Makes the verbs consistent, gets rid of all references to spheres, gives terms to all powerups that line up with their corresponding IDBEHOLD cheats*, and hopefully reduces the bathos of the health-adding spheres a bit.
Also makes the nightmare skill level warning a little more accurate and explicit, instead of sounding like it's just the standard advanced user mode.
*It turns out the options on the idbehold cheat message also need to be abbreviated as the current one is cut off, so we can't really do the "letter = " stuff.
After seeing that screenshot with the building with that side entirely in featureless grey I had a Reaction and started this.
I've also made some impassable lines visible for the benefit of jumpers. Basically anything where the bottom of the window is less than 64 units from the floor is jumpable and needs to be indicated as impassable. The training centre theme suggested liberal use of thrown-heavy-object-proof chain link fence.
I'm sorry but there is no rational explanation for those featureless polished silver walls in the outside-adjacent parts of that giant nukage chamber/pool. They're algae-ridden cement now.
Rest of the map is great. Love how it gives the actual vibe of a huge athletic training centre without going into awkwardly specific detail. Besides the shaped columns on that big window wall (and maybe visibility of attackers in the courtyard) there should be no changes that can potentially affect gameplay.
Addresses #904. Defines the SUPPORT2 texture as though the SUPPORT2 patch were always 64 pixels tall.
A few pixels on the patch itself have been adjusted to get rid of a slightly visible seam, but the full patch height of 72 is unchanged.
* levels: adjust map25 start puzzle.
Attempt to address #902. Also simplifies the surrounding sectors by making the actual lift sector no longer share lines with the surrounding walls.
* levels: make map25 starting wrong switch optional.
Also let it be flipped back and forth uselessly.
The newly revealed door had mismatching textures and the brick texture above it was visibly misaligned. (The latter wasn't new but is more visible with the door there)
I've also moved the computer banks in the blue key room to make the gaps between them and the room walls unequivocally narrower than the player's hitbox (they had been 32 before, which always made me wonder every time I came into this room if they were supposed to be squeezed through - the distraction got really tiring after a while).
The looping sprite different size vanilla bug strikes again!
This one's unnoticeable if you look at the offsets or test on even ground, but *painfully* obvious when the minigunner is firing at something to the side while standing on a ledge - it'll just shift back and forth drastically every frame.
* levels: bugfix: remove E1M2 wall midtex.
The level had a decorative door-the-player-had-come-in-from that was obscured by a wall texture.
Thanks to Smokey on Discord for pointing this out.
I've also removed the Doom Builder camera thing.
* levels: Cleanup Eureka errors in seven levels
Relatively minor Eureka fixes following the level changes at the start
of 2023
freedoom1.wad
E1M2 Outside wall ceiling lower than floor. Raise ceiling to 100.
Fix stuck shotgun zombies in hidden in triangular sector #319
Fix unused transparent CGRATE1 texture on linedef #747 by
clearing it
E1M9 Remove unused back sidedef on lower side of door jamb sector
#255 in the upper right hand corner of the map.
E3M7 Sector #182 cleared unused tag #31
Sector # 58 cleared unused tag #35
freedoom2.wad
MAP14 Replaced missing textures with GRAY1 in monster closest upper
left of map
MAP16 Fix missing textures in inaccessible outside area with ASHWALL2
MAP26 Delete unused tag #2 in sector #38
MAP27 Replace four missing textures above four short red torches with
MARBGRAY in the switch maze room
Replace transparent texture AQTRIM03 with AQRUST10 on lower
trim for door below the switch maze room
* levels: rebuild nodes
Ran "make rebuild-nodes"
---------
Co-authored-by: mc776 <24984517+mc776@users.noreply.github.com>
Also changes the colour of the bullet belt to better match the current minigun pickup sprite.
Removes some lines of empty pixels and lowers the 4/6 sprites to better match the other angles.
* levels: improve Map27.
