Commit graph

2578 commits

Author SHA1 Message Date
mc776
f496ae47c8
patches: [BUGFIX] expand gcratem1 to 8px. (#887) 2023-03-03 14:18:42 -03:00
Simon Howard
1c2ece528e
Merge pull request #863 from Applemunch/master
Update 2022 instances to 2023
2023-03-02 12:55:44 -05:00
Simon Howard
98e3185df6
Merge pull request #875 from mc776/newhealthpickups
sprites: upgrade health pickups.
2023-03-02 12:52:45 -05:00
mc776
5cf4f0d559
Merge branch 'freedoom:master' into newhealthpickups 2023-03-02 07:37:32 -08:00
mc776
75c98e73b9
patches: normalize crate shading. (#884)
Issue #866 turns out to be the case for all of these.

The little wood crates and VGCRATE1 are already normal in their shading.

The big wood crates are a mix of contiguous or outlined on both sides; the wood grain means any such stuff isn't very visible anyways.

I've also updated *CRATEM1 to give them the dark lined look the ends of the crates have. This might make the repetition too obvious but overall it seems like an improvement.
2023-03-02 07:34:07 -03:00
mc776
6f5067e328
textures: add smaller MIDSPACE. (#885)
A lot of IRL chainlink fences aren't nearly as tall as the full-height 128-unit texture we have now. An extra fence texture can be useful when creating more realistic environments.
2023-03-02 07:32:52 -03:00
Shinosarna
28751f6d0a
Edit to E1M2 (phase 1) (#851)
* Update e1m2.wad

* Update e1m2.wad

Changed two encounters with Pinkies to not be closed arenas (the one when you get the blue key, and the one right before the end of the map)

* Update e1m2.wad

Visual edits by mc776. Also I added a new secret right before the end and made some visual tweaks to better indicate other secrets.

* Update e1m2.wad

Edits by mc776 and minor by me, changing the final outdoor area to be bigger and more interesting, changed the lift to the secret in sector 64, and fixed misalignment of step texture of linedef 428.
2023-03-02 07:31:34 -03:00
mc776
d9826a7884
patches: normalize BCRAT32. (#883)
Addresses #866.
2023-02-28 15:26:33 -03:00
mc776
bd38ac83f4
Merge branch 'freedoom:master' into newhealthpickups 2023-02-27 08:02:24 -08:00
Steven Elliott
e55f503fba
manual: Update chapter refernce to episode (#880)
Update "C1M3" in the manual to "E1M3".
2023-02-27 12:58:08 -03:00
Steven Elliott
2f066d434b
levels: rebuild nodes (#846)
Ran "make rebuild-nodes"
2023-02-27 12:57:49 -03:00
mc776
d2f643a722
Merge branch 'freedoom:master' into newhealthpickups 2023-02-27 07:38:27 -08:00
Steven Elliott
231d8bb2f5
CREDITS: Add contributors since 2022 (#881)
Add contributors since the last major update of CREDITS at the end of
2022.
2023-02-27 08:06:13 -03:00
mc776
98740b1307
levels: more misc. fixes and improvements. (#882)
* levels: more misc. fixes and improvements.

This one's a bit more ambitious than the other one, sorry.


**E2M8**
Missiles were disappearing into the outer walls. It's clearly not desired behaviour since they only disappear when fired at ground level targets - when you have plenty of space to dodge - and not when fired at you while you're on the ledge where it might have been handy. It also wasn't happening consistently. Flipping the linedefs didn't solve the problem so the sky above the slime has been lowered to compensate.

Some more ornamentation added to the corners of the slime to cover up the resulting sky oddities.


**E3M6**
The monster closet in the far west-southwest was having some render issues so I moved some vertices around.

The skull pole in the eastern blood room interrupted my flow so I moved it.

Added a bit of stuff to the exits. Both E3M7 and E3M9 start off with a pretty strong techbase/hell mix so the additions should reflect that.

Changed up the start. The back wall now has some skylights, the players start just in front of the door and instead of one serpentipede standing with its back to you completely oblivious it's standing around the corner waiting to ambush (along with 1-2 buddies)

Rocket launcher #53 (near the star thing, which has also been given a bit of a makeover) is now marked multi-only.

