Commit graph

13 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
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
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
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
ab6ddb2fc2
levels: more minor fixes. (#949)
E1M3
Changed the front entrance into an outdoor train platform. The train is visible from the window behind the blue door as well.
Added some escapes from some slime pits.

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

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

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

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

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

Map17, Map18, Map31
Addressed #867.

Map30
Addressed my comment in #640 by making the platform right in front of the face a secret, so the player can 100% the map. (Not doing anything for E3M8 because you don't get a stats screen for it anyway.) Also dimmed the arena below 255 so depth can be better visible. (Some map geometry has been slightly altered to avoid orthogonal lines where the fake contrast would look bad.)
2023-04-29 08:15:55 -03:00
Steven Elliott
873400aa91 levels: Cleanup Eureka errors in E2MN levels
In levels/e2m*.wad files fix errors flagged by Eureka when F9 (Check /
ALL) is pressed. This is mostly missing textures and similar errors.

  E2M1  Cleared non-vanilla slope type (340) on small blue pyramid.
        Fix missing textures.
  E2M2  Removed unused tag in a door.
        Fix missing textures.
  E2M3  Fix missing textures.
  E2M4  Remove non-visible non-animated switch texture.
        Fix missing textures.
  E2M5  Fix missing textures.
  E2M6  Removed two unused tags in sectors.
        Fix missing textures.
  E2M7  Replace transparent texture AQTRIM03 with AQRUST10.
        Fix missing textures.
  E2M8  Cleared non-vanilla linedef type (85).
        Replace transparent texture AQTRIM03 with AQRUST10.
  E2M9  Reduced deathmatch starts from 17 to 10.
        Replace transparent texture T-SLDRP1 with COMPUTE1.
        Removed unused tag in a door.
        Removed exit signs on either side of secret exit door.
        Changed secret exit switch room into a secret area.
        Fix missing textures.
2022-10-23 13:29:24 -04:00
Proluiz
7cf74962b5 A massive map fixing for lot of slots.
Prepare youself for the changelog:
e1m6
Removed line 2701 and its vertices too.

e1m7
Fixed all sectors causing damage to the player incorrectly.
Fixed a lift in outside area of map was also activing a a other sector incorrectly.
Line 1246 was removed.
sector 115 and 111 was merged.
Fixed some textures offsets.

e2m1
All lines specials with a nonexistent sector tag 18 is a leftover from an old version of this map and was properly removed now.
Backpack was fixed now it dont "ambush" and appear in all skills.
Vines blending inside the ceiling on line 378 was fixed by changing the brightness of adjancent sectors to it.

e2m3
Lowered sector 355.

e2m4
Lines 722, 1617, 846, 845 and 821 was flagged as secret.
Sector 178 nows do damage.
Texture on line 1388 dont bleed anymore, by creating a new sector with lower light adajancent to it.
Line 1595 changed to Doom type 48.
Sectors 273 and 274 floor was changed tp MFLR8_1.

e2m5
Lines 110, 890, 1255, 2697, 2700 and 2699 was flagged as secret.

e2m9
Lines 103, 111, 95, 66, 1691 and 1524 was flagged as secret.
Sectors 333, 334 and 335 was changed to match its neightbors.
Fixed an old mess of boom effect that was left behind and capable of making players get stuck.

e3m2
Lines 536 and 538 have proper offsets.
Lines 553 and 561 flagged as secrets.

e3m3
Added lavafall where it was needed.
Lines 593, 610, 451 and 615 tagged lower unppeged and added proper Y alignment.

e3m4
Properly set lines 927 and 2500 as impassible
Fixed the X-offsets from both sp_face2 in this area.
Line 524 dont bleed in floor anymore by changing floor texture behind it.
Fixed possible monsters getting stuck on each other depending on skill.
Removed thing 230 (doom builder camera).

e3m5
Replaced aashitty was replaced by sp_face2 and both sector 105 and 107 was removed with it.
The lines that tigger sector 260 now uses doom special 37 to make this sector turn into lava.
Changed sector 260 floor texture to floor7_2 and no more cause damage until it turns into lava.
Removed line 152 offsets.
Lines 1624, 21, 364, and the ones close to 1038 and 962 was flagged as secret.

e3m7
Line 874 generalized special was changed to doom special 105.
Lines 668, 1719, 581 and 2273 flagged as lower unpegged and added a proper offset.
Lines 667, 582 fixed a missing back upper missing texture.
Removed mid texture from line 1740.
!!!There's still bugs and unused data in the map, need better investigation!!!

it partialy fix the issue 698.
2020-09-14 22:53:28 -03:00
Mike Swanson
82b14b3b55 levels: Change “chapter” terminology to “episode”
A generic term like this isn’t really suitable for trademark, nor
likely to ever be disputed.  The community and the engine both heavily
bias toward “episode” and indeed most other games do.

Closes: #682
2020-07-15 14:02:57 -07:00
Mike Swanson
e8a434dc19 levels: rename e*.wad to c*.wad in Phase 1
We're calling these chapters now instead of episodes, let's reflect
that.  Sorry if anyone gets confused at first :P
2014-10-13 21:59:57 -07:00
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
Simon Howard
e98e2f465e Import levels 2006-05-09 16:17:23 +00:00