Commit Graph

555 Commits (master)

Author SHA1 Message Date
RjY 08ef6dbbdc Revert "c1m7: Remove sector, and the worm in it, that never opens up."
This reverts commit 04560970c5.
2017-03-19 15:24:26 +00:00
Catoptromancy 85dd14b34d c4m9: Easy skill rebalance, added soulsphere and extra shells. 2017-03-17 19:30:14 -07:00
Catoptromancy f25ced7ead c2m9: Vanilla compatibility updates. 2017-03-17 19:27:42 -07:00
Catoptromancy 5fad72a71d map23: Allow for better backtracking
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.
2017-03-16 14:55:55 -07:00
Catoptromancy bafc1b2901 c2m5: Make vanilla compatible, simplified three switch hunts 2017-03-16 13:45:45 -07:00
RjY 4c6faaccff c4m7: flip teleporter, stabilize lift, restrain imps
- 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.
2017-03-16 20:34:42 +00:00
Jayextee 49c53bc657 c3m1: Raised ceiling lights to prevent head bumping 2017-03-14 18:02:34 -07:00
Catoptromancy c7054c408b c4m2: Several gameplay tweaks.
* 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.
2017-03-13 02:36:58 -04:00
Catoptromancy 2304c7cf9e map17: Adjustments for easy/normal skill levels. 2017-03-13 02:36:32 -04:00
Mike Swanson 0b49114ed8 c2m6, c3m4, dm11, dm17, dm31, map12: Add missing coop starts. 2017-02-27 17:40:47 -08:00
Catoptromancy 0eccdca30d map02: Make the exit door require the yellow key.
Players in engines that allow jumping are forced to play more of
the level now, while those in vanilla restrictions won't have any
change.
2017-02-27 00:03:11 -08:00
Mike Swanson bd13b594e3 map09: Change the height of sector 163 to 288 2017-02-27 00:01:40 -08:00
Ayub Ahmed ac216d18c7 levels: move map06 to map18, add new map06
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.
2017-02-26 23:42:25 -08:00
Mike Swanson 04560970c5 c1m7: Remove sector, and the worm in it, that never opens up. 2017-02-21 18:35:44 -08:00
Alexandre-Xavier Labonté-Lamoureux bd06d286c9 c2m8: Remove a Boom right-scrolling wall, vanilla only supports left. 2017-02-21 17:30:22 -08:00
Jayextee 0b512cfdf5 c3m1: New level to replace the old. 2017-02-21 17:27:24 -08:00
Mike Swanson e504de309f c1m1: Move a tree!
I got stuck between a tree and a rock.  Fun.
2017-02-20 23:35:38 -08:00
Mike Swanson ccb6597381 dm10: Fix exit switch x-offset. 2017-02-19 20:01:11 -08:00
Mike Swanson 6ef64d06fa map18, map26: Nix Doom 2 homage maps.
Freedoom shouldn't be immitating/homaging Doom maps.
2017-02-19 11:12:53 -08:00
Catoptromancy bfad785a96 map06: Fix a visplane overflow. 2017-02-19 11:00:36 -08:00
Catoptromancy 2d21fa5873 c2m2: Fix monster spawners and tutti frutti texture in a secret. 2017-02-19 11:00:03 -08:00
Catoptromancy 37439e68ad map11: Make limit-removing compatible. 2017-02-15 16:58:00 -08:00
Catoptromancy d3dc489400 c4m7: Fixed leaky seg. 2017-02-15 14:04:37 -08:00
Catoptromancy 03fee7a57e c1m2: Fix tutti frutti, fixed monsters shooting through glass. 2017-02-15 14:03:37 -08:00
Catoptromancy 3e3e21e87b C2M8: Remove Tutti Frutti 2017-02-14 20:32:00 -08:00
Catoptromancy 495b0bbaa3 c1m5: Full vanillafication. 2017-02-14 19:58:43 -08:00
Xindage df2bf4fcb8 c2m3: New version. 2017-02-12 10:06:19 -08:00
Mike Swanson 4757a05ebd test_levels: Add dummies for map06, map11, map15, map20, map31.
Mainly for testing story text.  Map15 and map31 also have a secret
level exit switch next to the main exit switch.
