Freedoom is an entirely free software game based on the Doom engine. https://freedoom.github.io/
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levels: more fixes. (#886)
* Add files via upload

**Map01**
Swapped out the impassable line for narrowing the big door gap enough for it to actually clearly visibly block the player's movement.

Used the flat bleeding trick to get rid of that little spotlight under the exit sign. The distracting bottom light on the sign itself has also been removed.


**Map03**
Unflagged some invisible impassable lines in front of screens and switches in the first corridor since they weren't needed in the first place.

Changed floor/ceiling textures on the curvy screen corner so it wasn't blatantly conflicting with the tile pattern.

Added a railing onto the big nukage rooms.


**Map12**
Flyers in the far northwest room could not figure out how to get into the big arena if they're in the dead ends. The side doors can now be opened by them.

Fixed some misunpegged lowering platforms/item closets in the south.


**Map15**
Second attempt to fix the rising shipping elevator. No more moving bridge (at all - the new safety lifts are still there), both switches available again, everything actually takes some time and moves visibly now.

Tag 56 changed to the four lines on the border of the pit.

Moved the cells even deeper into the expanded secret room as parts of the hitbox were still sticking out on the other side of something.


**Map16**
Unaligned the MIDSPACE in the new back alley.


**Map21**
Added an implied ladder leading down into the starting room.

Fixed the plasma secret in the library. If you went inside the room and let it close behind you, there was no way out; the way you came is now given the same lift tag. The secret itself is marked with something better than just suspiciously secret-tagged linedefs on the automap. The library south wall is also no longer incorrectly tagged as not to show up on the map.

Fixed the misaligned, improperly pegged door side texture in the big wall that opens up to the north of the big lava pit.

The lift leading into that room overlooking the big lava pit can now be traversed both ways.

You can actually fall into the lava in (-948,1836) with no way out. Narrowed that section accordingly.


**Map23**
Reduced number of sectors and number of secret sectors (doorway into the actual secret also flagged as secret) in the southeastern secret.

Fixed lone floating rocket by the crate north of the G.


**Map25**
Northwest baron/chaingunner teleport ambush was double-triggered and one of them did the opposite of what it was supposed to do. That entire area has been redone as a creepy wooden shack, to get rid of the arbitrary anti-jump invisible blocking lines.

Also added a sector to make sure noises pass through to those two individual monsters.

Unstuck serpentipede # 444.

The exit room seemed a bit dark for that lava so I took the liberty of changing it to 5% and a hot (but solid) rock texture.

Overhauled the starting entrance to explain why you were stuck in a little cramped chamber that you could only exit by shooting something behind you.


**Map32**
Got rid of the double-sector red key lift, in favour of just the outside portion being the lift.

Fixed all the windows so you can't jump through them in GZDoom under normal circumstances. Added some decorative railings.

Marked the berserk secret so it can be found without checking the automap (and can no longer be found by checking the automap), but in that specifically annoying, obtuse way that everything else is intentionally done on this map.

(NOTE: these Map32 fixes are pending another major improvement to this map that rednakhla is working on and may be overridden by other decisions in their version. I'm just throwing this out there as a temporary fix as we do not appear to have a timeline for that version yet. If it is completed before this PR is merged I'm more than happy to add it here.)

* levels: fix map15 western secret lift bug.

Using the lift from the bottom would sometimes fail if there are monsters. This seems to be an unusual nodebuilding-related glitch.

Moving the bottom activation to a separate wall switch seems to get around this.

* levels: allow map15 supersecret armor in easy/med.

Easy also allows one of the medikits.

Before this change that room was completely empty outside of hard.

* levels: use new texture on map16.

* levels: map21 fixes.

The lava groove border could be jumped into as it was exactly 32 units wide. Reduced this all around to 24, and added a damagefloor there just in case.

One lava damage floor had 20% for no apparent reason where everywhere else the player would be expecting it to do 10. It now does 10.

Rearranged a bunch of stuff in the final corridor for the bricks to line up.

* levels: tutti-frutti on southern computers.

There's now a gap between the ceiling and floor computers. It looks less bad than either the tutti-frutti or lowering the main ceiling so that the wall textures are cropped off.

* levels: remove map26 obligatory damage.

It appears that the collapsing bridge may have been intentionally designed to be impossible to cross without jumping, requiring the use of the damagefloor route to progress. There is now a radiation suit just before the blue key door, and stimpacks along the damagefloor route are now replaced with a bunch of health bonuses and a stimpack on the other end of the teleport.

