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Changelog of Sigil 1.21

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Sep 23rd, 2019
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  1. v1.2 -> v1.21
  2. ============
  3. Changes made by John Romero, dew, Flambeau, Keyboard_Doomer, Ubergewei, Xaser
  4. general:
  5.  
  6. - All A_BossDeath codepointers restored for SIGIL_v1_2's (dehacked).
  7. - All A_BossDeath codepointers restored for SIGIL_COMPAT_v1_2 except for the Spider Mastermind's which is needed preventing unwanted early end of map8 (see v1.0 -> v1.1, map8).
  8.  
  9. v1.1 -> v1.2
  10. ============
  11. Changes made by John Romero, dew, Flambeau, Keyboard_Doomer, Ubergewei, Xaser
  12.  
  13. general:
  14. - fixed all eye switches to prevent triggering by zdoom projectiles and a slew of related potential soft-locks
  15. - automap cleanup for consistent secret/hidden linedef flagging and hiding undesirable active linedefs
  16. - added loads of co-op ammo and monsters to every map
  17. - new SIGIL texture
  18. - new TITLEPIC and CREDIT screens
  19. - new demos: DEMO1 E3M2 by Dew, DEMO2 E3M5 by Xaser, DEMO3 E3M7 by Keyboard_Doomer, DEMO4 E3M1 by Ubergewei
  20.  
  21. map1:
  22. - final room has exit pulled out for easier movement
  23. - escape from lava in tight hallway on both sides
  24. - added co-op berserk in lava (thing 191)
  25.  
  26. map2:
  27. - added tag 120 to ld 129, 145 so it's harder not to trigger the first elevator
  28. - added trim sector to secret area evil eye for proper texture alignment
  29. - changed RK door track linedefs 479, 914 from upper to lower unpegged
  30. - added METAL as upper backside texture on linedefs 454, 455, 1061 and 1924
  31. - changed textures on linedefs 982, 988 to METAL for consistency
  32. - realigned linedef 1348
  33.  
  34. map3:
  35. - outstanding cell charge (t. 168) with no cell weapon changed into three clips
  36. - moved berserk (thing 125) east a little
  37. - added extra MP-only radsuit to the blood hallway
  38. - changed linedefs 1412 and 1414 from lower to upper unpegged
  39.  
  40. map4:
  41. - added shotgun thing 273 to make level start easier, removed co-op shotguns
  42. === red skull key path ===
  43. - added repeatable floor lower action to ld 86 to avoid softlocked in coop if players inside the section wipe out
  44. - split sector 73 to ensure wall trap still works under the new setup
  45. - reshaped cavern architecture around eye switch for trigger safety
  46. - added a lift to final lava room; made easier to move around in lava
  47. - escape stairs out of lava next to raised bridge
  48. - escape stairs out of lava close to soul sphere
  49. === yellow skull key path ===
  50. - reworked lava island re-raising to fully repeatable, using control sectors with decorative torches to support the mechanism
  51. - added ambush cave sector with things 260-262 next to yellow skull key door
  52. - distanced lava island raising lines under YSK door to prevent a special hit (spechit) overflow that would trash recorded demos
  53. - added stairs behind YSK door to prevent players from jumping up
  54. - modified center path environment to look more interesting with metal beams
  55. === blue skull key path ===
  56. - changed hallway behind baron thing 37 to allow him to follow player into crusher area
  57. - made green crusher area easier by combining crushers and removing the separating midgrate
  58. - made ceilings higher in computer crusher maze
  59. - deactivated 3 crushers to make computer maze easier
  60. - moved spectre thing 85 to safe area
  61. - moved shotgunner thing 77 to safe area
  62. - removed deactivation crusher lines from broken teleport pieces and related reactivation lines around sector 272
  63. - changed floor textures on broken teleport pieces to look different
  64. - added backside lower texture (MARBLE3) to linedef 1926
  65. - changed linedefs 2021, 2030, 2042, 2049 to lower unpegged
  66. - changed linedefs 3909, 3911 from lower to upper unpegged
  67. === final area ===
  68. - added MP-only chaingun to the center of the map
  69. - changed height of all 3 skull key posts to stop speedrunners from cheating (sorry ZM, you cheater, my hands are tied -dew)
  70. - reworked final bridge fight sequence to include lava dipping
  71. - added switch to outdoor lava area in a cave section to lower sector 535
  72. - made bridge monster rooms bigger and added monster things 266-269
  73. - made east lava teleporter monster-blocking
  74. - east lava has stimpacks and hidden green armor
  75. - added box of rockets to west lava side
  76. - removed computer map and added rad suit thing 239
  77. - the outstanding cell charge (t. 240) without a matching cell weapon changed into two rockets on all skills each
  78. - extended exit room and added several monsters
  79. - made spectra into a pinky in end cave
  80. - changed linedefs 3927, 3940 to lower unpegged
  81.  
