Commit graph

2854 commits

Author SHA1 Message Date
mc776
4435273ec9
levels: hide control sectors on Map25.
Also add a second rescue suit in easy.
2023-09-16 00:29:10 -07:00
mc776
3300d659bc
map25: make water blood again.
For a while I'd broken the effect where the water in the marble room turns into blood between your first and second visit. It has now been restored.
2023-09-16 00:18:34 -07:00
mc776
a044fccfd3
levels: minor Map25 and Map12 improvements.
Map25
- The eastern door of the first hub has a gap large enough that going there will always force you to touch the hurtfloor. I can see the rationale in theory for making this visually distinct, but frankly I never even noticed the difference until getting hurt just now while testing it. That door now has the same platform in front of it as its western counterpart and is marked with skull poles instead.
- On the topic of marking the doors, both shells are now by the door leading to the SSG and both health refills are by the door leading to the surge.
- The stairs leading down to the painlord ambush no longer have anything to the right that can snag you as you try to sweep up all the bonuses (which are now placed slightly closer to the edge of each step so you can't accidentally jump over them).
- The switch lowering the red key now has the player facing the red key. It's nowhere near as visible as I'd like but it's better than before. The same switch also opens the rescue suit closets.

Map12
- Added a secret behind the train. Just a little guy hangin' out.
2023-09-15 22:40:25 -07:00
mc776
dda6f89184
levels: fixes, mostly floating item.
E1M3
- Floaty health boosts near sector 74.

Map12
- Moved corpse 653 out of being exactly on the lift boundary.
- Miscellaneous texture alignment fixes.
- Many, many attempts to address #996.

Map14
- Moved armour boosts inside minigun secret door into the chamber itself.

Map15
- Thickened the lowering panel with the pump shotgun to prevent possible grabbing through the wall.

Map17
- Floaty shotgun on pillow.

Map18
- Floaty missiles around launcher.
- Floaty clip 100.
- Addressed #996 in the courtyards.

Map19
- Restored the original shape of the lower platforms and added the catwalk only as a narrow pipe.

Map21
- Disambiguated "sinky" ripsaw position.
- Deleted sectors representing the pillars around the soul sphere platform as there was no reason not to use 1-sided lines here.

Map27
- Floaty diagonal armour boosts around red key pillar.
2023-09-15 09:50:20 -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
16abf8d3f3
levels: minor fixes.
Many of these found thanks to Inuk's new floating-item-bug script!

E1M1
- Replaced the health boosts in the exit to the upper cave with a trail leading into the cave, to let the player know right away that this is not a decorative area. (It's not even counted as a secret!)

E1M7
- Shells no. 174 was floating on that bit of wire connecting the two computer banks around it.

E2M7
- Floaty armour boosts 57 and 62.

E2M9
- Floaty anti-nukage supplies 102 and 132. Moved 133 as well just in case.

E3M3
- Floaty candle in sector 232. All moved for symmetry.

E3M8
- Replaced one hanging gore actor. See #941.
- Made the panel behind that replaced gore actor a marble face.

E4M2
- Armour boosts on east side of bridge were close enough to be subject to the floating bug, stopped only by the impassable line.

E4M9
- Light no. 117 submerged illusion pit was smaller than the light hitbox and the wrong shape.
- Floaty serpentipede no. 236.
2023-09-13 22:51:18 -07:00
mc776
33c59977aa
levels: darken west-facing tanrocks again.
after seeing how it looks with #1098 and checking id it appears that i can't legitimately ask for a rw14_1 that's just a darkened version of the proposed new rw18_3. The questionable fake lighting effect has been removed.
2023-09-12 00:30:47 -07:00
mc776
98e18cb16e
levels: fix Map24 nukage textures.
Also make that window outdoor bit to the west a bit less subtle, if for no better reason than the "parallax scrolling" helps make that section of the hallway stand out even more.
2023-09-11 23:58:33 -07:00
mc776
4889caa9fb
maps: realign map11 rw18_2 neighbours.
Found while testing #1098.
2023-09-11 23:12:43 -07:00
mc776
1bc270075a
music: new Map04 music "Indigo" by Korp.
Move current Map04 music "MogulFreedoomMusic8" to Map10.
2023-09-11 13:39:56 -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
dcc1583408
levels: more Map24 tweaks.
- Restored the extended platform into the hallway out from the hub.
- Adjusted the contents of the two hub side rooms.
- The minigun in hard is provided by a minigunner teleporting in late into the map progression, wandering in the way the player had come, as though by accident. There are no other minigunners on this map under any other circumstances.
2023-09-10 14:10:57 -07:00
mc776
dfed57ff0d
patches: new marble faces by Craneo. 2023-09-10 13:59:59 -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
54a062659d
sprites: increase sphere offsets.
A lot of visual details tend to get lost on them when you can't see them up close in vanilla (can't look down).

