Added a rear sight notch.
Made a bigger flash based on the minigun, scaled in proportion to how much space the (imputed) barrel of each weapon view takes up on the screen.
Adjusted the offsets so there isn't quite as much movement with the trigger pull - that weird whole-arm jerk was a mistake from id that we need not emulate, and reducing the movement helps bring out the way the slide actually moves back in the C frame.
Adjusted the shape of the hand so there wasn't that awkward sudden perfectly straight line down the thumb side.
Made the light fade out after each shot instead of just blinking.
Adjusted the minigun's offsets to better center it.
That corridor that got the big reshape was originally using the dark grey flat large brick pattern, with lights inside it.
I can't risk the lights but the darker ceiling definitely looks better.
Also fixed some other textures here and there.
- Centered the edge rivet of every one of those green panels, then moved all of their alignments down by one pixel to fully hide the bottom rivets.
- Marked the smaller yellow door from both sides as a yellow door.
- Changed the fronts of the shiny steps to an aquatext pipe similar to the bronze/brown ones on the other side of this area.
- Fixed the misaligned textures on the big train gates.
- Extended the corridor in front of the main yellow door and made it open instead of a dead end, then extended the windowed building by the tracks to the southwest. This cuts off the view from the corner to the northeast where all that HOM is. Since there's nothing back there for the player and most of the activity is going to be eastwards, the technospiders that spawn in hard generally will not get stuck, though the player does have quite a bit more cover. (Meanwhile, opening up that corridor makes this fight a lot less claustrophobic.)
- Added yellow key indicator on both sides of the main yellow door.
- Simplified the geometry of the northern corridor leading out into the southwest crate area.
- The green panels used to have a big SUPPORT3 section where they touched the lifts. Only some of these remain and they look like accidents. Replaced all of them with warning stripes.
- Made the crates on the southwest near the elevator full height again. There does not appear to be any visplane issue resulting from this.
Map25
- The eastern door of the first hub has a gap large enough that going there will always force you to touch the hurtfloor. I can see the rationale in theory for making this visually distinct, but frankly I never even noticed the difference until getting hurt just now while testing it. That door now has the same platform in front of it as its western counterpart and is marked with skull poles instead.
- On the topic of marking the doors, both shells are now by the door leading to the SSG and both health refills are by the door leading to the surge.
- The stairs leading down to the painlord ambush no longer have anything to the right that can snag you as you try to sweep up all the bonuses (which are now placed slightly closer to the edge of each step so you can't accidentally jump over them).
- The switch lowering the red key now has the player facing the red key. It's nowhere near as visible as I'd like but it's better than before. The same switch also opens the rescue suit closets.
Map12
- Added a secret behind the train. Just a little guy hangin' out.
E1M3
- Floaty health boosts near sector 74.
Map12
- Moved corpse 653 out of being exactly on the lift boundary.
- Miscellaneous texture alignment fixes.
- Many, many attempts to address #996.
Map14
- Moved armour boosts inside minigun secret door into the chamber itself.
Map15
- Thickened the lowering panel with the pump shotgun to prevent possible grabbing through the wall.
Map17
- Floaty shotgun on pillow.
Map18
- Floaty missiles around launcher.
- Floaty clip 100.
- Addressed #996 in the courtyards.
Map19
- Restored the original shape of the lower platforms and added the catwalk only as a narrow pipe.
Map21
- Disambiguated "sinky" ripsaw position.
- Deleted sectors representing the pillars around the soul sphere platform as there was no reason not to use 1-sided lines here.
Map27
- Floaty diagonal armour boosts around red key pillar.
E2M9
- Floating gibs 139 by teleporter pad.
- Lots of tutti-frutti around the teleporter pad to the east of the floating gibs. ~~Never point a COMPUTE2 at a map you are not willing to destroy.~~
E4M2
- Fixed some textures in the cross room and the secret exit room.
