TIL it's supposed to be an old painting of a nude (winged?) female figure descending upon a welcoming crowd of other figures. From that one hard vertical line down the middle I thought it was from an old city sky texture or something!
This is left over from before the change to vanilla as the target
for levels. The change should inherently ensure that scenes will
never be too complicated.
For when you want an upper area of a wall to have vines but you don't want them to unnaturally cut off at the bottom.
The regular vines have also been tweaked to get rid of some excessive solid colour blocks.
Nothing else in FD's repetoire quite matches the deep, rich, earthy green-brown that these textures have. They're perfect for certain outdoor environments - except in Final Doom they're part of this really unnatural fade-in fade-out animation. This doesn't really matter in FD in isolation but if you try to load a Final Doom-compatible animation definition then the entire intended effect is ruined.
This commit also updates E1M1 to use these new textures.
The powerup typically only appears in very low light areas so I never saw the glowing lens flare effect in the non-fullbright B frame until I was messing around in Dehacked earlier. This moves that effect to the fullbright A frame to better fit the most likely artistic intent.
Absolutely not a comprehensive fix, just randomly noticed these while checking out how the new switches look ingame.
Just some misused SHAWN3 and COMPUTE2 in 272 and 279, and BROWNWEL in 208.
More accurate replacements for TNT's DOBIGTV textures, made from Freed∞m's COMP patches.
New DOBLIP patches from the TNT set, made from Freed∞m's COMP04_5 and COMP04_6 textures: the frame is from the current version by Fredrik, the computer board part is from the older version of the same by nb_nmare (taken from the attic).
Animated computer screens for TNT, made from TOMW2_2, just like the originals.
Animated small computer screens for TNT, matching the original's geometry.
Re-made from Freed∞m's RW46_3, just like TNT's originals.
e2m2
Visplane Explorer blob of red in the northeast by the little screens in Visplane Explorer when all 3 doors in the final area are pre-opened. Simplified some of the lighting and also got rid of the upper floor trim in favour of using a flat there that was lined in a way that lined up with the big walls.
e2m9
It was almost immediate the moment you opened the door on sector 385 from the east, not sure how we didn't catch that a lot earlier.
The main culprit - again - is the trim around the hex floor. I've gotten rid of that, but have not simplified or adjusted anything otherwise.
The current sprite was originally supposed to be a transparent bottle containing green liquid with the cross-shaped flare emerging from inside, but I did not know how to shade it correctly.
* sprites: Tweak the PISG sprites
* Tweaking the PISG offsets
* Properly palletted sprites
* Minor fix for PISGA0
Add lighting effects for firing animations alongside minor improvements.
Recenters the pistol offsets due to the newer sprite edits.
The current DSDMPAIN is sourced from perkristian's high resolution Doom sound effects pack. Specifically, it's that pack's DSPDIEHI at half speed. This commit replaces it with an edit of me screaming.
> While keeping the theme and the main layout everything was changed to improve the deathmatch pace.
> the wallways around the nukage areas was enlarged.
> The southest area was merged into the east room.
> Exit was moved to other area.
> The bfg area is now a underground area with a teleport and the bfg.
> This same underground area is now part of the playable area and its role is just to increase the options to where the player can go.
> Changed theme, Slight changed layout, enlarged the map, simplified the rooms, added extra spawn points and eliminated the chance of spamming polaric cannon in the middle of map.
> Pre-rework this map had a serious issue with campers spamming a line of plasma across the level, now it's not possible anymore.
> It gained a new look based on judas.
> Small increase in size to be more friendly with deathmatch.
> This map increased a lot in size keeping the same theme.
> Designed to be played with 4 players or more in mind.
> Removed the moving lift. Now you can acess plasma by using a staircase.
> Each opposite side of map has a powerup.