Commit graph

21 commits

Author SHA1 Message Date
Dimon12321
41a94ca471 Map23: remove unused action 31 of linedefs 488 and 515 (door is already opened) 2024-03-08 21:16:16 +02:00
Dimon12321
a401b2f940 Map23: remove action 62 and tag 5 from linedef 504 2024-03-08 21:16:04 +02:00
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
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
944efa47c8
levels: pretty up Map23 start.
This was initially nothing more than moving the player start to some place where you can just run straight down the hill without turning and not get invisi-blocked by the landing pad light.

Ended up with a bit of environmental storytelling about a trilobite who was tasked with replacing a battery on the facility's above-ground telecommunications tower at the edge of the forest and died mid-task under mysterious circumstances.

The landing pad lights have been moved to a more conventional set of corners.
2023-09-11 00:58:45 -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
370032a5a4
levels: tweak Map23 exit.
This is a mandatory damage exit that could kill someone even if they do everything else (more or less) right in beating this map. Worst case scenario, they "learn" from their "mistake", "realize" this is a "fake exit", and spend forever trying to find the "real" exit before giving up and learning much later that they'd actually found it before.

- You can pick up at least 30 health right next to the exit teleporter pad.
- The actual teleport landing itself is not a hurtfloor. It is, however, extremely narrow and right in front of an ambushing trilobite. The only way to dodge its fireball is down.
- Made the exit portal huge and fireblu and not a St. Peter's cross (which is often used elsewhere as a purely decorative thing).
- The "EXIT" map lines are now actually faintly glowing on the floor.

As an additional bonus edit: if you exit without finding that creepy area in the facility and have all those guys warp in, those un-warped guys are now all free to roam the entire area as soon as you fall off that high ledge. This means the necromancers can go into that crowd of zombies and raise them, as well as close range to attack you. Enjoy this epic battle - or panicked rush for the exit.
2023-09-09 23:29:37 -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
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
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
Steven Elliott
2ddb2c1905
Eureka fixes and rebuild-nodes (#890)
* levels: bugfix: remove E1M2 wall midtex.

The level had a decorative door-the-player-had-come-in-from that was obscured by a wall texture.

Thanks to Smokey on Discord for pointing this out.

I've also removed the Doom Builder camera thing.

* levels: Cleanup Eureka errors in seven levels

Relatively minor Eureka fixes following the level changes at the start
of 2023

freedoom1.wad
  E1M2 Outside wall ceiling lower than floor. Raise ceiling to 100.
       Fix stuck shotgun zombies in hidden in triangular sector #319
       Fix unused transparent CGRATE1 texture on linedef #747 by
         clearing it
  E1M9 Remove unused back sidedef on lower side of door jamb sector
       #255 in the upper right hand corner of the map.
  E3M7 Sector #182 cleared unused tag #31
       Sector # 58 cleared unused tag #35

freedoom2.wad
  MAP14 Replaced missing textures with GRAY1 in monster closest upper
        left of map
  MAP16 Fix missing textures in inaccessible outside area with ASHWALL2
  MAP26 Delete unused tag #2 in sector #38
  MAP27 Replace four missing textures above four short red torches with
          MARBGRAY in the switch maze room
        Replace transparent texture AQTRIM03 with AQRUST10 on lower
          trim for door below the switch maze room

* levels: rebuild nodes

Ran "make rebuild-nodes"

---------

Co-authored-by: mc776 <24984517+mc776@users.noreply.github.com>
2023-03-11 20:09:43 -03:00
mc776
ae8da7e3be
levels: more fixes. (#886)
* Add files via upload

**Map01**
Swapped out the impassable line for narrowing the big door gap enough for it to actually clearly visibly block the player's movement.

Used the flat bleeding trick to get rid of that little spotlight under the exit sign. The distracting bottom light on the sign itself has also been removed.


**Map03**
Unflagged some invisible impassable lines in front of screens and switches in the first corridor since they weren't needed in the first place.

Changed floor/ceiling textures on the curvy screen corner so it wasn't blatantly conflicting with the tile pattern.

Added a railing onto the big nukage rooms.


**Map12**
Flyers in the far northwest room could not figure out how to get into the big arena if they're in the dead ends. The side doors can now be opened by them.

Fixed some misunpegged lowering platforms/item closets in the south.


**Map15**
Second attempt to fix the rising shipping elevator. No more moving bridge (at all - the new safety lifts are still there), both switches available again, everything actually takes some time and moves visibly now.

Tag 56 changed to the four lines on the border of the pit.

