* levels: E2M3 texture issues.
A bunch of door track textures needed lower unpegged flags.
Lines 1179 and 1181 also given DOORTRAK instead of SUPPORT3 because every time I look at it I feel like the door should get snagged on those bumps. (Same with the blue key lift.)
The tekwall trim railings in the northeast have been raised to prevent accidentally walking onto them. I've also given them a texture that does not look like a misplaced door. The lowering wall monster/switch closet has also been touched up a bit.
* levels: fix up some Map04 appearances.
Changed the northernmost texture in the hatchling closet in the final room so it doesn't contrast so much that it looks like a secret.
Slightly moved two vertices on the exit flame to get rid of the fake contrast.
Fixed up the central hub aesthetics a bit:
- Aligned the pillar textures.
- Expanded the teleport destination pad, gave it some ceiling lighting, and surrounded it with a grate floor. Now it looks like an actual part of the bigger thing.
- Lowered the contrast between the lights and shadows.
- Got rid of the featureless silver above the doors, giving them tekgreen lights instead.
* levels: correct Map04 pillar texture.
E1M3
Changed the front entrance into an outdoor train platform. The train is visible from the window behind the blue door as well.
Added some escapes from some slime pits.
E1M7
Jump-proofed rocket launcher secret, the switch behind the bars in the northeast, and the two teleporters that are opened up by approaching the switch in the southeast. Duck-proofed that one rusty bar blocking the way to the northeast area. (If you're playing a mod that lets you duck less than 12 units it's not proof against that.)
E2M1
Pending final replacement of this map, here's a hacky solution to address #864 involving a door trigger and a hidden multiplayer-only barrel. In singleplayer the path beyond the other side of the gap is now blocked by a wall of rubble. At least this should better signpost that the player is not expected to go that way.
E3M7
Made the final door before the painlord stairs stay-open to let the player backtrack later if they want.
E3M8
Got rid of the sound pipes in favour of merging some sectors, fixing the gargoyle textures in the process. Raised the windows into the "snake pit" slightly to line up with the brick texture.
Map16
Addressed #591. The same trigger that "presses the button" now lowers the wall up ahead, revealing an exit portal a second or so after the bossbrain exit would normally activated.
Map17, Map18, Map31
Addressed #867.
Map30
Addressed my comment in #640 by making the platform right in front of the face a secret, so the player can 100% the map. (Not doing anything for E3M8 because you don't get a stats screen for it anyway.) Also dimmed the arena below 255 so depth can be better visible. (Some map geometry has been slightly altered to avoid orthogonal lines where the fake contrast would look bad.)
Removed the flat bleed hack in favour of some explicit bright lights at the bottom of the sign.
The gap in the giant doors is now back up to 32 units wide, but there's a visible chain behind them in some implied past attempt to either force them together or prevent them from opening. Either way, it's a midtex that clearly communicates the player shouldn't try to pass through. The slope is specifically chosen to allow the most view of the more detailed side.
The secret armour closet didn't leave any room for the door to slide through. There is now a track cutting through the inside of that room, and the "inside" edge of the door is peeking out a little.
Also finished the door on the outside. Not at all necessary for playing the map as-is, but just in case anyone in the future wanted to do a variant of this map that actually let you go out there...
The AGM logo over the waterfall in the courtyard was weirdly split up by the central orthogonal section's fake contrast so I've split the middle linedef to make a gentler curve.
* sprites: polaric upgrade; sprite offset fix.
The current pickup sprite looks pretty much exactly like what one might expect from drawing fanart of the id plasma rifle from memory. I've changed what I could while still remaining consistent with (and hopefully becoming more consistent with) the HUD sprite.
Since the gun shoots straight forwards I've also made the flash symmetrical - along with the projectile itself (but not *too* symmetrical). This does help address #932 a bit, but if anyone's got a better design I'm all eyes.
The blue flare along the top "spine" of the gun looked a bit janky on the left so I've smoothed it out a bit. The blue also lingers a bit in the B frame.
With all the ongoing news a lot of FPS player types will be following about artillery logistics in the IRL war, the use of "cannon" referring to this short handheld PDW is aging even more poorly than Doom's "clip". The best word I can think of as a substitute happens to result in an acronym I think we might as well lean into.
I've also adjusted some other projectile sprite offsets - my last attempt at fixing them actually placed the sprites a little too high.
* sprites: smooth out some jank left by paletting.
* sprites: do polaric flash as well.
* levels: E1M9 adjustments.
Central room monster closet doors are no longer upper unpegged.
Changed central room stairs to use a different texture because STEP4 was tutti-fruttiing again.
Added some aesthetic improvements: the subject matter of the recycling.
Replaced the lift with stairs leading to the rocket launcher to avoid the pinkie jump block.
Tried to use the same door texture for all doors that are only remotely opened.
Used a more see-through barrier for the corner guys in the middle room, after an incident where I spent way too long and eventually resorted to IDDT to find a single zombieman - interesting challenge but probably inappropriate given the way the rest of this map works.
Fixed a bunch of miscellaneous texture issues.
* levels: move Armory name+mus to E1M5; rename E1M9.
The spooky sountrack simply does not work for a shoot-'em-up level like that.
It works better for E1M9 now that there's actually something ominous implicitly lurking in there.
* dehacked: rename E1M9 and E1M5.
* dehacked: update E1M9/5 par times.
