SUPPORT the creator of Extermination day and Brutal Doom: His current project on Steam, you may wishlist it (release date: TBA) https://store.steampowered.com/app/1409460/Brutal_Fate/ His https://www.patreon.com/sgtmarkiv -- I cannot, due to banking blockade, but maybe YOU would? AN OPEN LETTER OF APOLOGY TO MARK: I know, I was not planning on releasing this anywhere ever, intended only to serve as testing grounds for you. BUT. After not one but three (3) close brushes with Death in the span of one year, something in me snapped. So, I decided to uphold the vow I made to myself while suffering sheer boredom for a week with nothing to do but lie flat and breathe oxygen through my mask, I found salvation in imagining myself walking the streets and bridges od the City of Dis, recalling each building and each decorative tree vason in vivid detail. I *will* release this as a mod for EDAY test 001. I wanted to make a game engine first, but... Too long. Anyways, if you wish to use anything from this "mod for a mod" in any shape and form, you have my heartfelt permission (how could it be otherwise -- it is fucking YOURS). Cheb aka ChebMaster. WHAT IS THIS MOD ABOUT: It finished and improves the last publicly available beta of Sergeant Mark IV's Extermination Day campaign, beta 001 dated march 2019, hopefully making it fully playable. 1. Numerous bug fixes in all maps 2. Polishing up the maps that were great but raw (11..13, 15..18, 20, 23, 25, 28) 3. Massive stylistic changes to some maps (242, 26, 29) 4. Rather bold gameplay changes to some maps (6, 12, 22, 27, 29, 32) 5. Bringing back cut content from older versions of EDAY and its primeval variant, Hell on Earth Starter Pack, as maps 47, 241 and a large new part injected into map 27 ALL my modifications, both the code and the maps, are literally littered with comments, sometimes explaining, sometimes even ranting at length. Because my intent from the very beginning was for people to grab resources I made, study and copy the code I made, as working samples or as inspiration -- because there are so many things that could be done with Zandronum but no one knows about because documentation is shit, wikis are woefully incomplete or describe things as they are in GZDoom instead. RATIONALE: The creator had last updated years ago, his masterwork lays unfinished. And when fans find some great game incomplete... We all know what happens. Mods. Fan patches. Cut content hunted for and restored. I am no exception. I am a rabid fan of EDAY, since it was HESP. BDv22 DEGRADATIONS: Although I had designed, and thoroughly tested, ChebSkies to run on top of my heavily patched custom build of BDv21, BDv21che, I also made a special mini-patch to make ChebSkies compatible with the latest (as of time f me writing this) BDv22test3. There are caveats, though: mostly because some issues could only be fixed by patching the BD itself -- and I am NOT entering that race with BDv22 1. Destructible computer screens and such are immune to plasma gun fire. 2. Absense of my nerf of lost souls that prevents them spamming close-range attacks and turns their fire invulnerability to 75% resistance (a BDv21che feature) 3. Absense of any gore landing in lava charring and smoking (a BDv21che feature) 4. Friendly marine tanks are nerfed by necessity, don't do any splash damage and WILL keep missing when shooting at any moving monster 5. The lava in map 22 does not hurt your tank 100/second if you drive it across that lava lake 6. Any marine NPC followers WILL get lost if you enter map 242 from the secret map 47 -- and get themselves killed (requires removing their spawning script from BD itself to switch to my much better script - I honestly tried, but even named scripts do not replace a script from previously loaded PK3, they simply run in parallel) 7. Absense of my smart limit to the number of NPC followers at a map start (ditto) 8. Absense of my re-balance of the revenant launcher (meaningful alt-fire, ammo amount 4x; ammo cost 4x and halved fire rate for primary fire homing fireballs while dumb alt-fire rockets only cost 1x each) and the visible indication (fireballs vs rockets) of homing/non-homing revenant missiles (a BDv21che feature) GZDOOM DEGRADATIONS: If you die in a randomizable map (there are whooping TWO of them) in Zandronum single-player and load an auto-save, the map gets re-randomized and you have to learn the lay of the land anew. Does not happen in GZDoom due to much less developed ACS scripting support in that source port - the shape of these maps is dictated by your random actions in the previous map and won't change even if you load a save at the end of the previous map. In short if there are no actors who call Random() there is no change. HOW TO PLAY: 1. Install either Zandronum or GZDoom. 2. Go to https://www.doomworld.com/forum/topic/137366/ 3. Follow the download links in the first post of that thread 4. Download chebskies-v--all-files.7z 5. Unpack all files into your game's folder 6. If you intend to play it with BDv22 (not recommended) find and download brutalv22test3.pk3 (batteries not included!). Yes, that exact version. I'd need to re-test compatibility and update my mini-patch as necessary every time a new verison is out. 7. Run it by dragging chebskies-launcher-BDv21.pk3 or chebskies-launcher-BDv22.pk3 onto the game's executable. DO NOT drag it together with other files: the launcher forces the game to auto-load all required files in the correct order. If any of those is missing, you will get an error. If you drag them *together* with the launcher, you will get an error (begause of stuff loading twice, d'uh). If you try any other versions or other mods, you would likely get an error. 8. Make sure to use the following settings, otherwise you get glitches and fail in unexpected ways (like your precious revenant missiles auto-locking on trees or rubble instead of demons) options -> player setup -> autoaim: never options -> gameplay options -> smart autoaim: off options -> gameplay options -> allow autoaim: no (YES, there are FREAKING TWO options for autoaim in gameplay options alone. This ruined my first tank battle back in the day as my tank's machinegun was auto-aiming at the ground in front of monsters instead of shredding them) options -> gameplay options -> allow jump: default options -> gameplay options -> allow crouch: default options -> display options -> opengl options -> preferences -> sprite billboard: x/y axis options -> display options -> opengl options -> preferences -> use models: on options -> customize controls -> brutal doom advanced actions / interactions: bind those! kick: is required for the flying kick jump combo -- the only way to get to many, many secrets AND to survive the final boss - his blast radius is so large that he rapes you in punishment for merely sprinting. Not to mention the backsliding that lets you go UNDER cyberdemon's missiles or weak enemies as they rush at you reload: nuff said flashlight: there are *very few* truly dark areas, but it is stil helpful. Alerts monsters, tho. dual wield / special action: wait until you get to that boss with his twenty thousand hit points. You will bewoe your inability to dual-wield plasma guns as he massacres you 9. For pure pixellated joy, (filtering is plebeaian!) set display options -> opengl options -> texture options -> texture filter mode: none 10. Crosshair is for wusses, there are iron sights for aiming in BD: hud options -> default croshair: none HOW TO PLAY THE RUSSIAN VERSION: If you play Zandronum: 1. The steps above. 2. download chebskies-ru-zandronum.pk3 in the same place where you got chebskies 3. Change "language=default" to "language=ru" in Zandronum-.ini 4. Drag chebskies-ru-zandronum.pk3 together with the launcher PK3 (it contains the Cyrillic fonts Zandronum lacks) If you play GZDoom: 1. The steps above. 2. Choose the Russian language in the game's settings. That is all. Performance: No worse than the original EDAY. On my favorite potato (i5 2450M + Intel HD 3000) with gore janitor enabled and resolution 1280x720, the framerate mostly stays above 60. But there are certain areas where it drops into 30s and, in rare areas on maps with hordes of monsters, even into 20s. List of required files you get somewhere else: DOOM2.WAD The list of maps confirmed to be guaranteed maxable: ALL OF THEM Todo: GENERAL: 1. Complete the Russian localization of everything, including voice acting. THE GREAT REBRAINING: Canceled. X( CHE15, CHE16, CHE23: add voice acting (learn how to use voice changing apps). ATTRIBUTION: Sergeant Mark IV; the original id Software team of 1994; newlocknew @ freesound.org; Eelke @ freesound.org ----------------------------------------------------------------------------- DAILY LOG, LATEST ON TOP. For the per-map log, see below. Far, far below. I duplicate any entries in both the daily log and the per-map log, except those in the "general" category. TBA: - general: this is the Skillful update, Chebskies v 1.24 - general: added new slaughtermap-like difficulty levels by cloning coop-only monsters in each map for singleplayer (sacrificed the classic Nightmare! in the process of doing so because those extra monsters are marked for Nightmare! difficulty, too much hard work was required otherwise). Some maps will have *even more* monsters than the normal UV coop had (and, if I don't forget, coop will have more as well). New difficulties: "Slaughterfest", "High Hordes", "Ultra Hordes", "Death Metal", "Unreal Masochism", "Do The Impossible". Note: when i say "adapted for hordes" it ofteen means new strong monsters with nastiest placement I could invent. I know those maps by heart, I know which surprises I'd hate, so I add them exactly there. - general: brought nightmare back as "Nightmare Lite", which uses medium monsters list and monsters respawning after 60s. - general: fixed the non-variable minigun (never spawns anything else) and non-variable RL not working - general: added a non-variable rocket launcher (never spawns as grenade launcher) - map 01: adapted for hordes. - map 01: fixed one secret showing on textured automap - map 01: automap prettification - map 01: fixed one breakable wall desyncing when hit with a fire exhtinguisher explosion: the glass emitters were shattering without changing the wall thexture - map 02: adapted for hordes - map 02: automap prettification - map 03: adapted for hordes - map 03: automap prettification - map 04: adapted for hordes - map 03: automap prettification - map 05: adapted for hordes - map 05: fixed the lowest difficullties having the same monster numbers as the medium difficulties (there was in fact very little variability, only a few monsters appear on UV/Nightmare only) - map 05: fixed player 7 start being stuck in player 2 start and player 8 start stuck in player 3 start - map 05: automap prettification - map 05: replaced the only variable RL (out of four) in the armory with the non-variable one - map 061: fixed the medium and low difficulties having THE SAME monster list as UV/Nightmare. In fact, all monsters on this map except two barons were marked for difficulties 1..5, and no coop-only monsters. - map 061: adapted for hordes - map 061: moved one stuck revenant in a toilet stall - map 061: fixed minor texturing errors - map 061: raised some floors in the security room so that the chaingunners inside could surprise you through the windows randomly. Also fixed sound propagation in that area turning it into a devious trap - map 061: fixed ceiling height errors in the star-spahed hole in the ceiling - map 061: fixed two servers in the entry hall not being smasheable - map 062: automap prettification - map 062: adapted for hordes - map 062: added two secrets, one with a wussy soulsphere, cell pack (hordes only) and plasma gun (coop only), another with a bunch of armor bonuses - map 062: changed the "collective boss" chaos marines' activation pattern. On UV+ they are not deaf anymore, wake up if you shoot in certain areas of the map OR step on certain triggers. - map 07: automap prettification - map 07: adapted for hordes - map 07: doubled the number of arachnotrons for coop - map 07: made the arachnotrons surprise silent (was playing a default platform stop sound) - map 07: fixed sound zone boundaries in the blue key area. Now those deaf monsters won't come out as soon as you enter the map to die uselesly stuck on some edge. They will wake when most incovenient for you instead. - map 07: added fire sound to the fire - map 07: fixed various small HOM cracks in the terrain - map 07: replaced the default RL (which *really* scews your fresh start run if spawning as a grenade launcher) with the non-variable RL-only variant - map 08: adapted for hordes (one of the changes was replacing the cyberdemon with 12 barons) - map 08: fixed the lowest difficullties being too hard - map 11: INVESTIGATE, https://zandronum.com/tracker/view.php?id=1787 "Sector_SetColor (as well as Sector_SetFade) now work, and only work, inside CLIENTSIDE ACS scripts in 3.1. A client cannot execute these specials if they're called from outside an ACS script, like on a line or an actor." Done May 30, 2024: - brutalv21che: fixed the mancubus fireballs passing to the sides of you, unable to hit you with autoaim off - brutalv21che: added evil marine rifle and evil marine plasma to the club of monsters with improved aiming - brutalv21che: replaced the BD's buggy player invisibility check with a reliable invisibility check in all monster scripts - brutalv21che: fixed mancubus close-range attack, designed to launch twice as faster when enraged, not applying due to a typo in the script - general: fixed the player invisibility check for the heavy machinegunners in EdayTest001-resources.pk3. The fix for my duke of hell mini-boss will be packed with the next full update (1.24). Done May 28, 2024: - general: this is the Horrible Embarrassment update, Chebskies v 1.23 - brutalv21che: FIXED my new aiming algorithms not really working because I was too lazy to test them properly and forgot to adjust the spawned projectile's flags resulting in said projectile always being auto-aimed at you disregarding the monster facing direction. Resulting in changunners shooting at your invisible self out of their asses, just like those hexatronic nuisances in TF2. - general: fixed my new aiming algorithms for the heavy machinegunners. The fix for my duke of hell mini-boss will be packed with the next update. Done May 25, 2024: - general: this is the Localizer's Delight update, ChebSkies v 1.22 - brutalv21che: added localizability of names for cyberdemon, cacodemon, pain elemental, lost soul, baron and knight. - brutalv21che: added localizability for player class types in the selection menu - general: made the Russian localization work in GZDoom (previously, was only viable for Zandronum). Had to dublicate the LANGUAGE lumps because GZDoom is unicode while Zandronum is not, require different text encoding. - general: fixed Zandronum-specific quirks in the Russian localization (replaced the smalll letter ч with number 4 in map names: was showing as empty space with the large menu font) - general: renamed chebskies-ru.pk3 to chebskies-ru-zandronum.pk3 and moved the Russian localizations of standard doom stuff (like exit messages) from it to the main pk3. It now only contains Cyrillic fonts for Zandronum. DELETE chebskies-ru.pk3 as you update to avoid cluttering. - general: reorganized the skill levels. Reason: the BD skill level set is designed for classic DooM maps while EDAY is a cross-breed between ultra-hard and slaughtermap-lite. I removed all sorts of Nightmare from the list because some larger maps (which take up to 40 minutes to max on UV) become flat out unplayable with monsters respawning. All kinds of realism with its 700% damage received were replaced with Unrealism, with 450% damage received. All things considered, I DO NOT RECOMMEND playing on difficulties higher than Brutal Metal (which is like Black Metal but without monsters respawning). - map 23: made the cyberdemon minions and the boss unable to harm each other (wanted to make them minions, damageable but not aggroeable, but that failed). Reason: infighting much, too ez. - map 23: reworked the greeting comittee to prevent stray caco waking up too early, hitting the boss and thus deadlocking the boss in attacking that caco: he *cannot* aim up. Now the first gate is functional, lowers at the same time with the tower exit, with all the greeting monsters (except a few pinkies) tucked safely behind it out of sight. - map 29: added MG42 ammo to secrets - map 30: added MG42 ammo to secrets - map 311: added MG42 ammo to secrets Done May 19, 2024: - general: this is the Cooperative Doormongering update, ChebSkies v 1.21 - brutalv21che: upgraded most monsters' aiming algorithms. Now they immediately stop leading you if you get ouf of sight, meaning immense pain for the knights of the Door order - if you try popping in and out of cover, yo'll eat a stream of projectiles aimed at the last position where they he last saw you. Excluded are: cacoes, pain elementals, pistol zombies, volcabi, ancient arachnotrons, aracnorbs, lost souls (and, naturally, pinkies). ALSO greatly reduces them randomly spraying when you are invisible -- they keep firing in a fixed direction they thought they saw you in. Mostly affects chaingunners, rifle zombies, arachnotrons, spider masterminds, revenants firing volleys and knights firing volleys. This does NOTHING if you use brutalv22test2, obviously. NOTE ALSO this may be hard on performance in monster-heavy maps since every monsters now SPAMS line of sight checks during his ranged attack. And each such check forces the server to send a monster status update to clients. - general: upgraded my Duke of Hell mini-boss to my new aiming algorithms - general: upgraded the heavy machinegun zombies to my new aiming algorithms - general: changed the heavy machinegun zombies increasing the delay before they start firing with new animation frames (front only) where they wiggle their machinegun's barrels left and right. So they telegraph their intent. New sprites: TTR3 frames X and Y. On the downside, they fire much longer bursts now, laying down suppressive fire. - general: fixed roloff distance for the tank machinegun sound and the tank cannon sound. Due to this bug, heavy machinegun zombies and enemy tanks were totally silent because you encounter them at distances much greater than the doom-default roloff distance - an acute case of "wtf just killed me?" - map 02: added coop respawn redirects to avoid players bypassing the grand backtracking ambush by respawning past it - map 10: added a redirect for coop respawn to the entrance to the boss arena, triggered by any player reaching it - map 12: added a redirect for coop respawn to the entrance of the northern area, triggered by any player entering it - map 13: automap prettification - map 13: fixed minuscule HOM effect on one of the secrets opening - map 13: confirmed that the animated outro cutscene plays without issues in coop - map 13: removed the "walkable midtex" flag from some unrelated linedefs - map 13: fixed water being broken (not animated and blood/spent casings staying on it as if it was regular floor) - map 15: added a redirect for coop respawn to the final battle area, triggered by any player entering it - map 40: automap prettification - map 40: fixed the super secret exit showing on textured automap - map 59: automap prettification - map 41: automap prettification - map 42: automap prettification - map 42: added a redirect for coop respawn: to the castle corridors, triggered by any player walking outside, and to the red key position in the library, triggered by any player approaching the red key. - map 42: fixed minor HOM in one underground arch - map 19: upgraded the blocking wall + teleporter to respawn redirect for coop bypass for the timed part, triggered by the train crash - map 20: added redirect for coop respawn, two stages: the mall exit and the multi-story parking entrance - map 22: added a redirect for coop respawn to the entrance of the castle area, triggered by any player entering it - map 22: made the self-propelled AA gun parked near the castle only show on lower difficulties than UV - map 22: replaced the tank at the map start with a self-propelled AA gun. Reason: tank is *very* bad at traversing uneven terrain, crawls like a lame turtle. NOT fun. - map 22: adjusted straggler patrol route (only used to march unfinished demons missed by both the player and the NPC marines to the castle) to prevent them catching on terrain features - map 22: added demon corpses and one destroyed tank littering the bridge - map 22: made the music change when a player is riding the attack helicopter, similar to map 18 - map 22: created a huge empty area flooded with lava the player can use to reach the castle in his helicopter. Decidedly not passable by any other means than the heli. Off limits to monsters. - map 22: replaced THE FUG all revenants with barons. Reason: anti-frustration feature. Revenant fireballs are silent sudden death for the heli. - map 23: changed the bosses' preemptive firing (when he uses heuristics to lead you popping in and out of cover) from his regular attack to his blindfire saturation attack - map 23: greatly reinforced the bosses' preemptive firing heuristics: the entire areana is now *smeared* in triggers, you can't avoid them. He must be much more preemptive-spammy now. Also, target is only triggered if the targeted spot is already in the bosses' line of sight. This is two-fold: avoid wasting chances on targeting spots he could not see sending this mechanism into cooldown and, fire on such a spot *immediately*, forgoing the natural monster behavior with missile chance. - map 23: removed the boss aggroing at any arch you duck into. Reason: the mechanism goes into cooldown effectively preventing him aggroing at a different arch you pop out of. Also moved the corresponding targets allowing the boss to lay saturation fire at that arch from 40% of the arena. - map 23: fixed the bosses' preemptive firing heuristics not working in coop at all - map 23: added coop redirect to outside the central tower, triggered by the boss going second wind. Reason: the regular start becomes boxed in between four cyberdemons who spawnrape you instantly - map 23: increased the bosses' aggression: while you prance out of his sight he accumulates frustration, which he could then expend in two or three insta-attacks that ignore normal monster missile chance. - map 23: for UV and coop, changed the bosses' health indicator headline from "BOSS" to "MURDERBOSS DEATHKING". This cyber had been *training*. - map 23: fixed *more* bugs related to the emasculated way Zandronum executes scripts as a multiplayer client. It was reporting breaking infinite loops for the second wind form of the boss and for some explosions. - map 23: fixed a minor issue with the map geometry: previously, sky was flush with the tower's back side so if you were, say, catapulted over the wall by the bosses' nuke but did not die, you could NOT fall out to your death because there was no outside to speak of, you just landed on the crenels. Now there is enough space to plummet on all sides of the tower. Isn't that nice? - map 23: *nerfed* the first stage's attacks and made them fixed pattern: no random fire breaths, always fires three double shots, then switches to fire breath if target is still in sight. If target goes out of sight, switches to saturation fire as before. - map 23: *nerfed* the preemptive strikes: now *only* performs them if his frustration counter is high enough. The frustration counter increases with each step but drops sharply with any attack... Except preemptive strikes. Meaning he won't go for preemptive strikes unles you are out of sight for awhile - map 23: changed the bosses' growling patterns. Now he only growls when he is being frustrated. - map 241: fixed the script moving the player to alt start potentially using occupied TIDs - map 241: added support for coop respawn to respect the alt start - map 242: added a redirect for coop respawn to the yellow door, triggered by any player walking through it - map 242: added support for coop respawn to respect the alt start - map 27: automap prettification - map 27: added two teleporters to the starting area, designed as coop shortcuts, leading right beyond the yellow and blue doors, opened when any player walks through those doors. - map 27: fixed one of the abysses having the plummeting angle set incorrectly, so actors could get stuck instead of falling to their doom - map 27: minor texturing fixes in the ancient cut-content-brought-back area - map 28: automap prettification - map 28: added a coop bypass teleporter near the map start, leading into the southern half of the skybridges area - map 28: fixed one of the two archviles designated to teleport as they walk out of their closets NOT teleporting in coop (were sharing the destination ID with several teleporter destinations with the same ID) - map 28: added two coop respawn redirects - map 28: moved the skybox initialization from player joining the game to map starting, to fix spectators observing uninitialized sky - map 29: automap prettification - map 30: automap prettification - map 312: added coop respawn redirect to a random spot around the map. Reason: mega pinkies may crowd the map start resulting in an endless spawnrape cycle Done May 10, 2014: - general: this is ChebSkies v 1.21 RC2, focused on fixing coop multiplayer - general: fixed the BFG ball being invisible in coop (was caused by the same Zandronum quirk as the invisible boss bug in map 23 earlier) - general: fixed a bug in my fix for light post sprites designed to be always y-aligned (strictly vertical). It was forcing them to be always xy-aligned (perpendicular to view axis) instead. What an embarrassment. - general: fixed errors in the walkthrough - map 11: applied a voodoo coding hack to fix vehicles not moving for the first player to join the server - map 13: applied a voodoo coding hack to fix vehicles not moving for the first player to join the server - map 14: applied a voodoo coding hack to fix vehicles not moving for the first player to join the server - map 17: applied a voodoo coding hack to fix vehicles not moving for the first player to join the server - map 18: applied a voodoo coding hack to fix vehicles not moving for the first player to join the server - map 20: applied a voodoo coding hack to fix vehicles not moving for the first player to join the server - map 21: fixed texturing and geometry of the city buildings around the path to the boss arena - map 21: automap prettification - map 22: deleted outdated scripts that did nothing - map 22: fixed the NPC marines marching forward on map start instead of the first time a player steps on the other side of the blood river. Now they mile around the entrance until you move forward. - map 22: removed the invisible walls around the starting bridge preventing you falling into the river of blood. Reason: were interfering with the helicopter, which should be able flying above it all freely - map 22: added additional ambush triggering lines to account for the player flying the helicopter along the map's fringes - map 22: removed leftover invisible walls preventing your helicopter reaching map fringes - map 22: moved the story text explaining helicopter controls from map start to player joining the game (and made this script clientside only) - map 22: doubled the helicopter ceiling limit - map 22: applied a voodoo coding hack to fix vehicles not moving for the first player to join the server - map 242: fixed one situational blue grate (in the hut) glitching in coop: pressing it lowered the bars on the server but not on the client. Resulting in a) you pressing it seemingly not working and b) seemingly solid bars being passable but with briefly teleporting you through the roof. Fixed by inverting their randomization behavior: are now raised in the editor and retract if the red key is not used. - map 26: fixed minuscule texturing imperfections - map 26: moved three armor bonuses obviously designed to be placed on top of a bridge but residing on the floor below it instead. - map 30: automap prettification - map 30: applied a voodoo coding hack to fix vehicles not moving for the first player to join the server - map 312: fixed the beastmaster's pinkies becoming invisible in coop - map 312: fixed the coop beastmaster sometimes firing regular pinky minions instead of multiplayer megapinkies - map 312: buffed the coop beastmaster from 13K to 20K HP - map 32: fixed boss cubes often spawning invisible monsters in coop Done May 01, 2024: - general: this is ChebSkies v 1.21 RC1, focused