Both of these chain textures should be usable as decorations in places the player can pass through, but are not complicated enough that the fact that they don't look the same from either side would get lost in the details. I don't see why they shouldn't deserve similar treatment to the diagonal chains (18 and 19).
Add debris and slightly 'open' the door in MAP01.
Add more depth to the bookshelves in MAP01, change banner to red in the secret weapon room, and add detail to marble tower.
The detailing on the way the airlock of the ship docks to the starport had one spot that was too steep for monsters to move over, trapping them inside.
The secret switch behind the pressure plate in the water is impossible to see in vanilla. The switch is now the skull wall itself.
* New TNT wood crate patches
Created from Freed∞m's wood textures (RW9* & RW13_1)
* Apply MC changes to reduce size of the files.
---------
Co-authored-by: xindage <xindage@gmail.com>
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.