See #1253.
For E3M6 I've also rearranged the SP_DUDEs on those two columns in the hopes that the only instantly obviously repeating one is the one that should be non-humanoid.
Also addressed #996 for E3M6.
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.
* 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...
* 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
Part of the Eureka cleanup involved fixing warnings having to do with
missing textures. Eureka was used to fix the missing textures by
replacing the "-" with "GRAY1'. Unfortunately fake floors and ceilings
resulted in false positive warning. Fixing the warnings broke the
intended rendering - the fake floor or fake ceiling is supposed to be
extended over what is now a gray hole. The solution is to revert the
missing texture fixes that have to do with fake floors and ceilings.
freedm.wad
DM02 Ceiling above the arrow.
DM20 Ceiling above the lights near door.
DM23 Ceiling above the light.
Ceiling above health bonuses.
DM25 Ceiling above polaric energy cannon.
DM26 Ceiling above DM spawns.
freedoom1.wad
E2M5 Floor with hatchling pop up near the start.
Floor with trilobite pop up near the end.
E2M7 Pillar surrounding the blue key.
Floor with monster pop up at the end.
E3M3 Ceiling in triangular room.
Floor with trilobite popup near triangular room.
Floor with pain lord pop ups upstairs from triangular room.
E4M1 Ceiling above yellow key.
E4M3 Floor slit in the ground outside (rendering trick?).
E4M4 Floor below the exit sign.
E4M6 Floor lights at the bottom.
Ceiling above teleporter.
Slit in blue floor (rendering trick?).
Ceiling light above the red key.
E4M7 Floor internal control sectors in nukage.
Floor below the exit sign.
E4M8 Floor below the exit sign.
Ceiling above the teleporter.
E4M9 Floor below the lights.
freedoom2.wad
MAP14 Floor for four outdoor monster pop ups.
MAP17 Floor with four internal control sectors in the middle.
Ceiling above logo in red floor room.
MAP18 Ceiling above the player spawn.
Ceiling above the end.
Transparent windows
Floor with monster pop ups outdoors.
MAP20 Ceiling above the light in corner.
MAP25 Floor with monster pop up outdoors.
In the somewhat triangular room there is a trilobite below the
surrounding floor in sector 84. The trilobite seems to pop into
existence as the player approaches. As a result of the Eureka cleanup
the trilobite now appears to be surrounded by GRAY1 walls. The solution
is to make the room that contains the trilobite as small as possible
(length 2 per side) and to use a linedef texture that is close to the
floor (WOOD5). It would take an extremely observant player to notice the
tiny wood colored hole in the wood floor.
In levels/e3m*.wad files fix errors flagged by Eureka when F9 (Check /
ALL) is pressed. This is mostly missing textures and similar errors.
E3M2 Remove unused texture on an animated switch
E3M3 Split stuck easy medium worm into two worms
Move a few stuck zombies apart
Fix Medusa by changing WOOD1 to WOOD8
Remove crusher linedef that did nothing
Fix transparent wall by changing MIDGRATE to METAL
Fix transparent wall by changing AQTRIM03 to AQRUST10
Fix Missing textures
E3M4 Fix ceiling below floor
Delete doom cameras (#32000)
Fix Medusa secret area with GSTGARG
Fix Medusa red sound tunnel with ROCKRED2
E3M5 Separated two pairs of stuck monsters
Delete two DM starts to get down to ten
E3M6 Fix mismatched sector by deleting extra linedef
E3M7 Clear flag 25 on linedef behind player start
Remove trilobite in the void
Clear hovering Medusa texture in green walled lava pit
Fix Medusa exit sign
Clear unused tag in on linedef
Clear unused tags in sectors
E3M8 Set impassable on all outside walls
E3M9 Clear unknown sector type 72
Clear unknown linedef type 181 multiple places
Clear unknown linedef type 160 in small triangular sector
Fix Medusa by changing SKSPINE2 to SKSNAKE2
Delete doom camera (#32000)
Clear unused tags in sectors
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.
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