Commit graph

3194 commits

Author SHA1 Message Date
Just-an-anon
8e17c1ac18
Merge branch 'freedoom:master' into Custom-ENDOOM-screens 2024-05-03 15:16:54 +07:00
Just-an-anon
0c0b614e93
Merge branch 'freedoom:master' into Cascade-fist 2024-05-03 15:16:34 +07:00
Simon Howard
a5b06c50c8
Merge pull request #1366 from Donowa93/master
Replace Non-free DSDMPAIN
2024-04-21 23:22:42 -04:00
Donowa93
40f111c609 Replace Non-free DSDMPAIN
The current DSDMPAIN is sourced from perkristian's high resolution Doom sound effects pack. Specifically, it's that pack's DSPDIEHI at half speed. This commit replaces it with an edit of me screaming.
2024-04-21 17:02:17 -04:00
KukoBerry
9e684c3701 Update dscybsit.wav
Shortened DSCYBSIT
2024-04-20 23:15:56 -03:00
Just-an-anon
6641d3201a
Added color for the ENDOOMs
Added color for the ENDOOMs and filling up the empty space a bit
2024-04-04 06:36:56 +07:00
Classified-Morner
3b4f82aacd
Add files via upload 2024-03-28 20:32:50 +07:00
Classified-Morner
ce23455e0a
Very minor technical edits 2024-03-26 20:28:01 +07:00
Classified-Morner
fb51256383
Removing any mentions of dev builds as per Fraggle's request 2024-03-24 22:00:47 +07:00
Classified-Morner
0b167e2063
Very minor touchup for the letters 2024-03-23 19:32:56 +07:00
Classified-Morner
eb762e0f79
Replaced the gradient with a metal texture. 2024-03-23 19:02:46 +07:00
Classified-Morner
ea65070f01
Fixes up small oversight for FreeDM screen 2024-03-21 21:42:14 +07:00
Classified-Morner
9ab87b9419
Custom ENDOOM screens 2024-03-21 21:14:51 +07:00
Classified-Morner
058701ce74
Merge branch 'freedoom:master' into Cascade-fist 2024-03-15 15:23:34 +07:00
xindage
f794b00324 DM21 (Major edit):
> While keeping the theme and the main layout everything was changed to improve the deathmatch pace.
> the wallways around the nukage areas was enlarged.
> The southest area was merged into the east room.
> Exit was moved to other area.
> The bfg area is now a underground area with a teleport and the bfg.
> This same underground area is now part of the playable area and its role is just to increase the options to where the player can go.
2024-03-13 23:03:17 -03:00
xindage
64d3c3b54e DM12 (Major edit):
> Changed theme, Slight changed layout, enlarged the map, simplified the rooms, added extra spawn points and eliminated the chance of spamming polaric cannon in the middle of map.
> Pre-rework this map had a serious issue with campers spamming a line of plasma across the level, now it's not possible anymore.
> It gained a new look based on judas.
> Small increase in size to be more friendly with deathmatch.
2024-03-13 22:15:41 -03:00
xindage
e7b91dfa10 DM09 (Major edit):
> This map increased a lot in size keeping the same theme.
> Designed to be played with 4 players or more in mind.
> Removed the moving lift. Now you can acess plasma by using a staircase.
> Each opposite side of map has a powerup.
2024-03-13 22:08:59 -03:00
xindage
ae3278022a DM31 (Minor edit):
> Ammo for chaingun in this map was way too low, so i added more.
2024-03-13 21:55:31 -03:00
xindage
517da8d309 DM27 (Minor edit):
> Removed the east side of the map.
2024-03-13 21:51:50 -03:00
xindage
c9f55c4b2c DM17 (Medium edit):
> Map was enlarged by 32px north.
> Teleports on the pit was changed by 2 pathways.
> Plasma locaion was moved.
> You can leave both pits by an stair there.
> Skag was removed.
> All spawn spots start with ssg.
> An extra Minigun and Missile launcher was added.
> Rebalanced some of the items placement of the map.
> Upper path was merged on the former bfg pillar room.
> Pillars on middle can be used to go up instead of only way down.
> Improved both deathmatch, altdeath and duel support.
2024-03-13 21:48:26 -03:00
Jaden LeMieux
d259c62bf0
Add health to E3M1
The level was too difficult with no armor and very limited health, so I changed some around.
2024-03-12 08:10:09 -07:00
Xindage
8c335ccd8c