It turns out DOGB01 had posted an improved version of the map on Discord back in April 2022 and it slipped past everyone. I've taken it and re-implemented the DM starts (and additional door lines to let people into the central room from the other direction) and fixed the lizard baby and candle rooms as before.
* levels: merge Map27 sectors.
The symmetrical aesthetic of this map lends itself to a *lot* of non-contiguous areas with the exact same floor and ceiling heights, flats and lights. I've gone and merged a whole bunch of these wherever I select a cluster and don't see "<multiple values>" in any field in SLADE.
I've also just plain deleted the corner pillar sectors in the rectangular pinkie closet in the far west because they just seemed to be regular pillars.
Also lowered the starting room exit big skull door textures a bit, as from the starting side the top skull was clipping into the wall and on the other side it was a little hard to see the bottom of the skull (and distinguish it visually from the wood panelling nearby).
Posting this as a separate commit just in case I broke anything important.
* levels: misc. Map27 fixes.
Room immediately north of the big cross room has these little cage things in the corners. The bar textures were not impassable and are made impassable now.
One of the columns in the final arena had inwards-facing linedefs causing rockets to disappear.
Deleted the sector representing the middle piece of the central pillar just south of the exit, as it's effectively indistinguishable from a set of one-sided linedefs (other than that it was making rockets disappear).
More sector minimizations.
Added one more torch to mark the lizardbaby secret, because frankly no one's going to think anything about a visibly misaligned texture on one of the easiest textures to accidentally visibly misalign.
* map27: make caver navigable.
The Palace of Red is a meticulously detailed map in which I always end up spending the most time staring at minute details in the ugliest and dimmest part of it, just because I keep getting lost because there aren't any landmarks and I can't see past a few feet.
Here's a bit of redecorating:
- level changes exaggerated between the various prongs
- sediment buildup added to edges of blood river
- two different kinds of rock, the main one being much darker to give the impression of darkness without making the area unnavigable
- increased lighting depending on proximity to existing torches and skylight
- candles added to yellow door
* levels: improve Map26.
Continuation of #893.
* levels: fix Map26 temple and lights.
The room is now symmetrical and it's the icon that's lit more than the altar behind it.
The cavern now has a visible light source to explain why it's not totally dark before the outer wall drops.
* map26: remove broken icon secret.
The sector is too thin for the "secret" to register for the game mechanics.
* Add files via upload
**Map01**
Swapped out the impassable line for narrowing the big door gap enough for it to actually clearly visibly block the player's movement.
Used the flat bleeding trick to get rid of that little spotlight under the exit sign. The distracting bottom light on the sign itself has also been removed.
**Map03**
Unflagged some invisible impassable lines in front of screens and switches in the first corridor since they weren't needed in the first place.
Changed floor/ceiling textures on the curvy screen corner so it wasn't blatantly conflicting with the tile pattern.
Added a railing onto the big nukage rooms.
**Map12**
Flyers in the far northwest room could not figure out how to get into the big arena if they're in the dead ends. The side doors can now be opened by them.
Fixed some misunpegged lowering platforms/item closets in the south.
**Map15**
Second attempt to fix the rising shipping elevator. No more moving bridge (at all - the new safety lifts are still there), both switches available again, everything actually takes some time and moves visibly now.
Tag 56 changed to the four lines on the border of the pit.
Moved the cells even deeper into the expanded secret room as parts of the hitbox were still sticking out on the other side of something.
**Map16**
Unaligned the MIDSPACE in the new back alley.
**Map21**
Added an implied ladder leading down into the starting room.
Fixed the plasma secret in the library. If you went inside the room and let it close behind you, there was no way out; the way you came is now given the same lift tag. The secret itself is marked with something better than just suspiciously secret-tagged linedefs on the automap. The library south wall is also no longer incorrectly tagged as not to show up on the map.
Fixed the misaligned, improperly pegged door side texture in the big wall that opens up to the north of the big lava pit.
The lift leading into that room overlooking the big lava pit can now be traversed both ways.
You can actually fall into the lava in (-948,1836) with no way out. Narrowed that section accordingly.
