Configured a monster teleport at the exit to also be lowered by the
player. Moved a berserk pack, and add a secret at the end. Inside
the start area ambush, add a shotgun, a little more ammo, and a
backpack.
- reverse the direction of the lines surrounding the secret teleporter
(sector 932), so they face outwards, and you teleport by stepping onto
the pad, as is conventional.
- change type of linedefs that lower the lift out of the blue key area
(sector 282) to reusable, otherwise you could only get back up twice
after jumping down (the lift was split into two single-use lines).
- prevent three imps (things 900,901,904) from waking up early, so they
do not leave the area via teleporter and make themselves a pain to track
down later: set their ambush flag, and surround the nearby door back to
the yellow key cage maze (sectors 489-491) with sound blocking lines.
* Add a switch in the secret exit area to allow backtracking.
* Make ledges in secret route non-damaging and made pit below into 20%
damage slime, allowing jumpers to risk death for a couple shells.
* 10 DM starts.
The current map06 is too difficult for such an early slot, so it has
been moved to map18. For the new map06, it uses Map04 of Nex Credo,
made by Jayexetee. Levels are vanilla compatible.
This level was modified in 2015-12-28T11:18:14Z!ajapted@users.sf.net
to make it vanilla-compatible, and the decision was made to turn this
wall opaque. However, this is jarring, confusing, and has the
appearance of being an error rather than an intentional effect. Let’s
just kill it.
Resolves#333
* removed a few crates outside
* reworked scenic vista in SW of map
* fixed all 1S lines to have the impassible flag
* fixed two stuck monsters at (-960, 1024)
* removed unneeded tag from sector 239
* removed a multi-patch mid-texture on a linedef
* Simplified lighting gradients in a few places, especially the
numerous circles in the room to the E (large visplane overflows)
* Changed translucent glass window in S of map.
* Reworked the diagonal translucent window (near 434,-1364) and lowered
the room on SE side to accommodate MIDGRATE texture.
* Replaced generalized linetype in backpack secret (in W of map).
* Lowered the corner area just past the broken sky room. By chance this
fixes the odd-looking stairs a bit further on.
* Made the translucent glass in SE of map simply be opaque (the player could
not see much through it anyway).
* Changed doorway near (900, -1700) to look more like a doorway (it was
previously looking too much like a window).
* Replaced translucent window just S of the broken sky room -- now solid
(this window was high and player could not see much through it).
* For teleporting monsters into blue key room, replaced BOOM silent teleport
linetype #269 with vanilla compatible #97 (vanilla has no silent ones).
* Replaced BOOM scroll linetype #85 with vanilla linetype #48.
* In blue key room, changed monster closet to use a vanilla linetype instead
of a BOOM generalized one. Also made closet have a lowering floor instead
of a raising ceiling (to preserve the geometry there).
* Cleared a line with tag #7 and a BOOM generalized type, there was no matching sector.
* Replaced BOOM generalized type for switch just past red-keyed door,
reworking the door so the lights do not get cut off.
* Fixed linedefs with missing textures.
* Large rework of the "blue room" -- can no longer use BOOM colormap fx,
hence made all the walls, floors and ceilings use blue textures.
Some editors like to save cruft into a wad, along with the map data.
Unfortunately, it is pulled into the build targets by deutex, which
simply includes every lump in each map wad into the final build.
- c1m1: remove __EUREKA
- c1m5: remove DEHACKED
- c2m9: remove __EUREKA
- dm18: remove __EUREKA, GL_*
- dm32: remove __EUREKA
- map03: remove __EUREKA
- map05: remove __EUREKA
- map14: remove __EUREKA
- map17: remove __EUREKA
- map32: remove UPLTEMPL
- Remove inaccessible secrets: teleporter pad on west side of map, box
behind marble face by rocket launcher
- Remove unneeded interiors: a couple of pillars, and a crate, had
backsectors with floor==ceiling
- Allow shortcut door from blue key warehouse back to main area to be
opened. It looks like there was a button to open several doors, with
tag 1, but the switch was apparently removed and replaced with a key.
- Clean up some unnecessary linedef and sector tags
- Remove or redistribute some of the incredible excess of ammunition.
- sectors 50-62 were marked as secret areas, but could not be entered
- line 7: change type from 24706 to 23 S1 lower floor to LEF
- lines 225, 236, 247: change type from 16308 to 46 GR open door
Boom scrollers remain in the secret area, however they don't seem to
break vanilla (Chocolate Doom played my test recording successfully)
Sector 168, the nukage surrounding the entry teleporter, had the secret
area type. I assume this is an error, since it contains nothing and is
easy to miss. Change it to a damage type, as was likely intended.
weapons
- move chaingun to outside blue key building's (secret, locked) back entrance
- (don't think a supershotgun is needed -- no sufficiently nasty monsters)
route simplification
- red key and rocket launcher swapped
- red key now on donut pillar outside water pump building
- no need to make long and obscure backtrack from water pump building.