Merge pull request #1351 from MoskovchenkoD/minor-cleanup
Minor cleanup of useless linedef actions
2024-03-10 21:00:25 -03:00
Dmytro Moskovchenko
1e1dd2f37d Add Dimon12321 to credits 2024-03-08 22:18:42 +02:00
Dimon12321
6bba99c845 Map11: remove WR Teleport action of all linedefs of sector 439, remove tag 59, remove thing 385 (teleport destination) 2024-03-08 21:16:29 +02:00
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
Dimon12321
c3ffd1fb5d Map22: remove tag 9 of linedefs 995, 998, 997, 69, 186, 239, 996 2024-03-08 21:15:55 +02:00
Dimon12321
06b52d70dc Map11: remove tag 59 of linedef 3013, the red key switch 2024-03-08 21:15:46 +02:00
Dimon12321
26abb30ae6 E3M3: remove tag 5 of linedefs 8, 122, 561, 559 (sector 3).
Remove action 38 (W1 Floor Lower to Lowest Floor) of linedefs 8, 122, 561
2024-03-08 21:15:29 +02:00
Dimon12321
4c8e0d0173 E2M2: add Medium and Hard difficulty flags for player starts 2024-03-08 21:15:18 +02:00
Dimon12321
9eb26d3a75 E1M9: remove tag of linedefs 46 and 87, the first door 2024-03-08 21:14:45 +02:00
Dimon12321
00a448d821 E1M3: remove sector 98, the blue bar in front of the exit door 2024-03-08 21:14:13 +02:00
Classified-Morner
567eec09e0
Update buildcfg.txt 2024-03-08 16:05:15 +07:00
Classified-Morner
436fc3789e
sprites: Add Cascade's fist 2024-03-08 16:01:15 +07:00
xindage
3a80058268 DM16 (Minor edit):
> Added extra shotgun packs on each side of the map.
2024-03-07 22:11:48 -03:00
xindage
cf4db2ea4b DM14 (Medium edit):
> Theme reinforced, and increased the general flow of the map.
> Changed the ceiling in the southeast to match its neighbors.
> Shield was moved slightly inside to the playable area; it was easy to fail picking it up.
> Removed unnecessary vertices, details, and all unused texture alignments.
> Noticeably changed the layout of the ground level to be less frustrating in certain spots.
> Plasma switch removed; it was just a waste of time.
> Slightly increased the size of the map to compensate for the changes.
2024-03-07 22:10:23 -03:00
xindage
6fcf8528cd DM11 (Minor edit):
> Extra barrels were added to increase this feature that's unique to this map.
> Barrels are no longer glued on the walls.
> Added some extra ammo.
> Another area was added on the north side of the map, this have cells and a invisibility sphere.
> Improved some curves of the map to make the plasma room "playable".
2024-03-07 21:59:38 -03:00
xindage
8f7e9ba4bc DM07 (Minor edit): Just a fix.
> Corrected the alignment in the exit room.
2024-03-07 21:57:24 -03:00
xindage
d94c69cc59 DM06 (Medium edit):
> Added extra shotgun ammo\weapons outside.
2024-03-07 21:56:42 -03:00
xindage
a403394a09 DM01 (Medium edit):
> Skag was not in the same angles as the destination of the stop, also the door for it was removed.
> Reworked the west room making it more simple and real part of the action room.
> Main outside room was decreased.
> Removed unnecessary details on the map and enforced the theme in other rooms as well.
> Rebalanced the weapon placement.
2024-03-07 21:52:34 -03:00
xindage
7c9f09d187 New e2m1.
This new map is more simple and linear, good for staring slots. There's no new monsters introduced, all monsters present there so far is present in episode 1. the secrets are simple but clever so players does not have to hunt for them so hard at episode start. Theme choosen is plutonia, and that fits for ruin introduction. Map can be beaten in around 1 to 4 minutes, if you hunt or not for secrets. and as final the map already has full deathmatch support.
2024-03-03 19:34:24 -03:00
Classified-Morner
094a01b40a
patches: Revised SW3 (#1346)
Patches: Minor fix for SW3S0
Slightly edit SW3S0 to keep it consistent with SW3S1.
2024-02-25 18:02:48 -03:00
Steven Elliott
029ffc5625
Merge pull request #1342 from mc776/map08
levels: tweak Map08.
2024-02-24 15:05:13 -05:00
uni
76eb107f29
New DM04 track (#1343)
* New DM04 track

Was almost left unused, oof.