Moved the cells even deeper into the expanded secret room as parts of the hitbox were still sticking out on the other side of something.


**Map16**
Unaligned the MIDSPACE in the new back alley.


**Map21**
Added an implied ladder leading down into the starting room.

Fixed the plasma secret in the library. If you went inside the room and let it close behind you, there was no way out; the way you came is now given the same lift tag. The secret itself is marked with something better than just suspiciously secret-tagged linedefs on the automap. The library south wall is also no longer incorrectly tagged as not to show up on the map.

Fixed the misaligned, improperly pegged door side texture in the big wall that opens up to the north of the big lava pit.

The lift leading into that room overlooking the big lava pit can now be traversed both ways.

You can actually fall into the lava in (-948,1836) with no way out. Narrowed that section accordingly.


**Map23**
Reduced number of sectors and number of secret sectors (doorway into the actual secret also flagged as secret) in the southeastern secret.

Fixed lone floating rocket by the crate north of the G.


**Map25**
Northwest baron/chaingunner teleport ambush was double-triggered and one of them did the opposite of what it was supposed to do. That entire area has been redone as a creepy wooden shack, to get rid of the arbitrary anti-jump invisible blocking lines.

Also added a sector to make sure noises pass through to those two individual monsters.

Unstuck serpentipede # 444.

The exit room seemed a bit dark for that lava so I took the liberty of changing it to 5% and a hot (but solid) rock texture.

Overhauled the starting entrance to explain why you were stuck in a little cramped chamber that you could only exit by shooting something behind you.


**Map32**
Got rid of the double-sector red key lift, in favour of just the outside portion being the lift.

Fixed all the windows so you can't jump through them in GZDoom under normal circumstances. Added some decorative railings.

Marked the berserk secret so it can be found without checking the automap (and can no longer be found by checking the automap), but in that specifically annoying, obtuse way that everything else is intentionally done on this map.

(NOTE: these Map32 fixes are pending another major improvement to this map that rednakhla is working on and may be overridden by other decisions in their version. I'm just throwing this out there as a temporary fix as we do not appear to have a timeline for that version yet. If it is completed before this PR is merged I'm more than happy to add it here.)

* levels: fix map15 western secret lift bug.

Using the lift from the bottom would sometimes fail if there are monsters. This seems to be an unusual nodebuilding-related glitch.

Moving the bottom activation to a separate wall switch seems to get around this.

* levels: allow map15 supersecret armor in easy/med.

Easy also allows one of the medikits.

Before this change that room was completely empty outside of hard.

* levels: use new texture on map16.

* levels: map21 fixes.

The lava groove border could be jumped into as it was exactly 32 units wide. Reduced this all around to 24, and added a damagefloor there just in case.

One lava damage floor had 20% for no apparent reason where everywhere else the player would be expecting it to do 10. It now does 10.

Rearranged a bunch of stuff in the final corridor for the bricks to line up.

* levels: tutti-frutti on southern computers.

There's now a gap between the ceiling and floor computers. It looks less bad than either the tutti-frutti or lowering the main ceiling so that the wall textures are cropped off.

* levels: remove map26 obligatory damage.

It appears that the collapsing bridge may have been intentionally designed to be impossible to cross without jumping, requiring the use of the damagefloor route to progress. There is now a radiation suit just before the blue key door, and stimpacks along the damagefloor route are now replaced with a bunch of health bonuses and a stimpack on the other end of the teleport.

Some of the sectors in the early part of the map have been simplified and useless line triggers (W1 on one-sided, etc.) removed.

(A similar note applies to this as for Map32 in this PR, but I'm the one working on the bigger change this time.)
2023-03-10 07:31:30 -03:00
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
Mike Swanson
858ca82ceb map23: replace all sailors with zombies
Sailors are a compatibly-monster for Doom II’s joke levels and don’t
belong in Freedoom levels.
2019-10-11 14:47:59 -07:00
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
5fad72a71d map23: Allow for better backtracking
Configured a monster teleport at the exit to also be lowered by the
player.  Moved a berserk pack, and add a secret at the end.  Inside
the start area ambush, add a shotgun, a little more ammo, and a
backpack.
2017-03-16 14:55:55 -07:00
Catoptromancy
ccdf79eb75 map23: Fix some issues in the level.
* Remove linedef type 37
* Downconvert Boom things
* Remove a HOM
2017-02-07 09:14:22 -08:00
Mike Swanson
0b60a58899 de-symlinkify: submerge 2015-12-17 01:22:29 -08:00
Simon Howard
e98e2f465e Import levels 2006-05-09 16:17:23 +00:00