on fixing coop multiplayer - general: confirmed that dynamic skyboxes degrade gracefully to static in coop and that no further action needed for maps: 20, 23, 26, 27, 29 - general: fixed a bug in my BarrelKaboom fix: was now not making any sound :( - map 11: applied an ugly hack to make the dynamic fog simulating sun glare work in coop in at least some capacity. Surprise, surprise: it's not my scripts failing to track the local player, it's many ACS functions having no effect in coop. That's why my dynamic skyboxes degrade to static: the game engine simply fefuses to move the skybox viewpoint as a client. - map 19: confirmed that the coop timing mission bypass works as designed - map 19: fixed minor texture misalignment on the tiled floors near the start - map 23: fixed the invisible boss bug - now map 23 is perfectly playable in coop! - map 23: nerfed the bosses' missiles explosion radius and changed the damage composition. Now damage composition is: no direct hit damage; 300 explosive in a radius of 128; 120 explosive in a radius of 300; 40 fire in a radius of 450 (the former composition was: 100..800 direct hit explosive; 128 explosive in a radius of 128; 100 explosive in a radius of 300; 60 explosive in a radius of 600) Mind that he fires akimbo with a fixed-pattern spread and won't stop firing well after you remove yourself from his sight (he switches to a saturation attack when he loses the sight of target, aiming down and spraying the ground in front of him). - map 23: changed the bosses' missiles animation when they hit floor to nuclear mushrooms. The old animation is only used if they hit walls (or you). - map 23: buffed the bosses' Second Wind form by enabling predictive algorithms for it (he leads you firing preemptively around corners -- was formerly only enabled for his basic form) - map 47: rehauled the geometry to make surrounding terrain not break if the dynamic skybox degraded: it now only contains distant jungle and hills while such landmarks as the castle (from map 241) and the tower (from map 23) are map geometry seen through the newly set up sky portal. Also, jungle just below the cliffs is real map geometry now -- this affected gameplay because cacoes could now retreat rather far away and snipe you. - map 26: fixed invalid texturing of the doorframe in the red key room - map 26: fixed many door sound effect overrides only working on UV (resulting in default scifi door sound) - map 28: eliminated one surviving instance of DOORTRAK - map 28: rearranged the skybox so that cathedral is straight north when degraded - map 32: fixed the final boss being 20% smaller in coop, resulting in his breath attacks being misaligned with his mouth - map 32: increased the final bosses' health in coop from 50K to 90K and raised his Turning Red threshold from 17K to 33K. Done April 30, 2024: - general: this is the Seeing Red update, Chebskies v 1.20. - general: removed credit screens no longer used - general: confirmed my map randomization mechanics working perfectly in coop multiplayer - general: fixed my dynamic skyboxes showing as a missing sky texture in coop multiplayer -- alas, that was only possible by making them static. So dynamic skyboxes are a singleplayer-only feature, sadly. - general: fixed my BFG causing notable freezes by giving the BLOODLESSIMPACT flag to all its ripper lasers. Ripper projectiles and Brutal Doom just don't mix because they cause every monster hit to bleed a bazilion times at once. Do that every tic - and, well, "FPS Died". - general: minor fixes to my Duke of Hell mini-boss, also added localizability - general: fixed tag and editor sprite for the BossBelphegor (was displaying as baron of hell), also added localizability - general: patched BarrelKaboom playing the explosion sound at max volume FROM SIXTEEN SOURCES AT ONCE. No wonder most laptop sound cards were having their overload protection triggered every time Cyberdemon Lord hit something, resulting in several seconds of total silence. The fix goes into Chebskies general because this bug is not yet fixed in BDv22test3. - brutalv21che: fixed grenade launcher grenades exploding on contact with sky (cannot fix them *bouncing* off the sky: Zandronum doesn't know the DONTBOUNCEONSKY flag, stops with an error) - general: added my grenade launcher grenades fix to the BDv22test3 mini-patch - brutalv21che: reverted some changes I made to dead mancubi a few months ago to prevent them blocking elevator doors in map 18. That, in fact, broke your ability to harvest ammo by axing or sawing the corpses. - brutalv21che: fixed an insidious bug causing the dead player be lost (many deaths are designed to make your real corpse invisible and spawn a specialized corpse object as a replacement - to allow it being destructible) and not counting as a dead player -- resulting in bosses behaving incorrectly playing broken attack animations or NPCs initiating dialog when you are dead (a symptom: the console command "resurrect" failing with an error about player object no longer being connected to his body). Remember, kids: NULL A -1 is a special case and is treated by the parser as Stop. If you need the object to persist invisibly, use TNT1 A -1 instead. - brutalv21che: added normal third person deaths for player dying to frost damage (the only source of which is Icon of Sin in Chebskies). Instead of a screen effect, camera now switches to third person like any other death. Does not affect BDv22, of course. New sprites: FZDYE0, FZDYF0 - map 08: made the cyberdemon closet soundproof and added some block monsters lines to prevent him getting stuck between ankle-high crates - map 08: automap prettification - map 08: applied map randomization (now there are *three* randomized maps). The only thing that changes is the position of the button that opens the red key smelter hall from the inside. Now it could appear in any of the 15 monster closets -- and does *not* show on the automap. - map 08: fixed the northern badaboom area not asploding all at once - map 09: fixed one computer in the shooting range not being smasheable (broke when I was rehauling server rooms in map 061) - map 23: fixed the bosses' code: his second wind form was not working as intended (the same pitfall I fell into with the final boss: the goto operator in DECORATE scripts breaks the object-oriented paradigm, always calling the ancestor's method if goto is in an ancestor's method, ignoring the descendant classes' overriding method). As a result, his second wind form (UV only) should now be much more ferocious, as designed. He catches a glimpse of you, he erupts. No delay, no usual monster logic. - map 23: as a side effect of the code fix, the explosion radius is now *much* bigger (as designed). - map 23: made the second wind form use a *combined* attack: both missiles and fire breath at the same time! Isn't that FUN? Who is FUN now, widdle bossy-bossy... - map 23: removed the bosses' resistance to BFG9k and Unmaker. You should NOT posess an Unmaker at this stage (the earliest secret with it is in the following secret map) and BFG9K, as modded by me, does less damage to bosses anyway. But the second wind form still retains 40% resistance. - map 47: automap prettification - map 47: hunted down the final piece of broken map geometry UDB could not automatically detect (walls between sectors and void marked as double-sided) - map 47: optimized sky everywhere, now uses normal sky instead of 9 line horizon. - map 47: spent three hours debugging the *weirdest* bug I ever saw (grenade launcher grenades exploding and flame cannon fire stream bouncing in the air above the lava-filled craters, af if there was an invisible wall there). The alt-fire grenades just hung there mid-air until they expired and exploded. I tried all sorts of things, including copy-delete-pasting the entire map and deleting all those craters and re-making them anew. Turns out...? Don't make a slope steeper than about 45 degrees. It was that simple. If you do, the game engine glitches processing bouncy and wallslide projectiles (both Zandronum and GZDoom). And you suddenly kill yorself as your grenade explodes in your face hitting an invisible wall. - map 47: lava now burns monsters but they avoid it. You may kick an imp into a lava-filled crater, though. He'll burn. - map 242: fixed one randomizable passage not closing correctly due to trees blocking its floor movement, resulting in visual glitches - map 242: made one too-spacious channel in the southern swamp area much more twisty and clautrophobic - map 311: automap prettification - map 312: moved Dragonslayer to the bosses' spawning room, behind the boss. Now to get it, you have to lure the boss out, maneuver around the tidal wave of pinkies and brave the dead end room. Otherwise... You get it after the battle and it is pretty much USELES in the final map. In short, only the daring souls would get to mow endless hordes down Guts style. - map 311: automap prettification - map 311: changed the door from opening as a normal door to lowering down and resized the exit room to make the temple symmetrical. - map 32: radically changed the final bosses' reaction to BFG9K and Unmaker. Now he has *no* resistances but retaliates with extreme aggression like an angry god. Especially to Unmaker, which covers him in liquid fire putting him into perpetual pain... To which he never flinches and keeps attacking at his maximum power non-stop. - map 32: changed the final bosses' turning red mechanics. His dramatic introductory six-pack thunder was his Achilles' heel making him cheesable via Unmaker. Now it is interruptable by pain... Which results in an immediate devastating punishment (he switches to nuke spam right away) - map 32: automap prettification - map 32: quadrupled the number of cube destinations. Should prevent stacking monsters on top of each other now. Done April 14, 2024: - general: Chebskies v 1.20 RC2 (emergency bugfix) - general: my map randomization algorithms contained a horrible blunder that guaranteed any coop multiplayer going out of sync. I must admit I *never* actually tested the multiplayer code. Will correct that in a later release. For now, a fixed algorithm that deals with the problem. You *may* see patterns in map randomization if you restart the map every few seconds to test it... Inconsequential in normal use. Now (Zandronum only) it uses UNIX timestamp directly, modulus from dividing the number of seconds since January 01, 1970 by 1001 -- and uses it directly in calculations. In GZDoom (or if that number is by chance zero), uses regular Random(1,1000) instead. - map 04: fixed map randomization breaking coop multiplayer - map 12: increased light level in shadowed areas. Reason: when fixing it earlier, I overdid much - map 12: fixed one unnatural shadow in the starting building's parking lot - map 12: fixed one unnatural shadow in the suspicious van gully - map 242: fixed map randomization breaking coop multiplayer - map 29: fixed the ghost marines sometimes going away before they finish the archviles off (I cheated by adding 300 damage by script) Done April 13, 2024: - general: Chebskies v 1.20 Release Candidate 1 - general: gave my Duke of Hell his long overdue +BOSS flag - general: rebalanced BFG9K's ligtning. Now primaries inflict the bulk of damage and secondaries are rippers inflicting that much again damage *through* monsters but only tickling bosses -- meaning when hitting a herd it should go through up to 5 barons in a row (192 map units) damaging them all. - general: updated the last version of BDv21che to fix one rare snag: I changed weapon selection order for MG42. Now it is selected *last* among machineguns, do avoid selecting it when it is out of ammo or just selecting it accidentally and wasting its rare ammo. - general: updated the walkthrough to reflect changes - general: corrected TITLEMAP, the campaign title was shown off-center and too small. - map 061: fixed incorrect texturing in the red door's doorframe - map 061: fixed one square box with monitors ceiling thingy near the red door not being smasheable - map 061: improved texturing of the wall that opens the secret elevator - map 061: automap prettification - map 09: fixed one server rack not being destroyable - map 09: automap prettification - map 19: changed the damage type inflicted by moving trains from cyberdemon stomp("Stomp") to chainsaw("Cut"). Reason: some mancubi and revenant body parts are deliberately made immune to stomp damage, which resulted in a small chance of train getting stuck on them. But any of those body parts are *designed* to be destroyable by chainsaw, for the player to get their ammo. So... Monsters will splatter less graphically but the map will work reliably. You almost never see them being run over by a train anyway. - map 241: changed one script to work in tandem with map 242's changed start - map 242: reworked this map into an absolute monster of a transformer labyrinth, with its layout randomized, key positions randomized, even ambush deploymend randomized. And automap for the whole labyrinth disabled. Welcome to HELL. - map 242: swapped the normal and the alt starts. Now you start at the old map start if you have visited map 47 but haven't visited map 241. In all other cases you start at the new map start. - map 29: reworked the ghost marines' Big Damn Heroes moment to be up front and visible -- now triggers in the middle of the yellow key hall with no distractions around Done April 06, 2024: - general: this is Chebskies v 1.20 BETA1 - general: fixed incompatibility with BDv22 (two of the hardest secrets in the game, in maps 42 and 27, were empty) due to Mark-sensei changing class names in his code - general: reverted changes made to MG42 in BDv22: a) back to using custom ammo; b) restores its damage of 32 per bullet (was nerfed to 24) - general: changed weapon selection order for BDv22: now MG42 comes last. May require upgrading the mini-patch if Mark-sensei adds some new slot 4 weapon in future versions - general: updated the walkthrough to reflect the changes made since the time it was written - general: completely changed the BFG9000 behavior making it as close to Quake 2 / Doom 2016 BFGs as reasonably possible using the tools available. Its effect is completely independent of player's position. Instead of lazors, this BFG ball spams branching lightning that is attracted to monsters. Equally effective at *any* distance. New sounds: KYSPARK1..KYSPARK8 New sprite frames: BFGB Y (salvaged from BDv21, was unused due to duplicate resource names) - general: remade RUBLEY from TEXTURES magic into a real texture. Reason: was too too dark. - general: found and fixed a bug in my dynamic skybox script that was causing an ugly jerk of the whole sky when entering map 27: it was only starting to work one second after the local player entered the map, due to unnecessary optimizations. - general: added dragonslayer as an editor placeable (I know it was intended as a joke weapon -- I just could not help myself, all right?) - general: added BDv22-specific pickup lines of MG42 and sniper rifle to the built-in Russian localization (a reminder: it is Zandronum-only, doesn't work in GZDoom due to incompatible requirements for text encoding, utf8 vs cp1251). - map 04: fixed minor texturing errors - map 04: applied my new randomizer technology: various passages get blocked randomly making each playthrough unique. Randomizes also each time you load a Zandronum auto-save (e.g. you died and pressed LMB) because the randomization event happens two seconds after the first player spawns in the map. In this specific map, some impassable doors may close convenient passages; some elevator call buttons may get removed; the red key area may require a yellow key -- which then spawns in a random location. - map 07: ironed out a small crease in sectors' height at the retractable bars (caused by litter on the floor being set up a bit strangely - it's implemented as a non-solid 3d floor 1 map unit thick using a litter texture with alpha, but such measures do not require a dip in the floor on their edge, just that the 3d floor's sides have their texture set to undefined). Also re-textured the tops of the bars from ground to metal. - map 09: re-textured the ceiling screens in the raised area of the room beyond the yellow door from doom-based silver wall with abstract screens to proper monitors supplied by EDAY. Reason: their breaking was causing noticeable texture misalignment, I have no idea why. - map 13: changed that one ninja chaingunner into a ninja shotgun guy. Reason: chaingunner is firing constantly, his ninja skills are useles. Shotgunner, on the other hand, fires once then fades back into invisibility. He has a much better chance of catching you flat-footed. - map 15: proofed the scripts against a case of the cyberdemon being AWOL or his ondeath event not triggering - map 15: proofed the monster pits against my new BFG - map 15: prettified the fence smashed by bus - map 15: set the "no falling damage" flag for the sector inside the ladder's protective rungs - map 59: added Dragonslayer as the second secret - map 21: gave the boss 40% damage resistance to BFG9K and Unmaker - map 23: decreased the bosses' damage resistance to BFG9K and Unmaker from 80% (as initially set by Mark-sensei) to 60% - map 26: proofed against a failure case of the exit gate not opening on cyberdemon's death (a game-breaking bug in BDv22test3's slaughtermap mechanics) - map 26: retextured the broken wall from RUBLE1 to RUBLEY - map 26: fixed misaligned textures in the pinkie corridor - map 27: added a fallback script opening that door on cyberdemon's dying OR missing for any reason, similar to map 26 - map 27: fixed a minuscule skybox error no one would have noticed ever - map 29: fixed the lifetime of ghost marines, should now despawn quicker after killing their targets - map 312: gave the boss 40% damage resistance to BFG9K and Unmaker - map 312: added Dragonslayer as one of the weapons on columns. This map is now entirely cheesable Guts style (the sword mows pinkies down faster than the boss spawns them) - map 32: gave the final boss boss 40% damage resistance to BFG9K and Unmaker Done March 31, 2024: - general: this is Chebskies v 1.19 BETA6, an emergency bugfix - general: added a patch for a game-breaking bug in BDv22test3: slaughtermap mechanics was causing cyberdemons to lose their ID and special. As a result, maps 26 and 27 were IMPASSABLE on UV because doors that should open on cyberdemon's death... Did not work. Done March 31, 2024: - general: this is Chebskies v 1.19 BETA5, a bugfix patch - general: fixed a black hole error in the upper cubemap face for maps 19, 20 & 21 (texture updated: KYSR9_UP) - map 28: fixed an ugly hole into skyboxes' underpants right at the map start (a side effect of me fixing broken map geometry earlier) Done March 25, 2024: - general: this is Chebskies v 1.19 BETA4 - map 29: reworked the Wham! episode mechanics. From virgin "the higher power struck them" to chad "you mercy-killed the tortured marines so their spirits stayed for a while to help you rek those arch-viles". With literal ghost marines dogpiling them, then ascending into the light shouting "gotcha, bitch!", "go fuck yourself" and other profound things. A fairy-tale befitting of marines! (if you neglect that, ahem, side-quest, *you* end up dog-piled by three archviles and a baron in a narrow corridor with no cover, next to a humongous field of corpses). New sounds: KYGM01..KYGM13 (a remix of existing voice lines with reverb) and ANGLCH01..ANGLCH09 Done March 24, 2024: - general: this is EMERGENCY FIX, Chebskies v 1.19 BETA3 - map 47: was IRREVOCABLY REKT, restored by copying from an earlier release. Then investigated - and found *why* Builder hated this map with a passion making its best to ruin it at every innocious edit. Turns out there were some artfully broken linedefs marked as "double-sided" with their back side facing the void and referring to it as "sector 0". No wonder Builder always tried fixing that "sector 0" filling the void with random crap. - map 47: minor texturing fixes - map 47: replaced *extremely weird* geometry of the two towers of the entrance gate (those solid walls between the windows weren't solid at all, just had their ceiling touching the floor) with proper void-filled *solid* walls. - map 47: automap prettification - map 25: fixed the plasmagun secret destroying the, well, plasmagun during its crusher cycling. Moved the weapon and the ammo into wall niches (too low for the player to fit, also protected by "blocks players" just to be sure) - map 25: got rid of DOORTRAK in the plasma gun secret - map 25: automap prettification Done March 24, 2024: - general: this is Chebskies v 1.19 BETA2 - map 05: investigated the retractable table *still* not working as intended and changed the activating button from "platform lower wait raise" with delay of zero (which in case of this line special means indifinitely) to "floor lower to lowest". This map, albeit with less adornments, was already in HESP and was already in UDMF even back then. This three-button-sequence was obviously designed as a *timed* puzzle at some point, as all enclosures have buttons to open them on the inside (with a functional 5-seconds delay). But Mark-sensei had obviously decided this timing nature was only bringing needless frustration so he changed closing times to infinity -- before time primeval, before we saw these maps in the first place. - map 05: fixed sound sequence overide for that table not working - was my typo. - map 16: fixed and optimized the highway overpass in my new skybox: a) removed some floating railing (never visible without cheats anyway); b) replaced lampposts at the highway's centerline with palm trees; c) set the road surface to non-textured (you can never see it without cheats anyway). Results in 60..75 fps on my favorite potato (where, I must add, I recently capped the GPU to 0.65GHz: when it was able to escalate to 1.3 as per manufacturer's wily marketing ploy, there was a random chance of a thermal shutdown because the fan controls react to CPU temperature while the GPU, in rare circumstances of fillrate overwhelming (thousands of blood decals close-up), can heat the chip (as per motherboard sensor) *very* quickly making it go over 90C while the CPU cores are still being at 75C and the fan spinning lazily at 3600 rpm. - map 16: fixed two doorframes in my new area shaded incorrectly - map 241: fixed one of those two accursed doors *still* being only openable once - added the missing "repeatable action" flag to one of its sides - map 241: fixed minor texturing errors Done March 23, 2024: - general: this is the Very Definitely Final Update, Chebskies v 1.19. It enhances breakability of stuff in the Mars chapter (Doomguy smash server!), adds an animated main menu background and fixes various small imperfections across all maps -- my farewell before I move away to other projects. - general: fixed potential breakage in dynamic skybox scripts that could have broken them if, say, the engine ran player disconnect scripts not as I expected it to. - general: fixed the long-standing bug with class PalmTree defined twice. Turns out, such class was not in BD but in core game resources (zandronum.pk3\actors\strife\strifestuff.txt ). Alas, you have to re-download EdayTest001-resources.pk3 because of that :( - general: upgraded monitor and other screens smashing mechanics to custom things for all supported screen types -- with args MARKED as being a line ID. As a result, Builder now displays linking arrows when you hover over them -- and a number of mistakes were found and corrected (like no link at all or two monitors of different sizes sharing the same ID - resulting in texturing errors when they were smashed) - general: cleaned old compiled ACS scripts from EdayTest001-resources.pk3 and re-compiled the (few) scripts. - general: created a TITLEMAP that now plays the role of the main menu background (with a camera flying through a map showing various promo highlights) - general: modified BDv21che restoring amall splash damage for plasma gun (was commented out). This fixes smasheable things being immune to plasma but may introduce other issues (like marine NPC followers harming you with their plasma projectiles). PLEASE NOTE: does not apply to BDv22! The vast majority of smasheable stuff is completely immune to plasma gun fire in BDv22! - map 01: upgraded breakable computer screens in the control tower to my monitor smashing mechanics - map 01: re-compiled scripts and re-saved the map from UDB - map 02: re-compiled scripts and re-saved the map from UDB - map 03: fixed one stimpack in the void - map 03: upgraded all breakable computer screens to my monitor smashing mechanics - map 03: fixed monitors in the ceiling (in the corridor beyond the right door from the start) breaking from your bullets flying *below* them. In fact, the "check switch height" was never implemented for hitscans in any source port, so you *have* to use invisible shootable things that swap the texture of a linked wall on death via ACS to implement shootable upper or lower textures. There is simply no other way to do this. - map 03: re-compiled scripts and re-saved the map from UDB - map 03: destructibility and sound effects of the server room backported from map 061 - map 03: removed unknown effects 7 and 8 from some sectors - map 04: re-compiled scripts and re-saved the map from UDB - map 04: fixed some pipes in a wall niche marked as a button for the northern elevator (my mistake) - map 04: added bubble streams to the water tank that contains the red key - map 04: upgraded all breakable computer screens to my monitor smashing mechanics and fixed one incorrect cross-link between two monitors that became apparent thanks to this - map 04: destructibility of some computer walls backported from map 061 - map 05: re-compiled scripts and re-saved the map from UDB - map 05: made the TV in the rest room breakable, screen filled with static (copied from map 17) - map 05: fixed an irrelevant unknown texture (inside a monster closet, never seen) - map 05: destructibility of a lot of computer walls backported from map 061 - map 05: finally realized that the retractable table was not working as intended (that's why it required you to crouch to climb out) and had a minor hole-into-skybox issue. Fixed. - map 061: re-compiled scripts and re-saved the map from UDB - map 061: fixed broken map geometry caught by UDB (minor things not actually affecting anything) - map 061: upgraded all breakable computer screens to my monitor smashing mechanics - map 061: made *all* screens and servers in all four computer rooms destructible - also made many screens around the map breakable. New textures: ECOMP32R, ECOMP30R, ECOMP29R, SILVER3R - map 061: added lots of server sounds, every server now uses randomized one, with lots of servers resulting in a nice cacophony... Until you smash. New sounds: KYSRVR01..KYSRVR07 - map 062: re-compiled scripts and re-saved the map from UDB - map 07: re-compiled scripts and re-saved the map from UDB - map 08: re-compiled scripts and re-saved the map from UDB - map 08: applied my new monitor smashing mechanism to the only two monitor walls present in this map (near the exit door) - map 09: re-compiled scripts and re-saved the map from UDB - map 09: applied my new monitor/server smashing mechanism to *a lot* of computer walls (it's a lab, after all). New textures: CONS5_1R - map 09: fixed insignificant geometry errors found by UDB - map 10: applied my new monitor smashing mechanism to the screens in the boss arena (including those big screens under the ceiling). - map 10: fixed two desktop monitors in the boss arena being non-breakable (three of those shootable glass-spawning things were all linked to the same monitor, leaving two monitors not linked). This again highlights the importance of visualization (in Mark-sensei's it was done via 80 script execute with linking done via script parameters -- which the Builder does not visualize) - map 10: fixed monitor sizes and made all scrreens smasheable in the office room just before the boss arena (the one where every key on every keyboard is a separate sector). - map 10: changed the TV in the cafeteria from a rare-earth texture to a standard TV filled with static (smasheable now) - map 10: applied my new monitor smashing mechanism to all the walls in the teleporter testing lab and to the static-filled screens near the map start - map 10: fixed the non-working teleporter that should open in near the map start when any player walks into the boss arena (only has any meaning in coop) - map 11: fixed broken geometry detected by UDB map analysis mode (sectors not closed and such) - map 11: removed unknown