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Prompted by the discussion [here](https://github.com/freedoom/freedoom/pull/1314#issuecomment-1923782305). After a couple runs it seems the big issue is the huge traffic jam after you hit that switch making avoiding the tripod much less feasible than it is on any other non-E2M8 level that has one. - Changed the red switch arena to make it a bit more cyberdemon-fight-friendly. The switch is now flush against the surrounding wall so even if you run right into it to hit it you won't get stuck in an alcove. The space on the sides of the big green pillars has been expanded. The red skull pillar has been moved so you can move around it on every side. We also have 20 more rockets because hey why not. -Lines 939 and 946, the two very ends of the red rock corridor leading into the red switch, are now marked as sound-blocking. This prevents the small horde in the star courtyard from creating a traffic jam blocking the player's escape even longer. - Lines 931, 962 and 963 are also sound blocking. If you can manage to take on the tripod staying entirely within the "arena" part, after the initial wave of serps you can pretty much solo it. - Added more texture variety to that arena (different marbles, more tekwall, etc.) and gave that very lonely serpentipede up there some friends. - Made a couple doors look a bit better (taking some cues from the E3M5 doors) and added visible lights to the tentacle-star-side of the main red door to explain why it's lit. - Prettied up the bridge courtyard a bit. Hopefully the stairs are a bit more visible now. - Raised the hatchling fireplace so that you can't get inside without jumping. Reshaped a good deal of the rest of the room to get it to work. - Moved those four shellboxes so it's not so easy to run into all of them at once. - Restored the old rising-from-the-lava effect on the final painlord. - Skewed some orthogonal lines in rocky areas to avoid unwanted fake contrast. - Added exit signs as it's not universal for all levels that sky floor necessarily exits.
157 KiB
157 KiB