DM21 typo; DM12 use the most neutral version of that abbreviation.
Map11: it is neither infinite nor a plain. Inasmuch as it's a misleading name it's arguably a great name for a map that's basically a ceaseless parade of misleading gotchas (fake doors, switches requiring multiple backtracks to find out what you need to do to progress, secret areas that kill you, etc.) but it just feels like this name used to be for a different map (maybe a followup to the immediately preceding Outlands) and no one bothered to update it.
Someone who actually enjoys this map please feel free to suggest a different name.
Addresses #850.
Totally redrawn yellow flame - (roughly) symmetrical and able to be used for generic fires as it is on many Doom maps as well as Freedoom's own Map16.
Replace the pillow shading, made the barrel taller, and remove the blue trim which doesn't really work with the yellow flame anymore.
Add some shifting highlights to the barrel body.
DM demo 4 may be replaced before the release, but for now it will
simply be deleted. With this change freedm.wad will only have 3 demos
wheras freedoom[12].wad will still have 4 demos.
* Squashed commit of the following:
commit 7c4bad1306
Merge: a9027612c6b27ac4
Author: mc776 <24984517+mc776@users.noreply.github.com>
Date: Wed Dec 14 23:28:36 2022 -0800
Merge branch 'freedoom:master' into map27dmstart
commit a902761217
Author: mc776 <24984517+mc776@users.noreply.github.com>
Date: Fri Dec 2 23:42:50 2022 -0800
levels: remove extra DM starts; fix zerk door.
commit ab9b5b64c5
Author: mc776 <24984517+mc776@users.noreply.github.com>
Date: Thu Dec 1 08:39:16 2022 -0800
map27: add more deathmatch starts.
Also create a door out of the berserk pack room.
Addresses #806.
* sprites: new torches.
Add visible stand at bottom; make tall torches the same for more similar proportions and aesthetics to id.
Trilobite head courtesy of Craneo.
In each of the four corners of MAP14 outside there are large cylinders
on raised platforms that monsters get stuck behind. This fix moves the
monsters from behind the cylinders and adds linedefs that the monsters
can't pass.
Prior to the Eureka cleanup DM08 had circular saw blades on the left
side of the map via texture SLAD2. Unfortunately Eureka falsely flags
SLAD2 as a Medusa causing textures for middle textures since it
contains more than one patch. This fixes introduces texture SAW2 which
only contains the SAW2 patch, and which therefore does not cause the
Eureka warning. It should look exactly the same to the player.
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.
As a result of my Eureka cleanup where I moved the door ceiling up 8
units so that it isn't below the floor, now the texture needs to be
adjusted 8 units.
In the somewhat triangular room there is a trilobite below the
surrounding floor in sector 84. The trilobite seems to pop into
existence as the player approaches. As a result of the Eureka cleanup
the trilobite now appears to be surrounded by GRAY1 walls. The solution
is to make the room that contains the trilobite as small as possible
(length 2 per side) and to use a linedef texture that is close to the
floor (WOOD5). It would take an extremely observant player to notice the
tiny wood colored hole in the wood floor.