Commit graph

17 commits

Author SHA1 Message Date
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
50353223c8
levels: QOL fixes.
Map20
- Down switch added to the upper side of the big pipe lift, in case the stealth worms are in the way.
- The lift in the small brown cave area is lengthened (and the upper catwalk widened) to lessen the chances of the worms getting stuck.

Map23
- Teleporter room stimpack is now a medikit, if we're going to allow the possibility of having to flee a combination of arbitrarily wandering necromancers and shotgunners.

Map24
- Ripsaw is now a minigun outside of hard. I believe this ripsaw had been added back when FD did not have to consider that the ripsaw is much more unreliable in vanilla against something as big as a trilobite. Given the near-complete arsenal from Map23 making this encounter extremely lopsided versus pistol start, this is probably an unduly conservative change.
- Adjusted some of the tekgreen textures so you didn't see that blue window half buried in the floor.
- Extended the ledges to let you walk all the way around the red key slime pit.
- Adjusted the lighting and markings on the door in the long corridor leading back into the main hub.
- Moved some vertices in the green rock hall to avoid unsightly unintentional fake contrasts.
- Made a bunch of switches eye height for the player.
- Realigned the big bricks in the southeast reuins.
- The room to the second switch in the southeast ruins is now marked by an analogous appearance to the first switch, missing only the gargoyle itself. Trails of armour bonuses are also added to get the player to check that area, because the pain bringer does not ever acquire line of sight without the player actually committing to going that way.
- The pads that actually let you advance have different glyphs.
- Got rid of the fake contrasts in the exit room.
- Exit room necromancers are reduced to 1 on medium and 0 on easy.

Map29
- Blue key pillar was doing damage. At first I thought it was a bug, but it turns out it was intentional. Bug found between chair and keyboard of whoever did this (almost certainly me if I recall).
2023-09-10 11:25:08 -07:00
mc776
9ea70e75de
levels: various QOL fixes.
Generally there should be nothing *necessary to finish a level* that requires any of:
- straferunning;
- extremely sensitive timing that could softlock you if you're on keyboard, lagging in multiplayer or have motor issues;
- checking only for a sound cue that something has happened;
- remembering how to distinguish two visually nearly identical areas; or
- backtracking to a previous area on the map that you had previously been given no reason to revisit.

I haven't caught all of them by any stretch of the imagination but it's a start.

Also some regular minor fixes.

E1M9
- Fixed some textures around the big blue-trimmed lift and removed an extraneous use line that triggered a faraway lift for no reason.
- The red key bridge lowerable section is now textured differently from the rest of the bridge.

E3M5
- Teleporter platform to get back up to the catwalk from the northeastern blood maze is now clearly marked as having a switch, as it is a mandatory progression rather than a secret.

E4M8
- Got rid of some fake contrasts on the noodles at the start.
- Added a radsuit for the northwest switch. While it is possible to avoid damage even without straferun, unless you've got a tic counter display and can time it to the damage interval this is basically RNG.
- The water flat on top of the lowering wall in the east was very, very noticeable. The switch is now stepped on instead of hit. (Not too sure if the secret isn't *too* obscure now...)
- Removed asymmetrical doortrak on the slime bridge on the southeastern piston switch.
- The linedefs of said slime bridge pit are flipped so a deathmatch opponent trying to grab the berserk in there is not magically immune to rocket blasts. (see #996)
- Realigned the four pistons by the gate to the starship. They also reveal moving parts when activated - not nearly as good as the crushers on the original DI, but better than nothing.
- Made the southern walls use PLAT1 to make it more obvious that those walls will lower later (with the added bonus that they match the four pistons).
- The southern light bronze area now has a strip to guide the player towards the switch in case they lose track of their direction while fighting monsters and forget to explore inside that area, as well as to better distinguish it from the southeast.
- The gate threshold to the southern light bronze area now matches that of the pre-opened southeast.
- There is now actually a threshold where you can tell where the starport ends and the ship begins.
- The two light bronze areas are a bit too similar-looking. Added a few health boosts so the player can spot/be attacked by them and know this is an unexplored area.