  82. map5:
  83. - made imps on the bridge at the start face away from the player
  84. - added shotgun thing 82 at start, removed corresponding co-op items
  85. - added chaingun thing 135 near start for hntr/hmp skills, thing 336 on fireblu ledge leading to lost soul building
  86. - changed shells in the first secret into a shellbox
  87. - cacodemon thing 154 changed only to hmp skill now
  88. - added another monster blocking line in front of switch linedef 2430
  89. - added islands under cybs to avoid lock-in damage when telefragging them
  90. - added another secret to back of biggest building
  91. - changed action on linedef 702 to walkover-repeatable to prevent potential coop softlock in which BSK door never gets revealed
  92. - created progression-blocking ceiling lifted when you complete the hellcrack building
  93. - changed depth of hellcracks in east building to 24 so imps don't get stuck
  94. - moved megaarmor by cyberdemon to be easier to get
  95. - created lift to get out of wooden building lava
  96. - reworked lost soul hallway with separation lifts, less lost souls
  97. - moved exit a little back from final fight
  98. - changed skull texture bridges to be FIREBLU1
  99. - added trim sector to rocket launcher area evil eye for texture alignment
  100. - fixed ceiling of sector 266 to CEIL4_1
  101. - changed linedef 1045 texture to METAL to fit its environment
  102. - changed width of exit door to 128 for SIGIL texture
  103.  
  104. map6:
  105. - 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
  106. - added extra MP-only radsuit to red skull blood hallway
  107. - removed unpegged flag from linedefs 1227, 1243, 1257, 1263
  108. - added trim sector to chainsaw room for proper door alignment
  109.  
  110. map7:
  111. - added chaingun thing 378 to singleplayer on hntr/hmp, t. 517 on uv; removed extraneous shotgun coop things on start
  112. - added evil eye thing 398 to make opening the ruined wall easier
  113. - moved red torch thing 1 to make way for the evil eye
  114. - added UV cyb thing 390 that joins the barons in the red skull key ambush
  115. - added sector 833 as secondary tele-destination for the baron/cyb RSK ambush
  116. - added baron of hell thing 389 to make the player pay for the BFG (hidden in alcove opened by linedef 5540)
  117. - 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
  118. - changed linedef 1585 to WR lift action
  119. - added a second cell charge by the exit room
  120. - added a super-secret SP chaingun
  121. - final building has 2nd set of stairs fixed so player cannot fall next to them
  122. - little pillars around the fort made consistently passable
  123. - shotgunner cages in the fort walls made impassable
  124. - changed upper and lower sidedefs of linedef 3418 to METAL
  125. - changed linedefs 3414 and 3421 to METAL for door track alignment reasons
  126. - changed linedefs 3008, 3016, 3026, 3029, 3119, 3549 to lower unpegged
  127. - changed linedefs 5461, 5464, 5467, 5470 to upper unpegged
  128. - removed unpegged flags from linedef 3343
  129. - fixed alignment of linedef 54 texture
  130. - fixed missing lower unpegged on linedefs 3421, 3414 near the evil eye
  131.  
  132. map8:
  133. - added starting shotgun
  134. - added 2 imps and caco outside starting room, shellbox for compensation
  135. - reshaped linedefs that teleport lost souls into start area to prevent the cyberdemon from triggering them as well
  136. - added 2nd baron thing 195
  137. - moved soulsphere so you can't get it through the wall
  138. - added crushing ceiling trigger on linedef 605 to clear the gallery monsters
  139. - added several monsters for more difficulty
  140. - added lips to ledges and a decoration in building area to stop zero master
  141. - shortened the metal barrier in spider mastermind area
  142. - added a horde of monsters after final cyb
  143. - changed invulnerable to evil eye (baphomet's eye)
  144. - moved stimpak t. 112 from 1904, -640 to 1874, -640 to prevent item floating
  145. - door opened by that same stimpak produces HOMs on activation, added FIRELAV2 to backsides of sidedefs: 1522, 1523, 1524
  146.  