sector special 57 from several sectors. I *suspect* it was some sort of lighting effect but all my duckduckgoing turned up nothing. There is no "57" in the wikis. - map 11: re-compiled scripts and re-saved the map from UDB - map 11: applied my new monitor smashing mechanism to all the screens in the portal hall (so *many* of them, sob) and the screens in the hall that exits to the outside. Forgot that one laptop, but fuck the laptop. I'm SO tired of this. New textures: TRMNAL5R - map 11: made the window of the security booth into intact one-way unbreakable glass - map 11: fixed a HENIOUS bug of the exit airlock doors only opening once, then closing after 5 seconds... FOREVER. Made the switch repeatable and made the doors also open by using them from inside the airlock. - map 12: re-compiled scripts and re-saved the map from UDB - map 12: made the window of the security booth into replica of the one-way window from the prevoius map and deleted the copy of the security booth. - map 12: made the contrast between light and shadow sharper: garage from 144 down to 120, outdoor areas from 144 down to 128 plus colored pinkish blue (which made the light even dimmer). Reason: testing showed that the visible difference between sunlit areas and shadowed areas was often only the color (because coloring made sunlit areas visually darker, thus making their light 236 barely brighter than uncolored 144) - map 12: removed some forgotten things stuck in the void - map 13: re-compiled scripts and re-saved the map from UDB - map 13: reworked the train riding outro switching it to a flying camera (also making train move twice slower and increasing length from 10 to 20 seconds). Also fixed it. When I started debugging by slowing it to 1/8th speed, it turned out the scene was a desynced mess with all layers moving in disarray and then jamming by catching on the map boundary -- you simply could not see it because of everything moving too fast. New sounds: TRAINDZL - map 13: moved one crushed car that was touching sectors being modified by the cyberdemon breaking free - and thus ending up on top of the semi's hood. - map 13: fixed light level error causing a light strip on the semi blocking the tunnel. - map 13: removed the confusing dead end door from the red key building (which was former map exit) and put a bookcase in its place. - map 13: FAILED to clean the error messages that flood the console when you enter this map. Not even UDB could automate tracking those mysterious linedefs with incorrectly set flags (that do not affect anything as they are part of the skybox) - map 14: re-compiled scripts and re-saved the map from UDB - map 14: fixed broken map geometry found by UDB - map 14: fixed a small part of the nukage tunnels still having unknown effect 5 instead of damage nukage 5% - map 14: fixed a coffee machine stuck outside the map - map 14: destructibility of servers and screen walls applied to those inside the factory - map 15: re-compiled scripts and re-saved the map from UDB - map 15: re-textured the radio equipment in the room the marine captain is standing in (nothing there is breakable because it is assumed Doomguy would not shoot in a building full of civilian refugees) - map 15: removed the scratchpad area with sample trucks/buses - map 15: fixed *another* instance of sky visible through a building's overhang. That poor building, it suffered so much... - map 16: re-compiled scripts and re-saved the map from UDB - map 16: rearranged and upgraded the skybox to make the map feel less claustrophobic (also it was comparing badly to the now much flashier TITLEMAP I created by modding a half of this map!), also stretched one street a bity longer and added one more dead end parking lot. New textures: CITY17B - map 16: fixed broken map geometry I detected manually by accident -- UDB failed to detect those ultra thin secror slices - map 16: made three TV screens smasheable - map 17: re-compiled scripts and re-saved the map from UDB - map 17: fixed visual glitches when looking from under the grocery store's overhanging part of the building - map 17: made many small computer monitors smasheable - map 18: re-compiled scripts and re-saved the map from UDB - map 18: fixed broken map geometry detected by UDB - map 18: made several TV screens smasheable - map 18: fixed one distant semi far out of playable boundaries still being a 1000-wheel centipede - map 18: general automap prettification - map 40: re-compiled scripts and re-saved the map from UDB - map 40: fixed broken map geometry detected by UDB - map 59: re-compiled scripts and re-saved the map from UDB - map 59: fixed unknown textures (on the bottom of two doors) and removed all links to unused unknown textures - map 41: re-compiled scripts and re-saved the map from UDB - map 42: re-compiled scripts and re-saved the map from UDB - map 19: re-compiled scripts and re-saved the map from UDB - map 19: fixed insignificant geometry errors - map 20: re-compiled scripts and re-saved the map from UDB - map 20: fixed insignificant geometry errors - map 21: re-compiled scripts and re-saved the map from UDB - map 22: re-compiled scripts and re-saved the map from UDB - map 22: fixed insignificant mapping errors - map 23: re-compiled scripts and re-saved the map from UDB - map 23: fixed insignificant mapping errors - map 47: re-compiled scripts and re-saved the map from UDB - map 47: fixed broken map geometry detected by UDB - map 241: re-compiled scripts and re-saved the map from UDB - map 241: fixed broken map geometry detected by UDB - map 241: removed a few leftover links to unknown textures and unknown effects - map 242: re-compiled scripts and re-saved the map from UDB - map 242: removed one leftover links to unknown texture - map 25: re-compiled scripts and re-saved the map from UDB - map 26: re-compiled scripts and re-saved the map from UDB - map 27: re-compiled scripts and re-saved the map from UDB - map 27: fixed broken map geometry detected by UDB - map 27: removed unknown effect 8 from a ton of sectors - map 28: re-compiled scripts and re-saved the map from UDB - map 28: fixed one invalid linedef - map 29: re-compiled scripts and re-saved the map from UDB - map 29: fixed the two smaller pentagrams on the cathedral front missing (forgot to update to another texture while converting the map to UDMF) - map 29: removed one invalid linedef with no sidedefs separating void from void - map 30: re-compiled scripts and re-saved the map from UDB - map 30: upgraded to my new screen and server smashing mechanics (the UAC base in Hell) - map 30: deleted Mark-sensei's leftover earthside room and the vestiges of the two-way portal connecting to it. - map 30: removed a couple invalid linedefs with no sidedefs sticking out into the void - map 311: re-compiled scripts and re-saved the map from UDB - map 312: re-compiled scripts and re-saved the map from UDB - map 32: re-compiled scripts and re-saved the map from UDB Done February 21, 2024: - general: added placeable versions of EvilMarineRifle and EvilMarinePlasma - general: rearranged the composition again. Now individual files have no date in their name, only the archive does. If you want to download picemeal, check file dates yorself. Reason: too much hassle, required to change launcher pk3s every time. The old versions folder will only contain old full archives from now on. - map 062: changed wolfenstein nazis, who were spawning as evil marines on non-wolfenstein maps, into placeable evil marines. Much more stable, and there is always a GUARANTEED one with plasma, and as a bonus now have unique tags and obituaries. - map 062: fixed minor texturing errors Done February 21, 2024: - general: fixed two bad interactions with Brutal Doom 22: a) keys becoming invisible after teleporting (which made map 30 de facto impassable) and b) captured marines converted by archviles turning into nazis instead of evil marines - general: removed the forgotten debugging tag "why is no fucking work" from my customized archviles (was being displayed as monster name in the monster info overlay) - map 241: fixed two VERY broken doors in the blue key area that could easily box the player in an inescapable room Done February 19, 2024: - general: this is the 22-Rejoicing update, Chebskies v 1.18. If ADDS SUPPORT FOR BDv22 (specifically, brutalv22test3). - general: composition was completely rearranged. Use the new launcher pk3s. - map 11: added anti-frustration features: exiting to the arirfield requires a blue key which resides in the security booth next to the exit door where the button to open the red key's gate is. Reason: reduce SUFFERING. I bet 90% players would get LOST. Horribly lost. Because to open the gate that blocks the red key you'd have to go all the way back to the exit! But here's more: on Ultra Violence, kiddie gloves are off. The blue key is in a different location, there are no guarantees! Done February 18, 2024: - general: this is the GZDoomed update, Chebskies v 1.17 - focused on GZDoom compatibility (previously Chebskies only officially supported Zandronum and running it in GZDoom resulted in numerous bugs) - general: added clones of several monster classes with unique doomed numbers, specifically to prevent third party mods from replacing them thus breaking attached scripts - general: renumbered maps to reduce the naming mess and created intermediate stub maps at old numbers for people using console commands (a single-room map each, with one or two exit teleporters that lead to actual maps) - general: set "DTOLL" as the title screen music, thus solving a long standing problem of a short annoying lump playing ad nauseatium when using BDv21 on top of Doom2 - general: fixed mistakes in this log related to Dec 11, 2023 - general: replaced car models with a specially crafted model that looks exactly like cars made from map geometry looked in the hoary days of HESP - general: added two more car color variations: black and orange - general: added another car variation: crashed into something with front bent inwards and windshield smashed but otherwise intact - general: RIPPED the more detailed car model from EDAY test dec 16 as a rare car for special occasions - general: due to a weird scripting error (crying about "PalmTree" class being defined twice while it was clearly only defined once), in GZDoom all palm trees were replaced with much shorter, indestructible deciduous trees. Unfortunately, you have to start a new game to be affected by the fix :( - general: reworked the aracnorb to make this rare monster much more FUN and engaging. As a stand-in for the DN octabrain, he now fires similar themed psionic blasts. Individual blasts only inflict 10 damage but are weakly homing and aracnorbs spam much, insta-firing aggressively, keeping re-firing with target out of sight and dashing to and fro randomly while firing. New sounds: KYARNACT, KYARNFIR, KYARNHIT1..4 - a remix of unused icon of sin sounds found in BD21 (ICOLAUG and ICOSCRE); new sprite frames: KYFR A..P ( a remix of PBAL and FX98) - general: fixed errors in my walkthrough - general: fixed a syntax error in LANGUAGE that was causing the name of map 242 to be missing - general: included PAR times for all maps up to and including 242. Those are NOT pure run times but rather map maxing times, with all secrets and all kills. Because in BD trying to run by monsters is never a good idea. And EDAY map design punishes speedrunning. - general: fixed another NDv21 bug, blood splashes from shell casings landing in blood inflicting massive self-damage on player. - general: changed by revenant launcher in BDv21che. Instead of forcing to fire a volley of 4 unguided rockets on one ammo, the ammo count was quadrupled, primary fire costs 4 ammo and alt fire behaves like a normal weapon, costing 1 ammo to fire 1 unguided rocket. As a consequence, included Ammo.txt in my list of modded BD sources. - general: added damage type Psionic and player Death.Psionic (simplest death with no dismemberment variations) to BDv21che. Added Death.Psionic to monsters as duplicate of headshot death - general: re-organized my BDv21che integrating several bugfixes into the main source code - general: fixed the original bug in the BD bodies-affected-by-flames mechanism: were dropping health bonuses and other loot because technically they were dying in the process of switching to no-maggot versions. Also addedd fire deaths to bodies full of writhing maggots that lead to maggots disappearing. - general: fixed the BDv21 bug with imps thrown by revenants going through the player like ghosts instead of inflicting massive damage on impact - general: updated the version of BDv21che to brutalv21che-2024-02-18.pk3 . The latest chebskies requires it. - map 01: fixed texturing in the yard: several crates had their tops textured with ground instead of metal. And I only noticed when recording videos for Youtube. - map 02: proofed the advanced teleporting closets against breaking in third party mods - map 03: proofed the advanced teleporting closets against breaking in third party mods - map 04: moved a row of three armor bonus breadcrumbs from a corner onto the walkway I assume these were intended for. GZDoom Builder is a fine tool but it has its quirks, all too easy to move things by accident without noticing. - map 061: renumbered from 06 to 061 - map 061: increased the roar of the wind tunnel (was too quiet!) by making it 6 sound sources with differing pitch instead of just two identical ones - map 061: added a balcony to the wind tunnel jumping puzzle, falling out was too easy -- combined with the baron, that reeked of fake difficulty. - map 062: cleaned crap code from the script that opens the exit door when all evil marines die - also fixed the bug that allowed it opening when one last evil marine was still alive - map 062: renumbered from 49 to 062 - map 062: fixed minor texturing errors - map 062: fixed an inescapable corner between the northeastern cargo container and the fence - map 062: added the ability to fall out of the arena over the fence. There *are* ways to return (a ladder on the crane's base for the east side, ladders and a corridor with a lift inside the exit building on the west side), BUT you are guaranteed to be killed by the evil marines when you use either. So falling out is basically certain death but with more suffering than a mere sector special 115 "go splat". - map 07: replaced gate opening on all mancubi dying from a "Map07special" to an ACS script. Hopefully won't break now with third party mods. - map 07: rearranged the area around the building with elevator and fenced off the side of the balcony that was confusing some players. - map 07: proofed the arachno yard from sequence breaking in third party mods that turn Doomguy into a turbo bunny on steroids (in other words, I added invisible walls) - map 08: replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods - map 09: proofed the advanced teleporting closets against breaking in third party mods - map 10: fixed portal's upper surface not rendered in GZDoom (worked fine in Zandronum) showing the other side's clipped geometry - map 11: replaced the cyberdemons with irreplaceable cyberdemons to proof against breaking in third party mods - map 12: proofed the advanced teleporting closets against breaking in third party mods - map 12: added a "this opens elsewhere" message to the exit building's door - map 12: added a "this opens elsewhere" message to the exit door and moved the button closer to it - map 13: proofed the blue key ambush against sequence-breaking (using mods that add wall climbing and such) - map 13: replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods - map 13: fixed the positions of cars in pileups smashed by semis. Reason: previously, the editor couldn't show them as models, I placed them guessimating by the sprites and it looked wrong anyway (I suspect the cause was a MD3 file with .md2 extension: the engine could but Builder couldn't) - map 13: changed two cars to be smashed into one another, using my new "crashed car" variation - map 13: stretched the mid part of the car carrier's flatbed. Reason: my new car model is notably wider. - map 13: more car varieties and colors - map 13: fixed the shotgunner on the semi cab's roof being stuck and permanently paralyzed - map 13: fixed a texturing error on the power line cables overhead between the entrance and the trainyard - map 14: geometry fixes around the outflow arches: Zandronum was rendering that wall just fine but GZDoom was getting confused rendering sky instead - map 14: fixed the smashed car pileup - map 14: switched all intact cars to randomized color - map 14: fixed minor errors with the floating trash 3d floor in the river (the sectors under the overhanging pipes was missing it) - map 15: replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods. It was especially vital here because the important plot progression script is run by that cyberdemon on death! - map 15: switched all intact cars to randomized color - map 15: added safety rings to the ladder of the secret building: losing 16 health because you failed to jump dom safely was no fun. - map 16: proofed the advanced teleporting closets against breaking in third party mods - map 16: improved texturing of the collapsed tunnel between the two city halves - map 16: switched all intact cars to randomized color - map 16: fixed one window being unclimbable because couch back was too tall. - map 16: minor geometry fixes in the burger joint's kitchen - map 17: replaced the cyberdemons with irreplaceable cyberdemons to proof against breaking in third party mods - map 17: proofed the advanced teleporting closets against breaking in third party mods - map 17: fixed the smashed cars placement and changed some cars into ones crashed into each other or semis. - map 17: switched most intact cars to randomized color - map 17: added a car crashed into a tree with skidmarks behind it. Reason: long time ago this map had one but Mark-sensei deleted it while switching the cars to models - map 17: added a rare car variety, kind of a red sport car at a rich house - map 18: replaced the cyberdemons with irreplaceable cyberdemons to proof against breaking in third party mods - map 18: proofed the advanced teleporting closets against breaking in third party mods - map 18: switched most intact cars to randomized color - map 18: fixed the mech secret NOT WORKING in GZDoom. i.e. that map was only maxable in Zandronum. Unexpected discrepance in code bases, I'd expect identical behavior but no, these engines treated certain trigger linedefs differently. - map 18: fixed the red skull key secret NOT WORKING in GZDoom (the switch height check again) - map 18: replaced the two cars in the UAC building's parking lot with two black rare cars. Let's pretent those piles of polygons are limos. - map 18: automap prettification - map 18: made one fence block players: it was possible to jump over it by standing on a parked motorcycle, then it was inescapable garden. - map 18: fixed music not switching back to map default every time you exit the mech as designed - map 18: changed the secret exit opening script from script 3 to a named script. Reason: I encountered a freeze when pushing that button when recording the video. It looks like a micro-freeze in the video, but in reality it was more than ten seconds long, I was about to kill the non-responding GZDoom from the Task Manager. Who knows how many "script 3"s the BD itself has? The only explanation to me is that GZDoom does not replace global numbered scripts with numbered map scripts but... adds? Some weird behavior here anyway. - map 18: fixed top antennas hanging too low and doubling at 1142,4000 - map 18: fixed the mech bay's alarm not stopping after 10 seconds as designed - map 18: fixed texture alignment on the burger joint's roof fans (scaled texture was rendered incorrectly in GZDoom only; worked fine in Zandronum) - map 40: replaced one revenant with an aracnorb. Reason: two-story corridor was too low, you could bump into revenant's head while walking above him. - map 40: switched all intact cars to randomized color - map 40: improved the movie theater's board texture - map 40: fixed the fence around the starting roof so that your rockets won't blow in your face if you try shooting through it. - map 40: fixed the elevator doors clipping through corridor wall - map 41: changed the music to EDMU13 - map 41: moved the outdoors aracnorbs so that they only see the player and engage after he detonates the condemned building and goes for the red key - map 41: corrected horizon when viewed from the high window in GZDoom (had no noticeable problems in Zandronum) - map 41: moved parts of the map geometry ( the area inacessibkle to the player) to the top layer. Reason: retreat-happy monsters like aracnorbs were getting lost behind buildings thus ruining maxability - map 42: proofed the advanced teleporting closets against breaking in third party mods - map 42: fixed the super secret button that could be activated by simply punching the wall below it. The button is now not shootable -- you have to *press* it - map 42: fixed weird beahavior of the secret created by me (the climbable wall was emitting button press sounds when player touched or moved over it -- this never happened in Zandronum) - map 42: fixed one secret not marked as a secret - map 42: fixed minor texturing errors - map 19: made the train incoming on the right a one-time event, no looping - map 19: fixed a syntax error, script was not compiling in UDMF + Zandronum ACS mode (the built-in function known as Sector_SetDamage instead of SetSectorDamage ) - map 19: replaced the cacodemons with irreplaceable cacodemons to proof against breaking in third party mods - map 19: made trains less solid to decrease the chance of them getting stuck on monster guts. Also added monster pushers to all walls of the second timed sequence, to keep monsters away from walls where the train's side walls (still solid!) may get caught on their corpses - map 20: replaced the cyberdemons with irreplaceable cyberdemons to proof against breaking in third party mods - map 20: fixed the smashed car pileup, moved some cars because too tightm the new model is bigger and used a rare variation for the car parked askew - map 20: stretched the parking spots in the multi-story parking and removed some cars and spots that did not fit. Reason: my new car model is notably wider. - map 21: stretched the parking spots of the the roof parking and removed some cars and spots that did not fit. - map 21: replaced the cars overhanging the pit with rare f--ouled up cars: these have actual wheels and textured bottoms. I'm sure this map was designed with them in mind. - map 22: replaced the cyberdemons with irreplaceable cyberdemons to proof against breaking in third party mods - map 23: replaced the teleporting of cyberdemon minions with monster closets, also upgraded multiplyer minions from cyberdemon runts to regular cyberdemons - map 47: proofed against sequence breaking - map 241: proofed the advanced teleporting closets against breaking in third party mods - map 241: replaced monsters teleported by scripts with irreplaceable versions - map 241: renumbered from 48 to 241 - map 242: proofed the advanced teleporting closets against breaking in third party mods - map 242: renumbered from 24 to 242 - map 242: created a new area for the alt start, near the former position of the secret with two knights. - map 242: the secret with two knights got relocated to the main start (which would be rarely be used, only if player came from the secret map without finding it's own secret exit back to the mainline) so that corner would be an "ass end of nowhere" in most playthroughs, a good place to tuck a secret in. The secret got modified, too: the opened closet is NOT visible due to illusionary cliff face. - map 242: added one more secret with health in a corner I was planning to but forgot to finish it back in 2018. - map 242: fixed texturing and light levels on the exit gate. - map 242: maxability re-confirmed (in Zandronum 3.0) - map 242: fixed the yellow key ambush by closing off the soulsphere secret with "block monsters". Reason: many monsters were getting caught in that nook, crowding there uselesly like fish in a barrel - map 242: fixed the silent monster teleporters in shrubbery (which prevent imps crowding in certain places) to, hopefully, avoid teleporting grenades (by adding the "front side only" flag). - map 242: fixed the script moving the player to the alt start: is now facing the corect direction - map 242: maxability re-confirmed - map 25: replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods - map 25: removed one broken special effect from one bloodfall - map 26: replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods. It is especially important here because he unblocks the map exit on death! - map 26: replaced the cacoes launched by script with irreplaceable cacoes to proof against breaking in third party mods - map 27: replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods. It is especially important here because he opens his arena's door on death! - map 27: proofed the advanced teleporting closets against breaking in third party mods - map 27: fixed fireball launchers trap around the blue armor not activating in GZDoom - map 28: replaced monsters teleported by scripts with irreplaceable versions - map 28: proofed against sequence breaking - map 28: proofed the advanced teleporting closets against breaking in third party mods - map 28: fixed minor glitches in skybox geometry - map 29: replaced monsters teleported by scripts with irreplaceable versions - map 29: rotated the pain elementals to match the changed shape of their closet - map 29: changed sound zones and removed ambush flag from the lost souls in the closet that opens when you grab the blue key. Reason: it was way off the beaten path - map 29: fixed the library door making default scifi sounds on on ultra violence (wrong skill flags on the sound override thing) - map 30: added a new monster variation, Stoneskin Pinky, to serve as tanks for the end-map archviles. The same old pinky but with 2000 health and 700% vulnerability to fire and ice (for those familiar with D&D lore). Revert to regular pinkies when the archviles are dead. - map 30: replaced the cacoes and pain elementals launched by script with irreplaceable versions to proof against breaking in third party mods - map 30: replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods. - map 30: fixed a bug in stoneskin pinkies that was ruining maxability - map 30: fixed HOM effect due to two monster closets having ceilings lower than doors - map 311: renumbered from 31 to 311 - map 311: fixed four armor bonuses down in the lava instead of on a rock bridge - map 311: fixed glitchy sky in the blue key arena - map 312: changed the multiplayer boss to fire megapinkies instead of regular pinkies. These are bright purple, 10x health, have no vulnerabilities. The bosses' limits are 1/10th of the UV version. Reason: bruh, *any* multiplayer model would die a stuttering laggy death on such a slaughterfest. - map 312: renumbered from 50 to 312 - map 32: removed debugging information about bosses attack cooldowns shown on screen Done December 17, 2023: - general: this is the Enigma update, Chebskies v 1.16 - general: I hereby declare chebskies having achieved the Gold status. There shall be bug fixes, because nothing is ever perfect, and final BDv21che bugfixes I promised earlier, but that will *really* be somewhere in 2024. And then, after time unknown, it shall ascend to Platinum. But that is a tale for another time. - general: fixed a BD bug: nazis were being killed by the gore janitor script (a very hard to catch, it only activated after they teleported). The BDv21che version required updated! - general: patched a EDAY bug, german dogs were being killed by the gore janitor script - general: maxability confirmed for maps 40, 59, 41, 42 -- meaning the set is now COMPLETE - general: maps polished to perfection: 40, 41, 42 - general: added maps 40, 41, 42 to the walkthrough -- meaning the walkthrough in now complete. - map 40: converted to UDMF - map 40: made the berserk secret reliably registering - map 40: automap prettification - map 40: redesigned the movie theather hall: twice more rows (this map isn't a perfect copy of the Duke map anyway), halved the seat back's height and restored low light levels. New textures: TLITE6_Y (a clone of TLITE6_1 without glow attached) - map 40: redesigned the projector room area using 3d floors. New textures: DOOR05E - map 40: added antenna to the comm tower - map 40: redesigned the area around the exit. Reason: sanity check. Doom has no jetpack and