Some of the sectors in the early part of the map have been simplified and useless line triggers (W1 on one-sided, etc.) removed.

(A similar note applies to this as for Map32 in this PR, but I'm the one working on the bigger change this time.)
2023-03-10 07:31:30 -03:00
.github/workflows Add Continuous Integration (#671) 2020-02-28 11:57:27 -08:00
bootstrap Add missing SPDX identifiers, use CC0 explicitly in dist 2020-02-03 12:31:55 -08:00
dist levels: Change “chapter” terminology to “episode” 2020-07-15 14:02:57 -07:00
flats New ceil5_3 to use with green "brown" walls. (#801) 2022-06-26 11:24:28 -03:00
graphics Update copyright to 2023 2023-01-14 22:22:41 -05:00
levels levels: more fixes. (#886) 2023-03-10 07:31:30 -03:00
lumps textures: add smaller MIDSPACE. (#885) 2023-03-02 07:32:52 -03:00
manual manual: Update chapter refernce to episode (#880) 2023-02-27 12:58:08 -03:00
musics new episode 2 ost 2022-10-18 07:39:54 -04:00
patches patches: [BUGFIX] expand gcratem1 to 8px. (#887) 2023-03-03 14:18:42 -03:00
scripts build: Add test-vanilla-compliance 2022-10-01 18:50:34 -04:00
sounds updated dehacked/manual/sound 2021-08-29 18:04:44 -03:00
sprites Merge branch 'freedoom:master' into newhealthpickups 2023-02-23 08:26:30 -08:00
.adoc-layout.conf fancify HTML output using the website style 2019-10-11 11:12:33 -07:00
.gitattributes Burn all GIFs: Convert everything to PNGs. 2017-07-18 22:26:52 -07:00
.gitignore Makefile: remove wad-image targets 2019-10-28 10:30:10 -07:00
BUILD-SYSTEM.adoc CREDITS: Add contributors since v0.12.1 2022-11-26 14:32:50 -05:00
buildcfg.txt Merge branch 'freedoom:master' into newhealthpickups 2023-02-23 08:26:30 -08:00
COMPILING.adoc COMPILING: ASCIIDOC make variables, note asciidoctor-pdf 2019-09-12 15:44:49 -07:00
COPYING.adoc Update COPYING's year to 2023 2023-01-14 22:21:06 -05:00
CREDITS CREDITS: Add contributors since 2022 (#881) 2023-02-27 08:06:13 -03:00
Makefile build: Add test-vanilla-compliance 2022-10-01 18:50:34 -04:00
NEWS.adoc NEWS: document the 0.12.1 release 2019-10-22 11:26:10 -07:00
README.adoc CREDITS: Add contributors since v0.12.1 2022-11-26 14:32:50 -05:00

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= Freedoom

The Freedoom project aims to create a complete, free content first
person shooter game, but _Freedoom_ by itself is just the raw material
for a game.  It must be paired with a compatible _Doom_ engine to be
played.

There is a massive https://doomwiki.org/wiki/Idgames_archive[back
catalog], spanning over two decades, containing thousands of _Doom_
levels and other modifications (“mods”) made by fans of the game.
_Freedoom_ aims to be compatible with these and allows most to be
played without the need to use non-free software.

_Freedoom_ is actually three games in one, consisting of two
single-player oriented campaigns and one set of levels designed
exclusively for multiplayer deathmatch:

[horizontal]
*Freedoom: Phase 1*:: Four episodes, nine levels each, totalling 36
levels.  This game aims for compatibility with _The Ultimate Doom_
mods, also known as plain _Doom_ or _Doom 1_.
*Freedoom: Phase 2*:: 32 levels in one long episode, featuring extra
monsters and a double-barrelled shotgun.  This project aims for
compatibility with _Doom II_ mods.
*FreeDM*:: A 32-level game designed for competitive deathmatch play.

The engine uses a single file, such as +freedoom2.wad+, that contains
all the game data such as graphics, sound effects, music, and so on.
This file is often called an “IWAD” by those in the _Doom_ and
_Freedoom_ communities.  While the _Doom_ engine source code is free,
you would normally still need one of the proprietary data files from
https://www.idsoftware.com/[id Software] to play _Doom_.  _Freedoom_
aims to create a free alternative: combined with the GPL-licensed
_Doom_ source code, this results in a completely free game.

