random light effect.

E2M6
Life surge secret was marked on the thin central bit of the sigil, leaving *lots* of room to step around it while grabbing the powerup. (The fact that the red makes it kinda look like a hurtfloor really doesn't help.) The secret is now the larger room itself.

Map12
New eastern storage room trigger wasn't covering the entire hallway. It should also be diagonal to minimize the chance of it being skipped entirely.

Map28
The serps on the ledge by the bloodfalls and fleshy sigil were facing the wall and marked as ambush. They now face the actual play area.

Map29
Moved all the secret pit pickups a little bit further inside the square so they look like they're resting on the surface of the solid floor.

Map30
The multiplayer-only spawn pickups are now flagged as multi-only.

* levels: tiny map04 aesthetic tweak.

The fake contrast exaggerates the shadow on some "AGM" silver columns while eliminating the shadow on others. These are often right next to each other on the screen, producing absurd results. This moves 1 vertex from each affected line 2 pixels so they are no longer orthogonal.
2023-06-24 19:02:43 -03:00
mc776
49c68c7973
levels: change map01 secret garden roof texture. (#991) 2023-06-24 14:49:47 -03:00
mc776
f1c7a44af0
levels: minor fixes. (#986)
* 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.
2023-06-20 10:06:38 -03:00
mc776
6c8977839d
levels: improve e1m7 signposting. (#981)
* 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.
2023-06-19 10:27:11 -03:00
Steven Elliott
de1297fa8f
levels: Rebuild nodes (E4M1) and cleanup Eureka errors in two levels (#985)
* 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
2023-06-19 10:25:53 -03:00
mc776
79fbb3ee04
levels: minor Phase 1 fixes. (#978)
* 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.
2023-06-07 08:43:53 -03:00
mc776
4b00255082
levels: bugfix: delete map09 testing start. (#974)
sorry
2023-05-15 18:00:27 -03:00
Steven Elliott
f046b8f349
Eureka and rebuild nodes (#973)
* levels: Cleanup Eureka errors in two levels

freedoom1.wad
  E4M8  Fix missing texture on linedef #2304 near teleporter.

freedoom2.wad
  MAP07 Fix missing textures in monster closets.

* levels: rebuild nodes

Ran "make rebuild-nodes"
2023-05-15 06:56:52 -03:00
mc776
a2cc0c82f7
levels: redo Map09 warehouse area. (#972)
* 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.
2023-05-15 06:56:14 -03:00
Shinosarna
ca31eb31e4
Update e1m4.wad (#970)
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.
2023-05-13 21:26:40 -03:00
mc776
902d359476
levels: address some E2M4 issues. (#966)
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.
2023-05-06 21:56:16 -03:00
mc776
8c076fcba9
levels: minor Phase 2 fixes. (#964)
* 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.
2023-05-06 17:23:28 -03:00
mc776
c9710118ee
levels: minor Phase 1 fixes. (#963)
* levels: minor Phase 1 fixes.

This should address all outstanding issues in #698 and then some.

E1M1
Simplified the corridor behind the west blue key entrance.
Removed the serpentipede inside the secret in easy skill, and unflagged it as ambush so you don't need to necessarily *find* the secret to get 100% kills.

E1M7
Addressed #698 by getting rid of the potential soft-lock crusher trap altogether.

E2M8
Addressed #698 by keeping two tripods at all skill levels but making the polaric available immediately, along with a soulsphere and red armour. In the polaric's place in the hard-to-reach room is a second soulsphere.
I've also made the (medium/hard) polaric room door look like a door to reflect its actual use.

E3M6
Addressed #698 by not just marking the illusory wall as a secret line but also the inside of the room not-on-map. Added a light source to the inside of the room but it wasn't really necessary.

E3M7
Addressed #698 by removing the crusher tags for both sector and line.
Also dded some sound blockers to the entrance to the colon.

E4M6
Addressed the texture alignment issues in #698.
As for the descending sector potential crash, that is (a) *literally impossible* to fix in SLADE; and (b) a far too complex sector touching many things to trust not to break all over again on the slightest future adjustment to map geometry. The intended resulting sector type isn't even a hurtfloor, so there's no gameplay effect with the change. I've added a trim around the edges to make it look half decent when it's descended with no texture change.

E4M8
Addressed #698 map line meta.
Added one more escape lift for a slime pit that was still missing one.
Added a SKAG.

* levels: remove testing e4m8 start.

yeah that was where the SKAG is.
2023-05-04 07:09:05 -03:00
Steven Elliott
ce772c0b7f
levels: Rebuild nodes and Eureka fixes (#956)
* levels: rebuild nodes (#846)

Ran "make rebuild-nodes"

* levels: Cleanup Eureka errors in three levels

Relatively minor Eureka fixes to prepare for 0.13.0.

