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- v1.1 -> v1.2
- ============
- Changes made by John Romero, dew, Flambeau, Keyboard_Doomer, Ubergewei, Xaser
- general:
- - fixed all eye switches to prevent triggering by zdoom projectiles and a slew of related potential soft-locks
- - automap cleanup for consistent secret/hidden linedef flagging and hiding undesirable active linedefs
- - added loads of co-op ammo and monsters to every map
- - new SIGIL texture
- - new TITLEPIC and CREDIT screens
- - new demos: DEMO1 E5M2 by Dew, DEMO2 E5M5 by Xaser, DEMO3 E5M7 by Keyboard_Doomer, DEMO4 E5M1 by Ubergewei
- map1:
- - final room has exit pulled out for easier movement
- - escape from lava in tight hallway on both sides
- - added co-op berserk in lava (thing 191)
- map2:
- - added tag 120 to ld 129, 145 so it's harder not to trigger the first elevator
- - added trim sector to secret area evil eye for proper texture alignment
- - changed RK door track linedefs 479, 914 from upper to lower unpegged
- - added METAL as upper backside texture on linedefs 454, 455, 1061 and 1924
- - changed textures on linedefs 982, 988 to METAL for consistency
- - realigned linedef 1348
- map3:
- - outstanding cell charge (t. 168) with no cell weapon changed into three clips
- - moved berserk (thing 125) east a little
- - added extra MP-only radsuit to the blood hallway
- - changed linedefs 1412 and 1414 from lower to upper unpegged
- map4:
- - added shotgun thing 273 to make level start easier, removed co-op shotguns
- === red skull key path ===
- - added repeatable floor lower action to ld 86 to avoid softlocked in coop if players inside the section wipe out
- - split sector 73 to ensure wall trap still works under the new setup
- - reshaped cavern architecture around eye switch for trigger safety
- - added a lift to final lava room; made easier to move around in lava
- - escape stairs out of lava next to raised bridge
- - escape stairs out of lava close to soul sphere
- === yellow skull key path ===
- - reworked lava island re-raising to fully repeatable, using control sectors with decorative torches to support the mechanism
- - added ambush cave sector with things 260-262 next to yellow skull key door
- - distanced lava island raising lines under YSK door to prevent a special hit (spechit) overflow that would trash recorded demos
- - added stairs behind YSK door to prevent players from jumping up
- - modified center path environment to look more interesting with metal beams
- === blue skull key path ===
- - changed hallway behind baron thing 37 to allow him to follow player into crusher area
- - made green crusher area easier by combining crushers and removing the separating midgrate
- - made ceilings higher in computer crusher maze
- - deactivated 3 crushers to make computer maze easier
- - moved spectre thing 85 to safe area
- - moved shotgunner thing 77 to safe area
- - removed deactivation crusher lines from broken teleport pieces and related reactivation lines around sector 272
- - changed floor textures on broken teleport pieces to look different
- - added backside lower texture (MARBLE3) to linedef 1926
- - changed linedefs 2021, 2030, 2042, 2049 to lower unpegged
- - changed linedefs 3909, 3911 from lower to upper unpegged
- === final area ===
- - added MP-only chaingun to the center of the map
- - changed height of all 3 skull key posts to stop speedrunners from cheating (sorry ZM, you cheater, my hands are tied -dew)
- - reworked final bridge fight sequence to include lava dipping
- - added switch to outdoor lava area in a cave section to lower sector 535
- - made bridge monster rooms bigger and added monster things 266-269
- - made east lava teleporter monster-blocking
- - east lava has stimpacks and hidden green armor
- - added box of rockets to west lava side
- - removed computer map and added rad suit thing 239
- - the outstanding cell charge (t. 240) without a matching cell weapon changed into two rockets on all skills each
- - extended exit room and added several monsters
- - made spectra into a pinky in end cave
- - changed linedefs 3927, 3940 to lower unpegged
- map5:
- - made imps on the bridge at the start face away from the player
- - added shotgun thing 82 at start, removed corresponding co-op items
- - added chaingun thing 135 near start for hntr/hmp skills, thing 336 on fireblu ledge leading to lost soul building
- - changed shells in the first secret into a shellbox
- - cacodemon thing 154 changed only to hmp skill now
- - added another monster blocking line in front of switch linedef 2430
- - added islands under cybs to avoid lock-in damage when telefragging them
- - added another secret to back of biggest building
- - changed action on linedef 702 to walkover-repeatable to prevent potential coop softlock in which BSK door never gets revealed
- - created progression-blocking ceiling lifted when you complete the hellcrack building
- - changed depth of hellcracks in east building to 24 so imps don't get stuck
- - moved megaarmor by cyberdemon to be easier to get
- - created lift to get out of wooden building lava