For more information, see https://freedoom.github.io/.

== How to play

Since _Freedoom_ is only the game data, you will still need to
download an engine separately.  These are also often termed “source
ports” by the community.  There are an overwhelming number of choices
available, a lengthy list of which is available on the
https://doomwiki.org/wiki/Source_port[Doom Wiki].

One particularly recommended by the _Freedoom_ project is
https://zdoom.org/[GZDoom].  This engine offers good support for
single-player, multi-player, and the majority of mods created for both
_Doom_ and _Freedoom_.

On Windows, you should place _Freedoom_s data files (those ending
with +.wad+) alongside the engine (eg, +odamex.exe+).  On Unix-like
systems, these data files should go in either +/usr/share/games/doom+
or your home directory.  If _Freedoom_ comes packaged as part of your
operating system distribution, it should already be installed into the
proper location.

Hopefully, your engine of choice should already be capable of running
_Freedoom_ without extra configuration.  This may not be the case,
however, if the engine does not recognize any of the filenames for
_Freedoom_, and might require manual intervention to make it so.  One
of the following options should solve it:

  * Use the +-iwad+ command line parameter.  For example, to play
    Phase 2, you can enter +-iwad freedoom2.wad+ either at a command
    line, or adding it to an application shortcut.
  * Use the +DOOMWADPATH+ environment variable.  Many engines support
    this variable to add directories and/or files to their search
    path.  The exact syntax matches your operating systems normal
    +PATH+ environment variable.
  * Rename the game files.  This may be a bit crude, but you can
    rename the files to match those of _Doom_s.  This is often the
    easiest quick-fix, although it is normally desirable to use one of
    the above methods if possible.

    ** +freedoom1.wad+ can be renamed to +doom.wad+
    ** +freedoom2.wad+ can be renamed to +doom2.wad+
    ** +freedm.wad+ can be renamed to +doom2.wad+

Additionally, for Unix-like operating systems, such as GNU/Linux or a
BSD variant, _Freedoom_ may be packaged and installed with programs
named +freedoom1+, +freedoom2+, and +freedm+ that automatically run an
engine for proper play.  Desktop files may also be installed so that
you can start the game using a graphical interface and avoid the
command line altogether.

== What “free” means

When we speak of free content or software, we refer to the movement in
which your freedoms to use, copy, modify, and study a work is not
infringed.  For example, you may freely use _Freedoom_ for any purpose
you see fit, you may redistribute it to anyone without needing to ask
for permission, you may modify it (provided you keep the license
intact, see `COPYING`), and you may study it--for example, to see how
an “IWAD” is built.  To facilitate this, you can get the full source
code for _Freedoom_, in this case, in the form of a DeuTex tree.

You may read more about free software at the https://www.gnu.org/[GNU]
and https://www.fsf.org/[Free Software Foundation] websites.

== Contributing to Freedoom

Contributions to _Freedoom_ are always welcome, however there are a
few guidelines that should be followed:

=== Intellectual property

We know people hate legalese, but this is important.  This applies to
*everything* which is submitted.

You must be careful when basing on existing graphics or sounds.  Most
_Doom_ projects are lax on reusing intellectual property--there are
many mods which contain modified _Doom_ sprites, for example.
However, due to the nature of this project, we do not have the same
liberty to rip as we please.

The general rules go as follows:

  * You must have permission for everything you submit.  If you make
    your own resources, do not base on resources from _Doom_ or any
    other restricted work.  If you take work from other places, please
    make sure that the work is freely-licensed or that you obtain
    permission to include it in the _Freedoom_ project.  They may not
    place additional restrictions compared to the normal _Freedoom_
    license.
  * Do not try to emulate _Doom_ resources exactly.  Where possible,
    put effort to make new versions look visibly different from
    _Doom_.  This is a tough call, because our compatibility with
    _Doom_ mods limits how far we can deviate, but it is feasible.
  * Be especially careful of “free textures” (or “free sounds” or
    “free graphics”) sites.  Although these would appear at first to
    be okay to use, many are free for “non-commercial use only.”
    One of the things we want to be able to do is put this in
    GNU/Linux distributions (which can be sold or developed
    commercially).