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

freedoom2.wad
  MAP11 Fix two stuck matribites in sector 190 by moving them
        Add deathmatch start to sector 39 for a total of four (minimum)
	Remove unused sector tags 18 and 24
2023-05-03 19:36:17 -03:00
mc776
7d75200549
levels: minor aesthetic changes that didn't make it into #949. (#953)
* levels: E2M3 texture issues.

A bunch of door track textures needed lower unpegged flags.

Lines 1179 and 1181 also given DOORTRAK instead of SUPPORT3 because every time I look at it I feel like the door should get snagged on those bumps. (Same with the blue key lift.)

The tekwall trim railings in the northeast have been raised to prevent accidentally walking onto them. I've also given them a texture that does not look like a misplaced door. The lowering wall monster/switch closet has also been touched up a bit.

* levels: fix up some Map04 appearances.

Changed the northernmost texture in the hatchling closet in the final room so it doesn't contrast so much that it looks like a secret.

Slightly moved two vertices on the exit flame to get rid of the fake contrast.

Fixed up the central hub aesthetics a bit:
- Aligned the pillar textures.
- Expanded the teleport destination pad, gave it some ceiling lighting, and surrounded it with a grate floor. Now it looks like an actual part of the bigger thing.
- Lowered the contrast between the lights and shadows.
- Got rid of the featureless silver above the doors, giving them tekgreen lights instead.

* levels: correct Map04 pillar texture.
2023-04-30 07:32:33 -03:00
mc776
ab6ddb2fc2
levels: more minor fixes. (#949)
E1M3
Changed the front entrance into an outdoor train platform. The train is visible from the window behind the blue door as well.
Added some escapes from some slime pits.

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

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

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

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

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

Map17, Map18, Map31
Addressed #867.

Map30
Addressed my comment in #640 by making the platform right in front of the face a secret, so the player can 100% the map. (Not doing anything for E3M8 because you don't get a stats screen for it anyway.) Also dimmed the arena below 255 so depth can be better visible. (Some map geometry has been slightly altered to avoid orthogonal lines where the fake contrast would look bad.)
2023-04-29 08:15:55 -03:00
mc776
d1f9ce5881
levels: revisit Map01 changes. (#927)
Removed the flat bleed hack in favour of some explicit bright lights at the bottom of the sign.

The gap in the giant doors is now back up to 32 units wide, but there's a visible chain behind them in some implied past attempt to either force them together or prevent them from opening. Either way, it's a midtex that clearly communicates the player shouldn't try to pass through. The slope is specifically chosen to allow the most view of the more detailed side.

The secret armour closet didn't leave any room for the door to slide through. There is now a track cutting through the inside of that room, and the "inside" edge of the door is peeking out a little.

Also finished the door on the outside. Not at all necessary for playing the map as-is, but just in case anyone in the future wanted to do a variant of this map that actually let you go out there...

The AGM logo over the waterfall in the courtyard was weirdly split up by the central orthogonal section's fake contrast so I've split the middle linedef to make a gentler curve.
2023-04-28 20:30:22 -03:00
mc776
473eb076a8
levels/music/dehacked: complete Armory migration; add stuff to E1M9. (#944)
* levels: E1M9 adjustments.

Central room monster closet doors are no longer upper unpegged.

Changed central room stairs to use a different texture because STEP4 was tutti-fruttiing again.

Added some aesthetic improvements: the subject matter of the recycling.

Replaced the lift with stairs leading to the rocket launcher to avoid the pinkie jump block.

Tried to use the same door texture for all doors that are only remotely opened.

Used a more see-through barrier for the corner guys in the middle room, after an incident where I spent way too long and eventually resorted to IDDT to find a single zombieman - interesting challenge but probably inappropriate given the way the rest of this map works.

Fixed a bunch of miscellaneous texture issues.

* levels: move Armory name+mus to E1M5; rename E1M9.

The spooky sountrack simply does not work for a shoot-'em-up level like that.

It works better for E1M9 now that there's actually something ominous implicitly lurking in there.

* dehacked: rename E1M9 and E1M5.

* dehacked: update E1M9/5 par times.

* delete misplaced dehacked.txt
2023-04-28 20:11:32 -03:00
mc776
5eae065784
levels: fix map12 softlock. (#928)
* levels: fix map12 softlock.

to replicate:
- warp to map12
- do NOT try to get the blue key yet
- get the storeroom berserk secret, then go get the plasma rifle in the east
- go back and try to get the blue key

expected:
- the blue key is now on a raised lift. use it to lower it and get the key.

actual:
- the blue key is now on a raised lift. you can't use it, because in vanilla the walk lines that open the trilobite closets, etc., block your use attempt.

This PR moves the relevant switches for the lifts - plural, to keep both ends consistent - to the sides so you can always hit them.

I've also fixed the bridge flat pattern (it's implied to be collapsed but there's no explanation for the gaps on the ends) and also some of the SUPPORT2 textures behind some of the lifts in that pre-key area, and made the bridge lift flats into something that looked a little bit more like intentional structures than a default grey flat.

