In each of the four corners of MAP14 outside there are large cylinders
on raised platforms that monsters get stuck behind. This fix moves the
monsters from behind the cylinders and adds linedefs that the monsters
can't pass.
Prior to the Eureka cleanup DM08 had circular saw blades on the left
side of the map via texture SLAD2. Unfortunately Eureka falsely flags
SLAD2 as a Medusa causing textures for middle textures since it
contains more than one patch. This fixes introduces texture SAW2 which
only contains the SAW2 patch, and which therefore does not cause the
Eureka warning. It should look exactly the same to the player.
Part of the Eureka cleanup involved fixing warnings having to do with
missing textures. Eureka was used to fix the missing textures by
replacing the "-" with "GRAY1'. Unfortunately fake floors and ceilings
resulted in false positive warning. Fixing the warnings broke the
intended rendering - the fake floor or fake ceiling is supposed to be
extended over what is now a gray hole. The solution is to revert the
missing texture fixes that have to do with fake floors and ceilings.
freedm.wad
DM02 Ceiling above the arrow.
DM20 Ceiling above the lights near door.
DM23 Ceiling above the light.
Ceiling above health bonuses.
DM25 Ceiling above polaric energy cannon.
DM26 Ceiling above DM spawns.
freedoom1.wad
E2M5 Floor with hatchling pop up near the start.
Floor with trilobite pop up near the end.
E2M7 Pillar surrounding the blue key.
Floor with monster pop up at the end.
E3M3 Ceiling in triangular room.
Floor with trilobite popup near triangular room.
Floor with pain lord pop ups upstairs from triangular room.
E4M1 Ceiling above yellow key.
E4M3 Floor slit in the ground outside (rendering trick?).
E4M4 Floor below the exit sign.
E4M6 Floor lights at the bottom.
Ceiling above teleporter.
Slit in blue floor (rendering trick?).
Ceiling light above the red key.
E4M7 Floor internal control sectors in nukage.
Floor below the exit sign.
E4M8 Floor below the exit sign.
Ceiling above the teleporter.
E4M9 Floor below the lights.
freedoom2.wad
MAP14 Floor for four outdoor monster pop ups.
MAP17 Floor with four internal control sectors in the middle.
Ceiling above logo in red floor room.
MAP18 Ceiling above the player spawn.
Ceiling above the end.
Transparent windows
Floor with monster pop ups outdoors.
MAP20 Ceiling above the light in corner.
MAP25 Floor with monster pop up outdoors.
As a result of my Eureka cleanup where I moved the door ceiling up 8
units so that it isn't below the floor, now the texture needs to be
adjusted 8 units.
In the somewhat triangular room there is a trilobite below the
surrounding floor in sector 84. The trilobite seems to pop into
existence as the player approaches. As a result of the Eureka cleanup
the trilobite now appears to be surrounded by GRAY1 walls. The solution
is to make the room that contains the trilobite as small as possible
(length 2 per side) and to use a linedef texture that is close to the
floor (WOOD5). It would take an extremely observant player to notice the
tiny wood colored hole in the wood floor.
The goal of the 24 teleport (97 WR Teleport) linedefs surrounding the 6
monsters podiums near the exit at the bottom of the map is to teleport
monsters knocked off the podiums to where the player can interact with
them. However, the linedefs were backwards.
In levels/map3*.wad files fix errors flagged by Eureka when F9 (Check /
ALL) is pressed. This is mostly missing textures and similar errors.
MAP31 Remove unused sector tag #9
Fix missing textures
MAP32 Remove unused linedef tags
In levels/map2*.wad files fix errors flagged by Eureka when F9 (Check /
ALL) is pressed. This is mostly missing textures and similar errors.
MAP20 Removed translucent light covers from the two vertical florescent
lights and reduced their brightness to compensate
Made translucent lava fall near elevator opaque, but a bit more narrow
so that the player can see that there is a passage behind it
Use darker RROCK03 for torch sector instead of ceil light transfer
Made 8 square sectors at the center of large sector darker instead of
ceil light transfer
Made teleport closet in red building lighter instead of floor light
transfer
Fix mismatched due to sector due to gate (linedef #285) by replacing
with bars similar to the bars elsewhere
Fix mismatched sector due to the linedef that crosses the star near
the center of the map
Replace floating walkway (sectors #430, #433 and #434) with a simple
walkway that has one sector
Fix ceiling below floor in the outer perimeter of the left most room by
setting the ceiling height to 40
Remove flashing spinning lights in teleport room lower right part of the
map
Clear transparency of the teleport in the lower right part of the map
Remove additional player one and enclosing sectors at the bottom of
the map used to drive the spinning lights
Remove some of the now defunct Boom control sectors
Fix missing textures
MAP21 Reduced deathmatch starts from 12 to 10
Replace transparent texture MIDGRATE with METAL on solid
Move vertex slightly to fix overlapping linedefs / mismatched sectors
Remove unused sector tags #20 and #23
MAP22 Fix missing textures
MAP24 Remove doom camera (#32000)
Remove unused sector tag #12
Fix missing textures
MAP25 Fix ceiling below floor in gargoyle pillars by setting ceiling to -32
Fix non-animating switch texture above yellow skull key with AQRUST01
Fix missing textures
MAP26 Fix ceiling below floor in door by setting ceiling to -96
Fix missing textures
MAP27 Replace transparent texture AQTRIM03 with AQRUST10 on solid
Add the minimal 4 DM player starts
MAP28 Fix sectors with ceiling below floor at the top
Fix Medusa by changing SKSPINE2 to SKSNAKE2 on an opening that looks
like a picture
Replace transparent texture MIDGRATE with METAL on solid
Fix missing textures
In levels/map1*.wad files fix errors flagged by Eureka when F9 (Check /
ALL) is pressed. This is mostly missing textures and similar errors.