Also some maps targeting id actually use specific things about these offsets...
2023-09-10 08:34:31 -07:00
mc776
5bae60719c
Merge branch 'freedoom:master' into techpillar 2023-09-10 07:41:05 -07:00
mc776
91ec58e1cd
Merge branch 'freedoom:master' into bigpuff 2023-09-10 07:41:02 -07:00
mc776
7c25e21482
Merge branch 'freedoom:master' into ykey 2023-09-10 07:40:59 -07:00
Kevin Caccamo
1162ea0fca
sprites: new pistol by @KorpKat (#1114)
These were submitted on the Discord server
2023-09-10 07:39:42 -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
ec2f1e955c
Update CREDITS 2023-09-09 18:04:34 -07:00
mc776
e3e8342fa0
levels: fix Map28 textures.
The skin panels have finally received the care they desperately needed.

The skull key signs now raise to reveal the entire skull.

The starting switch takes up and takes centre place in the entire pit wall.

Thanks to Berubaretto for these.
2023-09-09 17:58:15 -07:00
mc776
79361a59a6
levels: unfuck map99 SE RL secret.
You can now simply walk into the secret cabinet, instead of precisely planning a jump that gets foiled half the time because the invisible corner of your square hitbox snags the corner.

I feel like I never want to look at a texture alignment again.
2023-09-09 17:39:01 -07:00
mc776
32f0b1bd7c
sprites: revert accidental puff/blud ofs changes. 2023-09-09 16:55:29 -07:00
mc776
f1c0ef30f3
sprites: new tech pillar and small tech lamp. 2023-09-09 16:54:01 -07:00
mc776
d8c5c10ef6
sprites: incorporate key shape into card greeble. 2023-09-09 14:59:35 -07:00
mc776
ae018c745d
patches: fix w108_4 transparency.
Also make the horns on both it and the red marker more clearly vertical and horizontal
2023-09-09 14:39:02 -07:00
mc776
3f897a6af4
graphics: make yellow keys (mostly) yellow.
Closes #1103.
2023-09-09 14:13:47 -07:00
mc776
fd78b2aa54
patches: new spiderwebs by SuperDave938. 2023-09-09 12:08:55 -07:00
mc776
c10729328d
levels: Map25 QOL fixes.
One general comment: this map could use a more consistent and clearly visible way to distinguish switch gargoyles from decorative gargoyles. I've taken care of the two most annoying and frequently encountered cases, but a much more thorough review could be done.

- Redid the central pillar in the first room. There is no way to avoid making those lion faces look like they're supposed to be switches.
- The blood stairs were (RNG-dependent) mandatory damage. The streams now only merge at the bottom.
- So was the yellow key fountain. The edge is now climbable.
- So was the rightmost big cross room switch. Switch platform embiggened.
- So was the SSG. There's now a big bottom rim on the "O".
- The switch for the door leading out of the water T is now stay-open.
- There was no apparent light source in the big hall to the west. Added skylights.
- Moved the lion heads on the yellow key pillar to the top to make it more clear they are not switches.
- The first door into the sigil sequence is opened by a switch that is next to a vista overlooking a clearly unexplored area. A right-handed player's first instinct is to look that way, not towards the door; given an identical switch immediately before this was clearly operating something out of sight, and the precedent with the red key having that remote switch+window combo, the first instinct after seeing the outside unaffected is to leave the room to find out what the switch did. Redirecting the player's attention to that previously totally blank wall requires either a sound or being hurt by a monster or both. The door is now clearly marked as an advance warning.
- "Not on map"'d a bunch of control sectors.
2023-09-09 10:27:49 -07:00
mc776
882548cb15
levels: fix map05 red armour secret.
It was possible to grab the armour without triggering the secret. The sector has been lengthened so you must be clearly stepping into it before you can touch the armour.
2023-09-09 08:20:44 -07:00
mc776
c12ea5cf54
levels: minor fixes.
E1M1
- Easy-only south shotgun now moved to climbable crates.
- The column-lowering switch now starts in the "1" position, done after what happened with line 1728 in E4M2.