* levels: fix map12 HOM.

There was a reason why those lifts were defined with so few linedefs.

Those huge spans of DOORTRAK still looked awful at low resolution though so I swapped them out for some hopefully vertical-looking bits of tekwall.
2023-04-22 11:27:58 -03:00
mc776
47780ca640
levels: bugfix: restore map27 lizardbaby on easy. (#931)
Addresses #930.
2023-04-22 11:26:49 -03:00
mc776
44c1d7e675
levels: revisit Map11. (#934) 2023-04-22 11:22:57 -03:00
mc776
974a42910e
buildcfg, levels: implement new flats. (#933)
#888 didn't actually add the new flats to the build instructions.

Now that they are usable, I've updated the Map26 crushers to use the bodies flat that I'd originally wanted instead of the skulls.
2023-04-22 11:21:29 -03:00
mc776
789287b301
levels: address map29 artificial difficulty. (#938)
If you pistol start this map, on the teleport into the tower you will be forced to get helplessly shredded by serpentipedes while you're switching to the polaric that's right at the destination. A second one has been added on the platform with the backpack that leads to the teleporter, and the current one has been flagged as multiplayer-only.

Right after this is the blue key, which cannot be retrieved without taking damage from the hurtfloor below. There's no reason to be anywhere near this pit after the blue key so the double telepads doesn't even make sense, except to warp the occasional spider into the starting room which just looks silly. To address all these issues, there is only one pad, right next to the rocket launcher switch, which lines are monster blockers, and the blue key platform is now *higher* than the ledge you reach it from so you can see it moving, retreat back into the tower, and go back to the RL platform and reach the telepad without touching the lava.

The medikit with the blue key has been moved into the main ground area in the northwest.

The jump from the wood tower onto the teleport to get into the stone tower is now surrounded by monster blocking lines.

Got rid of two things that seemed intended only to spite the player:
- the sub-shotgun in the green room, which would cause a weapon-switch just as you face the painlord at the top of the lift, is now just two packs of shells.
- all four doors of the minigunner shack are usable. (They are also equally lit, unlike previously when one of them was slightly darker and it wasn't the one that was usable.)

Added a radsuit and medikit to the back of the green building, so that exploring that area isn't merely unmitigatedly punished.

Added a visible light source to each of the indoor areas.
2023-04-22 11:18:42 -03:00
mc776
7e86777832
levels: build e4m1 nodes. (#940)
Addresses #939.
2023-04-14 21:00:02 -03:00
mc776
8f084e661c
levels: remove new map32 cage.
I was grossly overthinking the issue of needing to prevent the player from proactively maneuvering before the action begins. Someone who's played the start a couple times would be able to do that anyway.
2023-03-27 18:23:05 -07:00
mc776
d8bc8c69de
levels: misc. E3 minor fixes.
E3M1: Rearranged the two "spinal columns" inside the first entrance. The chamber is larger and the columns are not perfectly octagonal (both to align the textures and to get rid of the fake contrast) and one of them is significantly larger than the other.

E3M6: replacing the (not even working right, you could see the floor moving) flat bleed rising painlord with one that warps into that spot. Changed the textures inside the hatchling fireplace so you're seeing fire everywhere from the inside.

E3M7: Slapped some textures onto the otherwise flat bleeding temporary monster blocker. The difference is barely noticeable even if you're deliberately looking for it.
2023-03-27 17:44:38 -07:00
mc776
abcc1d2eb4
levels: remove Map02 exit sign flat bleed.
This is the same solution I've proposed to address #920 and was planning on posting this only after some resolution was reached about that, but others have confirmed this does look way cooler than the original exit sign so here we go.
2023-03-27 10:19:24 -07:00
mc776
1b14bb26bb
levels: remove flat bleed tricks in Map20+29.
Map20: Just added textures to the lava jump and made the sectors thinner. No one's going to see them outside of deathmatch without noclipping anyway.

Will just leave the hole in the red arena ceiling where it is - players don't look up anyway.

The little red button in the closed-off brown metal area also uses flat bleeding (which frankly I'd taken as precedent to let me do this with the other stuff at all).  Turns out it's perfectly visible with the light reduced to the surrounding area so I have done that (and also added some downwards movement of said button).

Map29: Moved the spectres out of LOS.
2023-03-27 10:13:04 -07:00
mc776
e6a17952cb
levels: remove all map26 flat bleeds. 2023-03-27 08:56:39 -07:00
mc776
cb2312400f
levels: remove flat bleed effect from map26 start. 2023-03-27 02:58:35 -07:00
mc776
18dea59b74
levels: address #916 for E2M9. 2023-03-25 18:29:23 -07:00
mc776
6ac0d0822a
levels: give a clip to prevent map32 softlock. 2023-03-25 16:04:15 -07:00