so no jetpack-related secrets high up so making buildings more solid was a possibility. - map 40: redesigned the secret window a little (the one matching Duke's aappartment secret in duke 3d e1m1), less standing out - map 40: added more buildings to the starting area's fringes to prevent looking in to the skyboxes underpants - map 40: added 20 damage to the dumpster on fire, including edges - map 40: fixed the messed up texturing on the breached movie screen - map 40: removed the "mars ambience" from the exit signs: was creating stupid columns of fog. Replaced with specialized light shafts from EDAY repertoire. - map 40: renamed the map from the iconic "Hollywood Holocaust" to "Movie Night Out". Because sirisly. - map 59: marked the megasphere cage as a secret thus increasing their number to 1 - map 41: converted to UDMF - map 41: automap prettification - map 41: corrected texture scale on the condemned building - map 41: evicted moved most of the surrounding cityscape (except the chunk of the trailer park cacodemons come from) to a top layer, added several simple buildings to it and added antennas to comm towers. - map 41: added a climbable ladder to the sewer hatch - map 41: added a *fourth* variation of demon porn to the adult film cabins (those with paper towels in them) and a special zombie suffering from it. Delightfully offensive and decidedly hilarious. Reason: H-Doom moved ahead from the point Mark was quoting it... With more monster designs... New textures: ZZPORNT..Y; new sprite frames: FRAA T..X - map 41: added posters and replaced the secret to Wolfenstein from a misaligned wall texture to a wall with a poster that is not a movie or game poster but an actual ww2 nazi poster copied from EDAY resources and downscaled -- and its overal color matches that of the wall making easy to overlook. New textures: ZZNAZIY, POSTERW, POSTERV, POSTERX - map 41: made player unable to be catapulted out of playable boundaries into the trailer park over the fence - map 41: made the porn booth entrances soundproof and their curtains NOT openable by monsters from the outside (the herd of shotgunners just outside was activating them by walking around and bumping into them) - map 41: marked the blue armor as a secret thus increasing their number to 6 - map 41: fixed the shotgunners behind the red door waking up prematurely and grunting through it (both sides of the doorframe were a single joined sector, thus screwing up sound zone boundaries) - map 41: retextured the secret exit room to obsidian. Reason: I put so much effort into creating this obsidian tileset back in 2018, but it is too dark to use anywhere! Well, not anymore. - map 41: moved some monsters on distant rooftops to the front edges. Reason: a lost soul ruined my test run's kill count by being so deep the roof edge blocked its line of sight and it never woke. - map 42: converted to UDMF - map 42: automap prettification - map 42: replaced the MG42 generated from a bfg spawner detecting wolfenstein map to a placeable MG42 + 200 ammo - map 42: replaced ammo clips in the ammo storage with placeable mp40 ammo and ammo boxes with shotgun shell boxes. Why would nazis, all armed with mp40s, keep stocked up on NATO intermediate cartridge? - map 42: replaced a plasmagun surrounded by rocket boxes with a rocket launcher: assumed it was a mistake. - map 42: set all ceilings of prison cell doors to undefined: were generating ugly parallax effect when rising above you, the grates filled with a sliding cobble texture. - map 42: added a most sadistic new secret with three armor bonuses hidden inside, not showing on the automap unlike all other secrets. Also serves as a red herring for the MG42 secret. - map 42: fixed and rearranged paintings in the library secret - map 42: upgraded the backtracking ambush with my advanced teleporting closet. As the monsters are deployed still sleeping, I used different spots: hand-picked ambush positions for nazis (whom I made deaf) and tightly packed packs of teleporter dests for dogs, who are NOT deaf and will hear you when you fight in appropriate sound zone, wake up and swarm towards you. - map 42: replaced all evil marine spawners (TID 736) with regular placeable nazis (TID 0). Purists would have to DEAL WITH IT. That setup was an unstable scripting nightmare. - map 42: improved abyss fringes where player can fall off the wall: no more splattering against the sky with the bottoms of castle walls hanging in it. - map 42: replaced kitchen doors with swinging polyobject doors - map 42: applies sound effects to all doors and elevators. Now this castle sounds real medieval. - map 42: made the invulnerability secret shallower - map 42: various minor texturing fixes - map 42: fixed a STUPID case of you never getting 100% kills unless you activated the crusher in the torture room. Trivia: there was a lone nazi in a detached room in the void, the floor and ceiling combination marking textures marking it as a "wolfenstein" map thus making *all* evil marines to spawn as nazis and the bfg to spawn as a MG42. That room was also a crusher activated by the same switch -- an ingenious way to eliminate that dummy "marker" nazi. Buuut, what if the player haven't activated that crusher? - map 42: moved one dog in a dead end kennels room. Reason: it was deaf, never waking up until you checked that entire room thus causing a nasty "last straggler" problem for perfectionists. - map 42: fixed many sound zone boundaries - map 42: fixed lightposts from randomly rotated 3d models (fluorescent too!) to their historical sprite forms. Sprite frame PSTE B ripped from EDAY as PSTE Y - map 42: transformed bookcases with tops higher than room ceilings into solid voids. Reason: were creating false impression of possible secrets showing on automap as non-solid walls - map 42: fixed the inescapable corner behind the chair in the torture room Done December 13, 2023: - general: shortened one sound effect in half (forgot to do this in the big update, remembered just now) - map 312: remembered to fix one blunder in the minion infighting mechanics (I was going to, but forgot to do in the big update) - fixing it took actually less time than launching the game to see if it worked. Done December 11, 2023: - general: this is the Inferno update, Chebskies v 1.15 -- a preliminary release candidate of EDAY 001 Gold - general found out my favorite stuffed bear was stuffed with dirty socks (in other words, gazed into the BD code under the hood. The code gazed back.) The BDv21che version required updated! Reason: fixed the CVARS script. Sorry that you have to download 80+ megabytes again because of a change that weighs less than one kilobyte, but I simply... coudn't... - general: maxability confirmed for maps 47, 24..26, 28..30, 32 (i.e. now ALL mainstream maps are maxable, with the sole exception of the old secret maps 40..42) - general: maps polished to perfection: 47, 24..26, 28..30, 32 - general: added maps 47, 24..26, 28..29, 50, 32 to the walkthrough. - general: imported music D_BUNNY from HESP. Reason: the finale after you beat the end boss is very old (dates back to HESP) but it tries playing that victory music... And fails because it is missing from both BDv21 and EDAY001. - general: changed rolloff for some sounds from default to having full volume at longer distances: dragging metal squealing; metallic door slam; stone door slam - general: new sound sequences: stone grinding ends in a splash - general: fixed errors in sound definitions (like flesh sound not working for doors) and increased lousdness of some by merciles compression - general: added a variation of mech that cannot jump (says jump jets offline). New sounds: KYSNDBZZ - general: added permafrost deaths to mummy, duke of hell, arachnorb, volcabus, ancient arachnotron. New sprites: FZDYA0, FZDYB0, FZDYC0, FZDYD0 - general: tweaked mummy's extreme death. Less meat, more bones. - general: improved the purple sphere pickup sound - general: fixed Duke of hell a bit, does not try replacing himself with a vanilla cyberdemon when vanilla monsters are on. He stays as he is because there is nothing in vanilla to replace him with. "Vanilla" itself is a stupid idea, in my (definitely opinionated) opinion. - general: increased the required version of Zandronum 3.0 to 3.1 Everything still works in 3.0, but the final boss may look a bit smaller than normal in multiplayer. - general: fixed the fountain sound to pre-existing BD water flowing sound but short distance (500). No more fountains setting the ambience for half the map! - map 01: fixed the scripted fight between marines and imps outside not working properly (by some weird reason, the marines were fighting a single empty spot while the imps were completely missing) - map 03: fixed a bug in my ATCs (advanced teleporter closets). First my upgraded version Mk II (with shape improved to guarantee thicc mobs like mancubi and arachnotrons never ever getting stuck) failed craptacularly when applied to map 24. A lot of those thicc mobs got stuck on their first try :( Truly "better is the enemy of good". I haven't noticed it before because all the maps where I used Mk II had enough space that monsters never cycle en masse waiting for a free spot. Then I looked back and realized that Mk I could malfunction in a similar manner (the tip of the main belt and the edge of the safety margin pushing two monsters in opposite directions resulting in a deadlock) it was just so improbable I never saw it happen. The requirement: the distance between that tip and the margin must be larger than the diameter (two radii) of the thicciest mob in the closet. - map 09: fixed the ATC bug - map 12: fixed the ATC bug - map 17: fixed the ATC bug (now each cyberdemon has his own ATC, special solo version for extra thicc bosses). - map 17: fixed one pillow on one bed in one building having been accidentally deleted resulting in a bedsheet-colored pillar in its place - map 18: fixed the ATC bug - map 47: retextured doorframes and elevators, got rid of DOORTRAK everywhere replacing it with GTOLDF02 and METAL10 , whichever fit better. Reason: not medieval enough. Also added chains moving with the floor to some elevators (and will do the same for other Hell maps) - map 47: applied new sound effects to all doors and elevators. - map 47: fixed one bogus secret preventing maxability - map 47: maxability confirmed - map 241: fixed the ATC bug - map 241: fixed the alt entrance potentially trapping coop players inside - map 241: hunted DOORTRAK to extinction - map 241: applied new sound effects to all doors and elevators. - map 241: changed the blue key area with some more doors for more player suffering (also removed the deaf flag from three monsters) - map 242: hunted DOORTRAK to extinction - map 242: applied new sound effects to all doors and elevators. - map 242: made the coffin trap undetectable and unnoticeable until sprung - map 242: upgraded the teleporting monster closets (all six of them!) to my advanced design with 100% reliable deployment, for guaranteed maxability. - map 242: maxability confirmed - map 25: marked one door requiring blue skull key with appropriate skull side panels - map 25: fixed one candle inside an bookcase, now a proper bookcase with a candle on its empty shelf - map 25: fixed health bonus breadcrumb row under a 3d floor bridge instead of on top of it - map 25: hunted DOORTRAK to extinction - map 25: applied new sound effects to all doors and elevators; added ambient sounds. - map 25: restored some roasting humans to non-charred variations - map 25: fixed the indestructible fireball trap counting as a monster thus ruining your kill count - map 25: fixed the revenant marching algorithm - map 25: fixed texturing errors - map 25 maxability confirmed - map 26: hunted DOORTRAK to extinction - map 26: applied new sound effects to all doors and elevators; added ambient sounds. - map 26: restored some roasting humans to non-charred variations - map 26: upgraded some railings in the cellars from *really* ancient "custom invisible bridge" things to walkable+ shootable midtex - map 26: fixed two armor bonuses stuck inside walls ruining your item count (my fault :( ) - map 26: fixed three armor bonuses under a 3d floor bridge instead of on it - map 26: fixed ceiling height of the bfg secret - map 26: maxability confirmed - map 28: hunted DOORTRAK to extinction - map 28: applied new sound effects to all doors and elevators - map 28: reworked the four-archvile surprise: now two of them teleport away when they leave their niches -- to begin a scripted march across corpse fields to meet you somewhere on the sky bridges! :D - map 28: added two health bonuses to the altar as a shmuck bait for the player to release the archviles prematurely. - map 28: reworket the lost souls trap to use my advanced teleporter closet, for guaranteed maxability. - map 28: fixed minor texturing issues - map 28: reshaped bridges in the yard where the red key niche is. Now are not ugly (were because of me fighting to resucitate dying framerate and thus adding dog-legs to the map) - map 28: added +200 MG42 ammo to the blue armor secret - map 28: partly get rid of the pre-UDMF textures with scale and rotation set from TEXTURES. - map 28: maxability confirmed - map 29: hunted DOORTRAK to extinction - map 29: applied new sound effects to all doors and elevators - map 29: improved the yellow key trap algorithm - map 29: removed one unnecessary volcabus replacing him back with a mancubus - map 29: reworked the Wham episode into actual game mechanic: mercy-killing all the tortured marines also kills the FUN archviles - map 29: doubled the number of mummies in the monster closet (replaced pinkies with them earlier this year): mummies are not pinkies, their strenth is their numbers! - map 29: marked two secrets as secrets, thus increasing their number to 5 - map 29: connected one room to another room's monster closet so that when it opens they become one. Reason: the annoying last straggler problem, normal backtracking route was bypassing the five pain elementals trap leaving those sad and unloved. - map 29: maxability confirmed - map 30: added instant death to the bottom of the abyss - map 30: fixed two armor bonuses stuck in the void thus ruining your item count - map 30: applied new sound effects to all doors and elevators - map 30: exterminated DOORTRAK everywhere outside the UAC base - map 30: added an aquarium and a secret mech bay to the UAC base - map 30: widened many passages and heightened some doors so that you can bring the mech to the central round hub area. - map 30 fixed several texturing errors - map 30: maxability confirmed - map 311: hunted DOORTRAK to extinction - map 311: applied new sound effects to all doors and elevators - map 312: hunted DOORTRAK to extinction - map 312: applied new sound effects to all doors and elevators - map 32: changed the bosses' minion spawning mechanic and the crowd composition. Reason: to reach maxability, had to make all monsters explode when the boss dies -- for which I needed to give them a TID when they spawn. BUT their spawning mechanics, turns out, were buried so deep in the hardcoded engine innards (the Doom2 boss cube) so I'd have to recreate all that jazz by hand. Too lazy, I simply made my own mechanism with gambling and loose women. My spawner cubes are monsters whom the boss spawns inside an advanced teleporter closet. They are then teleported to random spots mid-air and fall slowly to the ground. When they see the player they make a "Boo!" sound. These cubes are physical, they can be shot and perform monster spawning on death. What gets spawned is controlled via lists I composed myself. Include some really rare monsters never seen before. So as you can see, you will NEVER get telefragged again, and no monster will never pop in your face unexpectedly when you are about to shoot a rocket. They can fall on your head, though :p As a downside (or FUN, decide for yourself) I amped those lists that can now include mini-bosses when the Boss goes into his last stand mode. Ancient arachnotrons, dukes of hell, volcabi, archviles -- that sort of "fun and balanced". New sounds: KYBOCUB1, KYBOCUB3 - map 32: finally noticed and fixed a great blunder in bosses' attack patterns (inheritance was NOT working -- DECORATE classes do not behave like classes with virtual methods, ancestor's state's Goto leads to ancestor' states instead of inherited ones). As a result, ITYTD version became WEAKER and the UV version became STRONGER, and the coop version is INSANE. I have completely reorganized the code gathering every state in a single class, and key parameters are now controlled via arguments you set in the map editor. - map 32: made the boss turn literally red (performs a palette swap) when he goes into the last stand mode, emitting an unholy roar. I was unaware this was even possible until I noticed Mark-sensei's scripts for coloring dresses on mannequins in map 20. - map 32: fixed a tiny problem with the boss retaliating each time he flinches, by clearing attack cooldowns: using a minigun resulted in... him spamming a powerful attack non-stop because he was flinching non-stop. I added a cooldown to that cooldown-clearing retaliation. - map 32: fixed a blunder where you could flinch the boss before he roars, thus preventing both the roar and the health indicator from appearing (minigun again) - map 32: improved bosses' nuke launch sound - map 32: changed map geometry (more open sky, less cave ceiling) and made bosses' seeking thunderbolts die if they touch the edge of said ceiling -- e.g. they can only exist under open sky now - map 32: changed the map geometry again adding a tunnel below the southern part of the arena connecting the "horns" of the icy lake so they stop being deathtraps. Moved some ammo there. Don't get over yourself about having cover: if you hide there, what would happen? You get swarmed, the tunnel is narrow and slippery, the boss switches to spamming thunderbolts nonstop... It's a deathtrap :D - map 32: replaced the bosses' thunder attack animation. Reason: with him enlarged, his flashing upper arms remained above the upper screen edge most of the time, leaving you with no clue to the bosses' actions. New sprites via simple retouching and frankensteining: ICOT frames ABCDEFGHIKLMNOPQRSTUVWXYZ, all front only of course. The animation is still inexpressive crap but it gets the job done. - map 32: tweaked the thunderbolts appearance, mostly their death animation - map 32: fixed the bosses' fire breathing animation (ICOA frames E nnd F): I desaturated the yellow flame, to look like frost breath then added mist-like whitish overlay. - map 32: fixed the bosses' sprite clipping through the arena edges if you looked around while he was still rising. I decreased his initial scale from 10.0 to 8.0, a script enlarges his sprite slowly from 8.0 to 10.0 starting at the moment he sees you, creating also an impression of him coming closer to loom. Requires Zandronum 3.1 to work in multiplayer, see Zandronum 3.0 bug https://zandronum.com/tracker/view.php?id=3847 fixed in 3.1 - map 32: maxability confirmed Done December 04, 2023: - general: this is the Gauntlet update, Chebskies v 1.14. - general: introduced variations of pink, regular and gold soulspheres that do not count as items - general: maxability confirmed for maps 22, 23 - general: maps polished to perfection: 22, 23 - general: added maps 22, 23 to the walkthrough. - map 22: removed two pain elemental closets at map start: the tanks smashed them instantly, then resulting lost souls could get lost and go dormant thus ruining your kill count - map 22: fixed one ambushing imp at map start never waking up thus ruining your kill count - map 22: fixed several spectres in a cave never waking up unless you walked inside -- thus ruining your kill count - map 22: replaced soulspheres along the route with specialized versions that do not count as items (you travel it in a vehicle, no time to grab them -- thus ruining your item count), also varying with difficulty: gold on ITYTD, regular on HMP, weaksause pink on UV. - map 22: fixed the exit elevator making no sounds (broke with the previous updates) - map 22: introduced additional scripting that makes straggler demons that are most likely to be overlooked by the marine NPCs march towards the castle. - map 22: removed one large rock shelf near the passage between the map's halves. Reason: the helicopter was glitching and falling through it if you landed on it to disembark. - map 22: improved texturing in the exit elevator - map 23: improved texturing in the entrance elevator - map 23: fixed the bosses health indicator not showing in his second stage (UV only) and him not roaring as designed. - map 23: applied new sound effects to all doors and elevators. - map 23: synced the castle's looks with the next map (48) by removing the old skybox faximile and inserting simplified architecture copied from the next map's top layer. Done December 03, 2023: - general: this is the Necro update, Chebskies v 1.13. - general: new sound sequences: clanker slow; clanker fast; scraper long and resounding; scraper hell everydoor; super secret mechanism gears; rattling hell elevator #3; rattling hell evevator #4; flesh platform reimagined and fixed - general: fixed a blunder in my placeable MG42. The weapon picked up did not have a weapon slot assigned and could never be selected. - general: improved the clones of BD mummies I am using in acouple maps here: set their radius to 16; set their pain sound to revenant pain; decresaed their weight from 500 to 150 (dem bones!); added headshot death variation (instead of simply asploding on headshots); made it kickable (each BD monster has to support a kicked state and propel himself in appropriate direction -- this is no player's mechanic) and made it react to backsliding properly (something between an imp and a zombie - mummy is strong but light, easy to knock down); set proper zero damage vunrerabilities for non-damage AOE damage types (like applying blood to player's melee weapons or making splashes in water -- a ton of stuff in BD is expressed as custom damage types) - general: maxability confirmed for maps 59, 27 - general: maps polished to perfection: 27 - general: added maps 59, 27 to the walkthrough. - map 40: changed the normal exit back to leading straight to map 41, the secret exit I fixed earlier now leads to map 59 instead - map 59: imported PSMAP59 "Club Doom" as PSXM59 into my project to play the role of yet anoter secret map, thus increasing the number of secrert maps to 5. A silly tiny map with only 3 rooms :) Normally works as a super secret map injected into the Doom2 campaign by BDv21. I doubt anyone ever saw it because the secret that leads to it is of the "hump all the walls" variety. The part of doom that did not age well (some may disagree). - map 27: fixed a shameful blunder of mine with the bottoms of abysses missing action 115 instant death - map 27: fixed an error caused by me implanting a half of HESP map 28 into it: one of the actions of the hardest secret was also opening a wall in that area prematurely. - map 27: fixed horrible blunders in my optimized multi-part skybox that made it murder the framerate instead of helping it - map 27: automap fixes - map 27: fixed a bug with two monster closets never opening thus preventing 100% kills (my oversight while porting HESP28 by hand from Boom to UDMF format). Those poor chaingunners, unloved and abandoned to never see action :(... - map 27: changed the super secret's mechanics from line specials to scripts; gave it it unique sounds; increased its elements timeouts from 6s to 7s; changed the loot inside: now the Unmaker only shows at low skill levels and there are BFG 10K and MG42 instead. - map 27: fixed the BROKEN bfg secret / escape from the moat of hurt (was impossible to get out, joined sectors it relied upon de-joined at some point without me noticing) My fault again :( - map 27: fixed the only teleporting monster closet's door to open repeatedly (for the astronomically small chance the chaingunners inside failed to see you) and added another trigger to it. - map 27: fixed some cosmetic details I forgot to convert while porting HESP28 by hand - map 27: replaced the 20 pinkies with 30 mummies. They play roughly the same role, are slower (thus less dangerous) and much les polished -- BUT! The crypts, man! Must have undedad! - map 27: prettied some teleporters up - map 27: fixed the exit door of the soulsphere + blue armor secret not functioning properly when the crusher on the other side was active (required a lot of tries and guessing crusher timings to open it). - map 27: fixed misaligned gray stone ceiling in the area ported from HESP28 (those areas were designed with some stones missing, specifically for this texture -- I did realingn imperfectly when porting, it seems) - map 27: fixed two monster closets with variable monsters: cacoes and revenents would spawn inside each other on "Hurt me plenty". - map 27: upgraded the teleporting monster closets to my advanced design with 100% reliable deployment, for guaranteed maxability. - map 27: fixed the purple sphere in the purple sphere secret being too far away to pick up and the secret itself not marked as a secret - map 27: applied new sound effects to all doors and elevators. Done November 30, 2023: - general: this is the Terra Maximus update, Chebskies v 1.12. - general: changed the project's composition. Now includes a fully functional Brutal Doom v 21che with all fixes embedded internally - and chebskies.pk3 force-loads the appropriate version of it, not the original BD v21 . The final form will most likely be modified BD + modified EDAY incorporating all my modifications, with no separate chebskies.pk3 - general: fixed my version of BD PK3 removing duplicate lumps - general: fixed bugs in my bug fixes (some classes were replaced several times by different bug fixes) - general: integrated all my BDV21 bug fixes into a standalone BD PK3 (v21che). A sad day for download sizes because BD weight 83 megabytes while all my modifications combined weigh only 0.7 - general: fixed BDv21 bug with demon strength rune and the invisibility dropped by spectres counting towards item count - general: fixed BDv21 bug with the enemy tank counting as two monsters and two kills (thechnically, the hull and the turret *are* two separate monsters, the hull roaming and the turret being warped to it with each animation frame). - general: fixed BDv21... let's call it a bug, where revolver's alt fire was unloading and reloading with different ammo (shotgun shells / rifle bullets). A cool idea but conflicting with player's reflexes to aim with iron sights. "Oops, I unloaded it again and got eaten". I changed the revolver to do this on "special action/dual wield" in stead. The animation is a bit wonky, will address that later. - general: fixed BDv21 bug with fire deaths trying to play a missing sound (Mark removed it since v20 because it was really ill fitting). I crafted a replacement crackling sound for these - general: fixed a bug in my revenant restoration: his dumb missiles were becoming homing if underwater! - general: made the revenant missile launcher's primary fire seeking fireballs instead of homing rockets nefring their fire rate 3 times while making the alt fire dumb rocket spam fire in a volleys of 4 rockets at the cost of one ammo) The endless rocket spam (400 rockets, bro!) is perfectly balanced by impediment to your dodging and the risk of monsters rishing you; you cannot stop firing until it fired all 4 rockets in a volley. If you turn around or duck behind a wall or a pinkie gets in your face... BOOM. - general fixed my friendly fire fix missing baron's death by being killed by a friendly tank registering as generic instead of explosive - general: fixed the golden soulsphere using blue glow instead of yellow - general: added helluvalot of new sound sequences, to be used from now on and applied to all maps I perfected prior and used for later, to make all doors and elevators in hell sound radically different. Rolling door remade anew; +heavy rolling door; + eday sci fi door; + skulltag door on sounds pilfered from skulltag; + wooden door ; + extra creaky wooden door; + grinding stone ; collapsing ceiling platform sound remade anew; rattling hell elevator 1; rattling hell elevator 2; heavy metal door stops with a splash; industrial elevator; rolling door always stops with a slam; bassy low-pitch variation of EDAY scifi door; locker door. - general: added new ambient sound sources: server humming; large transformer humming and crackling; reactor in map 06 making sci-fi vroom vroom; water gurgling in pipes; steam hissing in pipes; EDAY waterfall1 but short