Commit graph

744 commits

Author SHA1 Message Date
Blastfrog
0e703595f2 MAP01 revision 2022-01-16 07:51:00 -05:00
Jaden Quinn LeMieux
cad9723722
Add Soulsphere in starting room (Update: UDB)
Double Impact, distributed through the Doom Unity Port as an addon has several discrepancies to the Freedoom version, and I am adding one back in, which is the supercharge/soulsphere that is in the starting room of E1M8/C4M8, since C4M8 is so dang difficult, thought this would take the edge off the start, although it is still really hard.
2021-11-21 06:06:41 -08:00
Jaden Quinn LeMieux
301eb251b6
E4M8: Add Soulsphere in starting room
Double Impact, distributed through the Doom Unity Port as an addon has several discrepancies to the Freedoom version, and I am adding one back in, which is the supercharge/soulsphere that is in the starting room of E1M8/C4M8, since C4M8 is so dang difficult, thought this would take the edge off the start, although it is still really hard.
2021-11-21 05:08:55 -08:00
Catoptromancy
5d02932b3a
Vanilla Fixes 2021-10-14 22:35:42 -04:00
Simon Howard
29450af064
Merge pull request #697 from kitchen-ace/map31_secretexit
Give MAP31 normal and secret exits
2021-10-07 00:19:33 -04:00
Jaden Quinn LeMieux
79472f6449
Rocket Rebalance for C3M4 2021-10-02 18:09:10 -07:00
Erick Tenorio
d5322b2838 levels: Update MAP25
Update MAP25, changes by Catoptromancy
2021-08-21 00:32:33 -05:00
Xindage
385cc04c15
Merge pull request #689 from guynamederick/p2_map26
Add the new Erick's map on slot 27 this now fixes #693
2021-08-03 20:43:49 -03:00
Xindage
b978f7b722 revert map26 back and add new map on slot 27 2021-08-03 20:36:47 -03:00
Xindage
34618c735e
Merge pull request #749 from Xindage/Xindage-e2m2
Xindage e2m2
2021-07-26 02:12:55 -03:00
Xindage
f964fbe2c3 Add again my map on top of the branch. 2021-07-26 02:10:06 -03:00
Xindage
590e03f0a7 a Fix for both #721 and #700 2021-07-26 01:56:26 -03:00
Xindage
96017a70c2 Maps fixes made by catoptromancy. 2021-07-25 10:24:46 -03:00
Proluiz
7cf74962b5 A massive map fixing for lot of slots.
Prepare youself for the changelog:
e1m6
Removed line 2701 and its vertices too.

e1m7
Fixed all sectors causing damage to the player incorrectly.
Fixed a lift in outside area of map was also activing a a other sector incorrectly.
Line 1246 was removed.
sector 115 and 111 was merged.
Fixed some textures offsets.

e2m1
All lines specials with a nonexistent sector tag 18 is a leftover from an old version of this map and was properly removed now.
Backpack was fixed now it dont "ambush" and appear in all skills.
Vines blending inside the ceiling on line 378 was fixed by changing the brightness of adjancent sectors to it.

e2m3
Lowered sector 355.

e2m4
Lines 722, 1617, 846, 845 and 821 was flagged as secret.
Sector 178 nows do damage.
Texture on line 1388 dont bleed anymore, by creating a new sector with lower light adajancent to it.
Line 1595 changed to Doom type 48.
Sectors 273 and 274 floor was changed tp MFLR8_1.

e2m5
Lines 110, 890, 1255, 2697, 2700 and 2699 was flagged as secret.

e2m9
Lines 103, 111, 95, 66, 1691 and 1524 was flagged as secret.
Sectors 333, 334 and 335 was changed to match its neightbors.
Fixed an old mess of boom effect that was left behind and capable of making players get stuck.

e3m2
Lines 536 and 538 have proper offsets.
Lines 553 and 561 flagged as secrets.

e3m3
Added lavafall where it was needed.
Lines 593, 610, 451 and 615 tagged lower unppeged and added proper Y alignment.

e3m4
Properly set lines 927 and 2500 as impassible
Fixed the X-offsets from both sp_face2 in this area.
Line 524 dont bleed in floor anymore by changing floor texture behind it.
Fixed possible monsters getting stuck on each other depending on skill.
Removed thing 230 (doom builder camera).

