These should now be "forever" URLs linking to image files that can be overwritten with each release without touching these XML files each time.
**Linking to the thumbnails is intentional.** Unlike the full screenshots the shrunken jpegs will always be smaller than pngs for these, so we never need to change the file extension; and there's really no reason for making everyone download huge screenshots with this stuff anyway - they can go to the website for that.
The current website organizes everything so that we have 8 screenshots of each game, numbered 1-4 for Chocolate and 5-8 for GZ. Including screenshots 1, 2, 7 and 8 therefore should give us a fairly representative variety.
It was overwriting the existing id BROVINE2. Both are now available.
All levels have been converted to use BROVINE3 with a script. There are a few spots where BROVINE2 actually looks better but we can presume the brown wall green vine was the original authorial intent since that one has been the only one available since who knows how long, and it's not like we can't update these later anyway.
Also incorporates the Map11 edits from #1318.
Change the sofas to resemble actual sofas instead of flesh, using COMPTILEs with texture offsets to emulate chair legs without having to make new textures.
Restore Ralphis' old E1M1 track as E1M5 - taking Matt's suggestion here into heart: https://github.com/freedoom/freedoom/pull/1292#issuecomment-1913358481_
"The Raging Sun" - although I like it - is quite bland. Ralphis' old E1M1 track is a fast-action-styled track that fits the shooting gallery aspect of E1M5.
Also addressed #996 for the crate area and simplified a bit of geometry (no visual changes, just merging sectors), as well as giving more internally consistent lighting to the basement red key area.
Old green slime bricks preserved as SLIME13A and BRICK13A.
Map11 tweaked slightly to take advantage of both; also fixes the torch light effect in the octaminator zombie ambush and adds a big vent grate to that blank wall.
Unfortunately I overlooked adding this wonderful new monster to
NEWS.adoc for 0.13.0.
The downloadable ZIP files have already been tagged, so I don't think we should mess with them, but there's no reason that NEWS.adoc can't be retroactively made accurate in master for previous releases.
I can update the website with this change once it's merged.
Closes#1122.
Reuse 0.9 and before's rocket launcher sound to make the revenant attack sound more distinct and impactful, allowing it to be heard easier than the quite weak "swoosh" it is currently.
Halved the damage of the damaging floors in the map.
Made the double-barred shotgun platform do no damage.
Made the blood pool in the green marble chamber do no damage.
Moved the torches around the first teleporter to enter the red key arena to make running into it a lot easier.
Replaced the pain lord on the initial lift with a pain bringer on hard, a few serpentipedes on medium, and nothing on easy.
Replaced two of the matribites in the cramped blue key room with trilobites.
Made the blue key platform larger and not lower when you step on it.
Removed the damaging floor in the blue key room.
Continue what was done in 0.10 and replace all of the Doom remixes.
This track should've been replaced a while ago.
While it is a good E1M1 track and a good remix at that, the "remix" part is the problem.
"Crawl" is a medium-paced metal track that helps set the mood at the start of the adventure.
The following changes should make the manual more available, and easier
to understand:
1) "make dist" and "make install" will now include all translations of
the manual.
1) A "freedoom-" prefix will be used in all cases in place of just
"manual".
2) All languages will have a two letter suffix, so English is now
"-en".
3) Only the PDF specified will be built when invoked in the top level
directory. For example:
make manual/freedoom-manual-en.pdf
Ran past this and got lost again.
The grey of the pillar just blends in too well with the wall behind it, while the height takes it out of the player's visual area of attention.
The pillar is given a texture that stands out and looks like something that should possibly move, while its base has been given the same markings as the switch that lowers the pillar. The pillar is also extended so that the yellow key is visible from the blue key (and if you can somehow jump to reach that key then more power to you - it should be an even harder jump than the old one.)
"Tunnel" feels out of place among E2's tracks and a lot more suited for the sandy, Egyptian temple-styled DM06. The feeling is coming from the harpsichord and thrashy instrumentation.
"Workout" is a lot more upbeat and fitting for the first few E2 tracks, Korp had originally intended it for E2M1 also.
E1M7: There was some talk about reverting to "Viral Research" but the viral waste being kept in open air pits seemed no more plausible than this building being a "transportation bay". "Materials" was evocative of something that would probably stay put if left alone. (Probably.)
E3M2: There never was anything added to this level that actually resembled a temple, though there are plenty of tunnels and things evocative of heat. There's also machinery suggesting some kind of power generation, and "Heate Tunnels" seemed oddly bathetic and understandably replaced.
DM22: Fixed inconsistent capitalization.
Map02: This level didn't really resemble a lab, let alone multiple of them. It was originally named "Jade Tumult" but that name doesn't fit this cluster at all; another name with the same initials was suggested, with "Janus" for the two-faced appearance of the starting area and "Terminal" for the big end teleporter (and cluster finale).
Map24: This is a dark, tight, claustrophobic map with narrow doorways and a very uneven floor, and in no way resembles something that can be called a "loading bay". It does, however, contain an odd arrangement of teleporters that does not appear to serve any practical purpose.
Map25: "Red Works" seemed still too reminiscent of id "Bloodfalls". "Surreality" was initially suggested by Uni but I disagreed because I always associated that name with the old E2M1, so we agreed to split the difference by naming it after a famous surrealist painting that involved melting and impossible machines.
Map29: "Last Stand" is not a stand, nor last. There's nothing about the flow of the level that would suggest anyone's doing a "last stand" here. The most prominent thing about it is the vast expanse of lava that some of the architecture is melting into. "Lake of Fire" was rejected as too doomily biblical.
"Shells" is a lot faster and more suited for the small, duel map that is DM23.
"White Lights" is more grandiose (why it was removed in 0.12 in the first place, didn't fit E1M2 at all) and fits the large, fortress-like DM27.