ranged; EDAY waterfall2 but short ranged; a batery of fans running (the 6-fan jumppad in map 06); big murderfan spinning; small breakable fan spinning; fireplace crackling; big fire raging - general: added even more antennas, appropriate for Mars. - general: added a thrice faster animation for the breakable small fan texture - general: reworked the mechanics of breaking fans: all existing methods were ill suitable for *double-sided* fans like the one in map 01, failing in one way and another. Which became too noticeable when I added sounds to those fans. Now my project has a LOADACS lump :D. Also learned (by trial and error, no documentation anywhere) how to pass actor arguments to ACS_Execute() from DECORATE. You simply wtite "args[4]" or whatever number you use. - general: maps re-checked: 01..06, 49, 07..10 confirming playability and maxability after upgrading, by playtesting until my brain started leaking out of my nostrils - general: maxability confirmed for maps 17, 18, *20, 21 - general: maps polished to perfection: 01, 04, 06, 07, 08, 10, 17, 18, 20, 21 - general: added maps 17, 18, 20, 21 to the walkthrough. - general: changed all map IDs from CHE?? to EDAY?? so that they override the original EDAY maps instead of co-existing with them, to avoid confusion. - general: fixed light posts to have forced Y-billboard: tall objects, you can walk close up to, create weird and disorienting effects when you look up and down if you have XY-billboards set by default. This is the same as I did with some trees earlier. - general: edited some walkthrough entries adding missing detail - general: corrected a blunder in the walkthrough for map 08: i was being an idiot solving the puzzle NOT as intended but doing the impossible through sheer determination. That solution did not always work and was very dependent on framerate. - map 01: applied new sound sequences to some doors - map 01: added sounds to fans - map 01: changed the walls shape around the big fan: that imp tended to hug the walls, kicking him into the fan as intended had *very* low probability of success as he was simply hitting the side frame of the fan, again and again - map 01: remade scripting of the window that imps break through, so that the wiindow is initially transparent, like all other windows - map 01: restoring cut content: the ship you have supposedly arrived on sitting on one of the landing pads - it was there in earlier installations but Mark removed it by some reason. - map 01: added a scripted imp shredding a marine to the starting area - map 01: remade the pitched battle outside from pure sound to that plus actual battle: 4 marines with airsoft guns doing 0..1 damage, with their dodging reflexes nerfed, versus 9 imps. No chance to interact: they are all scripted to die when you go further and the airship explodes. - map 01: fixed one monster closet never opening if you traverse the map in a very unusual but possible way - map 01: applied my new mechanics to the breakable fans. - map 01: removed two explosive barrels to avoid one secret being discovered by accidental (90% guaranteed) explosion - map 01: added safety cage and doors to the control tower elevator - map 02: applied new sound sequences to some doors - map 02: changed the id to EDAY02 - map 02: added nukage sloshing effects to the bridge submerging (water ripple 3d model force on) - map 02: added nukage sloshing effects to the big stream of nukage falling from big pipe - map 02: changed one bridge's mechanics to an ACS script to fix it not making sounds while moving - map 02: moved one armor bonus into an easily overlooked corner to inflict more pain and suffering on people trying to max this map - map 02: changed the shape of landscape beyond the windows to break all too obvious straight cutoff line - map 03: applied new sound sequences to some doors - map 03: changed the id to EDAY03 - map 03: modified the top layer to match the next map's geometry near perfectly - map 03: added antennas to comm towers - map 04: added antennas to comm towers - map 04: changed the id to EDAY04 - map 04: rehauled the cargo elevators adding safety cages and sliding doors - map 04: moved the terrain outside the entrance area's windows to a top layer. Reason: with the introduction of antennas, the centrall hallway cutting the towers with sky became too obvious. - map 04: rehauled the terrain outside the entrance area's windows to match the previous map near perfectly - map 04: applied my new mechanics to the breakable fans. - map 04: fixed two armor bonuses that were under 3d floor walkways, not on them. - map 05: added antennas to comm towers - map 05: reshaped the outdoors area to improve view out of the office area's eastern windows. - map 05: changed the id to EDAY05 - map 05: applied new sound sequences to some doors (the locker doors, all 32 of them... :(... ); added ambient sounds. - map 05: added ambient sounds - map 05: automap fixes - map 061: changed the id to EDAY06 - map 061: applied new sound sequences to some doors and elevators; added ambient sounds. - map 061: changed the giant entrance door to sliding doors. I am sorry, I just could not help myself. That door was irritating me horribly. I resisted for a long time, since I had to reshape the secret elevator as well, but... At least getting the blue armor should be easier now. - map 062: added antennas to comm towers - map 062: added ambient sounds - map 062: changed the id to EDAY49 - map 07: applied my new mechanics to the breakable fans. - map 07: rehauled the building with the only elevator to add safety cage and doors - map 07: changed the id to EDAY07 - map 08: changed the id to EDAY08 - map 08: fixed missed textures on the sides of the ramp in the northern badaboom room (when? :( ) - map 08: retextured insides of the burning elevator pitch black - map 08: applied new sound sequences to some doors; added ambient sounds - map 08: applied my new mechanics to the breakable fans. - map 08: tightened timings on those crushers, to make head-on approach *really* unpossible. - map 08: fixed the infighting scripts (was using whong hating mode due to faulty wiki documentation). Monsters should now ignore the player unless he shoots them. - map 09: changed the id to EDAY09 - map 09: applied new sound sequences to some doors; added ambient sounds - map 09: changed a certain explosive thing to a hand crafted special effect of electric fire, new sounds added SPARKSY - map 09: applied new sound sequences to some doors; - map 10: changed the id to EDAY10 - map 10: added ambient sounds - map 10: replaced a blocking rubble pile with map geometry. Reason: hitbox dissonance. Thing RubbleLarge 1333 should never be used because its sprite is much smaller than its humongous hitbox. Replaced them all with RubbleLargeFake and invisible walls. - map 10: fenced the big pit off and added a ton of pushing lines to the edges of the bridge, and closed it off with sliding doors that only open when the bridge is fully up. Because that pit was the sole reason you could not keep your companion marines til the end. Damn jump-prone lemmings! The side effects include marines and monsters walking out onto the bridge sometimes ping-ponging between its edges at high speeds, but... WHO CARES. They are not falling off anymore! (And if someone asks, NO, "block monsters" would not work because BD uses a lot of movements that outright ignore this flag. Include, among other things, imp pouncing, revenant punching, marines dodge-rolling and marines backpedaling to get away from the enemy). - map 10: fixed minor texture misalignments around the pit - map 11: applied my new mechanics to the breakable fans. - map 11: applied new sound sequences to some doors; added ambient sounds - map 11: changed the id to EDAY11 - map 11: fixed outdoor lightning not applied to the small fan's opening of the shed with the tank - map 12: applied new sound sequences to some doors; added ambient sounds - map 12: changed the id to EDAY12 - map 12: fixed misaligned textures on one fence - map 13: applied my new mechanics to the breakable fans. - map 13: applied new sound sequences to some doors; added ambient sounds - map 13: changed the id to EDAY13 - map 14: applied new sound sequences to some doors; added ambient sounds - map 14: changed the id to EDAY14 - map 14: changed one ambient sound of water flowing to a short-distanced one: could be heard from where it shouldn't be - map 15: applied new sound sequences to some doors; added ambient sounds - map 15: changed the id to EDAY15 - map 15: fixed sky visible through of one building's eaves - map 16: applied new sound sequences to some doors - map 16: changed the id to EDAY16 - map 16: made the burger joint's doors open inwards rather than outwards due to bad interaction with 3d floor lightning tricks there - map 16: fixed wall tiles moving with bathroom stall doors - map 17: applied new sound sequences to some doors; added ambient sounds - map 17: changed the id to EDAY17 - map 17: found the *true* reason of spider mastermind being stuck in a tiny room on the top floor. There was a *weird* solution of an inward corner, where if monsters touch the wall they get silently teleported inside, to the top floor near a window. The mastermind, theoretically, could NOT get caught in this because the line was "when monster walks over" and mastermind's radius is larger than the gap between that line and the wall. But, I guess, he always found a way. I solved this one by eliminating that inward corner: expanded that house with two first story rooms made of 3d floors. With furniture and stuff (the framerate screamed horribly and fell silent). As an upside, the archwile now tends to walk out onto the roof of those rooms which gives him excellent view of you >:D - map 17: fixed slightly misaligned windows in the yellow door building (using UDMF texture scaling) - map 17: upgraded the teleporting monster closets to my advanced design with 100% reliable deployment, for guaranteed maxability. - map 17: fixed one secret counting as two. While at it, changed some secrets from the floor registering it by being stepped on to items themselves registering it by being picked up (UDMF supports this and items that always pick up allow for reliable registering without failure for 100% secrets). - map 17: made that one dangerous secret easier to get out alive, via rearranging its ceiling and adding an invisible step - map 17: marked the captured marine as a secret - map 17: changed one of the cryptic clues on the quest for the shotolver: I had completely misread one texture when making it and the clue was utterly misleading! - map 17: fixed one of the three enemy tanks not spawning because I moved its spawning spot too close to a wall - map 17: scripted a partial solution for the "hunting that last straggler" problem. All monsters most likely to get lost in the terrain or get overlooked will try rushing the player who enters the final building. Won't help much, likely, but would at least get them moving. - map 17: made one wardrobe deeper. The shotgun in it was showing weird behavior when you open it, it felt like it was falling from the ceiling. - map 17: fixed HOM effect in one wardrobe. - map 17: added a sign to the gun shop. New textures: KYSIGN1 - map 17: added a grandfather clock to one house. New animdefs: GTCLOCK - map 17: added posters and pinups in many places (existing EDAY textures lay woefully unused) - map 17: added a locker in one of the garages - map 17: added a motorcycle parked in a random driveway - map 17: added antenna sprite to the only comm tower - map 17: fixed the revenantful of a parking garage being always opened prematurely by roaming monsters bumping into its doors. I even made its door connecting to the house not openable from the house. - map 17: changed juggernaut deployment from being spawned by script to a normal DEAF monster sleeping in his advanced closet. Reason: I dawdled in the blue key room, and he managed to roll INTO the revenant garage, crushed them all and got stuck to boot. I also made that garage double-door (although each side door is still wider that juggernaut's girth, he's surprisingly slim for a tank) - map 18: applied new sound sequences to some doors - map 18: changed the id to EDAY18 - map 18: modified the mech secret: instead of humping a random wall you open the mech bay by pressing a Mechagodzilla II poster - map 18: added toilet paper dispensers next to all toilets - map 18: marked the twin teleporters as red and blue - map 18: improved the cafe's sign and renamed it to cater to fans of a certain franchise. New textures: BURG09Y, BURG0Y - map 18: crammed as many posters and pinups everywhere as I could without it looking ridiculous - map 18: upgraded all "a lone toilet in an empty football field" bathrooms with sinks. Hilariously, I saw one of those IRL. One of the bathrooms in the clinic had only a single stall. But boy, that stall was two meters wide and seven meters deep, more like an utterly empty immaculately clean corridor covered in beautiful tile, with a lone toilet in the distance, like a throne in a throne room :D The only time I regretted I use a dumb cellular telephone without a camera :p - map 18: improved texturing of one building's facade - map 18: upgraded the teleporting monster closets to my advanced design with 100% reliable deployment, for guaranteed maxability. The horde deployment pattern had changed as a result. - map 18: added antenna sprites to comm towers - map 18: finally made elevators make the elevator moving sound while moving: by some reason, Zandronum 3.0 staunchly refuses to play it as a platform moving sound, so had to manage sound sources by hand - map 18: fixed one door messing up light levels in an unrelated building across the map - map 18: marked one ammo-in-a-dumpster as secret - map 18: marked the secret exit as a secret; marked one secret soulsphere as a secret. - map 18: fixed one secret soulsphere secret erroneously marked as sector tag 1024 (which does nothing) instead of sector special 1024 (secret: yes). Final number of secrets: 10 - map 18: retextured two dumpster's floors to GARBAGE - map 40: imported into my project as is (without converting to UDMF yet) - map 40: fixed the secret exit to the super secret map 41 being forever inacessible: broke when Mark nerfed the jumping height. - map 40: restored the normal exit to exit to map 19 (I made it also exit to the super secret map 41 earlier, as a quick and dirty fix for that inacessible secret exit) - map 41: imported into my project as is (without converting to UDMF yet) - map 41: marked the secret exit to the super super secret map 42 as a secret - map 42: imported into my project as is (without converting to UDMF yet) - map 42: fixed broken sky as seen through a couple windows - map 19: fixed a blunder in my train sounds management: there was a chance the train moving sound would keep sounding after the train crash - map 19: changed the id to EDAY19 and re-integrated it back into the main maps wad - map 20: applied elevator sound sequences to mall elevators - map 20: changed the id to EDAY20 - map 20: finished one rough and unfinished overpass crosing with an out-of-playable-boundaries street that let you look into the skyboxes' unmentionables. Plugged those areas with simple architecture, fixed broken architecture around that spot. It seems I was out of steam when working on this map the previous time and decided not to polish it to perfection. - map 20: fixed the cyberdemon and mastermind's infight by changing their hating mode from default to "ignore players unless attacked by them" + "no line of sight check". Should be more focused on each other now. - map 20: added several motorcycles along the way (if you screw up and lose your tank and want to go back to grab the second one) - map 21: added antenna sprites to comm towers - map 21: rearranged the skybox - map 21: changed the portal texture to my flickery portal texture - map 21: changed the id to EDAY21 - map 22: applied new sound sequences to some doors / elevators - map 22: changed the portal texture to my flickery portal texture - map 22: changed the id to EDAY22 - map 23: applied new sound sequences to some doors - map 23: changed the id to EDAY23 - map 47: changed the id to EDAY47 - map 241: changed the id to EDAY48 - map 242: changed the id to EDAY24 - map 25: changed the id to EDAY25 - map 26: changed the id to EDAY26 - map 27: changed the id to EDAY27 - map 28: changed the id to EDAY28 - map 29: changed the id to EDAY29 - map 30: changed the id to EDAY30 - map 311: changed the id to EDAY31 - map 312: changed the id to EDAY50 - map 312: hopefully fixed the feral pinkie infighting to reliably ignore player unless he attacks them - map 32: changed the id to EDAY32 Done November 18, 2023: - general: this is the Vile update, Chebskies v 1.11. - general: discovered and fixed a bug with archviles, spider masterminds and evil marines (who become ss nazis on wolfenstein maps) losing their TID thus breaking any maps where scripting relied on it. They were calling poorly coded script 177 which changed their TID in the process of detecting wolfenstein. I had to recompile that library (finally learned to use standalone scripts compiler!) and include it in my pk3 -- see ACS\DYNAMICLEV.o (source code SCRIPTS\DYNAMICLEV.txt) - general: discovered another BDv21 bug, will fix in the next update: demon strength rune and invisibility dropped by spectres *count towards iterms count!* This is unacceptable, they could easily drop in inaccessible locations ruining your maxing run! - general: made MG42 a placeable, (originally bfg spawner becomes it if placed on specific wolfenstein textures and that is all) - general: made MG42 ammo box a placeable (intended to be included in secrets) and removed +20 MG42 ammo from backpacks (originally, you get full 600 ammo from picking the machinegun itself but it only recharges via backpacks) - general: maxability confirmed for map 48 - general: map polished to perfection: 48 - general: added map 48 to the walkthrough. - map 241: added some MG42 ammo to the loot - map 241: replaced purple sphere in one of the secrets with a golden soulsphere - map 241: moved the loot to the platform the archvile loiters on - map 241: changed the platform from grate to ice so that the archvile can see and attack you but you can't harm him - map 241: changed the former reward room's bars from yellow to red - map 241: made the double blue + red button that formerly lowered the yellow key holder open the bars former reward room's bars instead - map 241: changed the reward pedestal into a button that lowers the yellow key holder - map 241: added a yellow door that leads to the monster shelf in the arena (to the left of the exit, where imps loiter initially). Added a button there that lowers the loot platform but also initiates round two: lowers the bridges, raises the bars to block the tower entrance, closes the yellow door (not openable from this side), resets the central button and makes two more buttons available, teleports the archvile in, teleports a second archvile on UV, theleports a third archvile from the blue key area who may not be dead yet in case of an alt-start with yellow key - map 241: moved purple sphere in the arena from the floor in front of the central button to the top of the column -- you get there by teleporting from the moat of boiling blood. - map 241: rearranged and modified the arena: this was a very old map, after all, designed without the flying kick in mind. Which sequence-breaks the too-short bridges easily. Now the far side has a much wider moat with a longer bridge and the near side is sloped down, with bridge being part steps. Also removed teleporters on the near side: you could easily jump onto the edge instead. - map 241: remade the arena bridges into 3d floors by necessity (the ACS scripting language lacks specific action special, floor lower to lowest + copy floor texture and sector special, required for the old bridge to function properly) - map 241: upgraded the monster closets to my advanced design with 100% reliable deployment, for guaranteed maxability. - map 241: changed the arena by moving *all* monsters and *all* items into teleporting closets. Now it is empty until you press that button. - map 241: fixed one of the doors incorrectly marked on the automap as requiring the blue key - map 241: optimized the top layer sky portal linking - map 241: made the ble armor secret deeper for guaranteed maxability: was possible to pick the armor up without registering the secret - map 241: retextured some bars and doors to make orienting easier (this map's hub hall is too symmetrical) and added "this opens elsewhere" to doors that opens elsewhere - map 241: made the southernmost doors openable from the other side in case the player sequence-breaks by destroying the bodies on sticks and falling down outside. This was a piece of really ancient map not designed with many modern BD features in mind! Done November 15, 2023: - general: this is the Bite-sized Maxing update, Chebskies v 1.10. Aaaand... This project will probably slow to a crawl: Vacation ending, new horizons waiting at work. Just as I hit a stretch of truly gargantuan maps (17,18,20). - general: added several antenna sprites. Reason: those communication towers everywhere... wre shamefully bare. - general: changed the purple demon rune to count towards item count when used as a placeable (which I do in several maps). Changed the pickup sound to dramatic chant. Made its pickup message localizable. - general: added golden soulsphere (+75HP, up to 200; +75 green armor, up to 150) and pink soulsphere (+75HP up to 150) with unique pickup sounds. Reason: secrets rebalancing. Sometimes soulsphere is too little and megasphere is too much (and the purple haxx sphere replacing the demon rune isn't really weaker than megasphere, it's simply different). - general: maxability confirmed for maps 14, 15, 16 - general: maps polished to perfection: 14, 15, 16 - general: added maps 14, 15, 16 to the walkthrough. - map 13: added antenna sprites to comm towers - map 13: recompiled the skybox cubemap using a hires city image from BDv21 skies - map 13: added a motorcycle. Mark put so much effort into it and it is never used! The only thing left to add is the mecha... - map 14: moved the skybox to the other side of the main geometry. Reason: the sounds of fighter jets flying by were coming from wrond direction. - map 14: changed pedestrian zebras and road center lines to baked-in textures to reduce geometry - map 14: fixed texturing on the broken ends of bridge - map 14: created a simple top layer, moved the power line and one communication tower there and added a couple tall buildings and a set of chimneys. Very basic but creates great illusion of surrounding landscape. - map 14: fixed texturing on the green brick building, made the building two stories taller in the top layer and placed a communication tower on top. Now seen from everywhere. - map 14: upgraded all communication towers with antenna sprites - map 14: added a motorcycle. - map 14: upgraded most fences from impassable to walkable + shootable midtex. Also fixed one such as not projectile-shootable. - map 14: reverted one truck to fender-lecc model, recolored it gray and re-marked the plasma on top of it as a secret - map 14: marked that pile of armor bonuses in that completely unremarkable side street as a secret. It was all too easy to overlook and then wonder why isn't your item count 100% and why haven't you perfected this map. - map 14: marked the backpack on that shelf as a secret. I have completely missed it while playtesting (beat this map about 30 times to iron all kinks out) but backpacks are Serious Business if you play from a fresh start. - map 14: fixed a jumping puzzle that (presumably) broke due to jumping height nerf (the computer area map ONLY becoming accessible from the exit, making it useles) and marked it as a secret, thus increasing their number to 9. - map 14: upgraded the skybox replacing the texture from DooM2 sky with hires one from BDv21 skies - map 15: created a simple top layer, moved some buildings there and added a cliff with a tall comm mast on top. - map 15: upgraded all communication towers with antenna sprites - map 15: disabled the fug the arachnotrons accompanying the spider mastermind (not present at any difficulty level now). Mark was in the right when he disabled them and I was wrong when I re-enabled. Were turning the mastermind fight into a lown show. Not anymore. - map 15: marked the shotgun in the starting room as a secret thus increasing their numbet to 2. - map 15: added minuscule fire damage to the burning buses' roof - map 15: recompiled the skybox cubemap using a hires city image from BDv21 skies - map 16: recompiled the skybox cubemap using a hires city image from BDv21 skies - map 16: fixed the empty secret near the start by stuffing it with rocket boxes - map 16: changed the hardest secret of this map replacing the berserk with a golden soulsphere - map 16: added antenna sprites to comm towers - map 16: upgraded the monster closet to my advanced design with 100% reliable deployment, for guaranteed maxability. - map 16: changed pedestrian zebras from geometry to textures and added some road markings - map 16: fixed a funny blunder where the bridge did not have a sidewalk, zebras leading into to canal fence. - map 16: fixed sky showing through bottom surface of some vents - map 16: huge work fixing shadows, were messed up and not matching the narrative told by the skybox (a wide gap into daylight in a black wall of smoke). Reworked them, also made them deeper - map 16: fixed a messed up couch cushion in one of the rooms - map 18: added two motorcycles - map 18: added a secret mech. That's right, folks: Mark had created not only tanks but also a huge humanoid robot to stomp demons. And it was never used anywhere! - map 19: fixed a blunder stemming from long and evolutionary development of these maps: there were windows into clear sky inside the subway station's hall... while in the next map you emerge from the base of a tall building surrounded by scyscrapers. I simply changed those sky windows to ceiling lights. - map 19: fixed texture alignment on the tiled walls in the hall - map 19: added a simplistic top layer, only visible through one hole in the tunnel roof (a dumbed down piece of map 20 with tall buildings surrounding the hole) - map 19: fixed a bug, player 4 start was stuck in a wall Done November 13, 2023: - general: this is the Mini Maxing update, Chebskies v 1.09 - general: maxability confirmed for maps 11, 12, 13 - general: maps polished to perfection: 11, 12, 13, 19. - general: fixed typos in the walkthrough - general: added maps 11, 12, 13 to the walkthrough. - map 11: fixed misaligned texture on the outside wall - map 11: fixed outside fog not applied to the control tower's doorframe - map 11: made the first cyberdemon deaf. Reason: he tended to come near the entrance if you did the reasonable thing and fought the cacoes from the safety of the doorframe. Which, in turn, made him a sitting duck due to terrain: he couldn't hit you while you could cheese him with assault rifle headshots. - map 12: fixed a gameplay issue, you can no longer wake monsters from that notorious switch under the power line tower. You have to exit the blue door before they could hear your shots. Reason: was still too easy to make crowding monsters infight as they gathered under the fence. But could not block with a line, that would block cacoes from going over fences. - map 12: fixed a monster accessibility problem, a step in the terrain was too steeep for them - map 12: added sound propagation boundaries and removed the deaf flag from monsters in one of the ambushes. Reason: they were easy pickings one by one. Now they wake all at once - but only when you reach the ambush. - map 12: fixed a bug with a bogus secret that could never be achieved preventing maxability - map 12: unmarked two secrets on the trucks (trivialized by my modifications to the cabs) thus leaving this map with only two good hard secrets - map 12: fixed one zombieman who could fall through his watchtower's floor or get stuck in it. Also serves as a nasty surprise ambush since he is now only visible (and notices you) from the most inconvenient angle. - map 12: replaced two boxes of rockets with a rocket launcher: this map was brutally starved of weapons if played from a fresh start. - map 12: fixed some awkward edges between terrain and sky - map 12: general automap prettification - map 12: made fences show on automap as impassable -- now the automap is not useles anymore for figuring where to go - map 12: improved lighting of the hole in the