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Author SHA1 Message Date
mc776
10b682e960
levels: address #1181 E4M7. (#1227) 2023-12-14 08:25:42 -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
24c4076216
levels: more minor fixes. (#1029)
* levels: more minor fixes.

E3M7
The columns blocking the painlords from wandering too far away from the teleport line were spread far enough apart that one of the monsters could pass through and not be able to come back. Two more columns have been added.

E4M7
Around the hall of nukage and six pillars:
- The stairs to the east needed more clearance in the ceiling.
- The nukage now lowers to -24 instead of -40 or -48.
- The BRNPOIS is corrected to BROWNGRN.

E4M9
The eastern backpack secret exited to a ledge far above some monsters right below it, a big vanilla-compat no-no. Everything's been redone so it's all on ground level. The gargoyle wallpaper has also been replaced with something that might align a bit better there; the remaining gargoyle heads now mark the secret.

* levels: adjust Map11 skull room.

- The monitors needed de-aligning after COMPUTE4 was expanded.
- The sloppy switch skull has now been replaced with another skull, and a poison sign has been added to the collection.

* levels: unstick map11 minigunner.

The one right next to where the red skull is now had been an unfortunately overlooked casualty of moving that ledge around.
2023-07-16 16:10:03 -03:00
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
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
b8885591ea levels: Fix GRAY1 in fake floors and ceilings
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.
2022-12-04 08:27:49 -05:00
Steven Elliott
311ba0f07a levels: Cleanup Eureka errors in E4MN levels
In levels/e4m*.wad files fix errors flagged by Eureka when F9 (Check /
ALL) is pressed. This is mostly missing textures and similar errors.
  E4M1  Reduce deathmatch starts from 11 to 10
        Remove unused Strife tag #999
        Add missing textures
  E4M3  Reduce deathmatch starts from 12 to 10
        Add missing textures
  E4M4  Reduce deathmatch starts from 11 to 10
        Add missing textures
  E4M5  Reduce deathmatch starts from 11 to 10
        Remove unused tag #8 from sector
        Add missing textures
  E4M6  Reduce deathmatch starts from 15 to 10
        Add missing textures
  E4M7  Reduce deathmatch starts from 17 to 10
        Remove unused Strife tag #999
        Remove unused tag #2 from sectors
        Add missing textures
  E4M8  Reduce deathmatch starts from 12 to 10
        Remove transparent unused MIDGRATE texture on solid
        Add missing textures
  E4M9  Reduce deathmatch starts from 16 to 10
        Remove unused tag #13 from sector
        Change transparent MIDBRN1 textures on solid to METAL
        Remove unused transparent BRNBIGC textures on solid
        Add missing textures
2022-10-31 15:50:49 -04:00
Xindage
96017a70c2 Maps fixes made by catoptromancy. 2021-07-25 10:24:46 -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
RjY
bcd93b5576 levels: update e4 symlinks to point to dbimpact 2013-12-10 15:46:00 +00:00