Fixed various texture issues and merged various identical sectors.

Added more health and a way out of the pit with the zigzag bridge.

Moved the bars around to make it a little more obviously impossible to squeeze through.

Marked the teleporter to the red door as needing a red key. (Not marking the door itself just for aesthetics.)


**E3M7**
Fixed up some texture alignments in the first fighting area and the lift leading into the intestine area.

Fixed up some texture alignments in the intestine area and some minor remodelling of the wooden exit gate out of it.

Added an anti-pinkie-block trench (see Map13, Map20 and Map29) in front of that first drop in the red spiral chamber.

Moved some stuff around in the intestine/stomach area to get rid of jarring fake contrast effects.

Made the teeth at the start of the digestive tract white.

Added more health and armour in the areas leading up to the spiral.

Added some skylights on that long marble corridor.

Moved everything in the spawn chambers so that the last weapon you autoswitch to is the shotgun. There is no skill level that places anything you can immediately melee right behind that first door so it's just "haha we gave you all this prep but you forgot to switch" as the player takes a bunch of fireballs while switching to a proper weapon.

Made the cyberdemon fight more interesting and chaotic. All four corners now (can eventually) open back up into the hall, and monsters warp into the hall and just outside the front door.


**Map06**
Continuing from #865.


**Map10**
Addressed #867 and #714.

Softlock if you could run into (-2696,736). Moved the tree and rock to allow passage out, and also added a medkit there as a little reward (or compensation if you get cornered in there) given how long it took for this to be reported.

Marked the blue door leading to the yellow key as needing the blue key.

With jump enabled you can easily grab the blue key early and skip the entire left twisty area of the map. I don't want to fence this area off because it looks and feels like shit that way, but the player should still have a reason to go the long route. Right now there's a rocket launcher and chaingun that way.

So I've made the following changes:
- Added a tiny step in the eastern corner of that ledge that lets you get up to that level without jumping.
- Changed thing #130 from a chaingun to an ammo box, but added another chaingun that's multi-only. You will still get a chaingun in this room in single, but you'll have to pry it out of someone's cold dead hands.
- Flagged RL #202 as multi only and adding 2 more rockets in that spot.
- Flagged shotgun #365 as multi only, and added another shotgun to (-3648,400).

The super shotgun secret #1 is also trivially easy to jump onto. I've moved the gun into a secret area that can only be opened if you specifically go down that waterfall.


**Map12**
Restored staircrate access to berserk pack #510.

Changed sector 740 into a door and tagged it 56 to match the other stuff that opens in that area.

Shrank sector 437 and neighbours to align the ceiling lights correctly. Also added an overhang.

Made the monsters in sector 575 teleport into the teleport sectors inside the accessible part of that sector.

Made chaingunner #515 visible by using chainlink instead of a tinted window. (how would it even shoot through the glass without leaving holes???) It is also an imp in easy and medium.

Fixed some texture alignments/matching in the northeast tower and stairs in that big western arena.


**Map13**
Added the rising-trench trick to keep the spectres from blocking the very first jump into the big slime pit.

Gave the top of the blue key pillar a more appropriate texture.


**Map14**
Addressed #867.

Secret sector #107 expanded to keep the player from picking up the chaingun inside it even when the secret is not made accessible.

Got rid of the cage trap for the yellow key, in favour of a baron (knight in easy) warping onto the pad when you hit the switch, which must be killed before you can leave. Reasons: the cage trap can be too easily ruined by a player or zombie, even accidentally; these kinds of traps are not good for replays because they disrespect player agency and punish efficient players with a longer dead time; the trap is impossible to guarantee without either an extremely contrived funnelling the player into the trigger line, or having multiple trigger lines thus running the risk of forcing the player to wait it out on two separate occasions. An additional shell box is provided with the yellow key.


**Map15**
Northwest secret involved a multi-sector lift that clearly goes out of sync. Added a new simple lift behind it instead, and fixed up various textures there.

Moved 333 and 334 a bit over so they couldn't be picked up from the other side of the wall by the switch.

Made overlapping enemies 295 and 255 alternatives that only appear in different skill levels.

Window overlooking blue computer switch now has chain link to mark it as impassable.

