A generic term like this isn’t really suitable for trademark, nor
likely to ever be disputed. The community and the engine both heavily
bias toward “episode” and indeed most other games do.
Closes: #682
Implementing sprites from the Discord channel. Credits are as follows
???/Freedoom team - base Combat Slug sprites
HorrorMovieGuy - A to F frames (and their rotations)
Craneo - G to T frames (and their rotations)
Height has been extended to 128, and new patches have been added (LFALLx) and are used instead of RWDM11x. I am deliberately leaving the original patches as-is, for the sake of PWAD compatibility.
MAP05: Fixed one secret area so that the game displays the message before the player collects the hidden automap and not after. Also added caution bars for a staircase as a minor decoration.
MAP08: Lowered one platform leading to a secret area so that no jumping is required.
* manual.adoc add chainsaw to tactical tips
* Add Contributing to Freedoom and Reusing sections
Also move cheats section above contributing to Freedoom
* fix links in contributing and reusing section
* Add punctuation to contribution section
* Update manual add discord link update tac tip
* Reword angle grinder tactical tip
only as wide as or narrower than a about right angle -> roughly as wide as or narrower
* fix readme typo in angle grinder tac tip
* Update manual
Updated with terms of software license and link to GNU website
* Update manual distribution terms
* Update manual link to fork and pull guide
* Update manual fix formatting
Mortrixs: "the map is a replacement for Map21, because the current one is bad"
I (xindage) played the map and I find no issues on coop/singleplay, dm spots are present so the map is fine in my point of view.
Mortrixs told me too to keep the original slot name for the map called "Under realm".
c3m2 is quite ammo starved when the ammo conserving angle grinder in
the secret area near the start is not found. Add two boxes of shells,
and convert some loose shells to a box of shells for a total of three
boxes of shells.
Removed unreachable SKAG near the start as well as the bars in front
of it. Added a nominal health potion for symmetry with the pillar to
the right without overly affecting balance.
Near the end of the map there are six monsters on pillars that can get
knocked off. Once knocked off, either from player or monster
projectiles, they're very hard to kill making 100% kills difficult.
Teleport them to where the player can kill them when they get knocked
off.
Add "rebuild-nodes" make target to rebuild nodes for all levels that
match a specified pattern. Document "rebuild-nodes" in
BUILD-SYSTEM.adoc. Modify map06.wad so it adheres to the "no padding
between the lumps" constraint.