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.
Some of the table columns were not large enough to fit the text, or the words themselves were too big when smaller words would have done.
Lots of single-word lines at the ends of paragraphs.
Removed a bit of redundant information.
Vital links in the submitting/visiting sections needed to have visible URLs in case one really did print them out.
Added a copy of the BSD licence and a link to the website.
"Stanky Leg Specialist" by Lola "BlueWorrior" Harvey
Also updating credits to fix a few errors;
"Doom2Alt.mid" capitalization.
Consistency for "Sewers".
Ralphis' Crucified Dreams track titles as added by Afterglow here: https://doomwiki.org/w/index.php?title=Crucified_Dreams&oldid=232568
A new ENDOOM lump that:
1) Looks more like the Freedoom logo seen on the splash screen.
2) Has information about the Freedoom website, copying (license)
credits and development builds.
The singleplayer ENDOOM lump has also been fixed as it was using the wrong URLs (website doesn't have a "www" and soulsphere's https still has certificate issues).
This ENDOOM lumps were created in Playscii and edited by @mc776 with ENDEDIT.
- Made E1M1 more beginner friendly (keycards is optional for secret)
- Upper starting area door opens consistently from both sides. Switch is gone and that corridor is shortened
- There is a little trail of health bonuses guiding the player to the least damaging way to reach the armour
- Soul sphere in upper area is now red armour
A new ENDOOM lump that:
1) Looks more like the Freedoom logo seen on the splash screen.
2) Has information about the Freedoom website, copying (license)
credits and development builds.
This ENDOOM lump was created in Playscii.
The recent two-handed sprite update raised the sprite further up the screen - which looks good, except the gun now looks like it's pointing somewhere above the center line of the screen.
This flattens the A frame out a bit. B is left as-is as it just ends up looking like recoil when you shoot.
The original sound reduced by only 6dB compared to the much more aggressively softened previously committed version, which was inaudible in some setups.
E1M8
- Crosses replaced with windows into tenta-tech paranoid pareidolia.
E3M5
- Final room changed into a generic, secular meeting hall. Pews are now large... brain... tentacle... things... slightly dressed up to match the classic brown decor.
Map12
- If you look out the window from around (672,1056) there's another visplane crash. That entire corridor has been greatly simplified, as well as a few things visible from that window and some nearby items.
- The switch lift is now activated on the lift itself. Computer panel stuff replaces the switch so that wall doesn't look so empty (which I can only infer was what motivated this unusual setup).
Delete files that have no impact on the three IWADs built by searching
for references to them. Deleting these files has no impact on the
three IWADs built so long as "VERSION" in "Makefile" is changed to a
static string.
freedoom1.wad
E2M1 Fix non-visible missing texture after exit with GRAY1
E2M4 Fix missing texture before start with GRAY1
E2M7 Fix missing upper texture for linedef #4431
freedoom2.wad
MAP05 Removed unused tag #16 in monster closet on sector #137
Made upper case incorrectly lower case texture "fwater1"
MAP12 Removed non-visible Medusa texture on linedef #7219
MAP24 Fix missing texture on linedef #1636 in monster closet
MAP25 removed unused tag #31 and type on linedef #2741
MAP31 removed unused tag #9 from sectors #17 and #71
e2m1: end portal updated to use the same projectile-eating effect as elsewhere in E2. [X]
map03: (linedef 1129) Misaligned texture.
map08: (linedef 1782) W1 blocks door until spent, you have to faceplant onto the door to reach it. [X]
map15: (sector 492) Can grab items by slamming into the cover. [X]
map17: Very early finish by just running from the walkway to the exit (SR40); the exit platform was also raised to avoid a harmlessl but annoying projectile explosion visual glitch in vanilla. [X]
map22: (sector 189) Thin secret sector, can run over without tagging. (sector 134) Secret can be robbed by slamming into the cover [X]
Note: Fixes marked by X means that the map structure was a slight modified in someway, it may break demos.
Removed unused textures.
Fixed missing textures alignment.
Fixed 2 ceiling using wrong flat.
All liquids sectors near techwalls now damage properly.
All secrets now appears on automap.
Fixed one of the DM closets near rockets launcher opening in singleplayer/coop.
for future reference:
d_dm2ttl "Fight for Freedom" by Korp, based on ph-untitled.mid by Tyler "Picklehammer" Pantella
d_intro/a "Horizon's Call" by Korp
d_e3m1 "Intrare In Infernum" by Lola "BlueWorrior" Harvey (E3M1)
WOLF1 grey rocks by AxelMoon, copypasted into WOLF2 through 4 by me.
WOLF9 blue wall by 16BitGuy (Klikach) and AxelMoon.
WOLF10, 11, 12, 18 (steel doors) by SuperDave938.
Hand chain portrait converted by Craneo.
Swordsman portrait converted by AxelMoon.
AGM CEO portrait by Goji and Craneo.
Banners by Craneo.
Star chart by me.
* flats: replace SWATER with fireblu.
This was briefly discussed on Discord a while ago and I'll throw it out here and see if it sticks.
Basically nobody has any use case for that choppy bright yellow and blue animation. It doesn't really look like anything, so it's either:
1. some hazardous undefined pollutant for a hurtfloor
2. some high-contrast dimensional-rift warp sort of deal
Between nukage, blood, brown sludge and lava - heck, even blue water is good for radioactive stuff - we've pretty much got every use case covered. I've actually never seen the current SWATER used this way.
A lot of messed-up dimensional-rift stuff is represented by a combination of hot rock flats and fireblu - in a lot of places where the hot rock flat is pretty obviously motivated by the lack of a fireblu flat.
This proposed change will allow that fireblu to be used on flat surfaces while breaking no actual use case for what it replaces.
I found the line a little distracting and tried doing this, and other people mentioned how they found this looked more punchy than the current (in a good way) so here it is.