The rising red key platform (and all its various components) could be triggered twice, resulting in unwanted effects. The second of these switches is inside the pit and clearly designed to prevent a softlock in case the player reached that area before the switch was hit. The second switch has now been removed; the only path leading to the area is now only accessible if the first switch is hit. As this disables the lift function of the final bridge, safety lifts are added on both sides.


**Map16**
Broke up the linedefs in the outdoor visual so everything should be under 2048.

Added fences, railings, tall lamps, etc. to better mark where the player shouldn't be going.

There's this gap between two buildings that you can slowly squeeze into and find nothing at the end. It's clearly not meant to go through but it's not quite small enough to communicate that reliably, which keeps getting some players misled. I've expanded this area and made it end with the shittiest tiny little fenced-off alley I can do in that few linedefs. The stimpack is now back there.

Spruced up the blue key building a bit, and made that curvy gap actually navigable.

Widened the little steppy things on the edges of the thick box things because navingating that was really annoying.

Miscellaneous other breakings-up of monotonous surfaces.


**Map20**
Broke up a lot of >2048 linedefs.

P1 now starts in the middle, right on that pillar that looks like it'd be a great slightly-unusual starting teleport pad, instead of having an easily opened door right behind them with no explanation how they got there without noticing the shotgun guy. The blocking pillars now have a skull so you know the skull switches are related. Said switches are now part of the fence - it looks vastly better this way and fully jump-proofing this section was always a bit of a nonconcern.

The starting building outer catwalk tends to snag the player in vanilla if they run along the side (which now has a fence to demarcate it). As far as I can tell this is completely unavoidable, so the entire area has been widened to avoid accidental contact while avoiding getting caught in the more obvious geometry of the pillars.

There are three more shotgun guys behind the first door in multiplayer. That's four shotguns!

Windows in that first red building you have to get into are NO LONGER MARKED IMPASSABLE. OUR LONG NATIONAL NIGHTMARE IS OVER. I've also added thin deep invisible grooves in the lava that disappear on your first jump attempt, to keep the spectres from blocking you.

The switch granting access to the blue keycard room is now behind a cage and cannot be punched, getting around some mods that stop the fist from alerting monsters. The ceiling has also been raised slightly to address texture alignment.

The lift that you take into the big red building if you fail the jump now visually matches the one inside.

The blue keycard lift monster spawns are now staggered so you can't clear through all of them at once and stand around awkwardly to wait for the lift to finish. (If you didn't pistol start this map you might just clear out one wave, then stand awkwardly for a much shorter and non-deterministic time until the next.) There's also a lot more of them, just so you don't clear them out *too* quickly. The monsters will teleport into one of the next areas if they try to follow you out of the room.

Figured out why I've always ragequitted this map: there was NOTHING in the marble temple that would tell the player that the skull pillar in front of the cyberdemon is a usable lift. No vanilla-compatible switch texture works here aesthetically. So I just finished the implied temple and added an altar, in the middle of which is a clearly visible switch.

Added more health (of which there had been nearly none, even what I've added is stingy af compared to even Map21) and armour and replaced a multi-only (GOD WHY) soulsphere in the southeast with an also-singles medikit.

Made the square room less utterly dreadful by adding some sky.

Added a lift out of the damage sector in the end area.

Added some secrets.


**Map23**
The two doors in the G-shaped spiral corridor just to the east of the helipad are now single-use stay-open. The problem is that with all the corpses and archviles the closing doors were creating a lot of crushed corpses that were being raised as ghosts in vanilla. (Made even worse by the fast doors which could reduce the opportunity for more incoming monsters to block the descending door)


**Map27**
Spaced out the candle display in front of the devil icons on the east with the shellboxes, to prevent more floating-ledge movements. Honestly I think it looks better this way especially with the bigger Freedoom candle sprite.

Merged/deleted a few redundant sectors with no change to map geometry.


**Map28**
Fixed a misaligned marble skull face near (-4159,1348).


**Map29**
Starting room large devil icons now have staticky trim instead of appearing to tile. Each face is now only two linedefs instead of three, as the perfectly orthogonal middle lines were subject to the fake contrast and didn't look right.

Widened the shaft on the southwest arrow and the flagellum on the northeast sperm to let the serpentipedes move more freely.