- - reworked lost soul hallway with separation lifts, less lost souls
- - moved exit a little back from final fight
- - changed skull texture bridges to be FIREBLU1
- - added trim sector to rocket launcher area evil eye for texture alignment
- - fixed ceiling of sector 266 to CEIL4_1
- - changed linedef 1045 texture to METAL to fit its environment
- - changed width of exit door to 128 for SIGIL texture
- map6:
- - added action 38 with tag 10 to linedefs 3622, 3623, 2624 in the exit area in order to re-access the western section, so players can complete 100% secrets
- - added extra MP-only radsuit to red skull blood hallway
- - removed unpegged flag from linedefs 1227, 1243, 1257, 1263
- - added trim sector to chainsaw room for proper door alignment
- map7:
- - added chaingun thing 378 to singleplayer on hntr/hmp, t. 517 on uv; removed extraneous shotgun coop things on start
- - added evil eye thing 398 to make opening the ruined wall easier
- - moved red torch thing 1 to make way for the evil eye
- - added UV cyb thing 390 that joins the barons in the red skull key ambush
- - added sector 833 as secondary tele-destination for the baron/cyb RSK ambush
- - added baron of hell thing 389 to make the player pay for the BFG (hidden in alcove opened by linedef 5540)
- - moved W1 floor raise action in trap behind RK door from ld 1156 to ld 5529 to prevent softlock if player's too fast and escapes the area
- - changed linedef 1585 to WR lift action
- - added a second cell charge by the exit room
- - added a super-secret SP chaingun
- - final building has 2nd set of stairs fixed so player cannot fall next to them
- - little pillars around the fort made consistently passable
- - shotgunner cages in the fort walls made impassable
- - changed upper and lower sidedefs of linedef 3418 to METAL
- - changed linedefs 3414 and 3421 to METAL for door track alignment reasons
- - changed linedefs 3008, 3016, 3026, 3029, 3119, 3549 to lower unpegged
- - changed linedefs 5461, 5464, 5467, 5470 to upper unpegged
- - removed unpegged flags from linedef 3343
- - fixed alignment of linedef 54 texture
- - fixed missing lower unpegged on linedefs 3421, 3414 near the evil eye
- map8:
- - added starting shotgun
- - added 2 imps and caco outside starting room, shellbox for compensation
- - reshaped linedefs that teleport lost souls into start area to prevent the cyberdemon from triggering them as well
- - added 2nd baron thing 195
- - moved soulsphere so you can't get it through the wall
- - added crushing ceiling trigger on linedef 605 to clear the gallery monsters
- - added several monsters for more difficulty
- - added lips to ledges and a decoration in building area to stop zero master
- - shortened the metal barrier in spider mastermind area
- - added a horde of monsters after final cyb
- - changed invulnerable to evil eye (baphomet's eye)
- - moved stimpak t. 112 from 1904, -640 to 1874, -640 to prevent item floating
- - door opened by that same stimpak produces HOMs on activation, added FIRELAV2 to backsides of sidedefs: 1522, 1523, 1524
- map9:
- - added action 2 tag 18 to linedef 947 to force map progression trigger
- - switched action 22 tag 17 from l.2525 to l.2530, 2531 to better force a trigger
- - moved cell charges t. 228, 229 on the rampart to entice ammo-starved players
- - aligned front lower textures of linedefs 588, 589 and 591
- - added METAL as lower front texture on linedefs 2261, 2266, 2421 and 2426
- - changed starting door to BIGDOOR7 on linedefs 28, 233, 234
- - added shotgun shells at thing 239 to entice player to trigger linedef 2439
- - changed several lost souls into imps in end room
- - added several more enemies in end room
- - added specters in the lava behind castle (things 248, 249)
- - added imps (things 250, 251)
- - added cacodemons (things 252, 253) and carved out a secret alcove for them that triggers on linedefs 588, 589, 591
- - added shotgunner thing 254
- - added imp thing 255
- - added shotgun shells thing 256
- - changed sector 210 tag from 14 to 35
- - added teleport destinations to sectors tagged 14 (things 257, 258, 259)
- - added specters (things 260, 261, 262)
- - added shotgun shells thing 263
- - added imp thing 264
- - changed linedefs 747, 759, 799 to be lower unpegged
- - added secret tunnel to the left of thing 161
- - added monsters (things 265, 266)
- - added stimpack thing 267
- - added shotgunners things 268, 269
- - added imp thing 270
- - added box of ammo in front of switch that lowers platform to red skull door
- - made the trap door next to this switch take longer to lower
- - changed 2 shotgunners by yellow switches to zombiemen
- - added a box of bullets before blue door
- - added a medikit before blue door at top of stairs
- - added teleporter out of the secret by the castle (in the lava)
- - starting spot ceiling is now hellcracks
- mapinfo: (SIGIL.wad only)
- - added DD_DEFNS lump for Doomsday (props to skyjake)
- - added UMAPINFO lump for general future support (props to Shadow Hog)
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