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MAP01 changelog

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Jul 6th, 2015
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  1. Sodaholic's Freedoom Phase 2 MAP01 modifications
  2.  
  3. GOAL: Make vanilla compatible, tweak poor elements of gameplay (namely the irritating auto-door and exploit to get the red armor early), tweak some texturing to be more thematically consistent
  4.  
  5. CHANGELOG:
  6.  
  7. *Line 379 midtexture changed to SUPPORT3
  8. *Sectors 85 and 86 deleted
  9. *Lines 452 and 454 midtexture changed to TEKWALL4 and special set to 0
  10. *Line 453 midtexture changed to BROWN96
  11. *Lines 189, 214 and 216 lower texture changed to BROWN1 and offset 0,0
  12. *Sectors 31, 32 and 37 floor changed to SLIME16
  13. *Sectors 31 and 32 ceiling changed to CEIL5_2
  14. *All waterfall lines set to special 0
  15. *Line 577 changed to DOORTRAK
  16. *All instances of STUCCO replaced with SLADWALL
  17. *All instances of FLAT5_5 replaced with FLOOR7_2
  18. *All instances of FLAT5_2 replaced with CEIL5_2
  19. *All instances of WOOD1 replaced with BRICK7
  20. *Lines 549, 550, 552 and 554 set to lower unpegged and offsets lowered by 16
  21. *First door made manual, associated extra vertexes removed (goes against convention and expectation, also annoying to deal with)
  22. *The one instance of FLAT1 replaced with FLAT20
  23. *Sector 92 ceiling changed to FLAT20
  24. *Sector 110 ceiling changed to FLAT20
  25. *Sector 110 floor changed to CEIL5_1
  26. *Sector 109 floor changed to RROCK10
  27. *Sector 111 floor changed to RROCK10
  28. *All instances of RROCK03 replaced with CEIL5_10
  29. *Lines 174, 175, 222 and 224 removed (I don't see the point in having SLADWALL in the corners)
  30. *Sector 122 floor and ceiling raised by 64 (to compensate for the lack of raise ceiling to nearest adjacent ceiling in non-boom)
  31. *The exposed lower textures of sector 122's lines set to SLADWALL
  32. *All instances of ASHWALL2 replaced with BIGBRIK2
  33. *Line 643 special changed to 5
  34. *Line 644 special changed to 19
  35. *Line 547 special changed to 38
  36. *Sector 121 (switch to lower red armor) sunken into wall, rather than extrude, to prevent exploit to get armor early
  37. *Sector 35 (center window in the E1M1-esque room) (and its adjacent stairs) narrowed by 16 units on each side to prevent straferunning out of it
  38. *Line texture alignments adjusted for above change
  39. *Lines 10 and 13 specials nullified
  40. *Sectors 4 and 23 tags removed, brightness on both 192
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