Map11
- The lift going down into the yellow key room requires a switch that is out of sight from the lift itself, which is not clearly marked as a lift to begin with. The only real way to realize what's going on if you don't already know about the lift is to locate the sound and immediately turn to investigate before the lift comes back up. I thought this was annoying when I first did my big overhaul of this map, but ultimately left the basic mechanism alone out of an abundance of caution; however, with the recent discussion of accessibility in the proposed changes to the documentation I'm revisiting this. That upper switch now lowers a wall to reveal the lift which is triggered by a walk line.
- The lower far switch on that same lift was actually literally *impossible* to make on keyboard and no straferun (and no vanilla wallbounce exploit), even if I change it to a regular lift instead of fast. This is completely unacceptable for something necessary to progression (rather than an obscure secret). The lower switches are now permanent repeatable floor-lowerers, while the line crossing from the lift into the lower chamber is a permanent repeatable floor-raiser, with the line crossing into the lift from above being a simple lift line.
- Retextured the stairs out of the water in the eastern branch so it's not an unreadable mess of criss-crossing grey lines.
- Realigned the new skull switch texture in the skull room.

Map19
- One of the stealth worms was stuck in a burning barrel.
- Removed monster block flag on line 2083.
- Unmerged and remerged a few identical sectors to better match the intended sound travel.
- Flagged line 281 as a monster blocker. This allows the player to always be able to make the jump onto that bottom stair without being blocked by the octaminator.
- That octaminator is now a pain bringer in easy mode. The far end of that platform path is well outside the maximum vertical autoaim range in vanilla, which means that to actually hit the octaminator without up/down aiming you'd have to be on one of the later platforms - i.e., confined to a relatively narrow area with no cover *against an opponent that has seeker missiles*. The best way to solve this is to charge towards the octaminator as fast and as soon as possible with the SSG, minigun, or ripsaw+prayer to RNGsus that you'll get a good painlock. This is not the kind of tactic the sort of person who *needs* to play on easy will think to do, or could do while also being ready to sidestep if the octaminator fires at the wrong time.
- 347 and 249 are now also monster blockers, and the worms in that slime pit have been moved to the platform just behind the combat slug since they're awakened early on and that's where you'll first encounter them anyway.
- Replaced the teleport pad in the vertical platforming sequence with a lift, to minimize disorientation and going the wrong way. (In retrospect I probably could have just made the teleport destination face the pit you came in from, but the lift worked aesthetically better anyway.)
- A good chunk of that entire platforming area has been moved 8 units to the west so that things would align with the flat grid.
- Lines 307 and 309 are now also monster blockers. The worm that would be trapped between them is now moved further down the route and marked ambush.

Map20
- Removed the useless, misleading skull switch texture on the bars at the start.
- The door leading into the blue key arena needs no blue key; the door leading out needs a blue key. Both are marked with blue-light trim. Removed the blue lights on the first one.
- The lowering wall leading to the teleporter now uses a pipe texture.
- The door leading out of the giant quadruped arena now has a bright flickering light.
- Yellow key is another case of effectively-randomly-mandatory damage. Added a path.
- Same with the lava tunnel on the red key route.

Map25
- The silver lift near the river and shack is now activated by SW1GSTON switch right on the wall at eye level, rather than counterintuitively and invisibly recessed into additional sectors.
- The painlord ambush lift is now accessible after the encounter. A small health refill has been added there for easy and medium.
2023-09-04 20:16:33 -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
1b14bb26bb
levels: remove flat bleed tricks in Map20+29.
Map20: Just added textures to the lava jump and made the sectors thinner. No one's going to see them outside of deathmatch without noclipping anyway.

Will just leave the hole in the red arena ceiling where it is - players don't look up anyway.

The little red button in the closed-off brown metal area also uses flat bleeding (which frankly I'd taken as precedent to let me do this with the other stuff at all).  Turns out it's perfectly visible with the light reduced to the surrounding area so I have done that (and also added some downwards movement of said button).

Map29: Moved the spectres out of LOS.
2023-03-27 10:13:04 -07:00
Steven Elliott
2f066d434b
levels: rebuild nodes (#846)
Ran "make rebuild-nodes"
2023-02-27 12:57:49 -03:00
mc776
98740b1307
levels: more misc. fixes and improvements. (#882)
* levels: more misc. fixes and improvements.

This one's a bit more ambitious than the other one, sorry.


**E2M8**
Missiles were disappearing into the outer walls. It's clearly not desired behaviour since they only disappear when fired at ground level targets - when you have plenty of space to dodge - and not when fired at you while you're on the ledge where it might have been handy. It also wasn't happening consistently. Flipping the linedefs didn't solve the problem so the sky above the slime has been lowered to compensate.

Some more ornamentation added to the corners of the slime to cover up the resulting sky oddities.


**E3M6**
The monster closet in the far west-southwest was having some render issues so I moved some vertices around.

The skull pole in the eastern blood room interrupted my flow so I moved it.

