PASG HUD sprites are Blastfrog's originals with significant modifications.
DBSG HUD sprites are Fredrik's originals with not *as* significant modifications but I believe the wires are new. (Did Rei do those?)
PASG pickup sprite is my edit of the current one. (Removed the stock because the guns give a lesser sense of recoil now, and the pump animation makes way more sense if you assume the gun is not shouldered; also I didn't feel like adding a stock to the DBSG pickup for consistency.)
DBSG pickup sprite is my edit of Z86's original.
[Undead003's old sound from way back in 2015](c48644582c) never got used because of a typo.
This is that sound, cut off and faded to match the pain elemental's death animation duration and mixed with the hatchling attack and a slowed-down DSBAREXP.
When I first started up Map19 with music for the first time in ages I thought the MIDI had glitched somehow and the instrumentation fell back on "Acoustic Grand" the way a lot of things did when I was younger. When I checked the MIDI it still sounded like it was supposed to be something else and the composer forgot to set the instrument, or it's a *really* experimental thing that frankly doesn't really fit a game - or at least not something that is not itself an extremely experimental abstract concept level which Map19 is not.
After some experimentation tremolo strings stood out by a fairly large margin as the best option.
* levels: more minor fixes.
E1M2
- Hide all outdoor inaccessible areas and monster warp closet lines.
- Fix some texture alignments in the blue key room.
E1M3
- Untag 1-sided walk trigger line 821.
- Make the western secret dead end room look less like id E1M3. (Not touching the specific powerups that are also from id just yet.)
E1M9
- Retexture the edges of that ragged hole in the wall revealing the tekwall underneath, now that the rounded-corners STARG textures no longer work like that.
- The stairs just beyond that corridor are also redone, to avoid that perfect line of ickwall bullet holes.
Map28
- The way out of the blood pits in the huge marble skull face courtyard is now much easier to find, rather than being a de facto secret.
* levels: minor fixes.
Map11
Replaced that fake door near the red skull with a drop tunnel.
Map12
A few random texture fixes, especially around the south end of sector 147.
I've seen multiple Youtube videos recently that talk about Freedoom as
though the "free" part in the name refers to price. It's an
understandable misconception but it deserves to be corrected. Let's add
a short section to the manual to discuss this.
The skull that was here before was kind of a joke from the early days of the project, when it was the only skull graphic we had and used it everywhere to ridiculous extremes. Here I've replaced it with a shrunk-down version of the M_SKULL graphic used on the main menu, with some minor tweaks (the skull looks sadder than the menu one).
The new sprite is two pixels taller than the old one.
The original graphic was derived from a scan of a CD-ROM that I scaled down, aeons ago at the start of the project, and it isn't very good. I decided to try my hand at some pixel art and make a new one. I think the end result isn't too bad.
Take it down from "actually physically painful" to "blaring" - the song is more singing to you (if still aggressively) than shouting at you.
Help bring out some of the harmonics and the bass riffs.
* levels: one more texture fix on that Map17 ramp.
* levels: one more minor Map17 METAL2 alignment.
On the ledge to the right of the yellow door - the seam of the texture actually should not follow the ledge of the path, but continue the tiling pattern.
* levels: fix map03 start room texture.
See PR for screenshots, this one was really hard to see before the new METAL2 textures.
* levels: relocate e3m3 secret missile launcher.
Where it was positioned it was possible to grab it - even sometimes see it in vanilla - before that door even opens.
* levels: move e3m3 start arena hanging corpses.
They're supposed to be hanging from the bottom of the wooden rim, but sometimes vanilla errs in favour of sticking the actor to the higher ceiling in ambiguous rounding-error situations. The centre of each of these actors is now totally unambiguously inside the wooden rim sector.
* levels: address #1053.
* levels: address #1053 properly.
Also un-merge a bunch of sectors because it turns out blocking sounds from certain areas is actually kinda important.
* levels: fix Map31 BFG.
Moved it slightly closer to the teleorter pad so it's less possible to jump over it entirely by mistake, and aligned the textures in there.
* levels: more map31 adjustments.
- Re-merged the doorway sectors so any single gunshot will alarm all tripods.
- Some more texture fixes, replacing a few ceilings that didn't tile properly.
- More adjustments to the squeeze-past chamber, mostly just for texture alignment purposes.
- Made *all* the gore in the switch room point to the switch with the red card.
- Shortened the supersecret door switch so the gargoyle wouldn't repeat like that.
* levels: bring map31 secret closer, but conceal it.
* levels: fix e2m1 easy hot start.
* levels: misc. E3M1 improvements.
Un-doomified the start:
- Hell Keep: start outdoors, touch freaky flesh thing, fight imps, find red brick gate, grab ammo boxes by door, hit red brick skull switch, receive immediate cacodemon.