cave roof - map 12: fixed the one-texel crack between the watchtower windows and roof - map 12: fixed the smoke above the suspicious minivan being too dark - map 12: renamed the map from "Return to Earth" to "Quiet. Too quiet.". Reason: the old name was a leftower from early HESP where it was really the first map on Earth, you coming out of the portal in the wilderness instead of the air base. Not true now. - map 12: fixed armor bonus breadcrumbs stretching through impassable terrain - map 12: fixed light falling through the gate as it opens illuminating upwards and the ceiling - map 13: marked the computer area map in the bathroom as a secret - map 13: marked the plasma gun in the very dark room as a secret - map 13: made the monsters crushed by the train in the outro not count towards kill count. - map 13: fixed the red light emanating from the red button (broke due to conversion to UDMF, all such lights require manual conversion) - map 13: uniformity fix, changed the elevator in the sewer from a classic doom-style elevator to one controlled via buttons. - map 19: fixed misaligned textures on ceiling lights - map 19: replaced messed up texturing of the outside of the train with uniform black (never seen normally, but that pesky 3d person camera *loves* clipping through walls) - map 47: added a secret exit (requires all 3 keys) that leads to map 48 - thus avoiding skipping a map (previously you only could do ONE of them per run, either 47 or 48). Also serves as a red herring to the purpose of the keys, distracting from the *hidden* unmaker that also requires all keys. Marked that secret exit as a secret. - map 47: fixed a broken geometry near the soulsphere secret that was resulting in some HOM cracks - map 47: modified the skybox to make the castle design uniform across maps 23, 47 and 48 - map 241: added alternate player start activated by coming from map 47, easy mode (the yellow key teleports there making the stash immediately available) - map 241: changed one teleporting monster closet to manually teleporting monsters by script, for guaranteed maxability - map 241: added one "block monsters" line to the arena to prevent them crowding and choking the bridge if you manage to leave without killing them all - map 241: moved the exit sign to the actual exit. Done November 10, 2023: - general: This is the Derailed update, Chebskies v 1.08 - general: maxability confirmed for map 19. - general: added map 19 to the walkthrough. - general: added new sounds: a moving train sound TRAINOTH; a groaning of big metal object being crushed in 4 variations misc/traincrush; more elevator door stop sound variations to elevator door stop sound misc/elevator_door inceasing their number from 4 to 8; a sliding door sound KYDOOR01 - map 19: fixed a bug: the train sound source was marked as a monster thus preventing 100% kills - map 19: removed several leftover monsters from Mark's scratchpad areas with test versions of train cars that were making 100% kils inachievable. - map 19: changed all train side doors from solid doors to doors with windows in them - map 19: changed all doors between train cars from normal doom doors to double sliding doors for more fun. - map 19: corrected texture alignment in derailed cars standing at an angle (the ceiling lights were particularly broken) - map 19: added trains incoming down the right track as you enter the platform at regular intervals (of course it's the same train, looping). There is no invisible wall at the platform edge anymore, you can fall down to the track and be splattered by this train, yay. - map 19: turned it into a *timed* mission (countdown is displayed like boss health) with no one but two consecutive gauntlets forcing you to fight extremely recklessly. First, the train you ride now crashes into a collapsed tunnel and IMPLODES until you go grab the blue key and backtrack (in 2:15 on UV). Then, just as you exit the train, a following train gives you about thirty seconds (on UV) to get through the monsters of be crushed together with them. - map 19: fixed some rubble in the second half of the map, some specimens were very annoying to fight around because their hitbox is much larger than their sprite. Done November 07, 2023: - general: This is the Mars Maxima update, Chebskies v 1.07 - general: maxability confirmed for maps 01..06, 49, 07..10. - general: maps polished to perfection: 01..06, 49, 07..10. I am playing each map from start to finish many times and correcting any issues I could notice. Aiming to reach gold status in two or three more updates. - general: removed a deprecated junk script file that got into the PK3 somehow and was causing all sorts of problems with the editor - general: fixed several minor bugs with my maggot-removal fixes that conflicted with the mass-rehauled code after the hellfire update - general: wrote a detailed walkthrough for maps 01..06, 49, 07..10. DO NOT READ. Because spoilers. - map 01: fixed ladder texture sticking too far up in the yard - map 01: general automap prettification - map 02: general automap prettification. Made the inacessible areas not show on automap. - map 02: marked the armor bonus pile as a secret, thus increasing their number from 5 to 6, and blocked the easy access to it from beyond the blue door (marked the small door as requiring "impossible" key). Now you can only access it the hard way. - map 02: upgraded the monster closet to my advanced design with 100% reliable deployment, for guaranteed maxability. A change in gameplay: those monsters deploy still sleeping because the old hearing tunnel is gone. Also, the pattern of their deployment has changed. - map 02: changed the exit elevator to a realistic elevator with sliding doors that makes a loud ding when it arrives - map 02: changed the terrain outside the hall with exit elevator: instead of a channel with nukage floor this is an outdoors area compatible with the next map - map 03: changed the starting elevator to a realistic elevator with sliding doors, matched its texturing to the previous map. - map 03: replaced the terrain visible outside the entrance hall with a sky portal with a copy of the same terrain from the previous map, with dead imps on balconies and on the ground. Now the map transition feels like you rode that elevator 512 map units down and are now on the lower floor of the same building. - map 03: fixed a horrible sky portal blunder in the outdoors area with bridges and satellite dishes that was causing FPS drop to 14..18 making the area unplayable. When upgrading the portal to linedef-based I forgot to remove the old portal anchor things, which caused who knows how much recursion in the upper layer rendering, probably, a bazillion times over. While fixing that, moved the opposite building from the area's geometry into the top layer, which necessitated some changes to its looks. - map 03: upgraded the monster closet to my advanced design with 100% reliable deployment, for guaranteed maxability. A change in gameplay: those monsters deploy still sleeping. Also, the pattern of their deployment has changed radically. - map 04: guarded one problematic ladder, blocking monsters from touching it: they would get stuck on it as if glued, twitching helplessly. - map 05: cleaned automap from random skybox lines not hidden for some reason - map 05: restored light flickering in one place where Mark forgot to convert it from the old Boom format to the Hexen format in the ancient times (was showing in the editor as unknown sector special 12) - map 05: fixed some walls not showing on the automap - map 05: fixed some air ducts requiring pressing crouch to climb in some places, also fixed texture alignment there - map 05: added "block monsters" to the air ducts openings. I don't know *how* that frakking imp managed to get in there, but hunting the last mob for 100% kills was FUN >:( - map 061: removed the secret flag from inacessible part of the map geometry that represents the next map (forgot to, when split the map into two) - map 061: marked one door requiring blue key with blue side panels (was annoyingly unmarked) - map 061: fixed many monitors in the computer rooms not breaking properly (were emitting glass shards with a sound of breaking glass but the screen texture wasn't changing). This was a primeval EDAY bug. - map 061: updated the post-exit arena decoration to match the changes to the next map - map 062: rehauled the skybox moving most surrounding buildings to a new top layer and adding much detail to it. Much lower now, roofs visible from up on the cargo containers, and better fitting the previous maps in style. - map 07: general automap prettification; automap unification (all bridges are highlighted with "1-sided" for better visibility) - map 07: added a breadcrumb trail of armor bonuses in the only place where railroading wasn't obvious enough - map 07: added a box of shells to the starting area. Reson: map becomes impossible from a fresh start if a grenade launcher spawns instead of rocket launcher because in such case the mancubi require much more rockets to kill resulting in you RUNNING OUT OF AMMO. - map 07: fixed small HOM effect in the exit vent fan and fixed texturing inside the vent - map 07: made the cave a bit darker (was too well lit) - map 08: made the most insanely, frustratingly, unfairly obscure secret of this whole megawad a tad less impossible by making it show as a (very hard to notice) irregularity on automap - map 08: made that one prop elevator (many of us I'm sure spent lots of time trying to figure how to access) blatantly jammed, on fire and full of rubble. Because it is a decoration never intended to be usable. - map 08: improved the infighting scripts to make mosters concentrate on each other more - map 08: fixed HOM effect behind the big fans' blades - map 08: fixed one big fan's shadow being too bright - map 08: replaced one insurmountable waist-high fence with one that could be jumped over - map 08: improved light effects in the smelter hall - map 08: marked one poorly hidden invulnerability sphere as a secret thus increasing their number from 4 to 5 - map 08: replaced the second yellow key card under that crusher with a computer area map: it was meaningles, you cannot avoid the main yellow key area anyway because all return routes from the red key area pass though it. - map 08: replaced the exit door with sliding polyobject doors to match its appearance - map 08: fixed some textures in the elevator shafts - map 09: improved the soulsphere secret trigger for better reliability - map 09: made it so that the free plasma gun (without solving the secret) is only available on the easiest difficulty. - map 09: reworked lighting effect in the double corridor separated by specimen tanks. Now based on 3d floors, the wall above the lit opening is not lit, the ceiling above is dark as well. - map 09: upgraded the monster closets to my advanced design with 100% reliable deployment, for guaranteed maxability. The pattern of their deployment has changed as a result. - map 09: added sparks to the bfg secret's activation - map 09: moved the rocket launcher a little, it was sunk in that flower pot. - map 10: fixed a sub-pixel misalignment of the portal hall on the grid - map 10: upgraded the bosses' monster closet to my advanced design with 100% reliable deployment - map 10: copied the arrival hall from the next map and attached it to the portal as a sky portal. Also created a hellscape that shows in the portal when the bosses are about to appear. Shmuck bait: walk closer to examine. - map 10: reworked the portal texture into a better, flickering portal texture, red and blue colors flashing. Hope no one has epileptic seizure because of it... Just kidding: no such people could play BD anyway. - map 11: changed the portal texture to match - map 11: fixed a minor bug, two consoles had outdoor light color changing applied to them by mistake. Done November 03, 2023: - general: this is the Hellfire update, Chebskies v 1.06 - general: made the gore pieces lava-aware, any gore landing on lava now burns or carbonizes (this will be a part of my standalone BDv21 patch). It was a *ton* of work as it required me to hunt EVERY gore piece class in the BD code -- eyes, teeth, blood, meat chunks, meat chunks dripping from the ceiling, meat chunks sliding down walls, organs, guts, imp arms, caco horns and so on and so forth ad infinitum -- teaching them how to detect lava and how to react, which required lots of individual approach. Added new sprites for carbonized gore pieces and monsters: CARBU0..CARBY0. Mind you, this detection relies 100% on floor texture, unrelated to sector damage. - general: fixed a bug in my fix for the small fountain sound - general: found and fixed a bug with one of the arachnotron deaths (the brain torn off and crawling around) being invisible while it tumbles through the air before landing - general: fixed a bug in archvile death (the variant that results in a severed arm flying and one-armed archvile standing and crying in agony) only the arm remained while the archvile would vanish - general: fixed the severe BD bug with certain monsters (revenant, knight, baron) falling off ledges and into pits when you are out of their line of sight. This was *very* annoying in maps generated using Oblige 6 and was ruining EDAY as well. - general: fixed the knight's state machine being a weird mess. One side effect was him repeatedly roaring in rage when player was invisible. Now only flies into rage if detects target after some time spent searching for it. And forgets target properly. - general: changed burn death sequences for some variations of dead mancubus. There are now more cases where his weapon arm flies off instead of burning with the body - general: fixed the bug with immortal fatalized mancubus endlessly resurrecting himself and writhing in pain each time you walked through him. This was an esoteric pitfall of inheritance in object-oriented programming, a clever trick for player stepping on corpses backfired in this case. - general: restored the axe murder of arachnotron (guaranteed to cut the living brain off the chassis), was commented out - general: restored the rare arachnotron explosive death (with living brain flying off) by raising its probability from zero to 10% - general: fixed the axe labguy zombie not dropping his axe on many of his death variations. Which was vexing because this zombie is so very rare in normal play outside EDAY - general: recolored my Duke of Hell to be more distinct from barons. He is now monochrome black. - general: fixed the sprite scale on my edition of BD mummy: was too small - map 22: made your tank suffer massive damage if you try driving it across that lava lake (200 per second) - map 22: made the lava lake burn monsters (including NPC marines) - map 27: fixed black polygons showing far below in the skybox (were visible from the berserk secret) - map 311: rehauled the skybox, added a top layer with a huge mountain looming ahead. Reasons: 1. To match narrative with the next map, set on a mountaintop; 2. Map named "Peak of the Gods" did not have a *peak*, which was just wrong. The new skybox includes a low-flying cloud layer (similar to map 22 but transparent), the surrounding mountains are higher up so that they can actually be seen. - map 311: made the lava hurt monsters (29 fire damage per second). Now if some pinky falls in one of those inescapable pits or you kick an imp into one, they burn to death. - map 311: minor automap fixes - map 311: fixed the inacessible secret -- ASSUMING it broke due to the jumping height nerf. I raised the ledge you teleport to from the secret telepad (next to the secret backpack) by 16. Also rearranged some terrain making jumping around the top ways less of a chore and blocked jumping into skybox from there - map 311: marked two small ammo stashes along the top ways as secrets thus increasing the number of secrets from 5 to 7. Hint: that ledge with two revenants is actually a ledge with two revenants and a rocket launcher. - map 311: marked the megasphere as secret raising their number from 7 to 8. It was so obvious I kept missing the fact it is actually hidden. - map 311: maxability confirmed. 8/8 secrets reachable, 152/152 monsters killable. You'd probably have to harm yourself for perfect score as there are more ammo and health that you'd ever need. Secrets include: rocket launcher +ammo; rocket launcher; blue armor; megasphere; plasma gun; bfg; box of shells; super shotgun. This map could easily be beaten from a bare-assed start with an assault rifle. - map 312: shape and texturing correction for the lava moat edges - map 312: damage correction for the lava moat. Now kills the player quicker and pinkies burn properly instead of splattering - map 312: scale correction for the cloud wall - map 312: minor automap fixes - map 32: fixed the boss making his idle sound at twice the designed frequency (was a typo on my part) - map 32: moved the music change to earlier moment: not when the boss sees you but when the ground shakes. Music change is slow anyway. Done October 17, 2023: - general: this is the Pinkie Housewarming update, Chebskies v 1.05 - map 311: moved the end-map boss away into a separate map. - map 311: rearranged the blue door area - map 311: removed ammo and weapons from the room behind the blue door (moved to the next map) - map 311: fixed a HOM crack at -9182, -3042 - map 311: minor automap prettification, made sky walls not visible on map - map 312: cloned map 31, named this one "Temple of the Beast" and deleted everything except the arena. Monsters: 1, secrets: 0. - map 312: changed the music, starting DUTY switches to EDMU01 when you unleash the boss. - map 312: restructured the arena exterior: made the lava moat thrice wider, made the ice run its entire edge and made theat icy semi-circle wider. - map 312: lowered the rocks on the other side of the lava moat much lower than the arena floor, to create a feeling of being on a mounntaintop. - map 312: changed the skybox from scrolling ceiling to open cloudy cubemap plus one extra rotating cloud wall (from my old failed attempt at sky for maps 22/23). New textures: KYCLOU1 - map 312: removed the BFG from the arena, replaced with chaingun. Reason: invalidates the effort you go to in the previous maps to find the secret BFG. Also, the last map provides you with one anyway. Plus, this way this map is a better challenge when played standalone, starting with only rifle. Done October 11, 2023: - general: fixed a severe bug introduced by my previous bugfix: enemy tanks were doing no damage to player. Done October 10, 2023: - general: fixed bugs related to friendly fire prevention not working because gzdoom and zandronum give us modders middle finger: all associated flags and checks for AOE friendly fire prevention only work on monster-on-monster specifically excluding players. I had to add a new damage type "FriendlyExplosion" player is immune to, then teach ALL monsters that it is a variation of ExplosiveImpact. What a *pain*. Also had to copy-paste the entire player definition because overriding does not work on it - general: fixed the fatalized pain elemental corpse acting as a deadly hazard following you around like an explosive burr stuck to your pants - general: fixed a serious bug in my lost soul nerf: they could get stuck with their back against wall or ceiling trying to retreat with not enough space behind them. - general: fixed a very annoying bug with marine tanks killing the player with their AOE blast as they fire their main gun at nearby monsters - map 311: added "never respawn" flag to the summoned pinkies so that they do not respawn on nightmare - map 32: changed frozen pain elementals to just splatter when destroyed, without making an explosion and releasing lost souls Done September 22, 2023: - general: this is the Nukem update, Chebskies v 1.04 - map 23: added a *very* low rumble to fire breath hitting something. So low, in fact, you won't even hear it if you use cheap speakers. - map 32: made the boss larger. Reason: his breath attacks were noticeably misaligned with his mouth during breathing frames and this was the best way to fix that without touching the gameplay (like, say, adjusting the projectiles' spawn height) - map 32: had to change the gameplay anyway by moving the spawning point of monster spawning cubes by 300 map units up because now *those* became misaligned with the bosses' brain. What a pain. - map 32: improved the bosses thunderbolts using custom-made sprites (much thinner) leaving the original sprites for the thicc final strike. Improved the death flash from particles to discharges (from caco fireball and arachnotron death) - map 32: made the bosses' nukes very flashy (they flicker random frames of bfg explosions recolored blue) and sparkly (caco discharge again) - map 32: added a custom unique sound to the bosses' nukes: they moan as they fly. - map 32: slightly increased the nukes' AOE ring of icy death radius - map 32: changed the nuke explosion from a mess of recolored original explosion to single-sprite mushroom cloud. Much cooler looking and much better performance on fossil potatoes like my favorite laptop now. - map 32: added a *very* low rumble to fire breath hitting something. So low, in fact, you won't even hear it if you use cheap speakers. This sound is also emitted by nukes as their AOE ring of death is made of the same fire missiles, just with gravity on. - map 32: increased the bosses' pause with mouth wide open after the nuke spam attack. This is actually nasty because if those frames are interrupted by pain he forgets to apply the nuke spam cooldown and could spam again right away (it's that notorious attack, almost never used on difficulties below UV, that devastates half the map) - map 32: fixed the ceiling above the boss being much lower than it should be (which caused any projectiles spawned high to fail or be spawned lower than requested). Also fixed some texturing errors along the right wall. Done September 06, 2023: - map 32: replaced the nuke from volcabus missile sprite bact to the original fire blob. Reason: trying to debug errors reported by some users Done September 03, 2023: - general: this is the Pinkiemonium update, Chebskies v1.03 - general: new frames for the infernal, DIAA Y and Z -- mirrored clones of DIAA G and H, only for directions 1 and 5 (1..3 are copies of G/H) for better animated two-handed lobbing. Also fixed vertical offset for frame DIAAH1. - map 21: upgraded the infernal's meteor lobbing frames to two-handed (when viewed from the front) - map 311: tripled the beastmaster's pinkie lobbing rate (doubled on HMP and below), eliminated pause between attacks and increased the burst length from 5 to 8 on UV. - map 311: on UV, increased the number of pinkies the boss should deploy before he walks out of his room from 30 to 90 - map 311: introduced limit to the pinkie pool (666 on UV, 266 on HMP). It's like ammo pool for the boss, he will be limited to fireballs when (if) he runs out - map 311: upgraded the boss health indicator with pinkie counter (pink, of course), numbers are / - so the right number will decrease, too, with each dead pinky. - map 311: changed the feral pinky infight mechanics: they are randomly distributed between 3 factions that go after one another rock-paper-scissors style. This makes the free-for-all furball much more cinematic. - map 311: fixed the pinky firing sound not working (now they snarl properly on being lobbed) - map 311: upgraded the beastmaster's pinky lobbing frames to two-handed (when viewed from the front) - map 311: fixed the boss not to flash into fullbright when lobbing pinkies - map 311: the boss now only uses his stomp attack if you get up close and personal, never randomly. Reason: it kills a lot of summons Done September 02, 2023: - general: this is the Pinkiecalypse update, Chebskies v1.02 - general: new string ids FERAL_PINKY, FERAL_PINKY_O - map 311: made the beastmaster's pinkies infight and exterminate themselves on his death (mostly: some still like you better), without killing them with a script directly (which looked awful fake). This was a titanic task as the engine is dead set on making minions (or any actors spawned by them) unable to harm teammates, no matter what, and Zandronum does not even know what SXF_NOPOINTERS is. I dug deep into the source code of Zandronum and GZDoom, found the routine that should use it... Alas, Zandronum's simply doesn't have that check implemented - there is no way to prevent friendliness being transferred from the actor that initiated the spawning of another actor. Had to get creative, make the feral pinkies inflict AOE chainsaw damage to circumvent all the hurdles (because of course pinkies are also immune to the "Eat" type damage they inflict, on top of everything else). - map 311: moved the boss away from the door and made him start lobbing pinkies immediately as he sees you. He is unable to use any other attacks and will stay in his starting room until he lobs at least 30 pinkies. Reason: prevent taking him out with a BFG early before he builds his army. - map 311: made the lobbed pinkies passive during the first second of their existence, so they do not try to steer thus ruining the ballistic arch. This makes them fly better and higher, over the herd's heads -- especially fun if you try using the rocket launcher. Almost as fun as fighting a pain elemental! - map 311: made the organic elevator platform organically round - map 311: added protective geometry inside temple walls and columns: the boss was happily spawning a lot of pinkies in there - map 311: a fun bug: in rare circumstances the last feral pinkie would try to bite himself to death, which most likely railroads him into lava moat (which insta-kills any pinkies). Let us call it a feature. I wonder how many would realize the summoned pinkies do not count towards the kill count. Done September 01, 2023: - general: this is the Boss Buff Update, Chebskies v1.01 - general: new string ids BOSS_BOSS, CYBRRUNT, CYBERLORD1, CYBERLORD2, CYBERLORD3, CYBERLORD4, Obituary_CheeseLordUpgraded, Obituary_CyberdemonLordMod, Obituary_CyberdemonLordModUV, Obituary_CyberdemonLordModUVSecondWind, INFERNAL, INFERNAL_O, INFERNAL_ITYTD, INFERNAL2, INFERNAL2UV, INFERNAL2_O, ATTACK_PINKY, INFERNAL2_O_BY, IOSBOSS, IOSBOSS_O - map 10: made the boss health indicator localizable - map 21: made the boss health indicator localizable - map 21: changed the way the boss emerges. Now he teleports in like he came from the portal. - map 21: rebalanced the number of support barons: none on ITYTD, one on HMP, two on UV - map 21: fixed the multiplayer version of this boss: was silver in color - map 21: added a nerfed variant with 9K hp used on ITYTD - map 21: fixed coloring of the light falling through the door - map 21: made the support barons explode on bosses' death (for 100% completion) - map 23: made the boss health indicator localizable - map 23: fixed the bug of cyberlord waking up out of sight if you trigger his target leading hacks. - map 23: halved the distance the starting elevator has to rise before arriving - map 23: found a weakness in bosses' predictive heuristics and patched it. Now if you stay inside of the tower and pop in and out of arches, he WILL attack arches. - map 23: greatly increased the range of angles from which the boss would attack the arches. He does not need to shoot *into* the tower: his projectiles hitting the arch edge are enough, with their humongous blast radius. - map 23: on ITYTD ("I am too young to die") skill, a slightly upgraded version of the old cheeselord is used, with target leading disabled by making the corresponding map spots absent at this skill. Still his volley is upgraded from 2 to 3, with added fixed spread, akin to cyberdemon's. In fact this is so effective I had to nerf his hp down to 13K just to keep it fair for this skill. - map 23: on HMP and up, the cyberlord I had reworked earlier is further upgraded with the same fixed-patter spread, which makes him a lot deadlier. If he starts shooting he keeps shooting until he loses line of sight. Then he performs an idirect fire saturation attack, to discourage popping in and out of cover. On top of that he has predictive heuristic to fire without line of sight and make you run face-first into his missiles. - map 23: on UV, the cyberlord gains a second phase: after faking his death (just kidding!) he revives with 6666hp, turns red, becomes 50% faster (faster than you), summons four cyberdemon runts (half hp) inside the tower and becomes much more trigger-happy (immediately goes into his Missile state if he has line of sight). The cyber-minions are unable to leave the tower thus denying you safe space. When you slay the boss they are