"Tunnel" feels out of place among E2's tracks and a lot more suited for the sandy, Egyptian temple-styled DM06. The feeling is coming from the harpsichord and thrashy instrumentation.
"Workout" is a lot more upbeat and fitting for the first few E2 tracks, Korp had originally intended it for E2M1 also.
E1M7: There was some talk about reverting to "Viral Research" but the viral waste being kept in open air pits seemed no more plausible than this building being a "transportation bay". "Materials" was evocative of something that would probably stay put if left alone. (Probably.)
E3M2: There never was anything added to this level that actually resembled a temple, though there are plenty of tunnels and things evocative of heat. There's also machinery suggesting some kind of power generation, and "Heate Tunnels" seemed oddly bathetic and understandably replaced.
DM22: Fixed inconsistent capitalization.
Map02: This level didn't really resemble a lab, let alone multiple of them. It was originally named "Jade Tumult" but that name doesn't fit this cluster at all; another name with the same initials was suggested, with "Janus" for the two-faced appearance of the starting area and "Terminal" for the big end teleporter (and cluster finale).
Map24: This is a dark, tight, claustrophobic map with narrow doorways and a very uneven floor, and in no way resembles something that can be called a "loading bay". It does, however, contain an odd arrangement of teleporters that does not appear to serve any practical purpose.
Map25: "Red Works" seemed still too reminiscent of id "Bloodfalls". "Surreality" was initially suggested by Uni but I disagreed because I always associated that name with the old E2M1, so we agreed to split the difference by naming it after a famous surrealist painting that involved melting and impossible machines.
Map29: "Last Stand" is not a stand, nor last. There's nothing about the flow of the level that would suggest anyone's doing a "last stand" here. The most prominent thing about it is the vast expanse of lava that some of the architecture is melting into. "Lake of Fire" was rejected as too doomily biblical.
"Shells" is a lot faster and more suited for the small, duel map that is DM23.
"White Lights" is more grandiose (why it was removed in 0.12 in the first place, didn't fit E1M2 at all) and fits the large, fortress-like DM27.
See #1253.
For E3M6 I've also rearranged the SP_DUDEs on those two columns in the hopes that the only instantly obviously repeating one is the one that should be non-humanoid.
Also addressed #996 for E3M6.
Quiets down the original sounds, delays them a bit, and adds a bunch of explosions, giving the impression of a delay in the sounds reaching the player.
A slightly longer delay on the pain sound would have been enough to address the awfulness of the old method of the Map16 ending, but at this point it doesn't really matter.
I don't know how to get the explosions louder without clipping.
Closes#1245.
Fix that bridge to look a little less awkward and #996-compliant.
Add a decorative door to the starting area monster closet, implying the monsters are coming in from another, inaccessible part of the facility. It does, however, make the floor match the main area again.
Make the freestanding AGM logo bolder, simpler and stronger.
Adjust some textures in and near the big skylight hall to lean into the quasi-outdoors aesthetic while also replacing the grate floor textures with something a bit easier on the eyes in low-res.
For maps that do things that might actually give an impression of an ostensibly horzontal-moving door that can be viewed from either side, or a pair of double-doors at the entrance to a level.
Includes replacement demo.
While fixing some issues Inuk had found, my dumb ass removed the secret green armor, which resulted in the secret near the blue key being empty on uv. This has been fixed along with a few misaligned textures I found during gameplay (Linedefs 1259 and 1290).
"Shells" by Ospaggi replacing "Music for Freedoom 7" by Jeremy "Vandalorian" Emerson which has been moved to DM04 replacing "Rush" by Kevin "Velvetic" Martins and Simone Alauk.
Addresses #1230. Includes replacement Map03 demo.
Map03-4
- Map03 exit is now very clearly marked as one. The lift is given an appearance that implies that it is what you're standing on at the start of Map04.
Map09
- The entryway switch into the ruined storage administration area is gone and the "inside" switch now opens the bars directly.
Clean up the ENDOOM lumps (lumps/endoom*.lmp) by removing extraneous
text and by making the colors more consistent and hopefully easier to
work with.
The rendering is pixel to pixel identical (no visible change) based on
Chocolate Doom's display on exit.
asciidoctor-pdf outputs a warning when ordered lists are numbered
entirely with "1.". It wants actual consecutive integers or ".". Prior
to this fix there were 14 warnings such as:
asciidoctor: WARNING: manual.adoc: line 234: list item index: expected 2, got 1
in the English and French manual. Interestingly it makes no difference
in the PDF produced, but let's minimize the number of warnings in the
build.
Two small issues that Eureka flagged:
* Sector #133 the flesh worm and the stealth worm were overlapping.
Moved the flesh worm back.
* Sector #100 removed unused tag #8.
> For Phase 1 and 2, do not have a multiplayer demo in the DEMO1 slot.
> Vanilla Doom (and some source ports) do not allow using the “load
> game” option while in a network game, and network game demos count as
> such. The other three demo slots are fair game, since they do not
> near-immediately block out the load game functionality when starting
> Freedoom.
> FreeDM is exempted since it is not intended to be a single-player game.
Something that's bothered me for a while now: the hatchling dies, it slowly oozes blood and crumples, the fireball explosion sound plays in the middle of all that bleeding and crumpling, then it slow-motion explodes in total silence.
Part of this the problem with the way the lost soul death is hard-coded - 6 tics per frame is just way too long for any decently snappy explosion. At best we can have like 2 actual "exploding" frames and the rest is just the bits floating in midair slowly fading away.
This PR skips the bleeding frames entirely in favour of what looks like a failed attempt at getting in one last attack, then a quick explosion right on the A_Scream frame followed by a few frames of that ring of glowing gore bits fading into nothing.
A similar issue to the hatchling death animation exists with the octaminator projectile as well. The lines coming out of the current B frame still imply an explosion rather than a lingering cloud of debris.
Coming from Matt saying "it's going to take a lot more work to make all the stuff surrounding the melody into the old-school RPG battle track I want it to be"; restore "The Heroic Battle" by Picklehammer from 0.1 MAP03 and 0.12.1 DM06 as DM14.
Minor credits fixes.
After some experimenting with different explosion sequences I think this one strikes the best balance while being compatible with both vanilla and limit removing.
Shuffling tracks again to keep them in-line with where Korp intended them to be.
Move "Reminiscence" to E2M5.
"Fortress 31" (for which "Nightstorm" was written) was moved from E2M5 to E2M9.
Lastly, move "Tunnel" to E2M3 to accommodate for the track shuffling.
In my opinion, it doesn't fit this map at all - but this is the only place it can go,
I thought of moving "Workout" here and this track to DM06, that's an option if needed.