2017-02-09 16:34:16 -08:00
Catoptromancy a8dc4630d7 c1m5: Converted Boom actions to vanilla. 2017-02-09 15:56:02 -08:00
Catoptromancy 6de8409ae6 map28: Do not move ceilings and floors simultaneously. 2017-02-09 15:55:34 -08:00
Catoptromancy eb98d844f4 map06: Fixed seg crashes and remove Boom specials. 2017-02-09 15:55:00 -08:00
Catoptromancy a879e425c4 map25: Limit removing conversion, involving lots of map changes. 2017-02-07 09:15:07 -08:00
Catoptromancy ccdf79eb75 map23: Fix some issues in the level.
* Remove linedef type 37
* Downconvert Boom things
* Remove a HOM
2017-02-07 09:14:22 -08:00
Catoptromancy a90f0fac37 map22: Redesign monster closet. 2017-02-07 09:14:07 -08:00
Catoptromancy 84f8b59243 map20: Trap the island pain bringer from using teleports. 2017-02-07 09:13:10 -08:00
Mike Swanson 19dd511ae1 map11: Remove __EUREKA lump.
Missed this in my last sweep.
2017-02-07 09:09:39 -08:00
Mike Swanson 439bbe4a28 levels: Rebuild nodes and reject tables. 2017-02-05 16:10:24 -08:00
Mike Swanson c60f996bc1 levels: Remove spurious lumps.
Editors like to add their own lumps like __EUREKA or GLNODES that
get included by DeuTex into the IWAD as a whole.  Remove them.
2017-02-05 16:09:41 -08:00
Protox 9f8b3fd1a9 c2m3: limit-removing version 2017-02-01 19:12:01 -08:00
Catoptromancy ea5940054c levels: c2m9 c4m6 c4m9 map02, limit-removing versions 2017-02-01 18:57:23 -08:00
Ayub Ahmed 2e2fa94ff8 levels: c1m1 2017-01-29 09:20:49 -08:00
Protox a97f4c1848 New reworked c2m3.
This is the final revision and include new edits: (from p4_c1)
Dm Exclusive gameplay.
Very slight skill tweek.
More ammo balance.
2017-01-29 09:02:32 -08:00
Ayub Ahmed bc0139f1c1 map20 2017-01-29 15:49:24 +00:00
Ayub Ahmed bcddaa3020 map16 2017-01-29 14:34:35 +00:00
Ayub Ahmed 1d3f3364cf Phase 1 maps 2017-01-25 12:40:39 +00:00
Ayub Ahmed cc7d175302 two more converted maps 2017-01-23 09:28:18 +00:00
Ayub Ahmed 6f567ffaa8 Update 2017-01-22 13:49:27 +00:00
Ayub Ahmed 6cb89e2078 map17 and map24 2017-01-20 12:54:21 +00:00
Ayub Ahmed 202848e1d6 map13 and map19 2017-01-20 04:38:04 +00:00
Ayub Ahmed 23e079b9b9 Add files via upload 2017-01-18 08:41:19 +00:00
Ayub Ahmed e1b82a3000 map06 and map27 2017-01-17 14:16:38 +00:00
Ayub Ahmed bae30fa672 map22 2017-01-17 14:10:19 +00:00
Ayub Ahmed ad356565f9 vanilla maps 2017-01-17 14:04:37 +00:00
Ayub Ahmed da289265eb levels: Make map05 vanilla-compatible
A small fix by Protox to make map05 vanilla compatible.
2017-01-02 14:33:14 +01:00
Fabian Greffrath 0c004ce95c MAP05: Move tree aside to prevent the player from getting stuck
Fixes #328
2016-11-06 17:27:32 +01:00
Mike Swanson 9952fa3117 c1m2: Remove confusing opaque blue wall
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
2016-11-05 20:29:23 -07:00
Fabian Greffrath e8c621d9e5 MAP05: Fix players getting stuck near the Minigun
Fixes #304
2016-10-18 20:24:02 -07:00
Ayub Ahmed fa63b562b1 c2m9 map fix (#291)
Fix issue with switch trigger not opening monster hideouts.

Fixes #256 and Debian bug 827117
2016-09-06 01:08:14 -04:00
Ayub Ahmed 380f5d9d60 map 09 (#282)
This is by sajbear.