Moved armour away from the yellow key platform, guaranteeing its availability from the ground.

Bottom room with spectres and archvile now blocks the spectres from getting right up below the ledge until you've crossed it. The rising platform in that room is also a bit more visible - with the same textures and dim lighting it was almost totally invisible in vanilla unless you already knew where it was.

* levels: improve map16 big view out onto the river.

The big warning stripes on the old railing were right at eye level.

Also the ambiguity whether that was concrete or asphalt or beach finally got to me so I needed to show where the concrete ended and the beach began. (This was originally going to be something more like [this](https://en.wikipedia.org/wiki/File:Riprap.jpg) but it ended up being way too visually noisy - that one big rock in the sand now is a remnant of that.)

* levels: fix tutti-fruitti on the topmost stair on the northeast corner of the big western arena.
2023-02-27 08:05:52 -03:00
mc776
bf9a4495f5
Merge branch 'freedoom:master' into newhealthpickups 2023-02-23 08:26:30 -08:00
mc776
7000b46327
sprites: upgrade rockets. (#876)
The little panel thingies now flip out into stabilizing fins.

The weird yellow grooves (too short to really work as fins) are reinterpreted as a warning stripe trim, similar to what we see on the launcher.

Fixed up the implied shape of the box top.
2023-02-23 11:41:28 -03:00
Jaden LeMieux
a4184b018b
Added old C2M3 music back into Freedoom as C1M3!
I loved this track so much, I felt that it couldn't go to waste, so I added it back into Freedoom: Phase 1 as C1M3 instead of C2M3, since C1M3's midi was always... not as high regarded as some of the others in my honest opinion.
2023-02-22 21:26:29 -08:00
mc776
a7f7114adf
sprites: upgrade health pickups.
Korp's medikit and stimpack as shared on the Discord, recoloured to use the Doom palette.

The health bonus originally started out as my recolour of Korp's green bottle to give it the same yellow colour coding as the hyperdrive sphere. (If it looks too much like the medical pickups the health going over 100% looks like a bug.) The design I ended up with is inspired by Pac-Man's dots and Unreal's health plants.

The berserk is reshaded and given a similar cylindrical look to the stimpack. The face is no longer a human skull but something more alien.
2023-02-22 09:57:25 -08:00
Steven Elliott
e84bf72c7e Remove three Windows EOLs in buildcfg.txt
This should have no impact on the build, but it causes buildcfg.txt to
constantly appear as a modified file.
2023-02-20 07:53:46 -05:00
mc776
de0ecc210e
sprites: make armor bonuses red instead of green. (#861)
They used to be red a long time ago and GZDoom's lights definitions still use red for them.

This works because Freedoom's MegaArmor is also red, which gives us this natural color coding that red = get armor above 100.
2023-02-19 19:40:41 -03:00
mc776
eb068b5e1c
levels: overhaul E3M1 start. (#873)
First, the player had started off looking away from the serpentipede that could see them right away, which felt like I was being railroaded into a "David Madsen in the Dark Room" situation. It turns out that I can't quite move the start far back enough to get all players out of LOS without changing the map geometry, which leads to...

Second, the player starts on a teleporter pad *and* there's an implied trail behind them - which way had the player come? So to address that I've gotten rid of the tiny little pad and instead created this huge elaborate teleporter setup that could reasonably look like the destination from the interplanetary teleporter described at the end of Episode 2.

Also stashed a dead zombieman in the back, so the implied immediate backstory is that Karl warped into Horizon, saw a zombieman, killed it before it could attack or sound an alarm, then dragged the body into this crevice and tried to stay out of sight, before realizing he couldn't climb back out that way...
2023-02-19 19:39:22 -03:00
mc776
df7509a98e
levels: new e1m9 by Mortrixs19 with edits by me. (#874)
Continuation of #869.
2023-02-19 19:38:57 -03:00
mc776
3efe8a0e41
levels: fix various bugs. (#871)
* levels: fix various bugs.

Thanks to Goji!, Inuk and rednakhla on Discord for pointing these out.


E1M3: Northern lift simplified to address texture alignment problems.

E1M5: Door near (-205,1336) (leading out into open ceiling area with the big strip of lights down the middle) door tracks needed to be lower unpegged.