free to walk out and join the incoming horde of lesser demons. - map 311: made the boss health indicator localizable - map 311: replaced the end boss with Pinky Beastmaster Infernal. The same as infernal, but instead of homing meteors he is lobbing trained attack pinkies -- who are loyal and would never infight him - map 311: the UV version of him has 50% more health and is much more prone to lobbing pinkies instead of other attacks. THERE IS NO LIMIT. Wait for too long and you find the huge arena is actually very small when flooded with a tidal wave of pinkies... You thought pain elementals were nasty? - map 311: fixed texturing on the columns around the final temple - map 32: made the boss health indicator localizable - map 32: reworked the bosses' attack patterns from scratch: now based not on random chance but on cooldowns, different for each attack. There is no "A_Chase", he is always cycling through his attacking state waiting for any cooldown to end. Oh, and his pain state clears cooldowns -- the harder you hit him, the harder he hits back. Also, if there is no line of sight he will keep spamming thunderbolts (*homing* thunderbolts, I must add) disregarding that attacks' cooldown. Monster summoning, though it has its own cooldown, is now the the final part of any attack, not a separate attack on its own as it was in the original. - map 32: buffed the final bosses' fire breath damage and AOE radius the same way I did for the cyberlord earlier. - map 32: buffed the final bosses' fireball attack immensely, turning it into a tactical nuke. NOTHING will survive in the vicinity of its epicenter. Also changed the projectile's appearance to a recolored volcabus missile. Because skulls are cool. - map 32: nerfed the final bosses' thunderbolt strike radius. Reason: he now happily spams those filling the arena with them - turning them into an environmental hazard (because their turning radius is big). You should be able to dodge them but radius 300 was making them incescapable and also very damaging. - map 32: created three versions of the final boss, for ITYTD, HMP and UV/coop. Vary greatly in hit points, attack cooldowns and the stage at which they go into "last stand" mode. Yes, they are NOT two-stage, unlike the cyberlord, but they have a last stand mode. You won't survive. Done August 28, 2023: - general: PRELIMINARY COMPLETION. I hereby declare EDAY as fully playable and name this releave Chebskies v 1.00 I will likely keep adding minor updates and fixes - but at a much slower pace - and gradually raise the version, but most of my work is DONE. - general: added standardized scripts for displaying door messages and HUD one-liners - map 01: upgraded all custom messages to my HUD scripts - map 03: upgraded door messages to my HUD scripts - map 07: removed unneeded message script and localization support - map 09: made the sfx floor shiny reflections sectors not show on map - map 09: fixed misalignment of the shiny floor area I had restored in my previous update - map 09: fixed the BFG room entrance not reflecting in the shiny floor I had restored in my previous update - map 09: fixed the plasmagun storage secret (it broke ages ago due to switch height check, you had to press use on the wall below the computer screen, not the screen itself). Also added localizable text message and robot voice clip to cue the player that something is happening. - map 09: fixed the BFG secret: it was impossible to notice you have activated it! Now there is an electric panel that gives a cryptic clue, and actualy turning the lasers off has a very dramatic effect: rooms turn dark red and blaring alarms spawn -- both in the room where this secret is activated and in the BFG room - map 09: new string ids: MAP09_PLASMAACCESS, MAP09_BFGCLUE - map 14: removed leftover garbage scripts - map 15: upgraded map scripts for full localization support and uniformity. New string ids: MARINE_SPEAKING, RADIO_SPEAKING, CAPTAIN_SPEAKING, MAP15_NTRSTRGRMTXT - map 15: completely integrated all relevant story scripts into the map scripts (because, again, I am too lazy to learn compiling standalone ACS) and converted them all to my new standard - map 15: decreased the delay between 'here they come' and monsters appearing from 5.7 to 2 seconds - map 15: fixed behavior: now the marine at the evac site only talks to you after *all* monsters are dead, not just the cyberdemon. He still talks to you if you are dead, though. Haven't fixed that. Hilarious, considering he's a quest NPC with 100000 health, poor cyberdemon stands no chance against him. - map 15: added guard conditions to avoid story scripts from overlapping - map 15: increased every exposition text duration to 10 seconds - map 15: made the exposition skippable by making the scripted exit door a normal door that could also be opened manually - map 16: removed leftover garbage scripts - map 16: upgraded map scripts for full localization support and uniformity. - map 16: completely integrated all relevant story scripts into the map scripts - map 16: fixed broken 3d floor in house on the right with roof access in the second street - map 16: fixed the back window of the megasphere room being not impassable - map 16: fixed the balcony grate floors not being shootable through - map 17: upgraded map scripts for full localization support and uniformity. New string ids: MAP17_CRPTC1, MAP17_CRPTC2, MAP17_CRPTC4, MAP17_CRPTC5, MAP17_CRPTC6 - map 17: added "this opens elsewhere" message to the shotolver cage - map 17: removed "monster activates" flag from the street sides of the wide entrance door and the garage door of one particular building. Reason: the spider mastermind tended to walk inside, climb to the second floor and get stuck in a tiny room two sizes too small for him. It looked ridiculous and he was a fish in a barrel. - map 18: upgraded map scripts for full localization support and uniformity. New string ids: RDLGHTDSTRCT_PN, THIS_DR_THR_SD, JMP_NT_TH_TRCK - map 18: increased the closing delay for the wooden swinging doors of the yellow key room to 300 seconds. Reason: observed crowding barons jam it, blocking it from closing, and get stuck as a result. So, swinging doors are no good in places where monsters tend to crowd. - map 18: made the door of blue key building openable from the outside with the blue key card. Which is locked inside. This should make this building stand out on the map by making its door line blue. - map 18: deleted the last "9 Line Horizon" interfering with my new skybox - map 22: upgraded map scripts for full localization support and uniformity. New string ids: MAP22_HELICON_T, MAP22_HELICON - map 22: added voice acting to the helicopter controls manual (via free text to speech again) - map 22: changed the arched bridge to a boring flat bridge. Reason: was interfering with the tank. Probably some scripts deep in the black box of tank controls reading floor slope under it and making it undulate wildly -- not realizing they were getting the "floor" of a 3d floor which was in fact the bottom surface of those arches. - map 22: added railing to the bridge and changed terrain around the road leading up so that the tank cannot fall down. - map 23: fixed a bug in my scripts for preventing boss stalling in rare cases that caused them to fail with an error and the boss to stall anyway - map 23: upgraded map scripts for full localization support and uniformity. New string ids: CHE_PNCKNG_MRN_RD, CHE_LTNNT_RD, CHE_GNRL_RD, CHE_TWR_PANIC, CHE_TWR_RTRT1, CHE_TWR_RTRT2, CHE_TWR_WWLLBBCK - map 23: fixed incorrect light level under the bridge - map 23: upgraded the dynamic skybox to actual version 2 - map 47: upgraded the dynamic skybox to actual version 2 - map 241: rebalance. Replaced the impossible-not-to-pick megasphere in the big arena yard with a purple haxx sphere, replaced several cell packs with rocket boxes. Added more cell packs, more rocket boxes and one purple haxx sphere to the reward area. - map 241: fixed one zombie on a stick stuck in wall - map 241: fixed misaligned texture on the column in the castle's hub hall - map 242: upgraded map scripts for full localization support and uniformity. New string ids: CHE_THSRDLDSBCKTTHCSTL - map 242: fixed torches framing the yellow door shifted astray - map 242: added more teleport destinations for the monster closet at (-48,1320): it seemed to me taht not all of the demons were deploying. - map 26: upgraded the dynamic skybox to actual version 2 - map 26: fixed a skybox setup error that may have resulted in the final yard skybox rendering twice - map 27: upgraded the dynamic skybox to actual version 2 - map 28: upgraded the dynamic skybox to actual version 2 - map 29: upgraded the dynamic skybox to actual version 2 - map 29: upgraded map scripts for full localization support and uniformity. New string ids: CHE_WHAM_01..CHE_WHAM_16 - map 30: upgraded map scripts for full localization support and uniformity. New string ids: EDAY_STMN_BLD, EDAY_THR_S_N_PWR, EDAY_MRGNC_GNRTRS_CTVTD Done August 26, 2023: - general: created a *standardized* script for displaying story text messages uniformly across all maps, intent on upgrading ALL map scripts to using it. Taking into account all-too-often happening four-line monsters of text messages (default EDAY code was causing title to overlap text in such cases, making its first line unreadable) - general: made campaign name localizable and changed it to "Extermination day (fix)" New string ids CHE_EDAY_NAME. Unfortunately, Zandronum 3.0 is unable to display Russian text in menus, substitutes all characters with randomly chosen basic Latin ones -- a result of culling to ASCII-7, I presume. - general: added console font to chebskies-ru.pk3, by ripping CONFONT from rusfonts.wad available at https://disk.yandex.ru/d/1rR6KYjTiA8wfA (link from https://doomguy.ru/community/topic/kak-dobavit-russkie-bukvy-v-chat-zandronum ). I did not use the wad itself because I already have a more complete font with smalls and capitals of different size (7 vs 8) but the characters in that wad are all the same height of 7. This allowed for localizing switch and door messages to display text, not a random mess of extended Latin characters, same for the console. - general: reworked the Mars sky, TSKY1, into a cubemap KYSRM with haze below horizon matching fog color baked in, plus fake pixellation effect from low-res source. Reason: I fought long and hard to preserve it as it was, but TSKY1, while great in some places, was absolutely NOT WORKING in other places: it wraps creating an impression of a dark plain under that sky - which, again, works great if it is the sky just beyond your window or a nearby sheer drop, but clashes horribly against distant features shrouded in haze. - map 01: ripped EDAY01 and converted it to UDMF (retaining its id EDAY01 to override the campaign instead of adding a new one -- they are identified by the first map's id) - map 01: upgraded map scripts for full localization support (the whole reason for editing this map). New string ids LT_SPEAKERS, HAN_GA_OPEN, THIS_SW_BROKN, THIS_SW_JMMD - map 01: corrected text display length to match the voice length and then some, from 9 to 12 seconds. - map 01: fixed the sky - map 02: ripped EDAY02 and converted it to UDMF - map 02: upgraded map scripts for full localization support and using my standard HUD message script. No new string ids. - map 02: corrected text display length from 9 to 20 seconds - map 02: fixed the sky - map 02: added "no decals" property to the elevator buttons. There is always so much carnage the buttons were never visible under hectaliters of blood - map 03: ripped EDAY03 (was already in UDMF) - map 03: upgraded map scripts for full localization support and using my standard HUD message script. New string ids: THIS_OPNS_LSWHR - map 03: corrected text display length from 12 to 25 seconds - map 03: changed thing-based sky portal to line-based. This required to change sector tags. Also centralized all color/fog application in the map script, the script 1541 is now irrelevant. - map 03: fixed potential performance drop by adding a large enough apron to the sector that hosts fuzzy reflections in the glosyy floor (it's a thing-based portal, d'uh) - map 03: fixed monster closets breaking and monsters not deploying if you berserk your way through the chaingunners in the blue key room - map 03: fixed the sky - map 04: ripped EDAY04 and converted it to UDMF - map 04: commented out garbage leftover scripts - map 04: centralized all color/fog application in the map script - map 04: added a simplistic outdoors area outside orangery windows. Reason: was possible to look down into sky repeating. - map 04: made non-playable areas not shown on automap and general automap prettification - map 04: upgrade the truck. Man, when will those trucks end...? Make it stop! - map 04: fixed the sky - map 04: fixed the light bug. Lots of sectors were set to brightness 256, which in combination with 3d floors causes things in those sectors become pitch black. The worst offenders: the plants in the greenhouse (ALL of them); the imps (and parts thereof) on the second floor when under the ceiling lamps. I reduced brightness to 255 everywhere. - map 05: ripped EDAY05 (was already in UDMF). - map 05: there was nothing to localize and literally no scripts to upgrade. You got it right: there are NO scripts in this map. The outdoors coloring and fog are applied using UDMF properties. - map 05: fixed the outdoor coloring and fog to match other Mars maps (looks much better) - map 05: fixed the sky - map 05: fixed the first game controller (the one on the table in front of the game console) having its two vertices touching the table edge's linedef without intersecting it. Was causing the node builder to have a seizure - map 05: fixed the second game controller (the one on top of the game console) in the lounge being a disjointed mess of tangled sectors. It was rendering even worse in game. - map 05: fixed most food items in the cafeteria being too far from the table edges so you can only eat them if you jump onto the table and crouch (so unrealistic!) - map 05: fixed the craved revenant launchers laying out of reach because the shooting range with its revenant corpses was blocked with an insurmontable waist-high fence - map 05: fixed the armory invalidating rare item drops because miniguns and RLs were randomized, a chance of finding a machinegun was 100% and a grenade launcher too high. I replaced all but one of them with static standard minigun and rocket launcher with no variety. - map 061: fixed the sky - map 062: fixed the sky - map 07: ripped EDAY07 and converted it to UDMF - map 07: centralized all color/fog application in the map script - map 07: fixed the exit vent having fog applied to it (ugly!) - map 07: fixed the fog breaking under the rock bridge because of differing light level. You cannot combine shadows with light-based fog. It simply doesn't work. - map 07: general automap prettification - map 07: upgraded map scripts for full localization support (one script consisting of one line of code, LOL) - map 07: disabled the existing 3d skybox and replaced it with my fixed sky. Reason: it was good but it STILL clashed with distant terrain shrouded in haze. There is just no way to make such things work, sadly. - map 08: ripped EDAY08 (was already in UDMF) - map 08: changed the coloring of the smelter area sectors from script (incorrectly defined as ENTER instead of OPEN, to boot!) to UDMF properties - map 08: changed the smelting area so that walking monsters won't step into the lava on their own but if they land there they burn at 30 fire damage every second. - map 08: changed the painted ladder in the secret vent (someone could miss this weird texture being climbable) with actual ladder midtex layer. Also added one static light inside so that you can actually SEE it. - map 08: replaced blue radiator liquid with brown water everywhere - map 08 fixed the fan in the entrance vent and the grate of the garbage chute being immune to melee damage (133 Destroy Thing / On Projectile Impact has to be set for the blocking plane itself, too, not just for the edge of the opening -- otherwise you could only destroy it by shooting. Obviously, player's punches and kicks are short-range projectiles) - map 09: ripped EDAY09 and converted it to UDMF - map 09: upgraded map scripts for full localization support. New string ids THIS_DR_DMG_WNT_PN - map 09: added appropriately sized aprons to shiny floor effect sectors visible through floor portals - map 09: restored one unused shiny floor effect in the two halls connected by openings with super soldier tanks. I guess Mark had abandoned it because it was causing all sorts of problems without an appropriately-sized apron. I only had to add reflections and portal links - presto, instant cool looks. - map 09: corrected fence at (424,-100) from impassable to walkable+shoot through midtexq - map 10: ripped EDAY10 (was already in UDMF) - map 10: upgraded map scripts for full localization support. New string ids MAP10_ANNO, MAP10_PORTAL1, MAP10_PORTAL2 - map 10: added voice acting (by a free text-to-speech website) to the system announcing portal activation. Adjusted timings as a result. The old script was giving too short a time to even read all that text. - map 10: copy-pasted the script that shows bosses' health and opens the exit on their demise, from BDv21 to map scripts - map 11: removed the "all the hell breaking loose" text messages at map start Done August 24, 2023: - general: began preparations for localization. I only plan a Russian localization, but in my wake my version of EDAY will end up 100% translateable. - general: created a separate PK3 with Russian fonts for localization, which I made from a character sheet made by https://github.com/Russian-Doom (because of not being Unicode, including them in the main PK3 would have interfered with game's interface for people with language set to something relying on extended Latin, like Brazilian Portuguese, because most such characters would end up overwritten) - general: added preliminary Russian translation of everything that was easily in reach: most story-driving text messages not embedded in map scripts (ironically, excluding my own story text additions because those ARE embedded in map scripts) and also map names. The translation is embedded in the package, but to use it you need: A) change "language=default" to "language=ru" in Zandronum-.ini ; B) drag chebskies-ru.pk3 together with chebskies.pk3 (it contains fonts needed) - map 10: edited some lines of the marine captain, replaced EDAYTXT10 from "I have watched these... things. And I understand their modus operandi. Their hordes are\nattacking San Francisco now because they are attracted by large populations, they focus\ntheir main forces on big battles and don't consider small groups like us a threat" to "I have watched these... things. And I understand their modus operandi.\nIt's not an army, not even guerilla force. It's a feeding frenzy.\nTheir hordes are attracted to concentrations of humans,\nmaking no distinction between civilians and army groups." - map 15: fixed the next map to be CHE16, not EDAY16. Basically, this severe bug was derailing the whole sequence by redirecting you to old unmodified EDAY maps -- which chain into other old maps. Done August 23, 2023: - general: fixed my dynamic skybox script 2.0, was logging a false script failure message at startup. - map 18: made the blue armor jumping puzzle trivial on low and medium skill by placing an additional pile of rocks near the closest crate - map 18: rotated textures on tops of wooden crates standing at an angle, to align them - map 20: ripped EDAY20 and converted it to UDMF - map 20: upgraded trucks and buses, improved all car barricades - map 20: all use cases of RUBLE2 upscaled it 2x to match building floor spacing. Fixed minor bugs in collapsed buildings - map 20: on the road near the multi-story parking entrance, there was a pit into, presumably, lower levels framed with impassable fence. I replaced it with regular lawn. Reason: maneuvering your tank in that area was pure torture. Especially as the last cyberdemon comes at you and your attempts to dodge are suddenly blocked by a fence that isn't even waist high, it's feet-high for the tank. - map 20: in the starting crossroads fixed the stop line placed on the wrong side and turned the truck matching it sideways - map 20: changed pedestrian zebras to baked-in textures, which reduced geometry -- and added some more - map 20: added blockers to the multistory parking entrance to prevent your tank from driving inside. - map 20: reworked the areas visible through the windows of the multi-story parking (peviously a blank sky): removed one, blocked one with a brick wall, added silvers cut out of of map 21 and HESP map 18 to create illusion of city stretching far - map 20: created a long decorative stretch past the rubble barricade blocking one street leading downwards: it was showing skybox beyond but skyboxes's floor is solid black! - map 20: created a space with one extra building behind two bus barricades (is shared: the city is decidedly non-Euclidian anyway) - map 20: the upgraded truck barricades allowed for turning one of the cyberdemons into a FUN cyberdemon. He's hiding behind a truck so well he is guaranteed to provide surprise buttsecks in the most inopportune moment. - map 20: fixed texturing on the ends of the broken bridges - map 20: changed the round pool from bright blue radiator liquid to semi-transparent water - map 20: likewise changed the fountain in the mall from blue radiator liquid to brown water - map 20: added many humongous smoke pillars - map 20: split some very large street sectors into multiple parts to reduce performance impact of gore - map 20: various minor texturing and geometry fixes - map 20: general automap prettification - map 20: created skybox cubemap KYSR9 based off one of EDAY's best skies, SKY2MO - map 20: switched it to my dynamic skybox 2.0 (skybox viewpoint mirrors player movement at 1/64th). Regrouped and tightened building placement in the skybox. Rescaled all textures in the skybox to 1/4th to match floor height to viewpoint movement: 1/64th of 128 gives 2, while textures used are 8x8 which was giving skybox building's floor height 4 times larger that regular geometry floor height. Now they match and do not look weird if placed close. - map 20: painted outdoor areas orange-ish sunset color - map 20: fixed distant firefight sounds ceasing in some places (left hall of the mall, corresponding ends of streets). Turns out it is a point source with a radius of 9550, but the map is too larger for even that. I just moved it so that the OTHER end of the map lacks those sounds. - map 21: ripped EDAY21 and converted it to UDMF - map 21: upgraded trucks - map 21: replaced flesh wall texture with a better one, the same as in map 22 - map 21: added tumors to the flesh wall - map 21: aligned floor or ceiling textures on vents, paletes and crates - map 21: recolored the boss: was too dull for such a great boss! - map 21: removed garbage leftover scripts like the one that colors mannequins in map 20 - map 21: painted outdoor areas (i.e. the entire map) orange-ish sunset color - map 21: copied skybox full of skyscrapers from map 20. It's static here: player's range of movement is small. Moved the buildings tighter, closer to the viewport. - map 21: moved the baron: could activate prematurely instead of ambushing Done August 20, 2023: - general: dead mancubus fix. Hopefully, will not block polyobjects anymore. - general: upgraded cheskymp to support different sizes for specific cubemap faces (the down face is 32x32 now) and made its use tile pattern to render (hopefully would speed it up a bit) - general: added textures for road surfaces with pedestrian zebras baked in. STZEB21, STZEB22, STZEB2C1, STZEB2C2, STZEB2H1, STZEB2H2, STZEB2Y1, STZEB2Y2 - map 17: fixed the bars marked as requiring red key card not really requiring any key. You could skip an exciting red key hunt and a surprise cyberdemon inviolved in that hunt! - map 17: upgraded the trucks - map 17: replaced one semitrailer barricade with a wrecked bus and a police car from HESP - map 17: changed pedestrian zebras to baked-in textures, which reduced geometry, and added center lines to most roads - map 17: that one extremely obscure trigger for opening a secret fireplace, which was utterly impossible to notice triggering, now leaves an obscure text message about firewood and makes a pop sound. - map 17: the shotolver quest is now accompanied with text messages. No wonder I haven't solved it: it's pure pixel hunting sadism with a bazilion hidden switches! - map 17: two coop cyberdemons and four regular pinkies (in the same monster closet) were dorman and misssing activation trigger - was preventing 100% kills. Attached them to the same trigger as their roommates (player enters thered key garage) - map 17: fixed one blue armor not marked as a secret - map 17: made two closets deeper - map 17: fixed many items in the weapons store being too far, requiring to climb into the shelves to pick up. Also fixed rocket launcer dropped through the shelves, pickupable but invisible. - map 17: replaced entrance door in the yellow key building with swinging doors - map 17: minor texturing fixes - map 17: added second window to distant terrain to match the second window i a ded in map 18 - map 18: switched to a dedicated skybox cubemap - map 18: upgraded trucks. I **** hate trucks! My hurting mind in its twilight state spawned even more varieties of trucks with different front designs. - map 18: ginormous retopping rehaul, split geometry into base layer and top layer in a rabid modding frenzy, too many changes to document. Includes: lowering the roof of the red key cafe, moving all communication towers on top of tallest buildings, completely rehauling the southern area out of playable boundaries. Three days spent obsessed on the verge of foaming, unable to tear myself from the editor. THREE DAYS, CARL! - map 18: added several humongous smoke pillars as dual layoud now allows such things. - map 18: replaced gas station doors with swinging doors (missed them before). Now the number of polyobjects in this map is 53. - map 18: fixed one unpossible blue armor secret into merely very hard to figure and execute jumping puzzle - map 18: added a second window to that office room, because I already toiled hard to make the view out of it sane - i am at the end of my rope, about to snap. - map 18: changed message for the switch that opens the doors leading to the secret level from "something has opened somewhere" to "The Red Light District now accessible". Honestly. You need the red skull key to get there anyway and the red skull key requires a dedicated pixel hunter to find. - map 18: changed the tiny 3-pixel wide button that reveals the red skull key from baked into texture to actual map geometry. Reason: blood splatter is the bane of switches. - map 18: fixed the monster closet. The same problem as with map 03: if you go full berserk, the monsters won't hear anything and never wake up and they only wake up if you shoot in one specific room. Which contains one imp all but asking for a silent fatality takedown... After my fix you receive their full attention by grabbing the blue key OR exiting the room. - map 18: added signs to the red key cafe and the blue key bar. The first one is pure stone soup, existing billboard textures upscaled, while the second one made by myself: new 512x128 KYBLUES1 - map 18: moved the ambush archvile because he was visible from the street and could be shot and awakened prematurely - map 18: changed pedestrian zebras to baked-in textures, which reduced geometry Done August 16, 2023: - map 16: changed the exit, instead a room with unreachable stimpacks (goodbye, 100% item completion!) the door itself works as an exit button. The main reason: map transitioning wasn't smooth enough to make it look like you stepped through a room. - map 17: retopped, split geometry to top and bottom layers. Everything that was sticking above 256 got clipped in the bottom layer. The top layer's ground begins at 0, with buildings full height, repeating their shapes in the bottom layer roughly without detail. This allowed to make many one-story buildings lower: some walls end and roofs begin at as low as 128. Made one area with chainlink fences a solid chunk of sky, the chainlink fences are entirely in the top layer. Allowed undoing some of Mark's skywall hacks-by-necessity, should also improve performance. - map 17: added some distant cityscape to the top layer. - map 17: created a dedicated skybox cubemap, changed outdoors coloring from Mark's sunrise reddish to