**Map23**
Reduced number of sectors and number of secret sectors (doorway into the actual secret also flagged as secret) in the southeastern secret.
Fixed lone floating rocket by the crate north of the G.
**Map25**
Northwest baron/chaingunner teleport ambush was double-triggered and one of them did the opposite of what it was supposed to do. That entire area has been redone as a creepy wooden shack, to get rid of the arbitrary anti-jump invisible blocking lines.
Also added a sector to make sure noises pass through to those two individual monsters.
Unstuck serpentipede # 444.
The exit room seemed a bit dark for that lava so I took the liberty of changing it to 5% and a hot (but solid) rock texture.
Overhauled the starting entrance to explain why you were stuck in a little cramped chamber that you could only exit by shooting something behind you.
**Map32**
Got rid of the double-sector red key lift, in favour of just the outside portion being the lift.
Fixed all the windows so you can't jump through them in GZDoom under normal circumstances. Added some decorative railings.
Marked the berserk secret so it can be found without checking the automap (and can no longer be found by checking the automap), but in that specifically annoying, obtuse way that everything else is intentionally done on this map.
(NOTE: these Map32 fixes are pending another major improvement to this map that rednakhla is working on and may be overridden by other decisions in their version. I'm just throwing this out there as a temporary fix as we do not appear to have a timeline for that version yet. If it is completed before this PR is merged I'm more than happy to add it here.)
* levels: fix map15 western secret lift bug.
Using the lift from the bottom would sometimes fail if there are monsters. This seems to be an unusual nodebuilding-related glitch.
Moving the bottom activation to a separate wall switch seems to get around this.
* levels: allow map15 supersecret armor in easy/med.
Easy also allows one of the medikits.
Before this change that room was completely empty outside of hard.
* levels: use new texture on map16.
* levels: map21 fixes.
The lava groove border could be jumped into as it was exactly 32 units wide. Reduced this all around to 24, and added a damagefloor there just in case.
One lava damage floor had 20% for no apparent reason where everywhere else the player would be expecting it to do 10. It now does 10.
Rearranged a bunch of stuff in the final corridor for the bricks to line up.
* levels: tutti-frutti on southern computers.
There's now a gap between the ceiling and floor computers. It looks less bad than either the tutti-frutti or lowering the main ceiling so that the wall textures are cropped off.
* levels: remove map26 obligatory damage.
It appears that the collapsing bridge may have been intentionally designed to be impossible to cross without jumping, requiring the use of the damagefloor route to progress. There is now a radiation suit just before the blue key door, and stimpacks along the damagefloor route are now replaced with a bunch of health bonuses and a stimpack on the other end of the teleport.
Some of the sectors in the early part of the map have been simplified and useless line triggers (W1 on one-sided, etc.) removed.
(A similar note applies to this as for Map32 in this PR, but I'm the one working on the bigger change this time.)
There's no way they're going to tile with the equivalent wall textures and I don't think that's even a realistic goal, but at least it should be close enough not to be immediately noticeable in software mode (cf. when someone tries to use FLAT5_6 and the bloody skull wall, which is what prompted this to begin with).
Every time I need to do something with gross hell textures I'm surprised again that the clearly already 64x64-tiled gore in WALL76_1 and BODIES (SKULWAL3 and SP_FACE2) aren't available as flats.
If we've reached some technical limit for flats this can be closed, but it would be nice to have this stuff look consistent from above and the side on certain structures.
Issue #866 turns out to be the case for all of these.
The little wood crates and VGCRATE1 are already normal in their shading.
The big wood crates are a mix of contiguous or outlined on both sides; the wood grain means any such stuff isn't very visible anyways.
I've also updated *CRATEM1 to give them the dark lined look the ends of the crates have. This might make the repetition too obvious but overall it seems like an improvement.
A lot of IRL chainlink fences aren't nearly as tall as the full-height 128-unit texture we have now. An extra fence texture can be useful when creating more realistic environments.
