Commit graph

24 commits

Author SHA1 Message Date
mc776
826a817cf7
levels: fix HOM in Map09 berserk secret.
The edges of the opening that were revealed were missing some textures.
2024-08-20 21:31:21 -07:00
mc776
5799d0e304
levels: minor fixes. (#1232)
Addresses #1230. Includes replacement Map03 demo.

Map03-4
- Map03 exit is now very clearly marked as one. The lift is given an appearance that implies that it is what you're standing on at the start of Map04.

Map09
- The entryway switch into the ruined storage administration area is gone and the "inside" switch now opens the bars directly.
2023-12-14 18:05:35 -08:00
mc776
ae462cf3f7
levels: more fixes, mostly floating objects.
E2M9
- Floating gibs 139 by teleporter pad.
- Lots of tutti-frutti around the teleporter pad to the east of the floating gibs. ~~Never point a COMPUTE2 at a map you are not willing to destroy.~~

E4M2
- Fixed some textures in the cross room and the secret exit room.

Map01
- Moved minigun 70 deeper into the alcove. It wasn't actually floaty but it looked bad there anyway.

Map09
- Floating serpentipede corpse. in red cracked area.

Map11
- Floating health boosts 715 and 719.

Map19
- Moved the shellboxes and backpack to match the stairs.
- That is not a jumping puzzle, but a game of luck whether you take damage from the slime on your way to the northwest platforms. It's now a thin continuous catwalk and all of that slime does 10% if you somehow fall into it anyway.
- Moved the lowering wall switch to the left so you're not stuck trying to hit it from a step above.

Map20
- All 3 rockets in the blue key arena were floaty.
- At least 1 floaty armour bonus in the red button brown room.
- Expanded the red key column to better ensure the player will cross that line when picking it up.

Map23
- Floaty health boost 265.

Map25
- Sector 59 now completely unambiguously houses two hatchlings.
- Floaty armour and medikit in the square floor halls.
- Floaty medikits by the yellow key.
- "Sinky" health refill on the newly accessible painlord lift.

Map28
- The candles on the western skull piles are all moved closer to their respective ledges to avoid floating to the ledge above them. These sectors have also been merged and the bloody part now uses the new flat.
- Floaty health refill 313. It is now in exactly the same spot as the sphere that appears instead on easy.

Map29
- Moved the *potentially* floaty stealth worms in the dark pit building away from the moving platform.
2023-09-14 10:07:59 -07:00
mc776
79361a59a6
levels: unfuck map99 SE RL secret.
You can now simply walk into the secret cabinet, instead of precisely planning a jump that gets foiled half the time because the invisible corner of your square hitbox snags the corner.

I feel like I never want to look at a texture alignment again.
2023-09-09 17:39:01 -07:00
mc776
09b942e337
levels: minor fixes.
E1M1
The main goals here are to make things actually easy on easy skill, and to make the lower route actually a viable starting choice instead of a shitty gotcha (or, more charitably, an extra challenge). Tested by using only keyboard in Chocolate while trying to avoid moving and turning at the same time.
- In the courtyard room, there is now in easy a dead shotgunguy and a shotgun, right by the door.
- Removed the soulsphere in the starting corridor. Sorry, it's just too much especially given the *second* one outside, and it really doesn't help mitigate...
- In accordance with the above, removed pinky no. 244 and serpentipede 241 from easy skill. An ambush being totally surrounded by 3 serps at once is not exactly an E1M1 easy mode sort of encounter!
- The easy-only shotgun in the southern route is now moved to where those two shotgun shell pickups are above the lift, rather than requiring the trick jump.
- Pinky 214 has been moved somewhere where it's less likely to be hit by a stray bullet from below and alerted prematurely.
- One of the starting medikits has been moved to the door after the lowering pillars, swapping places with the stimpack.
- Southwestern blue key corridor had a lone pinkie on easy. Added two zombiemen instead.
- Removed easy-only shotgun from said corridor. Zombieman 88 is now on easy as well.
- Removed shotgunguy 96 from easy skill.
- Removed zombieman 176 from easy skill and added an easy-only zombieman behind the door.
- More attempts to fix #996.

Map09
- Added a couple health boosts on top of that crate that needs to be moved away, to remind the player that they might need to revisit that spot later.
- Changed the texture on the door leading into the lava pit since the new one doesn't really work with it.
2023-09-08 10:29:02 -07:00
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
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
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
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
4b00255082
levels: bugfix: delete map09 testing start. (#974)
sorry
2023-05-15 18:00:27 -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
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
Xindage
96017a70c2 Maps fixes made by catoptromancy. 2021-07-25 10:24:46 -03:00
Mike Swanson
bdb986eb14 levels: ZenNode pass over all the WADs 2020-02-02 13:07:55 -08:00
Erick Tenorio
f5dbf97fc4 levels: edit map01, map04, map09, map10
-MAP01: Moved line 949 away from secret door so the player can open it
 in deathmatch if they spawn where the plasma rifle is.

-MAP04: Adjusted lighting for outdoor area, fixed VPO when all doors
 are opened from west side of map. Many texture changes, replaced
 marble area with new techbase areas that are easier to navigate. Make
 level more straightforward by having the last door require a
 key. Changed spiders to pain bringers as it I think the latter is
 more appropriate to introduce here. Difficulty tweaks on all skills.

-MAP09: Texture changes in several areas, added monster corpses with
 pools of blood. Sector merge cleanup at the crate room. Fixed
 potential softlock issue at crate room by making the switch to lower
 the bars repeatable. Adjust lighting and minor difficulty tweaks.

-MAP10: Removed many trees, make movement easier and also open up some
 areas. Add bonus items and multiplayer only weapons. Rearrange
 deathmatch spawns. Adjust difficulty for all skills.
2019-09-26 10:20:35 -07:00
Mike Swanson
bd13b594e3 map09: Change the height of sector 163 to 288 2017-02-27 00:01:40 -08:00
Ayub Ahmed
ad356565f9 vanilla maps 2017-01-17 14:04:37 +00:00
Ayub Ahmed
380f5d9d60 map 09 (#282)
This is by sajbear.
2016-08-29 11:42:42 -04:00
Mike Swanson
ce6288b75c map09: critical existence failure
Incomplete map of lots of windy hallways, bad gameplay in favor of a
realism goal.  Let's remove it.
2015-12-13 20:43:46 -08:00
Mike Swanson
2e2eecd2a1 levels: fix map09 symlink
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
2010-01-02 13:14:52 -08:00
Catoptromancy
6845ef692e levels: New map09 by Wesley
Signed-off-by: Catoptromancy <catoptromancy@yahoo.com>
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
2009-11-18 12:52:16 -08:00
Jon Dowland
f1894b78bd E1M4 -> MAP09 2006-12-29 11:25:50 +00:00