* sprites: Tweak the PISG sprites
* Tweaking the PISG offsets
* Properly palletted sprites
* Minor fix for PISGA0
Add lighting effects for firing animations alongside minor improvements.
Recenters the pistol offsets due to the newer sprite edits.
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.
- 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.
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.
The four serp platforms never needed blocking lines of any sort, let alone totally impassible. They are now unflagged for blocking anything.
The nearby soulsphere secret has 2 flicker sectors sharing a common apparent light source that go out of sync. This has been simplified.
Removed some useless linedefs that seemed to be leftovers from when this map had more detail sectors.
Fixed the mismatched flat below the bars in front of the exit.
This map has been notorious for being difficult to navigate. It's actually really clever in its layout but it's also a little too clever about trying to surprise the player by putting important things in places the flow of the map would naturally direct the player away from. There's no real curing this but at least the signposting could be better:
- The raised screens in the starting loop area now align with the bricks and can't be climbed by accident.
- The two big remote-only doors near the start now have different textures since BIGDOOR1 implies a directly usable door literally everywhere else. They also have those pump-piston thingamabobs that show they're affected by those switches.
- Made the courtyard secret a little easier to find (if not actually figure out), and made its panel different from the starting area one because that confusion after you teleport is fun only once. Lower unpegged those doortraks as well.
- Raised the window railings so they're more clearly not intended to let you run out.
- Brightened the area around that door with the underpillars since the flow of the horseshoe makes it very, very easy to run past and not notice until it's too late.
- The "door" pillars on the central switch hub are now opened by nearby switches instead of being directly used. As pillars they are coded very similarly to the remote-open pillars everywhere else and it's always this off-putting and demoralizing distraction to have to remember that they are not. The keyless door also gets the same treatment for consistency.
- The door leading to the teleporter out of the switch hub is now opened by the keyless switch, ensuring that you have to have done this at least once before you can proceed without backtracking.
- Exit bars are explicitly marked as needing the red key.