Added a bit of stuff to the exits. Both E3M7 and E3M9 start off with a pretty strong techbase/hell mix so the additions should reflect that.

Changed up the start. The back wall now has some skylights, the players start just in front of the door and instead of one serpentipede standing with its back to you completely oblivious it's standing around the corner waiting to ambush (along with 1-2 buddies)

Rocket launcher #53 (near the star thing, which has also been given a bit of a makeover) is now marked multi-only.

Fixed various texture issues and merged various identical sectors.

Added more health and a way out of the pit with the zigzag bridge.

Moved the bars around to make it a little more obviously impossible to squeeze through.

Marked the teleporter to the red door as needing a red key. (Not marking the door itself just for aesthetics.)


**E3M7**
Fixed up some texture alignments in the first fighting area and the lift leading into the intestine area.

Fixed up some texture alignments in the intestine area and some minor remodelling of the wooden exit gate out of it.

Added an anti-pinkie-block trench (see Map13, Map20 and Map29) in front of that first drop in the red spiral chamber.

Moved some stuff around in the intestine/stomach area to get rid of jarring fake contrast effects.

Made the teeth at the start of the digestive tract white.

Added more health and armour in the areas leading up to the spiral.

Added some skylights on that long marble corridor.

Moved everything in the spawn chambers so that the last weapon you autoswitch to is the shotgun. There is no skill level that places anything you can immediately melee right behind that first door so it's just "haha we gave you all this prep but you forgot to switch" as the player takes a bunch of fireballs while switching to a proper weapon.

Made the cyberdemon fight more interesting and chaotic. All four corners now (can eventually) open back up into the hall, and monsters warp into the hall and just outside the front door.


**Map06**
Continuing from #865.


**Map10**
Addressed #867 and #714.

Softlock if you could run into (-2696,736). Moved the tree and rock to allow passage out, and also added a medkit there as a little reward (or compensation if you get cornered in there) given how long it took for this to be reported.

Marked the blue door leading to the yellow key as needing the blue key.

With jump enabled you can easily grab the blue key early and skip the entire left twisty area of the map. I don't want to fence this area off because it looks and feels like shit that way, but the player should still have a reason to go the long route. Right now there's a rocket launcher and chaingun that way.

So I've made the following changes:
- Added a tiny step in the eastern corner of that ledge that lets you get up to that level without jumping.
- Changed thing #130 from a chaingun to an ammo box, but added another chaingun that's multi-only. You will still get a chaingun in this room in single, but you'll have to pry it out of someone's cold dead hands.
- Flagged RL #202 as multi only and adding 2 more rockets in that spot.
- Flagged shotgun #365 as multi only, and added another shotgun to (-3648,400).

The super shotgun secret #1 is also trivially easy to jump onto. I've moved the gun into a secret area that can only be opened if you specifically go down that waterfall.


**Map12**
Restored staircrate access to berserk pack #510.

Changed sector 740 into a door and tagged it 56 to match the other stuff that opens in that area.

Shrank sector 437 and neighbours to align the ceiling lights correctly. Also added an overhang.

Made the monsters in sector 575 teleport into the teleport sectors inside the accessible part of that sector.

Made chaingunner #515 visible by using chainlink instead of a tinted window. (how would it even shoot through the glass without leaving holes???) It is also an imp in easy and medium.

Fixed some texture alignments/matching in the northeast tower and stairs in that big western arena.


**Map13**
Added the rising-trench trick to keep the spectres from blocking the very first jump into the big slime pit.

Gave the top of the blue key pillar a more appropriate texture.


**Map14**
Addressed #867.

Secret sector #107 expanded to keep the player from picking up the chaingun inside it even when the secret is not made accessible.

Got rid of the cage trap for the yellow key, in favour of a baron (knight in easy) warping onto the pad when you hit the switch, which must be killed before you can leave. Reasons: the cage trap can be too easily ruined by a player or zombie, even accidentally; these kinds of traps are not good for replays because they disrespect player agency and punish efficient players with a longer dead time; the trap is impossible to guarantee without either an extremely contrived funnelling the player into the trigger line, or having multiple trigger lines thus running the risk of forcing the player to wait it out on two separate occasions. An additional shell box is provided with the yellow key.


**Map15**
Northwest secret involved a multi-sector lift that clearly goes out of sync. Added a new simple lift behind it instead, and fixed up various textures there.

Moved 333 and 334 a bit over so they couldn't be picked up from the other side of the wall by the switch.