e3m5
Replaced aashitty was replaced by sp_face2 and both sector 105 and 107 was removed with it.
The lines that tigger sector 260 now uses doom special 37 to make this sector turn into lava.
Changed sector 260 floor texture to floor7_2 and no more cause damage until it turns into lava.
Removed line 152 offsets.
Lines 1624, 21, 364, and the ones close to 1038 and 962 was flagged as secret.

e3m7
Line 874 generalized special was changed to doom special 105.
Lines 668, 1719, 581 and 2273 flagged as lower unpegged and added a proper offset.
Lines 667, 582 fixed a missing back upper missing texture.
Removed mid texture from line 1740.
!!!There's still bugs and unused data in the map, need better investigation!!!

it partialy fix the issue 698.
2020-09-14 22:53:28 -03:00
kitchen-ace
853d9c9db7 Give MAP31 normal and secret exits
This changes the old exit to be the normal exit, and the old fake exit
to be the proper secret exit. Access to the secret exit requires
getting all the secrets in the map (i.e. telefragging all the Assault
Tripods/Cyberdemons).

I also fixed most of the switches not visually switching in vanilla.
2020-08-10 14:42:03 -04:00
perry
4c7148adc7 E4M2: Unmark teleport destination as multiplayer 2020-07-28 22:02:55 -04:00
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
Erick Tenorio
146518118d levels: Update MAP26
- Changed lost soul enemies to imps at east blood room.
- Made some cages impassable.
- Minor texture and offset changes.
2020-07-08 12:53:39 -05:00
Erick Tenorio
b12b4bb76b levels: New Phase 2 MAP26
New MAP26 by DOGB01
2020-06-21 19:20:01 -05:00
Mortrixs19
2de1ff1bce map07: new level
Closes: #667
2020-02-27 19:28:16 -08:00
Nicholas Zatkovich
1335419038 Fix switch offsets on Map12 2020-02-27 13:58:55 -08:00
Mike Swanson
bdb986eb14 levels: ZenNode pass over all the WADs 2020-02-02 13:07:55 -08:00
Mike Swanson
95f2aec804 Merge branch 'mortrixsm21' of gh:Proluiz/freedoom 2020-02-02 13:06:14 -08:00
ConsumingCritic
6b983a2406 Updated MAP05 and MAP08
MAP05: Fixed one secret area so that the game displays the message before the player collects the hidden automap and not after. Also added caution bars for a staircase as a minor decoration.
MAP08: Lowered one platform leading to a secret area so that no jumping is required.
2020-02-02 13:03:44 -08:00
ConsumingCritic
a9a5389d5c Added an updated c1m1.wad 2020-02-02 13:03:44 -08:00
Mike Swanson
40c77dc980 Merge remote-tracking branches 'selliott512/c3m2-more-ammo', 'selliott512/c2m3-remove-extra-exit' and 'selliott512/map01-eureka-fixes' 2020-02-02 12:56:12 -08:00
Proluiz
fa5e756bc1 New map by Mortrixs slot 21.
Mortrixs: "the map is a replacement for Map21, because the current one is bad"

I (xindage) played the map and I find no issues on coop/singleplay, dm spots are present so the map is fine in my point of view.
Mortrixs told me too to keep the original slot name for the map called "Under realm".
2020-01-25 19:22:13 -02:00
Steven Elliott
c3d51251ab map01: Fix Eureka errors
Fix errors shown by Eureka. These changes should not be visible in game.
2019-12-26 14:24:06 -06:00
Steven Elliott
b73f7aacd3 c2m3: Remove extra exit
Remove the extra exit for c2m3 that was once a secret exit by changing
the extra exit into a secret area with a large health pack.
2019-12-25 18:41:51 -06:00
Steven Elliott
bd1ca1af6d c3m2: Add boxes of shells
c3m2 is quite ammo starved when the ammo conserving angle grinder in
the secret area near the start is not found. Add two boxes of shells,
and convert some loose shells to a box of shells for a total of three
boxes of shells.
2019-12-25 17:57:34 -06:00
Mike Swanson
7b53337096 Merge remote-tracking branch 'selliott512/map11-unreachable-items' 2019-12-22 16:13:56 -08:00
Steven Elliott
b7752f403c map11: Fix unreachable SKAG and monsters
Removed unreachable SKAG near the start as well as the bars in front
of it. Added a nominal health potion for symmetry with the pillar to
the right without overly affecting balance.