* Update CREDITS-MUSIC

* Fix E2 name
2024-02-23 12:42:48 -03:00
uni
23e231d05f
Fix Vicious' DM17 title (#1345)
Old log from 2001 (https://github.com/freedoom/historic/blob/trunk/0.6.4/ChangeLog#L1225) had this track's title.
2024-02-23 12:42:06 -03:00
mc776
993d431834
levels: fix map08 missing control sector textures.
Also some of the northern monster warp closet lines needed to be marked not-on-map.
2024-02-22 09:03:24 -08:00
mc776
f8d4003bfb
levels: make E3M5 less needlessly frustrating. (#1314)
- If you miss that *one* shellbox accessible from the start, the entire first 1/3 of the map becomes exponentially, inappropriately more difficult. While it is fairly visible once you're down that corridor, you basically have no other reason to go there if you don't have the yellow key, so if you're distracted the first time you see that area (or perhaps you miss it altogether) you might not think to visit it again until you have the yellow key. A small trail of armour bonuses visible from around the corner has been added.
- Moved the tripod gate opening switch a bit so that the surrounding textures align and the fake contrast doesn't make it stick out like a sore thumb.
- The tripod fight sucks. It'd be an amazing arena fight if this were Phase 2 and you had the SSG in those tight quarters, but (a) without the SSG it takes *way* too long and (b) since that door opens permanently like that and there's no wall to follow away from it, the tripod spends 95% of its time blocking your entrance into the arena. Now it's an instant-raise ambush jumpscare - which gives you a moment to take evasive action since it won't start shooting until you're well inside the room unless you intentionally back out.
- That all said, that tripod fight as is is *still* completely inappropriate for just the 5th map in the episode. Compare the equivalent in Map27, where you not only have the SSG and possibly the SKAG, and way more ammo either way, but the entire area is *much* more open and you can easily retreat to a spot where the tripod takes several seconds to reach you instead of one second. The monster blocking line has now been unflagged and you are now able to lure it out into the hall; even if it never leaves that juncture just outside the door, at least it gives you a lot more space and time to work with.
- Made the soul sphere secret just a little bit easier to find with the fake contrast, because expecting the player to figure that a *misaligned rock texture* is a secret when everybody accidentally misaligns rock textures everywhere else is totally unfair.
- The green T room with the teleporter leading to the red slime maze now has a door leading to the hallway going into the final arena, which opens at the same time that said arena does. This should cut back on some backtracking without disrupting gameplay too much.
- Gave the two corridors by the start different marbfaces.
- The cross on the platform by the blue key looks a bit janky even if we weren't trying to get rid of the real-world religious imagery here. It is now a glowing infinity symbol.
- Tekwalled up the back side of that weird not-door to the southwest.
- Mixed up some of that BRICK9 with some BRICK8 where things seemed adequately unexposed to the elements. Split up an over-1024 linedef in the process.
- Flipped a bunch of "ingrown" linedefs.
2024-02-22 08:32:18 -03:00
uni
94c9fcc501
Update CREDITS-LEVELS (#1344)
These were symlinked under the wrong authors.
2024-02-22 08:28:48 -03:00
uni
cde7654c7b
Fix Picklehammer's credits (#1341)
Truncate last name per request, update email, remove space.
MIDIs also modified to change metadata to also fix these.
2024-02-22 07:29:38 -03:00
mc776
6e2fc4225c
levels: misc. Map08 fixes.
Fixed the mismatched lighting under the switch room rising pillars.

Simplified some of the light gradients to help reduce some visplanes. The ledge on the east side of the horseshoe is no longer lit.

The newly lit door next to the ledge now has a similar light texture trim to the other lit areas.
2024-02-19 15:05:31 -08:00