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16 commits

Author SHA1 Message Date
mc776
0f93b12173
levels: make E1M7 yellow key platform obvious. (#1270)
Ran past this and got lost again.

The grey of the pillar just blends in too well with the wall behind it, while the height takes it out of the player's visual area of attention.

The pillar is given a texture that stands out and looks like something that should possibly move, while its base has been given the same markings as the switch that lowers the pillar. The pillar is also extended so that the yellow key is visible from the blue key (and if you can somehow jump to reach that key then more power to you - it should be an even harder jump than the old one.)
2024-01-14 07:37:05 -08:00
mc776
4f90c32c67
levels: address #1181. (#1182)
Aplly these changes before i start the demo recording.
2023-11-05 20:39:27 -03:00
mc776
16abf8d3f3
levels: minor fixes.
Many of these found thanks to Inuk's new floating-item-bug script!

E1M1
- Replaced the health boosts in the exit to the upper cave with a trail leading into the cave, to let the player know right away that this is not a decorative area. (It's not even counted as a secret!)

E1M7
- Shells no. 174 was floating on that bit of wire connecting the two computer banks around it.

E2M7
- Floaty armour boosts 57 and 62.

E2M9
- Floaty anti-nukage supplies 102 and 132. Moved 133 as well just in case.

E3M3
- Floaty candle in sector 232. All moved for symmetry.

E3M8
- Replaced one hanging gore actor. See #941.
- Made the panel behind that replaced gore actor a marble face.

E4M2
- Armour boosts on east side of bridge were close enough to be subject to the floating bug, stopped only by the impassable line.

E4M9
- Light no. 117 submerged illusion pit was smaller than the light hitbox and the wrong shape.
- Floaty serpentipede no. 236.
2023-09-13 22:51:18 -07:00
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
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
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
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
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
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
2f066d434b
levels: rebuild nodes (#846)
Ran "make rebuild-nodes"
2023-02-27 12:57:49 -03:00
mc776
3efe8a0e41
levels: fix various bugs. (#871)
* levels: fix various bugs.

Thanks to Goji!, Inuk and rednakhla on Discord for pointing these out.


E1M3: Northern lift simplified to address texture alignment problems.

E1M5: Door near (-205,1336) (leading out into open ceiling area with the big strip of lights down the middle) door tracks needed to be lower unpegged.

E1M9: Lift near (-2328,120) was split into 2 sectors, causing HOMs when they went out of sync. There's nothing that relies on this split (contrast the neat lighting stuff from Map22) so the lift is just merged into one sector.

E2M2: Shellbox near (-486,192) is right on the line between two stairs, causing it to rest on the bottom step which causes ports like GZDoom to have the sprite clip *very* visibly into the upper stair. Moved it slightly so it rests on the upper of those two stairs.

E2M3: Door leading to red key and "door" leading to soulsphere: former should be lower unpegged but latter should not, but were reversed. Two exit-door-textured doorframes also given more conventional DOORTRAK and lower unpegged treatment. The teleporter representing the hatch going down into the nukage is now fully repeatable.


Map07: Infinite height in vanilla would cause the spectres in the red key courtyard to trap the player on the entrance ledge from below in a way that could not be seen or diegetically explained. Those three spectres now warp in only after you cross the ledge. (Setting them to "ambush" would do nothing since you're in LOS with them from the top of the ledge.)

Map11: Lights above red keycard weren't aligned; moved that entire sector and added a few lines to round the corner. Removed a strobe effect on the exit teleporter to compensate for a GZDoom issue where the light would go to absolute zero during the blink.

Map12: Room to the south with the 2 stimpacks, ammo boxes, 2 chaingunners and berserk would sometimes cause some of the items to be "levitated" to the highest sectors they touch. Moved them away from said higher sectors - it looks a bit sloppier but this is a backroom not a storefront lol.

Map13: The easternmost archvile platform had the archvile stuck in the seam, preventing it from lowering in vanilla. (Worked fine in GZDoom) Moved it a little further in.

Map19: The combat slugs teleport in from a W1 teleporter which could sometimes be spent while one of the pinkies is blocking the destination, permanently preventing that slug from teleporting in. These are now WRs like the other teleporting enemies.