- Land of the Lost: start outdoors, no freaky flesh thing, fight serpentipedes, find red brick gate, grab ammo boxes by door, hit red brick skull switch, receive immediate trilobite.
- Newer, Better Land of the Lost: start outdoors, fight serpentipedes, find red brick building, *shoot* freaky flesh thing, reveal corridor with ammo boxes and *slightly* less immediate trilobite.
Replaced candelabras with evil eyes for the shooting messaging.
Made exit teleporter lines monster blocking.
It is impossible to get through that mandatory northwest area without taking damage from the hurtfloor. Added a catwalk. All the health bonuses are on that catwalk now.
Made the lowering rock wall use the same grey floor as the surrounding area. Now all red surfaces you can reach without jumping are hurtfloors. Its trigger is now the instant-move lowest-ceiling trick so you can't race over to watch it move.
Two stimpacks are now medikits, while the number of medikits in the exit room are reduced to one. This increases the total health by 5 points (in addition to the 5 for losing the obligatory damagefloor) while reducing the likelihood of the player running into the exit room and (unintentionally) turning what should be a dynamic fight around the map into a chokepoint slog.
Broke all the fake contrast orthogonal lines in the ribbed pillars.
* levels: minor e2m4 fixes.
Berserk pack secret sector was too narrow and could sometimes lets you grab the items without triggering the secret. That closet is now deepened (and slightly redecorated to make up for the new blank space).
The area around the waterfall was too dark compared to everything around it. Its light is now all 144 except right next to the light of the silver arch.
The horizontal trim on the silver arches now go all the way around.
* levels: minor E3 improvements.
E3M1
After some discusssion on Discord it was agreed that the trilobite should not be visible until the player has discovered the berserk. The first trilobite is now outside of that hall, its back to the player looking at the berserk, and the hall has some sound blocker lines so it doesn't react if you try to plink at the worms (despite the berserk being right there).
I've also done a bit of redecorating to the front steps since we no longer need the evil eyes: the entire stairway is lined with candles and the eyes/ candelabras are replaced with blood fountains (as too many lights here would imply an area much brighter than what we're dealing with).
E3M3
The starting area lavafall had an unintentional fake contrast. This lavafall is now made more complex, with intentional fake contrasts.
* levels: final E2M4 touchups by Xindage.
* levels: make map06 exit pad line monster blocking.
Also unmerge the sectors on two sides of a door that was causing some monsters to wake prematurely.
* levels: fix textures by map11 warehouse counter.
that new METAL2 sure makes a lot of things more visible...
See discussion in #1049.
If RW33_5 really is extraneous we can still get rid of it; otherwise it is now METAL9.
I've also taken the liberty of moving one of my recent textures.cfg additions to their proper place in the "Custom textures using resources of freedoom" section.
Originally meant to address #1070.
Redid green armor secret. The ugly (and alternative-sequence-breaking) railings are gone, and instead of SR50+luck you have to find the way up to a much higher platform.
Allowed jumping from the semifinal puzzle platform into the guard tower areas because there was nothing showing you could not. It doesn't actually achieve anything besides letting you grab the ammo from the zombies inside.
Flipped a bunch of linedefs to address #996.
Also add a switch for that platform-gate since its non-orthogonal shape and large size can't help but signal that it is expected to be remote-lowered.
Also editing the BFG room in Map11 to use evil eyes again because neither this nor any id-like skull rock could have possibly matched anything in that room.
* textures: add GRAYRED and GRAYWIDE.
Also address #48 with respect to GRAYRED.
* textures: add AQPIPE06-7 and BROWN4.
The latter is called "BIGDOR6A" as the alternative BIGDOOR6.
* sprites: add Cascade's pickups (etc.).
Incidental upgrades to a couple other sprites to better match this higher-contrast style.
Took the opportunity to fix the scaling on the missile projectile and give it longer, simpler-looking fins.
* New Gray/ick wall by korp.
AS well new ones using stock patches.
* textures: add changes after April 2023.
---------
Co-authored-by: mc776 <24984517+mc776@users.noreply.github.com>
* levels: minor fixes.
Map14
- With jump enabled you could skip the floor raisers in the blue key area and get yourself stuck inside one of the monster ambush pits. This has been replaced with a simple warp-in.
Map15
- Redecorated the starting area to make it feel less like id. (As someone who really enjoys Industrial Zone I find the subtle homage creates misleading expectations when literally nothing else in this map plays or looks anything like the id map.)
- Replaced a texture in the lift to avoid a rarely seen tutti-frutti.
- Reduced all nukage floors to 5%-10% from 20%.