Made overlapping enemies 295 and 255 alternatives that only appear in different skill levels.

Window overlooking blue computer switch now has chain link to mark it as impassable.

The rising red key platform (and all its various components) could be triggered twice, resulting in unwanted effects. The second of these switches is inside the pit and clearly designed to prevent a softlock in case the player reached that area before the switch was hit. The second switch has now been removed; the only path leading to the area is now only accessible if the first switch is hit. As this disables the lift function of the final bridge, safety lifts are added on both sides.


**Map16**
Broke up the linedefs in the outdoor visual so everything should be under 2048.

Added fences, railings, tall lamps, etc. to better mark where the player shouldn't be going.

There's this gap between two buildings that you can slowly squeeze into and find nothing at the end. It's clearly not meant to go through but it's not quite small enough to communicate that reliably, which keeps getting some players misled. I've expanded this area and made it end with the shittiest tiny little fenced-off alley I can do in that few linedefs. The stimpack is now back there.

Spruced up the blue key building a bit, and made that curvy gap actually navigable.

Widened the little steppy things on the edges of the thick box things because navingating that was really annoying.

Miscellaneous other breakings-up of monotonous surfaces.


**Map20**
Broke up a lot of >2048 linedefs.

P1 now starts in the middle, right on that pillar that looks like it'd be a great slightly-unusual starting teleport pad, instead of having an easily opened door right behind them with no explanation how they got there without noticing the shotgun guy. The blocking pillars now have a skull so you know the skull switches are related. Said switches are now part of the fence - it looks vastly better this way and fully jump-proofing this section was always a bit of a nonconcern.

The starting building outer catwalk tends to snag the player in vanilla if they run along the side (which now has a fence to demarcate it). As far as I can tell this is completely unavoidable, so the entire area has been widened to avoid accidental contact while avoiding getting caught in the more obvious geometry of the pillars.

There are three more shotgun guys behind the first door in multiplayer. That's four shotguns!

Windows in that first red building you have to get into are NO LONGER MARKED IMPASSABLE. OUR LONG NATIONAL NIGHTMARE IS OVER. I've also added thin deep invisible grooves in the lava that disappear on your first jump attempt, to keep the spectres from blocking you.

The switch granting access to the blue keycard room is now behind a cage and cannot be punched, getting around some mods that stop the fist from alerting monsters. The ceiling has also been raised slightly to address texture alignment.

The lift that you take into the big red building if you fail the jump now visually matches the one inside.

The blue keycard lift monster spawns are now staggered so you can't clear through all of them at once and stand around awkwardly to wait for the lift to finish. (If you didn't pistol start this map you might just clear out one wave, then stand awkwardly for a much shorter and non-deterministic time until the next.) There's also a lot more of them, just so you don't clear them out *too* quickly. The monsters will teleport into one of the next areas if they try to follow you out of the room.

Figured out why I've always ragequitted this map: there was NOTHING in the marble temple that would tell the player that the skull pillar in front of the cyberdemon is a usable lift. No vanilla-compatible switch texture works here aesthetically. So I just finished the implied temple and added an altar, in the middle of which is a clearly visible switch.

Added more health (of which there had been nearly none, even what I've added is stingy af compared to even Map21) and armour and replaced a multi-only (GOD WHY) soulsphere in the southeast with an also-singles medikit.

Made the square room less utterly dreadful by adding some sky.

Added a lift out of the damage sector in the end area.

Added some secrets.


**Map23**
The two doors in the G-shaped spiral corridor just to the east of the helipad are now single-use stay-open. The problem is that with all the corpses and archviles the closing doors were creating a lot of crushed corpses that were being raised as ghosts in vanilla. (Made even worse by the fast doors which could reduce the opportunity for more incoming monsters to block the descending door)


**Map27**
Spaced out the candle display in front of the devil icons on the east with the shellboxes, to prevent more floating-ledge movements. Honestly I think it looks better this way especially with the bigger Freedoom candle sprite.

Merged/deleted a few redundant sectors with no change to map geometry.


**Map28**
Fixed a misaligned marble skull face near (-4159,1348).


**Map29**
Starting room large devil icons now have staticky trim instead of appearing to tile. Each face is now only two linedefs instead of three, as the perfectly orthogonal middle lines were subject to the fake contrast and didn't look right.

Widened the shaft on the southwest arrow and the flagellum on the northeast sperm to let the serpentipedes move more freely.

Moved armour away from the yellow key platform, guaranteeing its availability from the ground.