* delete misplaced dehacked.txt
* levels: fix map12 softlock.
to replicate:
- warp to map12
- do NOT try to get the blue key yet
- get the storeroom berserk secret, then go get the plasma rifle in the east
- go back and try to get the blue key
expected:
- the blue key is now on a raised lift. use it to lower it and get the key.
actual:
- the blue key is now on a raised lift. you can't use it, because in vanilla the walk lines that open the trilobite closets, etc., block your use attempt.
This PR moves the relevant switches for the lifts - plural, to keep both ends consistent - to the sides so you can always hit them.
I've also fixed the bridge flat pattern (it's implied to be collapsed but there's no explanation for the gaps on the ends) and also some of the SUPPORT2 textures behind some of the lifts in that pre-key area, and made the bridge lift flats into something that looked a little bit more like intentional structures than a default grey flat.
* levels: fix map12 HOM.
There was a reason why those lifts were defined with so few linedefs.
Those huge spans of DOORTRAK still looked awful at low resolution though so I swapped them out for some hopefully vertical-looking bits of tekwall.
#888 didn't actually add the new flats to the build instructions.
Now that they are usable, I've updated the Map26 crushers to use the bodies flat that I'd originally wanted instead of the skulls.
If you pistol start this map, on the teleport into the tower you will be forced to get helplessly shredded by serpentipedes while you're switching to the polaric that's right at the destination. A second one has been added on the platform with the backpack that leads to the teleporter, and the current one has been flagged as multiplayer-only.
Right after this is the blue key, which cannot be retrieved without taking damage from the hurtfloor below. There's no reason to be anywhere near this pit after the blue key so the double telepads doesn't even make sense, except to warp the occasional spider into the starting room which just looks silly. To address all these issues, there is only one pad, right next to the rocket launcher switch, which lines are monster blockers, and the blue key platform is now *higher* than the ledge you reach it from so you can see it moving, retreat back into the tower, and go back to the RL platform and reach the telepad without touching the lava.
The medikit with the blue key has been moved into the main ground area in the northwest.
The jump from the wood tower onto the teleport to get into the stone tower is now surrounded by monster blocking lines.
Got rid of two things that seemed intended only to spite the player:
- the sub-shotgun in the green room, which would cause a weapon-switch just as you face the painlord at the top of the lift, is now just two packs of shells.
- all four doors of the minigunner shack are usable. (They are also equally lit, unlike previously when one of them was slightly darker and it wasn't the one that was usable.)
Added a radsuit and medikit to the back of the green building, so that exploring that area isn't merely unmitigatedly punished.
Added a visible light source to each of the indoor areas.
The messages hadn't been checked for length. Fortunately caught relatively early because the only string that shows up in vanilla (and thus would cause a crash) is also one of the longest ones.
I've also amended two things in the text itself:
1. big burly violent guy who's all about freedom and blaming scientists for things is...... not something that's aged well. And when a corporation is involved you know it's the investors pushing for the bad thing and not the actual researchers on the ground.
2. that other quit message literally reads like you're goading someone into suicide IRL, in the current environment where everybody's depressed and a lot of us have lost important people to plague or war or medical neglect or workplace accidents or violent bigotry or any combination thereof. I've taken the liberty to rephrase it so the emphasis is on what I think was intended.
Threw in a replacement for "exit to DOS" as well.
I was grossly overthinking the issue of needing to prevent the player from proactively maneuvering before the action begins. Someone who's played the start a couple times would be able to do that anyway.
E3M1: Rearranged the two "spinal columns" inside the first entrance. The chamber is larger and the columns are not perfectly octagonal (both to align the textures and to get rid of the fake contrast) and one of them is significantly larger than the other.
E3M6: replacing the (not even working right, you could see the floor moving) flat bleed rising painlord with one that warps into that spot. Changed the textures inside the hatchling fireplace so you're seeing fire everywhere from the inside.
E3M7: Slapped some textures onto the otherwise flat bleeding temporary monster blocker. The difference is barely noticeable even if you're deliberately looking for it.
This is the same solution I've proposed to address #920 and was planning on posting this only after some resolution was reached about that, but others have confirmed this does look way cooler than the original exit sign so here we go.
Map20: Just added textures to the lava jump and made the sectors thinner. No one's going to see them outside of deathmatch without noclipping anyway.
Will just leave the hole in the red arena ceiling where it is - players don't look up anyway.
The little red button in the closed-off brown metal area also uses flat bleeding (which frankly I'd taken as precedent to let me do this with the other stuff at all). Turns out it's perfectly visible with the light reduced to the surrounding area so I have done that (and also added some downwards movement of said button).
Map29: Moved the spectres out of LOS.
The only big pack available now is on the "outdoor" revenant platform.
You still get a total of 280 in singleplayer, which is still way more than you need but at least not enough to kill every enemy with the plasma rifle alone.
C3 restructured and C5 rewritten by @shinobody with edits by me, C6 loosely based on @shinobody's rewrite that had interpreted the map as a barracks instead.
Changing armors to match the new color scheme.
Basic armor is yellow (since no armor is green and big armor is red)
Also reshaded the new red armor shards to look nicer.
Addresses #916 by moving the entire starting corridor out of LOS with the monsters and moving all the player starts accordingly.
I've also recessed the doors in both those western corridors just to make them look a little more plausible.