* levels: remove bad Map11 secret tags.
Also changed the west side door entrance in the southern branch to take advantage of #1050.
- Edited out the references to "Cannon".
- Clarified that F11 isn't an on/off toggle. (The Spanish seemed fine?)
- Reworded the missile description to do damage to imply it works better on *lower*-level monsters rather than higher, since the tripod and bigtech are both immune to the blast.
- Created new illustration of the savegame menu to replace that "C" with an "E".
* sprites: add Korp's minigun edit.
I've shrunk down the flash to make it more consistent with the pistol and PEW (it's actually still much too big relative to the pistol and shotgun but at least it doesn't look jarringly distracting and obscuring the target), and made a few tiny adjustments to the weapon body to deal with some palette issues.
* sprites: fix CHG* offsets.
* levels: fix e1m2 tutti frutti around exit door.
Also took the liberty of fixing a longtime pet peeve I had about the really bright grey-white of the exit room steps clashing with the rest of the room for no apparent reason. (It looks less bad with Korp's new greys but we're not adding those yet...)
* levels: fix floating candle on map22.
It's fine until you actually use the secret, at which point it snaps to the top of the lowering platform.
* levels: more minor fixes.
Mostly for objects "floating" with a tiny bit of their hitbox rounded to be overlapping a higher adjacent floor.
E1M8
Inside the pillars containing the painlords there are two that spawn gore (and a dead player) in lieu of painlords only on easy. These have now been edited so that in each pillar the gore appears whenever the painlord does not. (The player has also been changed to a gore actor.)
Map03
Floaties by the first door switch.
Map23
Central room with the barrels and combat slugs has several gore decorations that do not appear on hard, but do not block movement nor represent any living monsters that might appear there in hard. Flagged to appear in all skill levels (and also not be flagged ambush).
Map25
1-pixel vertical misalignment on line 44.
Map28
Floaty medikit(s?) near (-955,-435), moved away from the double teleport pad.
Fixed the textures on that door now that the SLOPPY textures have been updated
Moved stuff around the starting skull switch so you start with a screen full of skull again.
Map29
Floaty shellbox 444.
* levels: more minor fixes.
Mostly to address #1043.
Map09
- Moved the crates in front of the eastern teleport door to keep the player from potentially falling into the gap between the big crate and the main crate rack and softlocking. The small step-crates are now also properly aligned with the flat they use.
Map14
- The entire lower floor of the big octagon room has been lowered to -56 from -48. This restores access to the alcove in front of the minigun secret, and also better aligns with the textures of several surrounding walls.
- Merged the sectors of the yellow key cage teleporter pad so the lights would sync.
Map15
- A room will lower two teleporters when you step in and two worms will warp in through those teleporters in hard, one in medium, none in easy. It looks bugged where the worms don't appear and absolutely nothing shows up, so pickups are revealed instead when they don't.
Map18
- Added one more step crate to let the player directly access the necromancer soul sphere (and the health bonus tucked away in the corner) without retracing their route back to the upper ledge.
Map25
- Got rid of that starting elevator once and for all. The only purpose in forcing that starting gunshot was to make that first room marginally more awful to pistol-start. Moved the shotgun and shells to the "outside" platforms to make up for it.
- Widened the side windows facing the yellow key so the trilobites have room to move.
- Shrunk down the exit line to make it completely impossible to trigger it while the painlord/necromancer standing there is alive.
- Added more monster blockers to the RL warp-in ambush closet, as the worms would still sometimes warp in both on the same side. I've also made the destination sectors larger as that simplifies the underlying geometry a bit.
- Flagged everything in the deathmatch arena multi-only.
- Thing 445 (last monster before SSG in hard mode) is now a pain lord instead of an octaminator.
* levels: more minor fixes.
Map13
Exit teleport pad lines now block monsters.
Map18
End soulsphere secret is now tagged as secret.
Map19
The straferun armour trench setup could not possibly work without having the worms below block your movement sometimes. The trench is now fenced off and the platform accessible by bridge; the pinkies are now spectres outside of easy and hard gives you two more of them; they can only harm you by teleporting.
* levels: readjust map28 skull.
The vertical offset would no longer be needed after #1047; however the tiling is a bit off if we need to offset this horizontally due to the additional trim, so a new linedef was added.
* levels: map26 minor fixes.
The secret blue lift switch error message would indicate it's a "door" which despite being correct from an engine point of view doesn't reflect its actual function.
The red armour secret is now player-shoot only, and the wall breach effect is instant.
* levels: fix high jump platform texture alignment.
* patches: raise sloppy skull.
The skull now better fits the original patch's skull position, making for a better Map28 start.
* patches: fix seams on adjusted rw48s.