E1M9: Lift near (-2328,120) was split into 2 sectors, causing HOMs when they went out of sync. There's nothing that relies on this split (contrast the neat lighting stuff from Map22) so the lift is just merged into one sector.

E2M2: Shellbox near (-486,192) is right on the line between two stairs, causing it to rest on the bottom step which causes ports like GZDoom to have the sprite clip *very* visibly into the upper stair. Moved it slightly so it rests on the upper of those two stairs.

E2M3: Door leading to red key and "door" leading to soulsphere: former should be lower unpegged but latter should not, but were reversed. Two exit-door-textured doorframes also given more conventional DOORTRAK and lower unpegged treatment. The teleporter representing the hatch going down into the nukage is now fully repeatable.


Map07: Infinite height in vanilla would cause the spectres in the red key courtyard to trap the player on the entrance ledge from below in a way that could not be seen or diegetically explained. Those three spectres now warp in only after you cross the ledge. (Setting them to "ambush" would do nothing since you're in LOS with them from the top of the ledge.)

Map11: Lights above red keycard weren't aligned; moved that entire sector and added a few lines to round the corner. Removed a strobe effect on the exit teleporter to compensate for a GZDoom issue where the light would go to absolute zero during the blink.

Map12: Room to the south with the 2 stimpacks, ammo boxes, 2 chaingunners and berserk would sometimes cause some of the items to be "levitated" to the highest sectors they touch. Moved them away from said higher sectors - it looks a bit sloppier but this is a backroom not a storefront lol.

Map13: The easternmost archvile platform had the archvile stuck in the seam, preventing it from lowering in vanilla. (Worked fine in GZDoom) Moved it a little further in.

Map19: The combat slugs teleport in from a W1 teleporter which could sometimes be spent while one of the pinkies is blocking the destination, permanently preventing that slug from teleporting in. These are now WRs like the other teleporting enemies.

Map22: More W1 monster teleports that should be WR. Also filled in some missing textures in the multi-sector lift connecting the cavern to the hall in the southwest, which parts are clearly not meant to be seen moving separately but can - it still looks fucked up if you manage to desync them, but it's a diegetic fucked up now.

Map24: Another W1 spawn. This one is impossible to screw up in vanilla, but there are some mods that could end up spawning something there that could block the archviles from teleporting.

Map25: More W1 problems. The spawn source room now also has a small barrier to make sure each pinkie only goes to its own teleporter unless the initial teleport fails.

Map27: Lizardbaby dropping too far meant that the bracket was falling along with it in a visibly unnatural way.

Map29: Broke up all the long linedefs on the perimeter of the map to get around the invisible hitscan barrier bug: https://doomwiki.org/wiki/Hitscan_attacks_hit_invisible_barriers_in_large_open_areas
(Ideally this entire perimeter should be redone to break up the box in favour of more natural-looking formations, but that's a bit outside the scope of a fix like this.)


Also got rid of the Plutonia-style start/end teleports on the fixed Phase 2 maps, to address #867.

* maps: more fixes.

More floaty items and other things.

E1M9
- floater mid south stim by staircase
E1M7
- floater northwest clips near the tunnels
- floaters near switch by railings, now all on the railings
- duckproofed sector 439 barrier
E2M9
- floater thing #125 medikit on top of lift, now in middle of platform
- shotgun guy (thing #309) and the spectre behind it stuck in geometry.
- lines 430 and 761 both open the same door and are in the same room right next to each other. Since 761 is actually textured and positioned as a switch, the tag and special on 430 is removed.

* levels: flag e2m7 DM stuff as multi-only.

Marked the following based on eyeballing out what items are right next to DM spawns with no obvious alternate route to them: 487, 488; 203, 397; 499, 500, 501, 502; 482, 485; 491, 492, 493; 494; 496; 28, 486; 182; 54

* levels: more misc. fixes.

E1M6 W1 lines 2318 and 2321.

E3M5 Removed all monster block lines in that gross blood room and raised the blood floor to only 4 below the normal floors, but flagged more monsters in there as ambush to make up for it. Also fixed a lot of texture alignment issues in the top skin panels and lowered the ceiling, along with adding a new sector to address texture tiling issues in the northern teleporter room.