MAP10 Fix door with ceiling (-32) below floor (-24) by raising ceiling
MAP12 Remove 3 zero length linedefs that had the same begin and end vertexes
Fix non-animated switch texture
Remove unused sector tags
Add missing textures
MAP13 Remove doom camera (#32000)
Remove unused Strife linedef tag #999 and 97 WR Teleport on that linedef
MAP14 Fix ceiling below floor in two sectors by raising ceiling from 120 to 128
Add missing textures
MAP15 Remove unused tag 33 on linedef and 121 W1 Lift Lower /fast on that linedef
Clear 4 sectors tags without a matching linedef
Add missing textures
MAP17 Add missing textures
MAP18 Fix pillars with ceiling (136) below floor (640) by setting ceiling to floor height
Add missing textures
MAP19 Remove unused sector tag #20
Add missing textures
In levels/map0*.wad files fix errors flagged by Eureka when F9 (Check /
ALL) is pressed. This is mostly missing textures and similar errors.
MAP01 Clear lindef Boom transfer light specials #213 and #261
MAP02 Clear lindef Boom transfer light special #213
MAP04 Change transparent AQTRIM03 texture on solids to AQRUST10
MAP06 Add missing textures
MAP07 Fix criss cross linedefs by moving a vertex down 4 units
Move stuck barrel to the left 8 units
Remove unused linedef tag #20
Add missing textures
MAP08 Set impassable on external walls
Remove unused STARTAN3 Medusa texture
In levels/e4m*.wad files fix errors flagged by Eureka when F9 (Check /
ALL) is pressed. This is mostly missing textures and similar errors.
E4M1 Reduce deathmatch starts from 11 to 10
Remove unused Strife tag #999
Add missing textures
E4M3 Reduce deathmatch starts from 12 to 10
Add missing textures
E4M4 Reduce deathmatch starts from 11 to 10
Add missing textures
E4M5 Reduce deathmatch starts from 11 to 10
Remove unused tag #8 from sector
Add missing textures
E4M6 Reduce deathmatch starts from 15 to 10
Add missing textures
E4M7 Reduce deathmatch starts from 17 to 10
Remove unused Strife tag #999
Remove unused tag #2 from sectors
Add missing textures
E4M8 Reduce deathmatch starts from 12 to 10
Remove transparent unused MIDGRATE texture on solid
Add missing textures
E4M9 Reduce deathmatch starts from 16 to 10
Remove unused tag #13 from sector
Change transparent MIDBRN1 textures on solid to METAL
Remove unused transparent BRNBIGC textures on solid
Add missing textures
In levels/e3m*.wad files fix errors flagged by Eureka when F9 (Check /
ALL) is pressed. This is mostly missing textures and similar errors.
E3M2 Remove unused texture on an animated switch
E3M3 Split stuck easy medium worm into two worms
Move a few stuck zombies apart
Fix Medusa by changing WOOD1 to WOOD8
Remove crusher linedef that did nothing
Fix transparent wall by changing MIDGRATE to METAL
Fix transparent wall by changing AQTRIM03 to AQRUST10
Fix Missing textures
E3M4 Fix ceiling below floor
Delete doom cameras (#32000)
Fix Medusa secret area with GSTGARG
Fix Medusa red sound tunnel with ROCKRED2
E3M5 Separated two pairs of stuck monsters
Delete two DM starts to get down to ten
E3M6 Fix mismatched sector by deleting extra linedef
E3M7 Clear flag 25 on linedef behind player start
Remove trilobite in the void
Clear hovering Medusa texture in green walled lava pit
Fix Medusa exit sign
Clear unused tag in on linedef
Clear unused tags in sectors
E3M8 Set impassable on all outside walls
E3M9 Clear unknown sector type 72
Clear unknown linedef type 181 multiple places
Clear unknown linedef type 160 in small triangular sector
Fix Medusa by changing SKSPINE2 to SKSNAKE2
Delete doom camera (#32000)
Clear unused tags in sectors
In levels/e2m*.wad files fix errors flagged by Eureka when F9 (Check /
ALL) is pressed. This is mostly missing textures and similar errors.
E2M1 Cleared non-vanilla slope type (340) on small blue pyramid.
Fix missing textures.
E2M2 Removed unused tag in a door.
Fix missing textures.
E2M3 Fix missing textures.
E2M4 Remove non-visible non-animated switch texture.
Fix missing textures.
E2M5 Fix missing textures.
E2M6 Removed two unused tags in sectors.
Fix missing textures.
E2M7 Replace transparent texture AQTRIM03 with AQRUST10.
Fix missing textures.
E2M8 Cleared non-vanilla linedef type (85).
Replace transparent texture AQTRIM03 with AQRUST10.
E2M9 Reduced deathmatch starts from 17 to 10.
Replace transparent texture T-SLDRP1 with COMPUTE1.
Removed unused tag in a door.
Removed exit signs on either side of secret exit door.
Changed secret exit switch room into a secret area.
Fix missing textures.
For levels/e1m[13].wad I should've used AQRUST10 to replace AQTRIM03
instead of AQCONC03. With the fix the texture changes are:
E1M1 Near floor around 464, 1936
Near ceiling around 2400, -32
E1M3 Behind player spawns at -767, -258