Maps fixes made by catoptromancy. Changelog made by him:
E1M1 - Fixed massive drawseg overflow on cliff, with doors closed. Only a minor coop issue now.
E1M5 - Railings in crate room simplified. Some tweaks in main area near start, mostly visible through doors. Blue key area simplified a good bit. Lighting fixtures in various places simplified. Removed 2 doors at start.
E2M2 - Simplified and squared many light fixtures and details.
E2M4 - Small VPO in long hallway, removed a border.
E2M6 - Drawsegs, light pillars and stairs.
E2M9 - Simplify star near end, undetail areas near start.
E3M7 - Move around some vertexes in the secret.
E3M9 - Extremely light touch, just combined a few stairs.
E4M2 - Lowered and joined ceiling sectors right next to start.
E4M7 - Ungradient light in one corner.
MAP02 - Drawsegs not nearly as glaring, no VPO. Mostly light gradients and a few details.
MAP03 - Remove a couple light gradients.
MAP05 - Remove floor crack in lava area. Tiny VPO
MAP08 - Simplified ceiling lights and gradients.
MAP09 - Simplify small redrock area.
MAP10 - Mostly trim light gradients.
MAP11 - Light fixtures and some detail.
MAP12 - Everything. Still far from finished, but its vanilla now. Gameplay is nearly untouched. I did not focus on texture alignment or good selection, will need lots of work. Lots of HOM, most of it is bearable. Kept railroad tracks and the most basic of factory details. There is tons of very long sight paths, if someone wants to remake areas so you cant see entirely through map. Details can be readded if areas are redesigned without long sight paths. This is vanilla and is a perfect base for someone to redetail and touch up. Playtested with nomonsters to exit, checking on trouble spots. The single archvile that can jump you isnt high enough to VPO...that I know of. Linking resources at bottom of post for research and backup wads of various amounts of progress.
MAP18 - Tiny VPO, modified sky area in corner.
MAP20 - Removed one of the three little rooms with fancy effects after yellow key door.
MAP22 - Remove a good bit of ceiling detail from last room, a few other nice details.
MAP25 - Simplify a few things near start. Adjust 3 key room.
MAP29 - Lots of simplified geometry. Many pillars at start created solidseg overflows, remade into larger but fewer pillars. MAP29 backups in link at bottom of post include VPO free versions with intact pillars...mine are kinda bad, if someone wants to remake them.
Tested to exit with -nomonsters,
These are original recordings by me (using a plastic bag and a file cabinet), recorded on Hi-Q using my phone and then edited with a combination of Kwave and the 2021-07-16 build of Tenacity.
The sprites have this big spurt of blood going off to one side which meant that centering on the sprite centre made the entire body shift the opposite direction.