E4M1 fixed a mysterious HOM that was going on near the northern shadow line in the northern outdoor area. Merged a lot of sectors that were identical in their properties.

E4M7 entrance to sector 985 seems to be intended that the player run off the ledge into that room, then the pinkie near the ledge ambushes the player from behind. Instead, what sometimes happens is that the pinkie is alerted somehow, then obstructs the player (vanilla infinite height) from being able to get down there. That means of getting down into that room is now walled off, and instead you step onto that lift to bring it down from above. Neat side effect: any monsters still in the ring when you enter that room will follow you down there.

E4M5 linedefs 1724 and 1725 were facing the wrong way and couldn't be hit with projectiles.

Map25 Float thing 217. Moved that entire row further south to address floating item issues.

Map28 Float thing 464.

* levels: use inner room texture in E4M7 lift.

* levels: align side textures on that lift.

Didn't realize the little squares were sticking into the floor at the *bottom* of the lift as well.
2023-02-19 19:28:01 -03:00
mc776
d5750a0560
sprites: better match shotgun pickups to hud. (#872)
The barrel shroud on SHOTA0 has been off model for a long time - I didn't really want to touch it back in 2019 because I wasn't really sure what was even going on in the sprite, but now that I've been looking at the shotgun a lot more it's pretty clear it could be improved.

Also made the shells in the stock wider and looking a bit more like what we see in the shell pickup. (This entire thing had actually started off as a simple attempt to change the colour of the shells to the olive green the shell pickup uses.)

The SSG pickup has also felt "off" to me for a long time, but couldn't really put my finger on it other than "the foregrip's too big and i don't like it". Turns out if it "really" were that big you should see it in at least one of the reloading frames.

The raised rear... bead? peg? was also implemented and the vents on the end of the barrel made a bit further apart to factor in the foreshortening of the HUD sprite.
2023-02-19 13:49:23 -03:00
mc776
1790634769
sprites: [BUGFIX] make torch frames the same size. (#870)
Currently the sprites are all cropped to exactly as much as needed. Apparently this has some really bad side effects with the animations.

To check: warp to Map29 in vanilla and take a couple steps back. Expected: solid parts of torches stay perfectly still except for the shifting lights on them. Actual: torches jitter and twitch.

Making every sprite in each loop exactly the same size gets rid of this problem.
2023-02-17 08:52:43 -03:00
Shinosarna
bd25568ef6
Edit to E1M1 (#852)
THIS IS A COLLAB EDIT. By me (shinobody) and mc776. Please credit both of us.
All changes in previous commits by me, all changes in this commit by mc775.
2023-02-14 11:19:35 -03:00
Steven Elliott
67193d9181
CREDITS: Add older "D" changes for new users (#849)
For users added by selliott512 update the "D" lines so that they
include changes prior to 2017.
2023-02-14 11:15:52 -03:00
mc776
8d8da049f7
sprites: new armour pickups. (#860)
* sprites: new armour pickups.

At this point they're not really just "vests" anymore so I've changed the pickup message as well.

* sprites: darken armor pickup shadows.

The darkest bits were far too light, making the sprites look floaty and billboardy compared to typical (Free)Doom assets.
2023-02-14 11:13:57 -03:00
AerialB
542240be20
Update copyright to 2023 2023-01-14 22:22:41 -05:00
AerialB
26d26c91e5
Update COPYING's year to 2023 2023-01-14 22:21:06 -05:00
Xindage
3841a053f9
Merge pull request #862 from mc776/newpol6
sprites: new impaled twitch zombie.
2023-01-14 23:54:45 -03:00
mc776
c307a1268a
sprites: new impaled twitch zombie.
Mostly just for the new boots.
2023-01-14 17:13:21 -08:00
Xindage
259b0dd835
Merge pull request #859 from mc776/refinery
dehacked: fix some map names, revise one more.
2023-01-02 22:40:58 -03:00
mc776
30283e08c9
dehacked: fix some map names, revise one more.
DM21 typo; DM12 use the most neutral version of that abbreviation.