Map22: More W1 monster teleports that should be WR. Also filled in some missing textures in the multi-sector lift connecting the cavern to the hall in the southwest, which parts are clearly not meant to be seen moving separately but can - it still looks fucked up if you manage to desync them, but it's a diegetic fucked up now.

Map24: Another W1 spawn. This one is impossible to screw up in vanilla, but there are some mods that could end up spawning something there that could block the archviles from teleporting.

Map25: More W1 problems. The spawn source room now also has a small barrier to make sure each pinkie only goes to its own teleporter unless the initial teleport fails.

Map27: Lizardbaby dropping too far meant that the bracket was falling along with it in a visibly unnatural way.

Map29: Broke up all the long linedefs on the perimeter of the map to get around the invisible hitscan barrier bug: https://doomwiki.org/wiki/Hitscan_attacks_hit_invisible_barriers_in_large_open_areas
(Ideally this entire perimeter should be redone to break up the box in favour of more natural-looking formations, but that's a bit outside the scope of a fix like this.)


Also got rid of the Plutonia-style start/end teleports on the fixed Phase 2 maps, to address #867.

* maps: more fixes.

More floaty items and other things.

E1M9
- floater mid south stim by staircase
E1M7
- floater northwest clips near the tunnels
- floaters near switch by railings, now all on the railings
- duckproofed sector 439 barrier
E2M9
- floater thing #125 medikit on top of lift, now in middle of platform
- shotgun guy (thing #309) and the spectre behind it stuck in geometry.
- lines 430 and 761 both open the same door and are in the same room right next to each other. Since 761 is actually textured and positioned as a switch, the tag and special on 430 is removed.

* levels: flag e2m7 DM stuff as multi-only.

Marked the following based on eyeballing out what items are right next to DM spawns with no obvious alternate route to them: 487, 488; 203, 397; 499, 500, 501, 502; 482, 485; 491, 492, 493; 494; 496; 28, 486; 182; 54

* levels: more misc. fixes.

E1M6 W1 lines 2318 and 2321.

E3M5 Removed all monster block lines in that gross blood room and raised the blood floor to only 4 below the normal floors, but flagged more monsters in there as ambush to make up for it. Also fixed a lot of texture alignment issues in the top skin panels and lowered the ceiling, along with adding a new sector to address texture tiling issues in the northern teleporter room.

E4M1 fixed a mysterious HOM that was going on near the northern shadow line in the northern outdoor area. Merged a lot of sectors that were identical in their properties.

E4M7 entrance to sector 985 seems to be intended that the player run off the ledge into that room, then the pinkie near the ledge ambushes the player from behind. Instead, what sometimes happens is that the pinkie is alerted somehow, then obstructs the player (vanilla infinite height) from being able to get down there. That means of getting down into that room is now walled off, and instead you step onto that lift to bring it down from above. Neat side effect: any monsters still in the ring when you enter that room will follow you down there.

E4M5 linedefs 1724 and 1725 were facing the wrong way and couldn't be hit with projectiles.

Map25 Float thing 217. Moved that entire row further south to address floating item issues.

Map28 Float thing 464.

* levels: use inner room texture in E4M7 lift.

* levels: align side textures on that lift.

Didn't realize the little squares were sticking into the floor at the *bottom* of the lift as well.
2023-02-19 19:28:01 -03:00
Steven Elliott
7384049b96 levels: Cleanup Eureka errors in E1MN levels
In levels/e1m*.wad files fix errors flagged by Eureka when F9 (Check /
ALL) is pressed. This is mostly missing textures and similar errors.
  E1M1  Replace transparent texture AQTRIM03 on walls with AQCONC03
  E1M3  Replace transparent texture AQTRIM03 on walls with AQCONC03
        Floor one unit higher than ceiling in a door
        Delete unused tags
        Replaced transparent texture in a secret room
  E1M6  Deleted inner mismatched sector in outdoor water pond
        Fix Missing textures
  E1M7  Fix missing textures
  E1M8  Fix missing textures
        Delete unused tags
  E1M9  Fix missing textures
2022-10-16 18:56:47 -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
Simon Howard
e98e2f465e Import levels 2006-05-09 16:17:23 +00:00