E4M2
- Closes #1109 by making the bridge to the one-way blue key route raisable repeatedly (but collapsible only once). While it is raised, the bridge is also usable as a safety lift, as the normal safety lift is inaccessible if you fall in on the north side. There is now only one teleporter onto that patio/boardwalk thingy, down where the radsuit was; the only way to get back to the blue key after a successful run is to raise the bridge again, crossing which a second time will (a) undo the raising floor in the next room and (b) not cause the bridge to collapse again, thus allowing free movement back and forth without touching any hurtfloor.
- Adds some stairs out of the slime pit in between that switch and that bridge.
- That raising floor is no longer crushing and if you're caught in it you can slip out back into the main slime area. This avoids the (extremely improbable but theoretically possible) situation where you can actually get softlocked by getting caught in there but not dying from the resulting damage.
- Made the silver trim on the switch in line 2287 almost fully visible as it was already awkwardly peeking out slightly and all the obfuscation did at this point was risk it being missed.
- The slow up elevator in the northwest is now activated by a switch *inside* the car, and made both switches repeatable. The old regular-lift use line is now a second move-down line, just in case you want to get back up there after someone's gone up in multiplayer and then rocketed themselves.
- The slime pit with the bridge leading to those elevators now also has safety stairs and the bridge itself is a usable lift.
- That first chunk of pre-raised bridge leading to the exit is now a usable safety lift.
- "Not on map"'d a bunch of control sectors.
- The lines on sector 592 were a flat-bleed trick and should not have had textures.
- Line 1728 now starts in the 1 position rather than 2, because I ran three laps around this area thinking I had already hit this switch.
- The big super-bright lift en route to the yellow key is now called down by using it directly. The remote switch simply raises it to the correct position so it can be called down.

E4M9
- Closes #1110 by removing the forcefield as soon as the player jumps off the switch ledge into the slime pit.
- Added safety lift to southeast nukage pit.
- Reduced all green nukage damage to 10%.

Map05
- Numerous attempts to fix #996.
- The switch letting down the red key now also releases the trilobites, removing the need for those additional walk lines which were preventing the player from activating the switch at the usually permitted distance.
- Massive makeover to the first courtyard. The orange walls are now only on the west and the insides are tan.
- Darkened all outside areas so the distance fade does something.
- Made all TANROCK5s STONE6 instead where it should be lit up by the "sunset" implied by the new STARG walls.
- Got rid of a lot of the weird unnatural zig-zags in the river.
2023-09-09 00:32:46 -07:00
mc776
084e65e1b9
Merge branch 'freedoom:master' into e4endtext 2023-09-08 20:29:36 -07:00
mc776
4ae40eb6cf
Merge branch 'freedoom:master' into bigpuff 2023-09-08 20:29:32 -07:00
mc776
e0266a4968
graphics: new Phase 1 ending sequences. (#1082)
> The massive brutes collapse onto the ground, falling apart bit by bit. The starport is yours.
Semi-iconic stylized shot of the tripods dying on either side of the lift, the plasma room blue thing opening as a gate, revealing... something...

> You kick the corpse in anger, and it feels good. You kick it again, and a remote falls out. You press the button, and the ground gives way to reveal a teleporter.
Pan from the visibly smoking technospider corpse amidst the scorches and bullet holes to reveal a new teleporter. Animation types out "TO BE CONTINUED..."

> The ship rumbles as she wakes up; you think of Earth as she lifts off.
A serpentipede shakes its fist at the Double Impact starry sky, now covered by the smoky star-capped column of the departing rocket.
2023-09-08 20:28:27 -07:00
mc776
efdd7de2ee
sprites: Shotgun redraws/recolours by Korp. (#1085)
PASG HUD sprites are Blastfrog's originals with significant modifications.

DBSG HUD sprites are Fredrik's originals with not *as* significant modifications but I believe the wires are new. (Did Rei do those?)

PASG pickup sprite is my edit of the current one. (Removed the stock because the guns give a lesser sense of recoil now, and the pump animation makes way more sense if you assume the gun is not shouldered; also I didn't feel like adding a stock to the DBSG pickup for consistency.)