2016-08-29 11:42:42 -04:00
jewellds 19d2565d92 levels: made map10 vanilla compatible 2016-03-12 07:00:38 +00:00
Mike Swanson 103abec87b levels: rebuild nodes, removing glnodes 2016-02-20 17:35:46 -08:00
pan-te d90cbf398a levels: fixed map c3m2, added map c3m3
Fixed blocking linedefs in first room of c3m2, added c3m3.
2016-02-21 00:13:46 +01:00
sadlikd 23403a1a9d Added map C3M2. 2016-02-13 19:14:50 +01:00
Andrew Apted d76f43a768 levels: MAP11 fixed for an unreachable secret (issue #220)
* fixed sector 470 erroneously marked as secret
* removed thing types 4001-4004 (Boom co-op player starts)
* replaced a line-to-line teleporter with vanilla kind
* built nodes with BSP 5.2
2016-01-06 11:45:44 +11:00
Mike Swanson 319c5e75a8 c1m4: rebuild nodes 2016-01-04 01:52:41 -08:00
Andrew Apted 8b726292af levels: C1M4 tweaked for vanilla compatibility
* 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
2016-01-04 19:50:09 +11:00
angrysaint 5bb4ca8239 c3m9: make vanilla-compatible 2015-12-30 09:21:05 -08:00
Mike Swanson 10277141b7 Merge branch 'master' of gh:andwj/freedoom 2015-12-28 03:33:02 -08:00
Andrew Apted 3da56a1ab6 levels: made C1M2 vanilla compatible
* 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.
2015-12-28 22:18:14 +11:00
CWolfRU c9e81566ac C2M6: edited start area
"Spider" symbol was replaced because of Visplane overflow.
2015-12-26 12:54:22 +03:00
Simon Howard 05bdf65ee2 Add README files for most directories.
Let's make the project easier to explore and understand.
2015-12-24 18:19:25 +01:00
RjY 93a64a8b6c levels: remove spurious lumps
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
2015-12-24 12:03:32 +00:00
RjY 9bcf791252 levels: c2m7: fix inaccessible secrets, balance updates
- 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.
2015-12-24 12:03:32 +00:00
RjY 17c9f3198a levels: c2m8: fix inaccessible secrets, boom specials
- 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)
2015-12-24 12:03:32 +00:00
RjY 7adfd2b7c6 levels: c2m1: remove surplus secret
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.
2015-12-19 23:42:56 +00:00
Michael Jurich 30237cb4f5 map07: make vanilla-compatible 2015-12-17 22:53:25 -08:00
NickZ 3d099e36f0 levels: Replace missing textures which crash Boom 2.02
Fixes #203
2015-12-17 12:12:26 -08:00
Mike Swanson 518c96fc83 de-symlinkify: zok 2015-12-17 01:22:34 -08:00
Mike Swanson 5107047980 de-symlinkify: zigmund 2015-12-17 01:22:33 -08:00
Mike Swanson 198c8b576e de-symlinkify: xerent 2015-12-17 01:22:33 -08:00
Mike Swanson 459d89ac34 de-symlinkify: wesley 2015-12-17 01:22:32 -08:00
Mike Swanson 5aa0c99f56 de-symlinkify: torn 2015-12-17 01:22:30 -08:00
Mike Swanson 2c7e06b850 de-symlinkify: thegreenherring 2015-12-17 01:22:30 -08:00
Mike Swanson 9398bc783f de-symlinkify: tarin 2015-12-17 01:22:29 -08:00
Mike Swanson 0b60a58899 de-symlinkify: submerge 2015-12-17 01:22:29 -08:00
Mike Swanson 676d400b4a de-symlinkify: siggi 2015-12-17 01:22:27 -08:00
Mike Swanson f18fe99322 de-symlinkify: sgtcrispy 2015-12-17 01:22:26 -08:00