Near the end of the map there are six monsters on pillars that can get
knocked off. Once knocked off, either from player or monster
projectiles, they're very hard to kill making 100% kills difficult.
Teleport them to where the player can kill them when they get knocked
off.
2019-12-15 15:08:34 -06:00
Steven Elliott
9e7b4f20b5 Makefile: Add "rebuild-nodes" make target
Add "rebuild-nodes" make target to rebuild nodes for all levels that
match a specified pattern. Document "rebuild-nodes" in
BUILD-SYSTEM.adoc. Modify map06.wad so it adheres to the "no padding
between the lumps" constraint.
2019-12-15 14:49:15 -06:00
Jason Yundt
ecaacbf329 c1m1: made door secret
There's a SHAWN1 door that leads to a secret. The door is now marked as
a secret, so it won't appear on the automap.
2019-11-03 10:25:32 -05:00
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
Erick Tenorio
3a0aa6e17a levels: Update MAP03 and MAP30
Changes to MAP03 and MAP30:

-MAP03: Removed self-referencing sectors, edited deathmatch arena.
Fixed potential softlock in co-op at yellow key room.
-MAP30: Fixed monsters being stuck when spawning in the map. Changed
lift to traditional MAP30 lift to fix bug where one sector won't lower
when pressing "use" on the lift. Added new powerups and minor item skill
changes.

Maps rebuilt with ZokumBSP 1.1
2019-10-08 23:28:40 -05:00
Alexandre-Xavier Labonté-Lamoureux
b9d1b37b7d DM08: Improve item placement 2019-10-06 19:00:11 -04:00
inkoalawetrust
ee4cdfd82e c3m6: Add secret exit that leads to c3m9
The new secret exit is behind a door near the existing exit. It's opened
by a switch in a distant secret area.
2019-10-01 07:18:55 -05:00
Luiz Henrique Gasparin Jerônimo
52e1d31a80 c2m6: add a crate to avoid getting stuck if the player can jump
Fixes: #607
2019-09-30 11:09:27 -07:00
Mike Swanson
76c1991d7c map26: move a zombie out of a wall on easy skill 2019-09-30 10:03:07 -07:00
Proluiz
046d1a6c21 Partial reowork for freedm, extra details on the following changelog.
Note: Namse already applied on the dehacked.txt

Changelog:

DM01 <Tech test>, Big Rework.
> Changed the apaerance of the main layout to differ from dwango.
> Interior was moved to the left of outside.
> Stone pillar with armor was removed.
> Changed the first interior room to looks like to be outside.
> Few weapons are now on a new location.

DM04 <Steel>, Minor Rework.
> Retextured the map to looks like more metal with green bricks.
> Added a new staircase to the east of map to help the flow of the map.

DM05 <Dense Fields>, New map.
- Original map was moved to slot 11
> An edited map that was donated to freedm but was forgot on the forum.

DM06 <Temple of Ammon>, Minor rework.
> Added a new area to the west of map.
> retextured the map to looks like an egypt structure.
> Removed the tomb. {Rip Ledemir :( }

DM07 <Main Stronghold>, Adjustment.
> Balanced out the items of the map.

DM08 <Artifact Base>, ???
> Map last edited by someone else.
> Random edits around.

DM09 <Industrial Outland>, Major Rework.
> Added several new corridor to help with the flow of map.
> Bfg and the teleport path to beserk was removed.
> Retextured the map to be more green.
> The east side of map was done anew.
> Removed lot of bad areas.

DM10 <Detached Grounds>, New map.
- Removed the old map for being to similar to the Greenwar 2.
> This map is a hellish look and similar to the DM08 but still different.

DM11 <Isolated Facility>, DM05 Major rework.
- Old map was Removed for baing plain.
> Improved the flow of map removing most of all the walls on map.
> Outside has a better theme.
> Added an extra side path on north of map.

DM12 <Up 'n Down Canyon>, ???
> Maybe a adjustment, not sure.

DM13 <Unholy Blood>, New map.
- Old map was Removed for being way too small.
> New duel map based on a old Catoptromancy map.

DM14 <Technical Assault>, New map.
- Old map was Removed for being plain.
> New map based on a edited version of my X Duel pack.

DM15 <Shallow Complex>, New map.
- Old map was Removed for being plain.
> New Aquatex map, but nothing so "great" yet.

Dm16 <Barren Alleys>, New map.
- Old map was removed for being bad.
> Duel sized, but still plays ok up to 4 players.
> Square styled arena with each side having it's unique layout apaerance.
> Map wont use offsets and much textures.

DM17 <Underwoods>, New map.
- Old map was removed for being bad.
> Duel sized map, but still plays ok up to 4 players.
> Sort of circle arena, the map under some umcommon trees whitout visible sky.
> It's dark arena and offer a bfg in a high ground.