=== Levels

All levels for _Freedoom_ must be vanilla-compatible, requiring an
expanded-limits or limit-removing engine is not permissible.  This
means you may not exceed the limits of the original _Doom_ engine, and
do not depend on additional mapping features.  Levels should be in
_Doom_s original format, not in “Hexen”-format.

It is sensible to also heed the following guidelines:

  * Make sure that skill levels are implemented, and that all
    multiplayer start points, both cooperative and deathmatch, are
    present.
  * Try to make levels appropriately difficult for their position
    within the progression of the game.  Also bear in mind that not
    all players may be as skilled a player as you.
  * Do not use tricks that exploit _Doom_s software renderer; some
    engines, especially those that use hardware accelerated rendering,
    may not render it properly.  Examples of tricks to avoid include
    those used to simulate 3D bridges and “deep water” effects.
  * While unrestricted by limits, do not make excessively complicated
    scenes.  It is desirable that _Freedoom_ levels should be playable
    on low-powered hardware, such as phones and old computers.
  * Test your levels in https://www.chocolate-doom.org/[Chocolate
    Doom] to make sure that vanilla compatibility is maintained.  This
    is an engine with strict adherence to vanilla Doom limits and
    bugs, and working in it assures that levels can be played with any
    _Doom_ engine.
  * Use a Doom editor to check for errors. In
    http://eureka-editor.sourceforge.net/[Eureka] it's possible to
    check for errors with the Check / All menu, or by pressing `F9`.
  * If possible run `make test` and fix any errors found. Note that
    some of the errors can be fixed by `make fix`.

=== Graphics

Graphics should generally have the same color and size as the original
_Doom_ graphics, as to remain compatible with mods.  Otherwise, levels
may end up looking like a nightmare in design.  They may be
thematically different as long as it doesnt clash.

_Doom_ uses a fictional corporation abbreviated as “UAC:” this is
trademarked by id Software and cannot be used in _Freedoom_.  Instead,
use the initials “AGM” for _Freedoom_.

=== Documentation

_Freedoom_ always needs help with documentation, so please send your
patches, but keep in mind:

  * We use http://asciidoc.org/[AsciiDoc] for writing the
    documentation.  AsciiDoc is a simple plaintext-based format which
    is simple to read and write in its source form, and can generate
    nice HTML documents out of them.
  * Headers are formated in a wiki-style format, this makes it easier
    for Vim (perhaps other editors, too) to automatically re-format
    text.
  * Text is kept at 72 characters wide.  In Vim, you can set the
    editor to automatically insert line breaks as youre typing by
    performing `set textwidth=72`.  Special exceptions to the width
    rule might be allowed when necessary (for example, inserting long
    URLs).

=== Submitting your work

The most common, and a fairly simple method, to submit your work is by
posting it on the
https://www.doomworld.com/forum/17-freedoom/[Freedoom forum] on
Doomworld Forums.  This allows a great number of people to review the
contribution and provide feedback, although the registration process
is known to be cumbersome.

An alternative to using the forum, is to post your submission on the
https://github.com/freedoom/freedoom/issues[issue tracker], which may
also be peer-reviewed and provide a feedback cycle.

Unfortunately, the Freedoom project cannot provide hosting space in
the form of a web page nor FTP, however there are many free file hosts
to use when you need a location to upload files.  Sites and services
such as https://www.dropbox.com/[Dropbox] and
https://mega.co.nz/[Mega], as well as others, are common and should be
simple to use.

==== Crediting information

_Freedoom_ is made up of submissions from many people all over the
globe.  All of them, and you, deserve credit!  Please do not forget to
provide your name and email when submitting resources.

==== Using Git

You can also commit on a clone of the _Freedoom_ repository, although
this is a technical task and it is okay to let other _Freedoom_
maintainers to do it instead: that is our normal mode of operation.
However, pull requests are much appreciated and you may submit them in
any manner you wish, with GitHubs direct pull requests being the
simplest, but by far not the only means.

Freedoom uses the commit message style commonly seen in distributed
version control systems, adopted by projects such as Linux and Git.
For an explanation of this style, see
https://chris.beams.io/posts/git-commit/[How to Write a Git Commit
Message].

If you create a git commit for someone else it is helpful to set the
author of the commit so that they get credit. Ask them what name/alias
and email they would like to use. For example:
[source,bash]
-----------------
git commit --author "Bob Smith <bob@example.com>" ...
-----------------
If they prefer not to give an email then the email can be omitted, so
just "Bob Smith" in the above example.