Mike Swanson 2048cc6768 de-symlinkify: sargebaldy 2015-12-17 01:22:25 -08:00
Mike Swanson d1370893a4 de-symlinkify: rellik 2015-12-17 01:22:24 -08:00
Mike Swanson de82033caf de-symlinkify: protox 2015-12-17 01:22:22 -08:00
Mike Swanson a7b49c9226 de-symlinkify: paar 2015-12-17 01:22:21 -08:00
Mike Swanson d217683298 de-symlinkify: nub_hat 2015-12-17 01:22:21 -08:00
Mike Swanson f6e8744fc1 de-symlinkify: mechadon 2015-12-17 01:22:18 -08:00
Mike Swanson 3702c87cd0 de-symlinkify: malinku 2015-12-17 01:22:17 -08:00
Mike Swanson 5300c3db9a de-symlinkify: lazer 2015-12-17 01:22:15 -08:00
Mike Swanson 1e29eb6caf de-symlinkify: kaiser 2015-12-17 01:22:14 -08:00
Mike Swanson 5c2753f46b de-symlinkify: jond 2015-12-17 01:22:12 -08:00
Mike Swanson ab942199e3 de-symlinkify: jimmy 2015-12-17 01:22:11 -08:00
Mike Swanson 2113fd0557 de-symlinkify: hyena 2015-12-17 01:22:10 -08:00
Mike Swanson 7ccf16db93 de-symlinkify: hex11 2015-12-17 01:22:10 -08:00
Mike Swanson ed207bc3d6 de-symlinkify: hellbent 2015-12-17 01:22:09 -08:00
Mike Swanson 7304d57ad0 de-symlinkify: hawkwind 2015-12-17 01:22:09 -08:00
Mike Swanson 9700d6f60e de-symlinkify: geekmarine 2015-12-17 01:22:08 -08:00
Mike Swanson 4bc9206dae de-symlinkify: deathz0r 2015-12-17 00:25:02 -08:00
Mike Swanson 21c9c6f16c de-symlinkify: dbimpact 2015-12-17 00:25:01 -08:00
Mike Swanson 3df89d3421 de-symlinkify: cyb 2015-12-17 00:25:00 -08:00
Mike Swanson 088b163306 de-symlinkify: cwolfru 2015-12-17 00:25:00 -08:00
Mike Swanson 1b766167ff de-symlinkify: catoptromancy 2015-12-17 00:24:57 -08:00
Mike Swanson 461be9b6ee de-symlinkify: axdoomer 2015-12-17 00:24:55 -08:00
Mike Swanson 4d825886b8 de-symlinkify: archvile46 2015-12-17 00:24:54 -08:00
Mike Swanson f1b44050bc de-symlinkify: archfile 2015-12-17 00:24:46 -08:00
Mike Swanson c2bb227d76 de-symlinkify: angry_saint 2015-12-17 00:24:28 -08:00
Mike Swanson aa806dc2c3 de-symlinkify: amarande 2015-12-17 00:24:27 -08:00
Mike Swanson 03acd2813e de-symlinkify: acc 2015-12-17 00:24:24 -08:00
RjY 0abf467a29 levels: map05: gameplay tweaks
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
2015-12-16 23:44:13 +00:00
Mike Swanson ff504f3649 c1m7: remove extra (voodoo) player start 2015-12-14 18:17:54 -08:00
CWolfRu 66eb0e1c86 Levels: New C2M7 2015-12-14 15:16:07 -08:00
CWolfRu 581673d622 Levels: New C1M9, replaces protox's.
Fixes #133
2015-12-14 15:15:26 -08:00
Mike Swanson ce6288b75c map09: critical existence failure
Incomplete map of lots of windy hallways, bad gameplay in favor of a
realism goal.  Let's remove it.
2015-12-13 20:43:46 -08:00
NickZ 7b65d78caa MAP06: Fixed rogue TNTSKY1 textures that broke BOOM 2.0.2 compatibility 2015-12-13 20:32:21 -08:00
Blastfrog 9dfbb7cfa8 map06: Replace with Jenesis MAP03
Jimmy gave permission to Freedoom to use Jenesis maps
2015-12-11 19:49:50 -08:00
Mike Swanson 9c3183ae18 map05: rebuild nodes and remove GL nodes 2015-12-10 07:49:00 -08:00
Fabian Greffrath d50addbf3d MAP05: Gameplay and compatibility fixes
- 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!
