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"fun.wad" by Siggi is a wad originally made with Plutonia textures but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>
Moved from SourceForge; also levels/sargebaldy/hellkeep.txt had some
weird end of lines (various mix of CRLF, LFCR), that's fixed.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Note the patch name is SKY4; all the others are RSKY* (which explains
why you get Doom2 skies in Doom - FIXME)
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
The map it points to appears to have been truncated (suspicious length
of exactly 49152 bytes, wad directory pointer points to 60413 - 11261
bytes past the end of the file, see also [1] - the map appears lost)
[1] http://www.doomworld.com/vb/freedoom/16596-e3m8-broken/
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
map06: the spider mastermind wont shoot back, seems trapped on sector
mismatch. FIXED, made spider platform larger.
map10: fixed map with new ammo and monster arrangements and exit.
map13: needs finished or replaced. Only added an exit, and made skill
more sane.
map14: needs most sectors unjoined. FIXED, maybe. Much more noticeable
in coop with random sectors and HOM.
map24: needs skill adjustment FIXED,
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>