- cacodemons now teleport to donut pillar when switch approached.
rocket launcher secret
- rocket launcher visible in gloom on ledge, where red key used to be
- add a couple of lamps to highlight it
- blocking bars changed to resemble columns of water, as a hint
- secret switch in the wall behind the donut pillar removes these columns
- water columns on pump machine also lower
- add a third lowering water column next to the switch in the rock
other fixes
- yellow key monster teleporter redesigned to deploy its payload faster
DW: https://www.doomworld.com/vb/post/1534058
- Remove the extraneous secret room accessible right from the start.
- Increase the floor height of sector holding the red fake key, so it
is better visible from the outside.
- Entirely remove the dull rectangular sector that once surrounded the
Doom logo.
- Change the texture of the wall leading to the backpack secret.
- Remove the teleport from the super-secret room (accessible from the
backpack secret) that lead to the northern-most sector behind the
bars, instead add a switch to the super-secret room to lower the three
bars on the left of that sector.
- The three bars on the right of that sector are now lowered when the
switch lowering the fake red key and unveiling the real red key is
activated.
- Move the invisible secret switch revealing the rocket launcher
secret to the switch at the northern end of the northern-most
corridor (it is still hard enough to discover, after all).
- The three eastern blue bars are now directly switchable (just as
their western counterparts), remove switches from the walls on
either sides.
- Turn the sector surrounding the yellow key back into damaging lava
(it is in a hell area after all), but leave it escapable.
- Also, turn the sector surrounding the rocket launcher back into
damaging nukage.
- Replace the two Barons guarding the red key by Cacodemons.
- Replace a stuck demon in the yellow key area by a Chaingunner.
- Change linedef on lift into yellow/red key area to type 88.
- Baptize the map "Waste Water Basin" in 'lumps/fraggle/freedoom.bex'.
TODO: Thing placement!
1) It took me ages at first play to figure out that the ordinary
looking red/green switch has to be shot between the bars in order to
unlock the red key. Removed the single blocking bar and turned the
switch into a pushable switch (Vanilla linedef) just as all the other
red/green switches are throughout the game.
- Linedefs 752, 753, 754: Removed
- Linedef 741: Front Sidedef (1209) Sec 54 to Sec 53
- Linedef 886: Type 24853 to Type 102 (S1 Floor down HEF)
2) The stairs in the western most hallway were so steep that it was
nearly impossible to actually see the hitscanners attacking you from
above without mouse look. Made the stairs less steep (changed the
step size from 32 to 16) and changed the last step into a lift.
- Sector 109: Floor -248 to Floor -256
- Sector 108: Floor -224 to Floor -240
- Sector 107: Floor -200 to Floor -224
- Sector 106: Floor -176 to Floor -208
- Sector 105: Floor -152 to Floor -192
- Sector 104: Floor -128 to Floor -176
- Sector 103: Floor -104 to Floor -160
- Sector 102: Floor -80 to Floor -144
- Sector 97: Tag 17
- Linedef 1244: Type 88 (WR Lower Lift), Tag 17
- Linedef 942: Type 62 (SR Lower Lift), Tag 17
- Linedef 1216: Flag lower unpeg
3) Moved some Things a bit apart from the Player 1 start, so that you
do not "suddenly" have a Shotgun and Blue Armor after your first step.
- Thing 14 (Shotgun): Y 640 to Y 512
- Thing 192 (Teleport Exit): Y 640 to Y 704
- Thing 312 (Blue Armor): Y 640 to Y 576
4) Fixed non-blocking one-sided linedefs.
- 709 Linedefs: Flag block walk
- Linedef 379: Type 14498 to Type 133 (S1 Open blue door /fast)
- Linedef 383: Type 14434 to Type 135 (S1 Open red door /fast)
- Linedef 662: Type 15394 to Type 103 (S1 Open and stay)
- Linedefs 739, 1123, 1122: Type 13321 to Type 88 (WR Lower Lift)
- 24 Linedefs: Type 14574 to Type 34 (D1 Open yellow door (stay))
- Linedef 254: Type 213 (-- BOOM: Transfer floor light) left untouched
Removed that infuriating invisible maze from the blue key path,
replacing it with a simple cage gauntlet. Made the yellow key room
teleport the player directly back to the hub room.
The "collapsing wall" effect in the first hallway in the game was poorly
done. It just fell instantly with no sound effects or animation, and
just ended up looking like a visual anomaly. Not something you want to
show the player on their first impression, so I took it out.
#35
Created C3M7 out of everything but the boss room from Map30, and
replaced the various Freedoom2 things and textures with Freedoom1
replacements. Still needs to be tweaked and Balanced
Fixed missing sector tag on monster pen teleporter, able to kill every
monster now.
Added hidden door to teleporter, moved secret tag off teleporter to
ajoining sector, fixed teleporter to teleport to hidden room.