* Update e1m2.wad
* Update e1m2.wad
Changed two encounters with Pinkies to not be closed arenas (the one when you get the blue key, and the one right before the end of the map)
* Update e1m2.wad
Visual edits by mc776. Also I added a new secret right before the end and made some visual tweaks to better indicate other secrets.
* Update e1m2.wad
Edits by mc776 and minor by me, changing the final outdoor area to be bigger and more interesting, changed the lift to the secret in sector 64, and fixed misalignment of step texture of linedef 428.
* levels: more misc. fixes and improvements.
This one's a bit more ambitious than the other one, sorry.
**E2M8**
Missiles were disappearing into the outer walls. It's clearly not desired behaviour since they only disappear when fired at ground level targets - when you have plenty of space to dodge - and not when fired at you while you're on the ledge where it might have been handy. It also wasn't happening consistently. Flipping the linedefs didn't solve the problem so the sky above the slime has been lowered to compensate.
Some more ornamentation added to the corners of the slime to cover up the resulting sky oddities.
**E3M6**
The monster closet in the far west-southwest was having some render issues so I moved some vertices around.
The skull pole in the eastern blood room interrupted my flow so I moved it.
Added a bit of stuff to the exits. Both E3M7 and E3M9 start off with a pretty strong techbase/hell mix so the additions should reflect that.
Changed up the start. The back wall now has some skylights, the players start just in front of the door and instead of one serpentipede standing with its back to you completely oblivious it's standing around the corner waiting to ambush (along with 1-2 buddies)
Rocket launcher #53 (near the star thing, which has also been given a bit of a makeover) is now marked multi-only.
Fixed various texture issues and merged various identical sectors.
Added more health and a way out of the pit with the zigzag bridge.
Moved the bars around to make it a little more obviously impossible to squeeze through.
Marked the teleporter to the red door as needing a red key. (Not marking the door itself just for aesthetics.)
**E3M7**
Fixed up some texture alignments in the first fighting area and the lift leading into the intestine area.
Fixed up some texture alignments in the intestine area and some minor remodelling of the wooden exit gate out of it.
Added an anti-pinkie-block trench (see Map13, Map20 and Map29) in front of that first drop in the red spiral chamber.
Moved some stuff around in the intestine/stomach area to get rid of jarring fake contrast effects.
Made the teeth at the start of the digestive tract white.
Added more health and armour in the areas leading up to the spiral.
Added some skylights on that long marble corridor.
Moved everything in the spawn chambers so that the last weapon you autoswitch to is the shotgun. There is no skill level that places anything you can immediately melee right behind that first door so it's just "haha we gave you all this prep but you forgot to switch" as the player takes a bunch of fireballs while switching to a proper weapon.
Made the cyberdemon fight more interesting and chaotic. All four corners now (can eventually) open back up into the hall, and monsters warp into the hall and just outside the front door.
**Map06**
Continuing from #865.
**Map10**
Addressed #867 and #714.
Softlock if you could run into (-2696,736). Moved the tree and rock to allow passage out, and also added a medkit there as a little reward (or compensation if you get cornered in there) given how long it took for this to be reported.
Marked the blue door leading to the yellow key as needing the blue key.
With jump enabled you can easily grab the blue key early and skip the entire left twisty area of the map. I don't want to fence this area off because it looks and feels like shit that way, but the player should still have a reason to go the long route. Right now there's a rocket launcher and chaingun that way.
So I've made the following changes:
- Added a tiny step in the eastern corner of that ledge that lets you get up to that level without jumping.
- Changed thing #130 from a chaingun to an ammo box, but added another chaingun that's multi-only. You will still get a chaingun in this room in single, but you'll have to pry it out of someone's cold dead hands.
- Flagged RL #202 as multi only and adding 2 more rockets in that spot.
- Flagged shotgun #365 as multi only, and added another shotgun to (-3648,400).
The super shotgun secret #1 is also trivially easy to jump onto. I've moved the gun into a secret area that can only be opened if you specifically go down that waterfall.
