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9 commits

Author SHA1 Message Date
mc776
4f90c32c67
levels: address #1181. (#1182)
Aplly these changes before i start the demo recording.
2023-11-05 20:39:27 -03:00
mc776
c048405f8b
levels: minor fixes and tweaks. (#1121)
E1M1
- All the monsters in the trench are now +ambush, so they don't move until you're down there. On easy the zombieman even faces away from the start.
- More monster blockers added to prevent invisi-blocks jumping into the starting room trench or down from the cliffs in the outdoor area.

E2M7
- Armour bonuses still floating on sector 599. They now adorn the side pillars instead.
- The minigun is comically easy to miss - pretty much every passage into that area is designed for you to look the other way or overshoot it jumping in there, and you might go through the next 80% of the map before having any reason to go back into that part of the room. Its platform has been moved to the lower area, with the upper platform being ostensibly a shotgun but the shotgun guy now standing there took it.

E3M4
- Stealth worm 16 stuck on overlapping ledge.
- Changed the St. Pete's cross into a sealed-off fireblu portal.
- Extended the stairs up from that long bridge so that it's more obvious from a distance at low resolution that those are legit stairs up and you're actually expected to backtrack that way.
- Redecorated the exit room.

E3M5
- Jump down into painlord courtyard in the west would be invisi-blocked by said painlords. Monster blocking line added to keep the way down clear. Moved the tree out of the way too, for good measure.
- Addressed #996.

E3M9
- Fixed numerous tutti-frutti textures and unstraightened some unintentional fake-contrasts in some organic areas.

E4M2
- Got rid of the flat bleed trick in that slime tunnel. It's just a big steady spotlight now - and it doesn't mitigate any nukage damage.
- The secret exit room multiplayer contingency entrance is now opened immediately after the trap-bars are triggered. The trap-bars themselves are no longer crushing, preventing a possible immobilization softlock.
- Said multi-contingency entrance area is remodeled to make it clear it has been jump-proofed.
- Aligned hex textures in secret exit room.

E4M9
- Flagged line 1765 as monster blocking. It's possible for a monster, while that platform is descending, to step right onto that window ledge and get stuck there as the platform continues its movement.
- Added glass to the sides of sector 230 to prevent the player from falling in under certain circumstances.

Map02
- Changed the multi-wallpart elevator so that the middle is the "rungs" that the side "pulleys" are lifting up the platform against.

Map04
- Numerous cosmetic fixes to the starting area.

Map05
- A couple lines on the edge of the stream used the surrounding brown rock instead of the zimmer brown.
- Made the helipad symmetrical and made it look more weathered, including adding a small tree where there would once have been a light.

Map11
- The walk line to open the yellow door switch is now south of the minigun, so those who "know" how it works (without knowing the exact location of the line) don't have to go all the way up to the door to intentionally trigger it.
- Removed some hard-only monsters from the eastern branch, removing some matribites and octaminators and replacing one of the former with a formerly easy-only trilobite and one of the latter with a stealth worm.
- The dock area is now opened up by the same switch that lowers the two platforms, which are now lowered permanently.
- The red skull shootable switches are now located so high up that it's impossible to gamble on a stray SSG shot hitting them from below.
- Addressed #996 in some small gaps in the final arena.

Map23
- Moved all health bonuses around the broken teleporter to look less like mushrooms.

Map26
- Blue skull door trim was misaligned, obscuring the shape of the horns.
- Zombieman 130 stuck inside a monster blocking line.
- Moved all health bonuses around the starting area corpse to look less like mushrooms.

Map29
- Addressed #996.

Map32
- Added a way to climb out of the lava pit.
2023-10-23 11:46:57 -07:00
Steven Elliott
c781ad75ce levels: Cleanup Eureka errors in E3MN levels
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
2022-10-30 15:16:22 -04:00
Xindage
7446673a3f
Replaced old E3M2 by new Sunpyg E3m5. (#802)
Replaced old E3M2 by new Sunpyg E3m5.

All maps was shifted one slot.
2022-06-26 15:26:21 -03:00
Jaden Quinn LeMieux
79472f6449
Rocket Rebalance for C3M4 2021-10-02 18:09:10 -07:00
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
Jeremy Elder
152976216b levels: Add new E3M4 from sgtcrispy.
Some discussion on the forums can be found here:
http://www.doomworld.com/vb/freedoom/67731-e3m4-progress/
2014-09-08 00:00:15 -04:00