2015-12-10 16:39:00 +01:00
Blastfrog 72aeffbfe5 map05: Removed "DOOM" sector and changed all liquid to water 2015-12-09 09:34:39 -08:00
NickZ 781ba8afd8 Made minor changes to the exit sign, added a few clips to the end of the starting hallway. 2015-12-06 11:18:46 -08:00
CWolfRu b39b62dac9 Levels: added c2m6 2015-12-06 11:17:26 -08:00
Mike Swanson aeb330ccf9 levels: rebuild map02/map04 as the bare levels only
Fabian's prior two commits included glnodes for MAP01 that made the
game crash immediately on startup for PrBoom.
2015-12-04 10:35:42 -08:00
Fabian Greffrath d664fe5abe MAP04: Gameplay and compatibility fixes
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
2015-12-04 10:20:09 +01:00
Fabian Greffrath b7efd38c5e MAP02: Made Vanilla compatible
- 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
2015-12-04 09:00:06 +01:00
Nick Zatkovich 024073f622 C3M7: Updated blue key room, gameplay tweaks
I've updated the blue key room so it's a little harder and requires more
player engagement.
Also added some various gameplay tweaks.
2015-12-01 21:34:02 -08:00
Nick Zatkovich 614b439d3f C3M7: removed invisible maze, simplified blue path
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.
2015-12-01 10:49:59 -08:00
Nick Zatkovich 3909f36f69 Fixed tutti-frutti exit signs on DM31, DM32
Fixes #107 & #108. Replaced small EXITSIGN texture with the PNK4Exit
2015-11-30 13:42:25 -08:00
Nick Zatkovich d155e9973b Added DM starts to c2m2, c2m4, c3m4
Fixes #147. added 8 DM starts each to the above levels
2015-11-30 13:21:01 -08:00
Nick Zatkovich 34ff9ce839 C1M1: Removed "collapsing wall"
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.
2015-11-30 12:34:04 -08:00
Nick Zatkovich 32d98fe24a C3M7: Removed excess Map30 data, fixed secrets
The map30 data was left in the WAD, I removed it.
Some secrets were inobtainable, I added teleports to them. All secrets
are now obtainable.
2015-11-29 18:30:55 -08:00
Nick Zatkovich 1c27d01c44 Created C3M7 out of Map30 scraps
#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
2015-11-29 15:36:59 -08:00
Nick Zatkovich b3e2c0cf34 Simplified Map30
per #35:
Simplified Map30 so that the start contains all weapons and items and
transports the player directly to the boss room.
2015-11-29 15:36:01 -08:00
Nick Zatkovich 225c348eb3 Fix: C2M2 Issues #60
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.
2015-11-28 19:34:50 -08:00
Nick Zatkovich 0ec617cb9c Fixing missing yellow skullkey
Fixes issue #150. key in blue skullkey room was accidentally set to blue
skullkey, resulting in two blue skullkeys.
2015-11-28 16:34:52 -08:00
Protox 984e6073b9 levels: new c2m1 2015-08-27 12:39:21 -07:00
Catoptromancy a4e1779aa6 map24: make the secret better discoverable; fixes #17 2015-08-25 10:16:07 -07:00
Catoptromancy 2e9d764907 c1m7: change door texture, move switch, add armor to skill 2 2015-08-19 19:22:24 -07:00
Catoptromancy bdadc3f67f map08: lower the bars so you can't crouch under them in ZDoom 2015-08-19 18:58:48 -07:00
Catoptromancy 33b0bf21f1 map29: block baron on lift, move entire building 8 units closer to tp 2015-08-19 18:49:44 -07:00
Catoptromancy 915e52585d c3m9: Add pillars at the hidden door of the fleshy room
Makes it not frustrating to find the exit.
2015-08-17 15:18:56 -07:00
Catoptromancy 5ee6445771 c4m8: add an invulnerability secret to the beginning 2015-08-16 16:33:06 -07:00
Micah Petersen 8c3e0b4bc6 map23: Clean up and make the level a bit shorter and better 2015-07-25 08:40:31 -07:00
Mike Swanson 36ce1e7223 map03: Mark the yellow-key switch with the indicator things 2015-07-24 18:17:45 -07:00
Mike Swanson 6c7b05d31e c2m9: change scrolling linedefs to still, fixes #149 2015-07-23 15:41:23 -07:00
Mike Swanson 5fb884fc58 c1m1: Fix HoM, closes #127 2015-07-23 12:03:38 -07:00