Map01
- Moved minigun 70 deeper into the alcove. It wasn't actually floaty but it looked bad there anyway.
Map09
- Floating serpentipede corpse. in red cracked area.
Map11
- Floating health boosts 715 and 719.
Map19
- Moved the shellboxes and backpack to match the stairs.
- That is not a jumping puzzle, but a game of luck whether you take damage from the slime on your way to the northwest platforms. It's now a thin continuous catwalk and all of that slime does 10% if you somehow fall into it anyway.
- Moved the lowering wall switch to the left so you're not stuck trying to hit it from a step above.
Map20
- All 3 rockets in the blue key arena were floaty.
- At least 1 floaty armour bonus in the red button brown room.
- Expanded the red key column to better ensure the player will cross that line when picking it up.
Map23
- Floaty health boost 265.
Map25
- Sector 59 now completely unambiguously houses two hatchlings.
- Floaty armour and medikit in the square floor halls.
- Floaty medikits by the yellow key.
- "Sinky" health refill on the newly accessible painlord lift.
Map28
- The candles on the western skull piles are all moved closer to their respective ledges to avoid floating to the ledge above them. These sectors have also been merged and the bloody part now uses the new flat.
- Floaty health refill 313. It is now in exactly the same spot as the sphere that appears instead on easy.
Map29
- Moved the *potentially* floaty stealth worms in the dark pit building away from the moving platform.
Many of these found thanks to Inuk's new floating-item-bug script!
E1M1
- Replaced the health boosts in the exit to the upper cave with a trail leading into the cave, to let the player know right away that this is not a decorative area. (It's not even counted as a secret!)
E1M7
- Shells no. 174 was floating on that bit of wire connecting the two computer banks around it.
E2M7
- Floaty armour boosts 57 and 62.
E2M9
- Floaty anti-nukage supplies 102 and 132. Moved 133 as well just in case.
E3M3
- Floaty candle in sector 232. All moved for symmetry.
E3M8
- Replaced one hanging gore actor. See #941.
- Made the panel behind that replaced gore actor a marble face.
E4M2
- Armour boosts on east side of bridge were close enough to be subject to the floating bug, stopped only by the impassable line.
E4M9
- Light no. 117 submerged illusion pit was smaller than the light hitbox and the wrong shape.
- Floaty serpentipede no. 236.
after seeing how it looks with #1098 and checking id it appears that i can't legitimately ask for a rw14_1 that's just a darkened version of the proposed new rw18_3. The questionable fake lighting effect has been removed.
Also make that window outdoor bit to the west a bit less subtle, if for no better reason than the "parallax scrolling" helps make that section of the hallway stand out even more.
This was initially nothing more than moving the player start to some place where you can just run straight down the hill without turning and not get invisi-blocked by the landing pad light.
Ended up with a bit of environmental storytelling about a trilobite who was tasked with replacing a battery on the facility's above-ground telecommunications tower at the edge of the forest and died mid-task under mysterious circumstances.
The landing pad lights have been moved to a more conventional set of corners.
- Restored the extended platform into the hallway out from the hub.
- Adjusted the contents of the two hub side rooms.
- The minigun in hard is provided by a minigunner teleporting in late into the map progression, wandering in the way the player had come, as though by accident. There are no other minigunners on this map under any other circumstances.
Map20
- Down switch added to the upper side of the big pipe lift, in case the stealth worms are in the way.
- The lift in the small brown cave area is lengthened (and the upper catwalk widened) to lessen the chances of the worms getting stuck.
Map23
- Teleporter room stimpack is now a medikit, if we're going to allow the possibility of having to flee a combination of arbitrarily wandering necromancers and shotgunners.
Map24
- Ripsaw is now a minigun outside of hard. I believe this ripsaw had been added back when FD did not have to consider that the ripsaw is much more unreliable in vanilla against something as big as a trilobite. Given the near-complete arsenal from Map23 making this encounter extremely lopsided versus pistol start, this is probably an unduly conservative change.
