This is the same solution I've proposed to address #920 and was planning on posting this only after some resolution was reached about that, but others have confirmed this does look way cooler than the original exit sign so here we go.
Map20: Just added textures to the lava jump and made the sectors thinner. No one's going to see them outside of deathmatch without noclipping anyway.
Will just leave the hole in the red arena ceiling where it is - players don't look up anyway.
The little red button in the closed-off brown metal area also uses flat bleeding (which frankly I'd taken as precedent to let me do this with the other stuff at all). Turns out it's perfectly visible with the light reduced to the surrounding area so I have done that (and also added some downwards movement of said button).
Map29: Moved the spectres out of LOS.
The only big pack available now is on the "outdoor" revenant platform.
You still get a total of 280 in singleplayer, which is still way more than you need but at least not enough to kill every enemy with the plasma rifle alone.
Addresses #916 by moving the entire starting corridor out of LOS with the monsters and moving all the player starts accordingly.
I've also recessed the doors in both those western corridors just to make them look a little more plausible.
**E1M2**
Addressed #916. Instead of having those three goons face you differently on hard, you just get more enemies (also facing away from you) in that room.
**Map10**
Addressed #916. I'm doing these two maps just because they were already updated recently so we might as well go all the way.
**Map11**
Addressed #916.
Made the colour door stripes go all the way down, because we can't fucking look up in vanilla and the things are invisible when you're right up at the door in question.
Lowered the switches just beyond the red door to eye level.
**Map26**
The bridge switch was a bit hard to find. It's been moved to the panel next to the pantry.
At some point I'd somehow forgotten to deal with ceilings, resulting in misaligned and mismatched stuff everywhere. Hopefully it's all been dealt with now.
Added some details to the grey tunnel and made the green torch in the wood tunnel present in single/coop as a light source.
* levels: map02 tweaks.
The yellow door appears to open by splitting itself into 3 parts, then moving only the middle part leaving the sides behind. This is now fixed so that the entire door moves.
Touched up the texture alignment above the exit door and replaced the floor on top of the monitor thingy blocking direct fire from the serpentipedes in front of the yellow door.
The little drops into the water area near the start can be cheesed by staying in the lit areas behind the monster blocking lines. This seems to be unintended behaviour so I've added new blocking lines that are exactly the size of the player.
The big drop past the red and blue doors needs something to stop the pinkies from blocking the player's initial drop. They're all set to +ambush now.
The exit sign has been given the flat-bleed treatment as Map01 and Map26, but this time I've actually kept the lower floor within monster step height. (I'd fix it for Map01 but it turns out the monsters step around it without issue.)
* levels: more misc. fixes.
**Map03**
The green corridor had some texture alignment and mismatched flat issues; the switch door was overcomplicated for what it was doing and didn't even look better than just using a simple wall switch texture. The corridor itself had a shadow across the middle that had nothing casting it; it has been removed.
Gave the curved terminal wall light grey flats to not stick out as much.
**Map21**
The cage bars along the walls of the lava border corridor should be impassable.
**Map26**
It's possible if you're careful to grab the super shotgun without triggering the lowering panel, causing the player to be potentially lost without any further indication they should move towards the alcove. Since I want to keep this as a foreshadowing of what is possible with stealing the key from the necromancer, there's now also an armour bonus a little further in.
The rising pit was too easy to jump into before it was finished, ruining the effect. I've packed everything closer together and moved one of the hard spectres into the corner outside the pit. The northern bit of the room is also expanded to let the worms move that way.
You're not really infiltrating anything with this powerup (GZDoom weirdness notwithstanding); meanwhile, it's generally assumed in the story that the monsters will have some idea that you're around somewhere and they should be shooting in your general inferred direction. Most of them can probably locate you by sound or even smell or possibly even psychically, but they won't have the precision of being able to see you.
There's no real need to qualify the invisibility in this context, and given the options available under the letter I the need for this specfic word is practically a functional requirement.
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.)
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.