Bottom room with spectres and archvile now blocks the spectres from getting right up below the ledge until you've crossed it. The rising platform in that room is also a bit more visible - with the same textures and dim lighting it was almost totally invisible in vanilla unless you already knew where it was.

* levels: improve map16 big view out onto the river.

The big warning stripes on the old railing were right at eye level.

Also the ambiguity whether that was concrete or asphalt or beach finally got to me so I needed to show where the concrete ended and the beach began. (This was originally going to be something more like [this](https://en.wikipedia.org/wiki/File:Riprap.jpg) but it ended up being way too visually noisy - that one big rock in the sand now is a remnant of that.)

* levels: fix tutti-fruitti on the topmost stair on the northeast corner of the big western arena.
2023-02-27 08:05:52 -03:00
Steven Elliott
572b72e0e7 levels: Extra ammo for MAP20
It was difficult to complete MAP20 from pistol start on UV with 100%
kills due to lack of ammo.
2022-12-10 13:18:41 -05:00
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
7ebdc54b44 levels: Cleanup Eureka errors in MAP2N levels
In levels/map2*.wad files fix errors flagged by Eureka when F9 (Check /
ALL) is pressed. This is mostly missing textures and similar errors.
  MAP20  Removed translucent light covers from the two vertical florescent
           lights and reduced their brightness to compensate
         Made translucent lava fall near elevator opaque, but a bit more narrow
           so that the player can see that there is a passage behind it
         Use darker RROCK03 for torch sector instead of ceil light transfer
         Made 8 square sectors at the center of large sector darker instead of
           ceil light transfer
         Made teleport closet in red building lighter instead of floor light
           transfer
         Fix mismatched due to sector due to gate (linedef #285) by replacing
           with bars similar to the bars elsewhere
         Fix mismatched sector due to the linedef that crosses the star near
           the center of the map
         Replace floating walkway (sectors #430, #433 and #434) with a simple
           walkway that has one sector
         Fix ceiling below floor in the outer perimeter of the left most room by
           setting the ceiling height to 40
         Remove flashing spinning lights in teleport room lower right part of the
           map
         Clear transparency of the teleport in the lower right part of the map
         Remove additional player one and enclosing sectors at the bottom of
	   the map used to drive the spinning lights
         Remove some of the now defunct Boom control sectors
         Fix missing textures
  MAP21  Reduced deathmatch starts from 12 to 10
         Replace transparent texture MIDGRATE with METAL on solid
         Move vertex slightly to fix overlapping linedefs / mismatched sectors
	 Remove unused sector tags #20 and #23
  MAP22  Fix missing textures
  MAP24  Remove doom camera (#32000)
	 Remove unused sector tag #12
	 Fix missing textures
  MAP25  Fix ceiling below floor in gargoyle pillars by setting ceiling to -32
         Fix non-animating switch texture above yellow skull key with AQRUST01
	 Fix missing textures
  MAP26  Fix ceiling below floor in door by setting ceiling to -96
	 Fix missing textures
  MAP27  Replace transparent texture AQTRIM03 with AQRUST10 on solid
         Add the minimal 4 DM player starts
  MAP28  Fix sectors with ceiling below floor at the top
         Fix Medusa by changing SKSPINE2 to SKSNAKE2 on an opening that looks
           like a picture
         Replace transparent texture MIDGRATE with METAL on solid
         Fix missing textures
2022-11-07 08:31:44 -05:00
Xindage
96017a70c2 Maps fixes made by catoptromancy. 2021-07-25 10:24:46 -03:00
Mike Swanson
bb2fef4f02 levels: rebuild nodes for maps that need them 2018-07-02 13:54:41 -07:00
Kevin Caccamo
a66ba0bba5 levels: replace all {S,W,B}FALL textures
Replace all {S,W,B}FALL textures in the levels with their animated
equivalents, and remove {S,W,B}FALL from textures.cfg.

The {S,W,B}FALL were leftovers from when Freedoom had the goal of
being Boom-compatible instead of vanilla-compatible.

Also, rebuild these levels' nodes and reject tables with ZenNode.
2017-12-31 12:28:53 -08:00
Catoptromancy
84f8b59243 map20: Trap the island pain bringer from using teleports. 2017-02-07 09:13:10 -08:00
Ayub Ahmed
bc0139f1c1 map20 2017-01-29 15:49:24 +00:00
Mike Swanson
5300c3db9a de-symlinkify: lazer 2015-12-17 01:22:15 -08:00
Simon Howard
e98e2f465e Import levels 2006-05-09 16:17:23 +00:00