  147. map9:
  148. - added action 2 tag 18 to linedef 947 to force map progression trigger
  149. - switched action 22 tag 17 from l.2525 to l.2530, 2531 to better force a trigger
  150. - moved cell charges t. 228, 229 on the rampart to entice ammo-starved players
  151. - aligned front lower textures of linedefs 588, 589 and 591
  152. - added METAL as lower front texture on linedefs 2261, 2266, 2421 and 2426
  153. - changed starting door to BIGDOOR7 on linedefs 28, 233, 234
  154. - added shotgun shells at thing 239 to entice player to trigger linedef 2439
  155. - changed several lost souls into imps in end room
  156. - added several more enemies in end room
  157. - added specters in the lava behind castle (things 248, 249)
  158. - added imps (things 250, 251)
  159. - added cacodemons (things 252, 253) and carved out a secret alcove for them that triggers on linedefs 588, 589, 591
  160. - added shotgunner thing 254
  161. - added imp thing 255
  162. - added shotgun shells thing 256
  163. - changed sector 210 tag from 14 to 35
  164. - added teleport destinations to sectors tagged 14 (things 257, 258, 259)
  165. - added specters (things 260, 261, 262)
  166. - added shotgun shells thing 263
  167. - added imp thing 264
  168. - changed linedefs 747, 759, 799 to be lower unpegged
  169. - added secret tunnel to the left of thing 161
  170. - added monsters (things 265, 266)
  171. - added stimpack thing 267
  172. - added shotgunners things 268, 269
  173. - added imp thing 270
  174. - added box of ammo in front of switch that lowers platform to red skull door
  175. - made the trap door next to this switch take longer to lower
  176. - changed 2 shotgunners by yellow switches to zombiemen
  177. - added a box of bullets before blue door
  178. - added a medikit before blue door at top of stairs
  179. - added teleporter out of the secret by the castle (in the lava)
  180. - starting spot ceiling is now hellcracks
  181.  
  182. mapinfo: (SIGIL.wad only)
  183. - added DD_DEFNS lump for Doomsday (props to skyjake)
  184. - added UMAPINFO lump for general future support (props to Shadow Hog)
  185.  
  186. v1.0 -> v1.1
  187. ============
  188. Changes made by John Romero, Flambeau, Keyboard_Doomer, dew
  189.  
  190. map1:
  191. - changed the closed state texture of linedefs 2027, 2114 to METAL (DM)
  192.  
  193. map2:
  194. - mandatory medkit pickup tied to opening the exit wall changed to 10 health bonuses to entice even players with 100+ health
  195. - reshaped architecture of the berserk/soulsphere secret to provide escape from the neighbouring lavapit to the west
  196. - changed the closed state texture of linedef 1835 to METAL (DM)
  197.  
  198. map4:
  199. - added key pickups to all routes to telegraph progression better
  200. - swapped action linedefs for eye switches to avoid a softlock scenario where the eye closes but nothing in the map opens:
  201. eye 1: linedef 2070 swapped with linedef 3910
  202. eye 2: linedef 3912 swapped with linedef 1362
  203. - health bonus things 185-196 marked MP-only to enable collecting 100% items in single player
  204.  
  205. map5:
  206. - swapped action linedefs for softlockable eye switch: ld 286 <-> ld 2352
  207. - added a starter medkit to avoid carryover low health leading to lava deaths
  208.  
  209. map6:
  210. - swapped actions on linedefs 784 and 3505 to avoid a coop scenario in which players in the west section trigger just the wall close and then all die, softlocking everyone in the start room
  211.  
  212. map7:
  213. - sector 198 by the caco fountain hellpit originally mixed one-time wall lower and repeatable door close behaviour, leading to a potential lock-out and an ugly hom on linedef 1195 if the player fell off the rampart path:
  214. added WOOD5 as upper texture to linedef 1195 front sidedef 1856
  215. sector 198 floor lowered to height 152, ceiling lowered to 152
  216. action on linedef 5295 changed to 86 (WR door open stay)
  217. - following items marked MP-only to enable collecting 100% items in SP:
  218. soulsphere thing 334
  219. beserk thing 335
  220. armor bonus things 350-354
  221. health bonus hings 355-359
  222.  
  223. map8:
  224. - swapped action linedefs for eye switches to avoid a softlock scenario where the eye closes but nothing in the map opens:
  225. eye 1: linedef 337 swapped with linedef 2104
  226. eye 2: linedef 14 swapped with linedef 1362
  227. - linedef 339 in start room marked impassable to avoid walking through a grate
  228. - SIGIL_COMPAT.wad adds a DeHacked definition that removes the exit level property from the last frame of spider mastermind's death, preventing unwanted early end of the level, because the spider is considered a boss on E3
  229.  
  230. map9:
  231. - linedefs 1264, 1269, 1274 in BK lava room marked impassable to avoid walking through grates of the firestick cages
  232.  
  233. intermission screen fix: (SIGIL_COMPAT.wad only)
  234. - added transparent sprites WIURH0, WIURH1 and WISPLAT, which removes the hardcoded "You Are Here" graphic from the intermission screen, since there's no progression map and you did not in fact blow up Baphomet's nostril
  235.  
  236. ZDaemon sky fix: (SIGIL.wad only)
  237. - added a ZDaemon-compatible (shorter) sky into dedicated mapinfo (leads to a change in TEXTURE1/TEXTURE2/PNAMES lumps)
  238.  
  239. mapinfo: (SIGIL.wad only)
  240. - added old MAPINFO lump for classic zdoom source ports (e.g. ZDaemon, Odamex)
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