**Map12**
Restored staircrate access to berserk pack #510.
Changed sector 740 into a door and tagged it 56 to match the other stuff that opens in that area.
Shrank sector 437 and neighbours to align the ceiling lights correctly. Also added an overhang.
Made the monsters in sector 575 teleport into the teleport sectors inside the accessible part of that sector.
Made chaingunner #515 visible by using chainlink instead of a tinted window. (how would it even shoot through the glass without leaving holes???) It is also an imp in easy and medium.
Fixed some texture alignments/matching in the northeast tower and stairs in that big western arena.
**Map13**
Added the rising-trench trick to keep the spectres from blocking the very first jump into the big slime pit.
Gave the top of the blue key pillar a more appropriate texture.
**Map14**
Addressed #867.
Secret sector #107 expanded to keep the player from picking up the chaingun inside it even when the secret is not made accessible.
Got rid of the cage trap for the yellow key, in favour of a baron (knight in easy) warping onto the pad when you hit the switch, which must be killed before you can leave. Reasons: the cage trap can be too easily ruined by a player or zombie, even accidentally; these kinds of traps are not good for replays because they disrespect player agency and punish efficient players with a longer dead time; the trap is impossible to guarantee without either an extremely contrived funnelling the player into the trigger line, or having multiple trigger lines thus running the risk of forcing the player to wait it out on two separate occasions. An additional shell box is provided with the yellow key.
**Map15**
Northwest secret involved a multi-sector lift that clearly goes out of sync. Added a new simple lift behind it instead, and fixed up various textures there.
Moved 333 and 334 a bit over so they couldn't be picked up from the other side of the wall by the switch.
Made overlapping enemies 295 and 255 alternatives that only appear in different skill levels.
Window overlooking blue computer switch now has chain link to mark it as impassable.
The rising red key platform (and all its various components) could be triggered twice, resulting in unwanted effects. The second of these switches is inside the pit and clearly designed to prevent a softlock in case the player reached that area before the switch was hit. The second switch has now been removed; the only path leading to the area is now only accessible if the first switch is hit. As this disables the lift function of the final bridge, safety lifts are added on both sides.
**Map16**
Broke up the linedefs in the outdoor visual so everything should be under 2048.
Added fences, railings, tall lamps, etc. to better mark where the player shouldn't be going.
There's this gap between two buildings that you can slowly squeeze into and find nothing at the end. It's clearly not meant to go through but it's not quite small enough to communicate that reliably, which keeps getting some players misled. I've expanded this area and made it end with the shittiest tiny little fenced-off alley I can do in that few linedefs. The stimpack is now back there.
Spruced up the blue key building a bit, and made that curvy gap actually navigable.
Widened the little steppy things on the edges of the thick box things because navingating that was really annoying.
Miscellaneous other breakings-up of monotonous surfaces.
**Map20**
Broke up a lot of >2048 linedefs.
P1 now starts in the middle, right on that pillar that looks like it'd be a great slightly-unusual starting teleport pad, instead of having an easily opened door right behind them with no explanation how they got there without noticing the shotgun guy. The blocking pillars now have a skull so you know the skull switches are related. Said switches are now part of the fence - it looks vastly better this way and fully jump-proofing this section was always a bit of a nonconcern.
The starting building outer catwalk tends to snag the player in vanilla if they run along the side (which now has a fence to demarcate it). As far as I can tell this is completely unavoidable, so the entire area has been widened to avoid accidental contact while avoiding getting caught in the more obvious geometry of the pillars.
There are three more shotgun guys behind the first door in multiplayer. That's four shotguns!
Windows in that first red building you have to get into are NO LONGER MARKED IMPASSABLE. OUR LONG NATIONAL NIGHTMARE IS OVER. I've also added thin deep invisible grooves in the lava that disappear on your first jump attempt, to keep the spectres from blocking you.
The switch granting access to the blue keycard room is now behind a cage and cannot be punched, getting around some mods that stop the fist from alerting monsters. The ceiling has also been raised slightly to address texture alignment.