DM18 <Deserted Courtyard>, New map.
- Old map was Removed for being plain.
> DM sized map..
> New map is a arena with lot of building around for cover.

Dm21 <Refinary>, Minor rework.
> Some thematic changes.
> Outside was simplified to save linedefs and visplanes.
> Removed a lower path to the nortest of map.

Dm24 <Flooded Base>, Medium Rework:
> Plasma was replaced by bfg and vice versa.
> Stealth sphere removed.
> Removed all unused tags from the map.
> Decreased the amount os linedefs used by the map, to avoid Segment overflow:
---> Removed the metal bars at flooded area close to polaric.
---> Simplified the room where red armor is.
---> Replaced the X pattern on ceiling where bfg is by something simpler.
---> Reworked the pillars at the middle of map where soulsphere is.
---> Reworked the staircase to green armor, reducing linedefs used in the area.
---> Removed any useless vertices of the map.
> increased the area close to plasma by 32p to North.
> Increased the outside area close to missile launcher to 64p south.
> Removed all boom actions.
> Softened all missing curves of the walls.
> Added extra lights to polaric area and the path between the outside and skag room.
> Removed a unreachable bonus armor.
> Removed all unused textures and offsets.
> Redone all textures offsets.

Dm26> Name change: Acidic Crypt
Dm29> Name change: Unusual Territory

DM31 <Desolated Fort>, New map.
- Old map was just REALLY BAD.
> New map based on my old X Duel pack.
> Good amount of space for Deathmatch.
> Using a limited amount of textures and flats this map focuses on layout at most.

DM32 <Chocolate>, New map.
- Old map was just REALLY BAD.
> This map is not great too but has a better layout.
> A small circle shaped map, good to duel.
2019-09-30 12:53:08 -03:00
Nathaniel Patasky
93dfd216dc map26: minor tweaks and fixes
- Added more ammo to some areas
- Fixed a couple of heights
- Fixed a secret
- Fixed some linedefs
2019-09-29 19:39:11 -07:00
Nathaniel Patasky
96bbc082e9 levels: new map26
inkoalawetrust helped on the level too, he made the collapsing bridge
2019-09-28 19:09:38 -07:00
Erick Tenorio
f5dbf97fc4 levels: edit map01, map04, map09, map10
-MAP01: Moved line 949 away from secret door so the player can open it
 in deathmatch if they spawn where the plasma rifle is.

-MAP04: Adjusted lighting for outdoor area, fixed VPO when all doors
 are opened from west side of map. Many texture changes, replaced
 marble area with new techbase areas that are easier to navigate. Make
 level more straightforward by having the last door require a
 key. Changed spiders to pain bringers as it I think the latter is
 more appropriate to introduce here. Difficulty tweaks on all skills.

-MAP09: Texture changes in several areas, added monster corpses with
 pools of blood. Sector merge cleanup at the crate room. Fixed
 potential softlock issue at crate room by making the switch to lower
 the bars repeatable. Adjust lighting and minor difficulty tweaks.

-MAP10: Removed many trees, make movement easier and also open up some
 areas. Add bonus items and multiplayer only weapons. Rearrange
 deathmatch spawns. Adjust difficulty for all skills.
2019-09-26 10:20:35 -07:00
Samuel Oliver
e19f8f104c map01: texture alignment tweaks and add extra zombies 2019-09-25 10:46:41 -07:00
Mike Swanson
c35bd7f891 map31: add energy box for better odds
This map mostly relies on tricks of the engine’s gameplay, but didn’t
really stock enough ammo to take on the last tripod realisticly.  Add
a large energy pack to the same location the SKAG is located to
increase the chances of doing 100%.
2019-09-21 03:10:57 -07:00
Luiz Henrique Gasparin Jerônimo
e41b085fc9 levels: add missing deathmatch starts in Phase 1
Fixes #598
2019-09-04 20:16:25 -07:00
Luiz Henrique Gasparin Jerônimo
44cd1d022b c3m4: change monsters so they don’t get stuck on easy/normal diff.
Fixes #448
2019-09-04 20:13:44 -07:00
Luiz Henrique Gasparin Jerônimo
c5de966c5d map05: move blue keycard backwards so it can’t be obtained early
Fixes #442
2019-09-04 20:13:36 -07:00
Mortrixs
6b8397dc0d levels: new c3m5
Thanks to Mortrixs and Erick for this new addition
2019-09-01 16:10:29 -07:00