DBSG pickup sprite is my edit of Z86's original.
2023-09-08 20:24:28 -07:00
mc776
33369fce26
patches: new midbars by Korp. (#1088) 2023-09-08 20:17:17 -07:00
mc776
09b942e337
levels: minor fixes.
E1M1
The main goals here are to make things actually easy on easy skill, and to make the lower route actually a viable starting choice instead of a shitty gotcha (or, more charitably, an extra challenge). Tested by using only keyboard in Chocolate while trying to avoid moving and turning at the same time.
- In the courtyard room, there is now in easy a dead shotgunguy and a shotgun, right by the door.
- Removed the soulsphere in the starting corridor. Sorry, it's just too much especially given the *second* one outside, and it really doesn't help mitigate...
- In accordance with the above, removed pinky no. 244 and serpentipede 241 from easy skill. An ambush being totally surrounded by 3 serps at once is not exactly an E1M1 easy mode sort of encounter!
- The easy-only shotgun in the southern route is now moved to where those two shotgun shell pickups are above the lift, rather than requiring the trick jump.
- Pinky 214 has been moved somewhere where it's less likely to be hit by a stray bullet from below and alerted prematurely.
- One of the starting medikits has been moved to the door after the lowering pillars, swapping places with the stimpack.
- Southwestern blue key corridor had a lone pinkie on easy. Added two zombiemen instead.
- Removed easy-only shotgun from said corridor. Zombieman 88 is now on easy as well.
- Removed shotgunguy 96 from easy skill.
- Removed zombieman 176 from easy skill and added an easy-only zombieman behind the door.
- More attempts to fix #996.

Map09
- Added a couple health boosts on top of that crate that needs to be moved away, to remind the player that they might need to revisit that spot later.
- Changed the texture on the door leading into the lava pit since the new one doesn't really work with it.
2023-09-08 10:29:02 -07:00
Kevin Caccamo
1c109cd949
patches: Add @KorpKat's new gray/brown rocks 2023-09-07 22:25:26 -04:00
mc776
ba02598ded
levels: fixes.
E3M2
- The lava *is* the light source down there. It should be *brighter* in the confined tunnels not darker.
- Added a little catwalk to reward players who can make the (non-straferun-required) trick jump across the bridge.

Map11
- Major bugfix: softlock when entering yellow key room from the blue key branch. Added some walk lines so that wall can be opened up from below as well as by that switch above.
- The earlier lift is no longer time-sensitive but just a matter of lowering and raising.
- Similar with the lift going from the security checkpoint down into the lab area - the remote switch simply opens up the lift, which then acts more like a conventional step-lift.
2023-09-07 09:05:17 -07:00
mc776
663a053072
sprites: new blood to match the new puffs. 2023-09-06 23:47:56 -07:00
mc776
5e5f5d2c41
sprites: actually revert PUFFA0. 2023-09-06 23:08:57 -07:00
mc776
a9a7b1fe4e
sprites: revert PUFFA0. 2023-09-06 23:07:00 -07:00
mc776
ddf23a8802
sprites: new puffs.
Originally by Korp, edited by me for size and balance.
2023-09-06 23:03:47 -07:00
Alaux
db3ac014b5
manual: Spanish translation for goals statements. (#1106) 2023-09-06 15:29:01 -07:00
mc776
6013d67aa8
levels: minor fixes.
E1M1
- First door switch sector needed to be 72 units high to avoid tutti-frutti effects.
- Removed fake contrasts on corner "AGM" pillar.
- Removed secret flag on that crate you can jump onto, after feedback by various people.
2023-09-06 07:57:59 -07:00
mc776
4dc502d5dc
Merge branch 'freedoom:master' into e4endtext 2023-09-05 16:35:00 -07:00
Fabian Greffrath
29bfbd21f1
dehacked: fix obituary string assignment syntax (#1105) 2023-09-05 15:41:42 -07:00
mc776
2798e07db8
sounds: new DSPEDTH. (#1102)
[Undead003's old sound from way back in 2015](c48644582c) never got used because of a typo.

This is that sound, cut off and faded to match the pain elemental's death animation duration and mixed with the hatchling attack and a slowed-down DSBAREXP.
2023-09-05 07:51:52 -07:00
mc776
fdc85b983d
dehacked: explain why they're fleeing the ship.
It's obvious none of the monsters would be able to pilot this thing, right?
2023-09-05 00:34:58 -07:00