Russell recorded some action from his own circular saw, this one is
spliced up and modified for appropriateness in the game. :-)
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
map05: added a vertex and moved wall slightly so player doesn't get
stuck behind sector 196.
map07: enlarged 4 platforms about 24 units, I think, made stairs
slightly smaller. Bottom star still has original location. Made the
ledges platform block monsters. This should only affect gameplay by not
letting the arachnotrons get stuck.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Bunch of fixes in map15:
* Player can be trapped at sectors 88 and 1014 if the player stays here
too long
* Sector 181 has no items in easy skill levels
* Wrong lower front side texture on lines 460/437
* Player can get trapped in sector 30 and die
* Many door tracks don't lower unpegged
* Floor of sector 246 looks better with FLOOR5_3
* Wrong texture on line 1460
* Lines 712, 715, 1460, 1466, 1459, 5882, 5880, others need aligning
* Floor of sector 358 looks better with CEIL3_5
* Floor of sector 576 looks better with FLOOR0_3
* Line 7181 was upper unpegged; door texture did not scroll on opening
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Found out a couple months ago that it doesn't work the way I had
assumed, although it still has a useful purpose.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Makes switches more consistent, they now intially appear to be in the
"off" position rather than the "on" position.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Included is a new set of textures for gstfont1-3 (wall58_[123].gif);
Compare the blood from the mouth in the old set. This is reflected
(fixed) for secure 432 of map 25.
Also included are new patches wall52_2 and wall54_2 (cement5 and cement6
respectively). The lower orange and black striping now matches the
other "cement" textures. Check the start of map 10.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
This map could not be completed as it had no exits. The latest did have
and exit but could not be reached. A silent teleport line before it.
This has been rectified. A number of other tweaks & fixes to the level
also. Lines 126,119 and 122 had the NUKEMAP incorrectly on the mid tex.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Restored much of the old map, fixed the exit, and the player cannot
get trapper around sector 994 anymore.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
1. It is now possible to walk up and down the stairs in the multiplayer
part ... sectors 726, 725 etc. Players could only walk up before. It was
a combination of sector heights and player radius issue.
2. Fixed issues at lines 6027, 6715, 6721, 6722, 5513, 6415, 7370, 7334
and sector 432.
3. Sector 234 ( and within ) and sectors 281, 282 changed ceiling to
DEM1_5.
4. Removed sector 251. Superfluous.
5. Changed texture on line 1805/1824 to sw1satyr to match lines
1800/1808.
6. Deleted sectors 152/153 and changed the line type for lines 1937 and
1941.
7. Changed floor flat for sectors 387, 330, 331, 357 and 332 to
FLOOR6_2.
8. Moved ( dragged ) lines 2643, 3631 and 3613.
9. Changed the floor/ceiling flat for sectors 377/378 to SLIME13.
10. New sector 773. Sector 104 looks better when lowered now.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
They weren't vanilla-compatible, so Plutonia 2 was not compatible with
Chocolate Doom. They are now modified to the standard Plutonia sizes.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
These are recovered from an old backup of Freedoom dated 2002-08-5. I
found a use for them (specifically, PrBoom menu graphics), so here they
are again if anyone else finds them useful :-)
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
The ChangeLog isn't going to be so manually maintained anymore; it's a
bunch of busy-work which is better served through version control.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Expanded contribution sections for intellectual property advice, and
graphics guidelines. The "Submitting your work" section is still
unfinished, but that's unfixable for the time being.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
The same demos won't work across IWADs; the previous commit completely
locked up Boom when using doom.wad. Now there will be independent demos
for each IWAD.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
PrBoom and other ports actually raise limits even higher than what Boom
supported, so testing only in those ports might make Boom-incompatible
levels without realizing it.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
"fun.wad" by Siggi is a wad originally made with Plutonia textures but
retextured by the author to work with Freedoom and donated to it.
Catoptromancy feels it is appropriate to have the super secret level as
a huge slaughter map.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
- Fix implicit manual lift (sector 45)
- Fix blue door (sector 64) which was red-locked on one side
- Replace lower texture FLOOR4_8 with METAL1 on linedefs 639-642
- Set lower unpegging flag on various doortracks
- Build reject map
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Catoptromancy writes:
>This is a map made by acc I took from a dw thread.
>Retextured a small bit for udoom. Added coop and dm starts.
After further discussion he and I felt that it would fit better as E1M2,
which is otherwise missing (the style is more in line with ep.1)
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>