Lower sector 613 so player doesn't get stuck behind it, remove those
teleport barrels near exit teleport, texture the impossible-to-reach
area by the blue key, fix secret SG door by adding DR and tagging.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Many placeholders, all patches should be proper size and with proper
texture1 and combined.txt should load all tnt.wad PWADs flawlessly.
All material scavenged, cropped, scaled, butchered, copy and pasted
from attic and current repo.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Changed a player 5 start to a player 6 start, since it was missing a
player 6 start.
Signed-off-by: RjY <rjy@users.sourceforge.net>
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
While it is true that on modern hardware a reject lump rarely offers
significant benefit, it is nonetheless the case that some older engines
will fare badly if the lump is short or missing.
E1M7, E2M4, MAP05, MAP06, MAP07, MAP10, MAP11, MAP14, MAP18, and MAP31
were affected.
Signed-off-by: RjY <rjy@users.sourceforge.net>
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Right now it's called "Ultimate Freedoom"; a more original name should
be given later down the line.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
This allows lostland.wad, and hopefully should support every Plutonia
WAD that can possibly exist...
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Players got confused when they weren't used to switches activated by
shooting them, so if they watch the demo loop run, they should see how.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Remove FLAT5_2 and FLOOR7_2 from patches, as the name-clash with flats
causes problems in some engines.
Neither patch is used in any of the current set of maps, nor referenced
in textures/combined.txt, so this should not cause any other problems.
Signed-off-by: RjY <rjy@users.sourceforge.net>
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Quickly solving the copyright violation issue. Releasing a v0.6.4
in which the only change from v0.6.3 is the exclusion of troublesome
music files.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Eric "TheGreenHerring" Baker discovered that metabolist did not, in
fact, create the music he supposed did. It was stolen from various
sources. Jury's still out on whether to rewrite the entire repo, but
for now just git rm'ing it will have to do.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Things 43, 81 and 82 are all in sectors high enough that the the player
can fit underneath them. Fortunately, they are all types for which Doom
has an equivalent non-blocking version.
(Annoyingly, 43 is undetectable to checks made at map load time, since
it hangs over a pillar whose floor lowers...)
Signed-off-by: RjY <rjy@users.sourceforge.net>
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Torn managed to unearth a complete, untruncated version of E3M8
(see commit e0549c50b783f028accf333f80952fcf7d33758e)
Signed-off-by: RjY <rjy@users.sourceforge.net>
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Russell recorded some action from his own circular saw, this one is
spliced up and modified for appropriateness in the game. :-)
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
map05: added a vertex and moved wall slightly so player doesn't get
stuck behind sector 196.
map07: enlarged 4 platforms about 24 units, I think, made stairs
slightly smaller. Bottom star still has original location. Made the
ledges platform block monsters. This should only affect gameplay by not
letting the arachnotrons get stuck.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Bunch of fixes in map15:
* Player can be trapped at sectors 88 and 1014 if the player stays here
too long
* Sector 181 has no items in easy skill levels
* Wrong lower front side texture on lines 460/437
* Player can get trapped in sector 30 and die
* Many door tracks don't lower unpegged
* Floor of sector 246 looks better with FLOOR5_3
* Wrong texture on line 1460
* Lines 712, 715, 1460, 1466, 1459, 5882, 5880, others need aligning
* Floor of sector 358 looks better with CEIL3_5
* Floor of sector 576 looks better with FLOOR0_3
* Line 7181 was upper unpegged; door texture did not scroll on opening
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Found out a couple months ago that it doesn't work the way I had
assumed, although it still has a useful purpose.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>