The messages hadn't been checked for length. Fortunately caught relatively early because the only string that shows up in vanilla (and thus would cause a crash) is also one of the longest ones.
I've also amended two things in the text itself:
1. big burly violent guy who's all about freedom and blaming scientists for things is...... not something that's aged well. And when a corporation is involved you know it's the investors pushing for the bad thing and not the actual researchers on the ground.
2. that other quit message literally reads like you're goading someone into suicide IRL, in the current environment where everybody's depressed and a lot of us have lost important people to plague or war or medical neglect or workplace accidents or violent bigotry or any combination thereof. I've taken the liberty to rephrase it so the emphasis is on what I think was intended.
Threw in a replacement for "exit to DOS" as well.
I was grossly overthinking the issue of needing to prevent the player from proactively maneuvering before the action begins. Someone who's played the start a couple times would be able to do that anyway.
E3M1: Rearranged the two "spinal columns" inside the first entrance. The chamber is larger and the columns are not perfectly octagonal (both to align the textures and to get rid of the fake contrast) and one of them is significantly larger than the other.
E3M6: replacing the (not even working right, you could see the floor moving) flat bleed rising painlord with one that warps into that spot. Changed the textures inside the hatchling fireplace so you're seeing fire everywhere from the inside.
E3M7: Slapped some textures onto the otherwise flat bleeding temporary monster blocker. The difference is barely noticeable even if you're deliberately looking for it.
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.
C3 restructured and C5 rewritten by @shinobody with edits by me, C6 loosely based on @shinobody's rewrite that had interpreted the map as a barracks instead.
Changing armors to match the new color scheme.
Basic armor is yellow (since no armor is green and big armor is red)
Also reshaded the new red armor shards to look nicer.
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.
"deep into its territory" deserves to be its own line, especially to help emphasize the line I'm making these changes to include.
I also keep wanting to say "armies", plural, for some reason. Which at least works to explain all the infighting...
Someone just quoted the "no human has ever survived here" unprompted on Discord. If it's that memorable let's keep it.
"Man" for this in the two thousand twenty third year of the common era was still a bit cringe though.
Reposting #868 because that was way too many commits.
The current ones have lots of sentence fragments that are somehow austere in tone while still having lots of unnecessary words - a combination that doesn't exactly flow too well. This is an attempt to rewrite a lot of them while trying to keep all the critical elements of each.
A lot of the "it doesn't matter, who cares" / "oh. a trap. AGAIN." talk also felt like it would pull the reader out of the game, however in-character it was clearly intended. (I understand it's inspired by "where's your fat reward and ticket home" from Doom E1 but if you look at all the other id intermission texts things are much more triumphant and hopeful in tone - D2's "There must be a way to close it on the other side. What do you care if you've got to go through Hell to get to it?" is more bravado than despair.)
Replaced some things that create expectations of specific things to be found in the very next map but aren't there - the Map06-7 lift (you start on a teleporter pad), the Map11-12 platform bolts (you start just inside the door), the "massive doors" of the Military Labs (you start on the end teleporter immediately after E1M8), etc..
"Dissipitates" isn't exactly release-quality standard diction.
Some lines were rearranged so that natural sentence and phrase breaks coincide with line breaks - everything has been tested on Chocolate, it seems we do have more room to work with than the previous writers seem to have thought. (If someone out there *specifically intended* to make sure the sentences spill over into the next line in the absence of a paragraph break I'm willing to listen to reasoned argument about it.)
I have, of course, left the iconic final three lines of Phase Two untouched.
* 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.
If you look at the C/D sprites, you'll see:
- the back of the gun
- the barrel shroud
- the notch thingy in the middle of the barrel shroud
- the raised tapered thingy holding the front sight post
If you look at the A sprite, you'll see:
- the back of the gun
- the notch thingy
- the back of what appears to be a large straight thing *flaring outwards and forwards* from the barrel
- what could, in this context, either be the raised tapered thingy holding the front sight post, or a continuation of the flare-out part of the barrel shroud/flash hider
Hopefully this edit makes it a bit more clear where the barrel shroud part actually is, and feels more like a gun than an indistinct sequence of metal cylinders.
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.