- Adjusted some of the tekgreen textures so you didn't see that blue window half buried in the floor.
- Extended the ledges to let you walk all the way around the red key slime pit.
- Adjusted the lighting and markings on the door in the long corridor leading back into the main hub.
- Moved some vertices in the green rock hall to avoid unsightly unintentional fake contrasts.
- Made a bunch of switches eye height for the player.
- Realigned the big bricks in the southeast reuins.
- The room to the second switch in the southeast ruins is now marked by an analogous appearance to the first switch, missing only the gargoyle itself. Trails of armour bonuses are also added to get the player to check that area, because the pain bringer does not ever acquire line of sight without the player actually committing to going that way.
- The pads that actually let you advance have different glyphs.
- Got rid of the fake contrasts in the exit room.
- Exit room necromancers are reduced to 1 on medium and 0 on easy.
Map29
- Blue key pillar was doing damage. At first I thought it was a bug, but it turns out it was intentional. Bug found between chair and keyboard of whoever did this (almost certainly me if I recall).
A lot of visual details tend to get lost on them when you can't see them up close in vanilla (can't look down).
Also some maps targeting id actually use specific things about these offsets...
This is a mandatory damage exit that could kill someone even if they do everything else (more or less) right in beating this map. Worst case scenario, they "learn" from their "mistake", "realize" this is a "fake exit", and spend forever trying to find the "real" exit before giving up and learning much later that they'd actually found it before.
- You can pick up at least 30 health right next to the exit teleporter pad.
- The actual teleport landing itself is not a hurtfloor. It is, however, extremely narrow and right in front of an ambushing trilobite. The only way to dodge its fireball is down.
- Made the exit portal huge and fireblu and not a St. Peter's cross (which is often used elsewhere as a purely decorative thing).
- The "EXIT" map lines are now actually faintly glowing on the floor.
As an additional bonus edit: if you exit without finding that creepy area in the facility and have all those guys warp in, those un-warped guys are now all free to roam the entire area as soon as you fall off that high ledge. This means the necromancers can go into that crowd of zombies and raise them, as well as close range to attack you. Enjoy this epic battle - or panicked rush for the exit.
The skin panels have finally received the care they desperately needed.
The skull key signs now raise to reveal the entire skull.
The starting switch takes up and takes centre place in the entire pit wall.
Thanks to Berubaretto for these.
You can now simply walk into the secret cabinet, instead of precisely planning a jump that gets foiled half the time because the invisible corner of your square hitbox snags the corner.
I feel like I never want to look at a texture alignment again.
One general comment: this map could use a more consistent and clearly visible way to distinguish switch gargoyles from decorative gargoyles. I've taken care of the two most annoying and frequently encountered cases, but a much more thorough review could be done.
- Redid the central pillar in the first room. There is no way to avoid making those lion faces look like they're supposed to be switches.
- The blood stairs were (RNG-dependent) mandatory damage. The streams now only merge at the bottom.
- So was the yellow key fountain. The edge is now climbable.
- So was the rightmost big cross room switch. Switch platform embiggened.
- So was the SSG. There's now a big bottom rim on the "O".
- The switch for the door leading out of the water T is now stay-open.
- There was no apparent light source in the big hall to the west. Added skylights.
- Moved the lion heads on the yellow key pillar to the top to make it more clear they are not switches.
- The first door into the sigil sequence is opened by a switch that is next to a vista overlooking a clearly unexplored area. A right-handed player's first instinct is to look that way, not towards the door; given an identical switch immediately before this was clearly operating something out of sight, and the precedent with the red key having that remote switch+window combo, the first instinct after seeing the outside unaffected is to leave the room to find out what the switch did. Redirecting the player's attention to that previously totally blank wall requires either a sound or being hurt by a monster or both. The door is now clearly marked as an advance warning.
- "Not on map"'d a bunch of control sectors.