Commit graph

2990 commits

Author SHA1 Message Date
Just-an-anon
55d8556183
Merge branch 'freedoom:master' into Cascade-fist 2024-05-18 11:43:01 +07:00
Xindage
38e037f6bc
Merge pull request #1365 from KukoBerry/master
Shorten DSCYBSIT (assault tripod wakeup sound)
2024-05-16 19:20:31 -03:00
KukoBerry
bd4524989f Fixed DSCYBSIT file 2024-05-12 21:15:24 -03:00
Just-an-anon
5a402b053e
Merge branch 'freedoom:master' into Cascade-fist 2024-05-06 18:34:12 +07:00
Xindage
b426172edc
Merge pull request #1336 from unithecutie/korp-plat2_1
New PLAT2_1 by Korp
2024-05-05 18:05:28 -03:00
Xindage
4ba18c8a23
Merge pull request #1354 from jadenquinn/E3M1-Thing
Change health/change multiplayer armor to normal on E3M1
2024-05-05 18:02:28 -03:00
Just-an-anon
eca9f29039
levels: Pentagram removal for E2M3, MAP05 and MAP28 (#1358) 2024-05-05 18:01:16 -03:00
Just-an-anon
f5c55d0e7f
sprites: Updating the pistol sprites (#1357)
* 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.
2024-05-05 17:59:38 -03:00
Xindage
6e7c506791
Merge pull request #1359 from Anonysussy/Custom-ENDOOM-screens
lumps: Updated custom ENDOOM screens
2024-05-05 17:55:00 -03:00
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
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
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
mc776
df640de1fe
levels: tweak Map08.
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.
2024-02-18 00:45:38 -08:00
uni
4c39ce3fdf
credits: add a "previously featured in 0.12.1" section to CREDITS-LEVELS (#1335)
Also correct the E1M6 credit.
2024-02-14 10:50:18 -08:00
mc776
615b629ff2
levels: jump-proof Map19 soulsphere secret. (#1340)
Closes #1337.
2024-02-14 10:39:43 -08:00
uni
e00c9f8010
Updates from Korp; compress PNG file size 2024-02-14 01:23:08 +00:00