The lift that you take into the big red building if you fail the jump now visually matches the one inside.
The blue keycard lift monster spawns are now staggered so you can't clear through all of them at once and stand around awkwardly to wait for the lift to finish. (If you didn't pistol start this map you might just clear out one wave, then stand awkwardly for a much shorter and non-deterministic time until the next.) There's also a lot more of them, just so you don't clear them out *too* quickly. The monsters will teleport into one of the next areas if they try to follow you out of the room.
Figured out why I've always ragequitted this map: there was NOTHING in the marble temple that would tell the player that the skull pillar in front of the cyberdemon is a usable lift. No vanilla-compatible switch texture works here aesthetically. So I just finished the implied temple and added an altar, in the middle of which is a clearly visible switch.
Added more health (of which there had been nearly none, even what I've added is stingy af compared to even Map21) and armour and replaced a multi-only (GOD WHY) soulsphere in the southeast with an also-singles medikit.
Made the square room less utterly dreadful by adding some sky.
Added a lift out of the damage sector in the end area.
Added some secrets.
**Map23**
The two doors in the G-shaped spiral corridor just to the east of the helipad are now single-use stay-open. The problem is that with all the corpses and archviles the closing doors were creating a lot of crushed corpses that were being raised as ghosts in vanilla. (Made even worse by the fast doors which could reduce the opportunity for more incoming monsters to block the descending door)
**Map27**
Spaced out the candle display in front of the devil icons on the east with the shellboxes, to prevent more floating-ledge movements. Honestly I think it looks better this way especially with the bigger Freedoom candle sprite.
Merged/deleted a few redundant sectors with no change to map geometry.
**Map28**
Fixed a misaligned marble skull face near (-4159,1348).
**Map29**
Starting room large devil icons now have staticky trim instead of appearing to tile. Each face is now only two linedefs instead of three, as the perfectly orthogonal middle lines were subject to the fake contrast and didn't look right.
Widened the shaft on the southwest arrow and the flagellum on the northeast sperm to let the serpentipedes move more freely.
Moved armour away from the yellow key platform, guaranteeing its availability from the ground.
Bottom room with spectres and archvile now blocks the spectres from getting right up below the ledge until you've crossed it. The rising platform in that room is also a bit more visible - with the same textures and dim lighting it was almost totally invisible in vanilla unless you already knew where it was.
* levels: improve map16 big view out onto the river.
The big warning stripes on the old railing were right at eye level.
Also the ambiguity whether that was concrete or asphalt or beach finally got to me so I needed to show where the concrete ended and the beach began. (This was originally going to be something more like [this](https://en.wikipedia.org/wiki/File:Riprap.jpg) but it ended up being way too visually noisy - that one big rock in the sand now is a remnant of that.)
* levels: fix tutti-fruitti on the topmost stair on the northeast corner of the big western arena.
The little panel thingies now flip out into stabilizing fins.
The weird yellow grooves (too short to really work as fins) are reinterpreted as a warning stripe trim, similar to what we see on the launcher.
Fixed up the implied shape of the box top.
I loved this track so much, I felt that it couldn't go to waste, so I added it back into Freedoom: Phase 1 as C1M3 instead of C2M3, since C1M3's midi was always... not as high regarded as some of the others in my honest opinion.
Korp's medikit and stimpack as shared on the Discord, recoloured to use the Doom palette.
The health bonus originally started out as my recolour of Korp's green bottle to give it the same yellow colour coding as the hyperdrive sphere. (If it looks too much like the medical pickups the health going over 100% looks like a bug.) The design I ended up with is inspired by Pac-Man's dots and Unreal's health plants.
The berserk is reshaded and given a similar cylindrical look to the stimpack. The face is no longer a human skull but something more alien.
They used to be red a long time ago and GZDoom's lights definitions still use red for them.
This works because Freedoom's MegaArmor is also red, which gives us this natural color coding that red = get armor above 100.