Map11: it is neither infinite nor a plain. Inasmuch as it's a misleading name it's arguably a great name for a map that's basically a ceaseless parade of misleading gotchas (fake doors, switches requiring multiple backtracks to find out what you need to do to progress, secret areas that kill you, etc.) but it just feels like this name used to be for a different map (maybe a followup to the immediately preceding Outlands) and no one bothered to update it.

Someone who actually enjoys this map please feel free to suggest a different name.
2023-01-02 17:35:14 -08:00
Xindage
b5159e5184
Merge pull request #858 from mc776/newfcan
sprites: revise burning barrel.
2023-01-02 10:41:04 -03:00
mc776
5447c1430e
sprites: revise burning barrel.
Addresses #850.

Totally redrawn yellow flame - (roughly) symmetrical and able to be used for generic fires as it is on many Doom maps as well as Freedoom's own Map16.

Replace the pillow shading, made the barrel taller, and remove the blue trim which doesn't really work with the yellow flame anymore.

Add some shifting highlights to the barrel body.
2023-01-01 09:04:15 -08:00
Xindage
7983bb07f7
Merge pull request #855 from selliott512/update-demos
lumps: Updated demos
2023-01-01 09:56:00 -03:00
Steven Elliott
9837e5620d lumps: Delete dysynched DM demo 4
DM demo 4 may be replaced before the release, but for now it will
simply be deleted. With this change freedm.wad will only have 3 demos
wheras freedoom[12].wad will still have 4 demos.
2022-12-29 08:37:52 -05:00
Steven Elliott
0471ae7a5d lumps: Fix phase 1 demos 2 and 3
For phase 1 demos 2 and 3 have become desynced. These replacement demos
are for the same levels.
2022-12-29 08:30:38 -05:00
Catoptromancy
ab769a835e lumps: Updated demos
New demos to fix desynced (broken) demos as well as to showcase new or
updated maps since the last release.
2022-12-29 08:26:15 -05:00
mc776
394537f216
sprites: new torches. (#848)
* Squashed commit of the following:

commit 7c4bad1306
Merge: a9027612 c6b27ac4
Author: mc776 <24984517+mc776@users.noreply.github.com>
Date:   Wed Dec 14 23:28:36 2022 -0800

    Merge branch 'freedoom:master' into map27dmstart

commit a902761217
Author: mc776 <24984517+mc776@users.noreply.github.com>
Date:   Fri Dec 2 23:42:50 2022 -0800

    levels: remove extra DM starts; fix zerk door.

commit ab9b5b64c5
Author: mc776 <24984517+mc776@users.noreply.github.com>
Date:   Thu Dec 1 08:39:16 2022 -0800

    map27: add more deathmatch starts.

    Also create a door out of the berserk pack room.

    Addresses #806.

* sprites: new torches.

Add visible stand at bottom; make tall torches the same for more similar proportions and aesthetics to id.

Trilobite head courtesy of Craneo.
2022-12-19 15:42:28 -03:00
Xindage
b4fbda5be8
Merge pull request #833 from mc776/map27dmstart
levels: add more deathmatch starts to Map27.
2022-12-17 17:27:21 -03:00
mc776
c3a729dc67
Merge branch 'freedoom:master' into map27dmstart 2022-12-17 09:12:34 -08:00
Xindage
c9fce91c13
Merge pull request #826 from selliott512/map20-more-ammo
levels: Extra ammo for MAP20
2022-12-16 23:41:21 -03:00
Xindage
48a4053167
Merge pull request #841 from selliott512/map22-no-tripod-tele-dest
levels: MAP22 no teleport destination for tripod
2022-12-16 23:41:03 -03:00
Xindage
66bc1e6510
Merge pull request #844 from mc776/map12textures
levels: fix Map12 switch and door.
2022-12-16 23:40:25 -03:00
mc776
98072485cf
levels: one more fix to the grey room.
Moved the vetex on that one wall so the bullet hole wouldn't be cut off.
2022-12-15 10:19:39 -08:00
mc776
1a8f4aadb5
levels: more texture fixes; lower blue door. 2022-12-15 08:36:19 -08:00
mc776
7c4bad1306
Merge branch 'freedoom:master' into map27dmstart 2022-12-14 23:28:36 -08:00
mc776
77e6c15d86
map12: fix that little bit by grey room switch. 2022-12-14 23:22:11 -08:00