gray with barely perceptible bluish tint) - map 23: fixed bugs in my preemptive strike algorithms for the cyberlord, he could stall at times if timings were wrong Done August 15, 2023: - general: researched a method to make monsters deadlier and smarter, react properly and PUNISH players who like to pop in and out of cover. Could (and WILL be) applied to all monsters eventually. - map 23: with the help of copious map triggers, ACS mojo and darkest of DECORATE magicks I remade that giant hunk of cheese called "cyberdemon lord" into a real lean and mean killing machine. I named him "brutal cyberdemon lord". He will *curbstomp* you, I made sure of that. I kept buffing him and making him trickier until I myself, with all the experience of cheesing him dozens of times before, could only prevail by the skin of my teeth. He behaves like a living being now, not as automaton all of them are. He will not aim into a wall dumbly if you duck behind cover but would continue spraying at your last position with redoubled ferocity. He can even predict your movement - try hugging that wall, popping in and out of cover and you have a good chance to eat a preemptive strike. He hates it when you pop in and out of cover. Oh, and I buffed his explosion radius too. Done August 13, 2023: - general: removed ", Che" from the map titles of the maps edited by me. With most of the maps modified, it was making no sense. - general: gave the purple haxx sphere unique sound effect on pickup (crappy but unique) - general: added various elevator sounds from the free sound library - general: new textures SW1SHWN2, SW2SHWN2, which is SHAWN2 with a square green button - map 16: ripped EDAY16 and converted it to UDMF - map 16: changed the sky to a cubemep with smoke and city baked in - map 16: edited one collapsed building for aestetic purposes - map 16: greatly reformatted the balconies with fire ladders. Made all ladders climbable (enlarged openings from 32 to 48), removed all ladders hanging from the second story to the ground; made all railings solid; ladders are now solid, prevent jumping from balcony to balcony in certain places. - map 16: removed red key markings from the door that leads to the roof (in times of yore, required the red key) and reformatted the ijside of that building from an elevator to stairs, with "out of order" fake elevator doors on both floors - map 16: made the megasphere secret painfully visible, the room is now large and has two additional impassable windows to stare into and salivate. Added a ladder leading into the room for easy access - BUT it requires the red key. - map 16: returned the red key to its ancestral resting place, BUT moved that room from 2nd story to 3rd story - now requires climbing fire ladders and jumping between balconies. This will distract from the blue armor secret because no one would expect one more secret inside a secret that hard. Well, this map already contains one utterly impossible secret: the berserk pack room. I had no idea it was there even after hours of editing, only noticed it while modifying the adjacent building. So utterly diabolic... - map 16: fixed the impassable blue door bug in that same building - map 16: moved some rooms required for the obligatory jumping puzzle (you have to solve it to advance further) fron 2nd to 3rd floor. So it now requires ladder acrobatics. - map 16: replaced the burger joint doors with swinging polyobject doors. - map 16: upgraded all the trucks. (whimper) so many trucks... I will have nightmares about trucks... So much toil and grind :(... - map 16: resolved the "Chaingun Marine at the front of the trailer truck near the burger joint doesn't do anything" - he was just turned off, frozen and invisible to monsters. Obviously intended to wake up and die in a heroic last stand as you approach but the activation script was nowhere to be seen. He did not even have a tag! - map 16: fixed the "Narrow Blue key door can be opened, but you can't pass the invisible wall, either coming in or going out. (The Apartment building nearest the burger joint with the chainlink fence and parking lot.)" bug - map 16: wherever there was RUBLE2 texture (a collapsed building's innards) I enlarged it more than twice by setting a scale of 0.43. This way, its broken floor match the height of common building floor (128). Will repeat the same for all maps ahead. - map 16: retopped it with a sky portal top layer. In the process, moved all communication towers to tallest buildings (which are void in the base layer), clipped all sky ceilings to 400 and made the one taller building's top floor part of the top layer clipping it in the base layer to 400 (also widened it). Added two distant taller buildings to the top layer. - map 16: fixed the "There is an empty bottle floating in the sky near where the cyberdemon gets airstriked." bug - map 16: moved two dumpsers away from the broken fence thus removing the bypass route for the blue key and balcony acrobatics. Obligatory jumping puzzles must be obligatory! - map 17: ripped EDAY17 and converted it to UDMF - map 17: changed the sky to a cubemep (provisional, the same as the previous map) - map 18: ripped EDAY18 and converted it to UDMF - map 18: reworked elevators in the yellow key building, the unnamed building at (2700,500) and the wham bang hotel to work like realistic elevators with doors closing and so on. There are 7 elevators in total. For more detail see the my tutorial wad @ https://www.doomworld.com/forum/topic/138033-realistic-elevators-acs-udmf-zandronum-30 - map 18: rearranged rooms in the wham bang hotel, the goal was to turn the elevator 90 degrees clockwise so that its doors move in the north-south direction. Easier than cloning the elevator scripts. - map 18: widened shower entrances in the wham bang hotel so that you can actually enter them. That one shotgun guy dropping ammo... always out of reach... tantalizing... Fr-r-rustration!.. Well, not anymore. - map 18: retextured the receptionists deck in the wham bang hotel: it was a brick wall made of brick >_< - map 18: upgraded fence at (3588,1096) from part impassable, part ghost with crates flush to it, to walkable + shootable midtex - map 18: changed the secret exit door to a sliding polyobject door. Hilariously, I still have no idea how to open it and go to the secret levels: I just modded Script 3 that opens it but I don't know what runs that script. - map 18: changed the doors of the chaingunner cafe (it's full of chaingun guys, d'uh) to swinging polyobject doors - map 18: added a coffee maker to the chaingunners cafe. - map 18: replaced doors in the yellow key building's upper offices with swinging doors Done August 11, 2023: - general: added textures CRKGLSX, which is a 256x64 rearranged CRKGLS4; CRUMPLE3, which is 128x128 URCEIL05 modulated with CRUMPLE (which itself was made by putting crumpled tinfoil into a scanner); REDCARSC, which is 128x128 tiled REDCARTO modulated with SCRAP7; TRUCK3DC, which is TRUCK3D modulated with CRUMPLE; STREET2K, which is 256x128 tarmac with a solid 8-wide line, combining and tiling STREET2C and FLAT5_4; STREET2I, which is a 384x256 tarmac with a dashed 8-wide line, again combined from STREET2C and FLAT5_4; RUBLEY, which is a 128x128 brown rubble, CRATOP2 modulated with RUBLE1 - general: modified big trees Tree04 and PalmTree with +FORCEYBILLBOARD. I have x/y set as default but tall things look ugly when you look up or down close up. Must hunt all of them and give this property. - map 15: put the buses through the same tratment as I did trucks. Meaning I made them have less wheels than a centipede :p - map 15: removed all RubbleSuspendLarge things from the near side of the broken bridge: this shit has no collision but looks like map geometry, provoking the player to fall through it and take a ton of falling damage. Re-textured the broken end a bit to compensate. - map 15: upgraded all trucks. Added a new variation without wheel wells and two headlights on each side, to not interfere with the obligatory jumping puzzle. - map 15: made one truck into a trap and moved one chaingun guy inside it - map 15: created a burning rekt bus variation and replaced one of the buses with it. New frankentextures: CRKGLSX, CRUMPLE3 - map 15: removed tons of geometry that was only giving vast meaningles expanses to get lost in. Namely: a) removed the raised highway closer to the evacuation shelter b) cut the tunnel in half, straightened the remaining part connected to the other side of the broken bridge and made it inaccessible + not shown on map (also fixed that bug with a ceiling lamp stuck in a wall, LOL); c) remade the areas, where the raised highway once resided, into parking lots and inaccessible industrial buildings behind tall fences. - map 15: fixed trees stuck in the void and on top of fences, including "Oddly placed palmtree on the wall near the shotgun, shellbox, and imps after the spider mastermind fight" and the one that was sticking its branches through the toilet wall. - map 15: remade the river's end into a barred tunnel and the means to get out of the valley into a ladder. No running around the mastermind anymore. - map 15: rearranged the monster onslaught. Now the cyberdemon erupts separately, from a gate further down the street. This also fixed the bug with the megasphere secret being inaccessible. While at it, upgraded the script: marine only talks to you after the cyberdemon's demise when you are in his line of sight. Failed to make him only talk to you if you are not dead (the tank is mighty and that marine has 99999 HP, as is fitting of a quest NPC, so the cyberdemon is guaranteed to die even if you are dead). - map 15: retextured roads, excluding curves, to use a texture with baked in markings instead of adding sectors for markings. Added center line to the road in the starting area and the broken bridge. - map 15: connected toilet windows to the outside filling that area with bushes, trash bags and dumpsters. No more looking into skyboxes's underpants. - map 15: added simple streets and buildings to the far side of the evac site. Connected its windows to a simplified street copy-pasted from EDAY16 - map 15: improved cliff faces, fixed discontinuities - map 15: drastically simplified cliff behind the parking lot: the map was beginning to bug out, there were sky holes in the road signifying node builder's failure and Zandronum 3.0 crashed on cyberdemon's death (I can't use 3.1 because it requires OpenGL 3.3 while the end-of-the-line drivers for my potato's integrated video, dated 2015, only support OpenGL 3.1 -- so Zandronum 3.1 simply cannot run. This is dangerously bordering on religion as I *do* have a gaming PC with gtx 1660 and Ryzen 7 5800X -- but I am too lazy to bother using it) - map 15: fixed the pack of arachnotrons accompanying the spider mastermind: they did not have any difficulty set, so were never spawning, leaving their boss to fight you alone. Not anymore. - map 15: minor prettifying of the urban area - map 15: moved one dry tree: the spider masterming was always getting stuck between it and the cliff - map 15: retextured the river from greenish to brown: the waterfalls are brown, there is no greenish version Done August 06, 2023: - general: fixed bugs in CheSkymp and added support for supersampling - map 11: tweaked the mountains color darker and re-compiled the skybox with 12x supersampling - map 12: re-compiled the skybox with 12x supersampling - map 12: changed map geometry to create deep shadows from my sunrise sky, colored sunlit areas orange, changed the doors and yard gate to be controlled through scripts to have switchable shadows. - map 13: re-compiled the skybox with 12x supersampling - map 14: re-compiled the skybox with 12x supersampling - map 15: re-compiled the skybox with 12x supersampling Done August 05, 2023: - map 15: ripped EDAY15 and converted it to UDMF - map 15: changed the sky to a very sketchy version of my new skybox (too raw, must improve how city looks) and commented out the scrip that was painting outdoor light sunset orange - map 15: fixed the marine captain: Mark used a treacherous function A_CheckSight that actually does the opposite of what you expect of it. So, for him to start talking to you you had to LEAVE the captain's sight. Also, pressing "use" on him rekt the sequence, forever turning him into a regular guard dummy. I fixed both in, like, five minutes of coding. - map 15: rearranged that room, added one sight-blocking wall so that the captain only starts talking to you when you really approach him, NOT when he glimpses a silver of your butt all the way through the toilet door. Done August 02, 2023: - map 14: modified the starting area to match the previous map's exit - map 14: added one secret and one zombie to the new starting area - map 14: cleaned some trash comments - map 14: made one distant truck's front wider - map 14: made some fences impassable to prevent player being catapulted out of bounds (very unlikely) - map 14: generated new sky cubemap. Now you can see where the narrative is going: it's not nightfall why the maps are becoming progressively darker - map 15: found a bug, the exit script could break. Added to my DODO list. Done July 31, 2023: - map 13: minor cleanups - map 13: returned one accidentally deleted pinky - map 13: fixed a blunder in cinematic outro (wrong anchor for a half of the lattice arches) - map 13: blocked the cyberdemon from entering rooms a the tunnel's bend. He was getting stuckin them a lot. Done July 30, 2023: - general: upgraded dynamic skybox script, should in theory work in multiplayer (Zandronum only) but haven't tested yet - general: created the dynamic fog script I wanted to make back in 2018 but was too tired to do so. - general: fixed bugs in my skybox composer utility and began the long process of remaking skies for maps 11..21 in Quake 3 cube map format. - map 11: replaced the sky cubemap with a better version. - map 11: applied dynamic fog. Generates a powerful blinding effect when you look at the sun, monsters become black cutouts drowning in orange light. - map 11: by necessity changed some map geometry to place sun line of sight probe things (the glare disappears if you hide behind a crate or building) - map 11: moved some trees that were being cut by the sky when viewed from distance due to watch towers. - map 11: changed smoke rising from exploded fuel tanks from pathetic "BurningBuilding" to chad "HumongousSmokePillarTall" - map 11: cleaned trash, some unneeded things were stuck in the void. - map 12: replaced the sky with a new cubemap. A bit rough, will clean when correct more deficiencies in my skybox composer. - map 13: replaced the sky with a new cubemap. Burning city baked in. - map 13: changed the flow again. The changes were story-driven but reduce backtracking to zero. The exit is now in the trainyard, the warehouse gate closest to the yellow key is openable with said key and it opens right at your shiny new ride, bright yellow and activated with the yellow key. So Doomguy leaves this map in style. The former exit building houses the red keycard, and I moved the trigger for surprise cyberdemon buttsecks to activate earlier, as soon as you exit the tumnnel. Now the cyberdemon reaches you just as you have to engage those arachnotrons. FUN :D - map 13: fixed damaged geometry as I accidentally replaced all floor slope variations with pinkies :( Solved by copy-pasting from the previous release. - map 13: took a level in badass by coding an outro where you crush demons with a locomotive. In an engine that doesn't support such things in princilple (Zandronum 3.0). Done July 25, 2023: - general: modified truck front and back end textures TRUCK2, TRUCK3E replacing dark gray strips, intended to depict tires, by blackness. Reason: a) weren't working anyway; b) interfered with my rare hacks to classic trucks. - map 14: ripped EDAY14 and converted it to UDMF - map 14: massive flat re-alignment for crates, containers and pallets -- because with UDMF you can. - map 14: dumpster and pallet retexturing. Added placeable maggots and flies to a couple dumpsters. - map 14: shortening one side of the balcony in the red door building - furthering impossibility of jumping onto the raised highway. - map 14: upgraded the trucks. Except the one on the distant raised highway: too distant, did not need so much detail. And one frankentruck vital for a red key jumping puzzle: I just widened the front of this one to full width stretching its radiator texture (thanks to UDMF scaling). And one more truck I franken-merged my new wheel wells with the old radiator design: let there be a variety of models. Oh, and I recolored one truck to gray. Never saw that texture used anywhere. - map 14: curved two 90-degree road turns and two road corners. - map 14: unclenched the river. Mark made a very long and fancy wall with liquid waste flowing out of holes in it.. Then he squeezed the opposite shores together (almost touching) hiding it all from sight. I made the river wide again. Now instead of a seeming rock wall blocking it there is a giant grate with impassable fence. Vistas open ahead. - map 14: fixed the underground hall filled with nukage having "unknown effect 5" instead of intended damage 10%. Seems like a very old bug: present in EDAY and likely happened during conversion from Boom to Hexen format. - map 14: traumatized by my experience with too many subdivided lines breaking Zandronum, I committed exterminatus of vertices on distant features like cylindric tanks or factory chimneys. Rule 1: when nodes viewer stops displaying, only showing a disjointed mess of scattered subsectors, and number of subsectors creeps up to 35 thousand, START REDUCING DETAIL! - map 14: *massacred* the elaborate skybox geometry that was completely invisible from any position, too far below. Brought in the burning city and few strategically placed hills from map 12. With the humongous cloud of smoke included. - map 14: resized many buildings and otherwise fixed their texturing: lots of windows were overlapping corners - map 14: added purely decorative barred inflow tunnels to the nukage hall - map 14: general automap prettification - map 14: made various impassable fences show as 1-sided on automap. Would hopefully help find which paths are free to take. - map 14: added a couple slightly deeper pits to the river - map 14: fixed a extremely narrow slit between buildings at (-2500,1500) by widening it to a walkable passage. If Mark wanted that gone he would have just welded them together. - map 14: fixed all the "missing pavement stone" holes obviously made for a different sidewalk texture and misaligned to boot - map 14: made the bridges visible on automap - map 14: fixed inescapable trap bug in the yard with a secret trapped marine (between a cardboard box, a pallet stack and the fence, at (4912,1880)) - map 14: fixed the duct leading to blue armor: it felt like there was an invisible wall but in reality there was a tiny one texel high step that required you to crouch to continue. Also fixed flickering textures in it. Also fixed the grate not being damaged by a kick. - map 14: fixed a fence in the building above the nukage hall being a ghost - map 14: enhanced cardboard boxes laying on their sides, introduced rotated versions of their textures BOX15L, BOX15R, BOX16L, BOX16R: there are details that don't match otherwise, like the plastic ribbon and the "this side up" arrows - map 14: made the grate balcony transparent to monster line of sight and shootable through. Not with plasma, though. Now those nice chaingun guys can see you and shoot you through the floor - but you can't hit them with projectiles due to engine limitation. FUN! :D - map 14: also made the railing there shootable through. - map 14: also made a dent with railing missing in the place where you are supposed to jump because the jump was annoying. Not hard, just annoying. The railing arrests your motion, you have to jump onto it... And have a very good chance of falling short of the containers and hurting yourself. - map 14: made the red panels framing the red door finite height - map 14: replaced the red door with sliding polyobject doors. I will DENY that I have unhealthy obsession with sliding doors! - map 14: fixed a presumed jumping puzzle at (420, 2860). Assuming that fence was intended to be jumped over from the crate but broke because of a jumping height nerf (from 64 to 48, I think), I lowered it. - map 14: moved the "distant firefight" ambient sound to (-4112,2664) because it was heard from the wrong direction (opposite the burning city) - map 14: commented the intro text out. Video games are visual art, the only place for words is explaining some tricky lore, like the marine captain's speech. - map 14: locked the sniper revenants on their cargo containers by marking their walls impassable. Todo: fix this BDv21 bug as well. Mark made a visually nice algorithm of monsters searching for player. But it has one very severe side effect: there are intervals when "heavy" monsters slide to a stop driven by inertia. And this movement type outright ignores "block monsters" and height limits. So revenants, mancubi, knights and barons tend to fall off ledges a lot if they awaken, then lose sight of the player. Very noticeable on maps generated by Oblige 6 where 60% of these demons will end up in deep pits. - map 14: repositioned one specific truck, added skidmarks - it now stands where it went off road and smashed two cars into a wall. This made the berserk secret more obscure, too. Done July 23, 2023: - map 12: more polishing raw cliff faces and automap prettifying - map 13: more polishing raw cliff faces and automap prettifying - map 13: fixed the inescapable trap bug (between the crate with the secret megasphere and the wall) by adding a niche to the cliff face. - map 13: widened the collapsed tunnel entrance and retextured from ASHWALL to RUBLE1 - map 13: narrowed the car-carrying flatbed to the width of a normal truck - map 13: MASSIVE changes to the tunnel blockade to eleminate backtracking: instead of a semitrailer parked across and a retractable invisible wall above it (it was there since forever - it retracted as you entered the tunnel through the blue key door - you were supposed to hop onto wrecked cars, then onto truck and out of the tunnel... No one ever figured that out: who heard of *retractable* invisible walls ?) I first invesigated where did the cyberdemon go? I clearly remember a cyberdemon coming at me as I grabbed the red key... I started traveling back in time, to older and older version sof EDAY but all I could see was the same trigger supposed to open a door that wasn't there. And only in the antedeluvean depths of HESP, in the map that had the same resemblance to EDAY13 as the first fish to walk the earth resembles Marylin Monroe, I have finally found my cyberdemon. So... I got to work. I brought him back. I created a semi that transforms into scrap metal at script's command (new textures: SCRAP7, SCRAP8) and releases that cyberdemon. No more backtracking: a grate blocks your path to the blue door leaving the smashed semi the only way out. Goal achieved: no backtracking. A direct, clearly visible route from the red key to the red door. With only one, angry snag in the way. - map 13: fixed the HORRIBLE bug of map starting in invasion mode and ending in 2 seconds because there are no waves and you are the last man standing. Caused by too much subdivision on the specimen tank breaking Zandronum. I also had GZDoomBuilder hang on me when I tried the nodes viewer mode (literally: it was unresponsife for so long that I went away to have dinner, when I returned half an hour later it still haven't finished showing nodes and the laptop was still at thermal maximum). It was when Cheb realized he had screwed up -- and deleted 3/4 of that round tank's vertices. - map 13: discovered a dangerous hack in BDv21: Never, *ever* place a cyberdemon at x=-1472, as that causes him to decide this is map 8 of of Doom1 Episode 2 and replace himself with a specialized boss version. Who proceeds ruining your map by running the script "MapEnhancementE2M8". I accidentally placed my cyberdemon at *exactly* x=-1472 (because grid) and hilarity ensued. "Wtf is sky on fire? Is this Deimos?" - map 13: marked my jumping puzzle in the trainyard as a secret (More tags for the tags throne! More 3d floors for the 3d floors god!) - map 13: fixed the map flow: my modifications to the trainyard were allowing you jumping onto the station platform right away, instead of going around train cars searching for a ladder as in the original. A few crates here, little walls around a flatbed car there... Now you can't. You *may* figure that jumping onto the coupler solves your issue before finding that ladder, but you still have to go around and deal with those imps. - map 13: retextured the tops of wooden crates in the trainyard to BOX13, the same as their sides: UDMF allows rotating and shifting flats to match the sides. - map 13: made train cars visible on automap (as 1-sided, but that's the only way) - map 13: fixed a bug in skybox that only became apparent with removing obstacles in the tunnel Done July 22, 2023: - general: fixed a bug introduced by me, hanging guy with no leg on death could drop a ghost hanging guy with no leg who then promptly falls to the ground and cannot be interacted with. - map 11: changed railings from FENCE09 (64x24) to my new frankenpatch GRATE14H (64x36) made by cropping GRATE14 via TEXTURES. Reason: FENCE09 was too low, player could simply walk over it. Monsters, likewise. - map 11: replaced the sky with a different one made by me. - map 12: ripped EDAY12 and converted it to UDMF - map 12: retextured the eye-watering acid-blue waterfall to brown - map 12: reduced the trailer's height and retextured its front with a scaled gray car texture. Did you notice the smoke rising friom the trailer is purple? It was like that from the beginning, I can even point you at the ACS line Mark used to color it, with his comment "Setores coloridos...". I wonder what are they cooking up in that t railer. Beside the secret megasphere, there are two barrels of poison next to it. - map 12: fixed misaligned thing-based sky portal (extra cliff top above the starting base's yard) by moving the top anchor from -5348, 8712 to -5350, 8712. Only two units, but the crack in the cliff face was showing if you paid attention. I did not change it to line-based because this map exploits areas' discontinuity in full, lots of open distant spaces in topologically impossible overlaps. It works great, so "don't fix it if it ain't broken". - map 12: fixed sound propagation blocking between the right and the left large open areas - map 12: rehauled monster closets from normal ones with hearing tunnels to my experimental advanced design: sushi bar conveyor belts with teleport to line. Monsters don't wake up, they are teleported while still sleeping. If there is not enough room, they will keep cycling until there is. - map 12: made many monsters in those closets deaf, so that they sit in ambush upon being deployed instead of stampeding towards the player. THE CHANGE TO GAMEPLAY WAS RADICAL, the fight changed from a sudden onrush of everything and kitchen sink (you could snipe from that relatively safe position next to the switch) into backtracking through a map that is suddenly full of monsters. - map 12: switched many fences from impassable to walkable+shootable midtex. This is an accessibility improvement for the cacoes. - map 12: fixed coop player start: there was no player 2 start and two extra player 3 starts. - map 12: fixed missing animated flame texture overlaying the distant city in the skybox - map 12: fixed the secret megasphere being inaccessible: both cliffs too high to jump onto and the alternate jumping puzzle having its lowest step marked as impassable - map 12: upgraded the trucks to my latest specification, to unify their looks across all maps. Sadly, that cheapened two of the four secrets. - map 12: changed the entrance door with sliding doors identical to the exit doors of the previous map. Updated the security room to match the changes in the previous map. Removed small medkit from the security room: inaccessible by design, it was preventing 100% items. - map 12: redid the watchtower in the likeness of the ones I did for the previous map. Reason: the old concrete behemoth was fine, but looked too primitive after those two. Textures added: GRATE13B, LADDER3B, CRKGLSY, GRATE14H - map 12: made possible to jump over the fence from the watchtower - because why the hell not. - map 12: various fixes of glitches and ugly corners in the rock walls surrounding open areas. - map 12: prettified the automap - map 12: raised the floor in the cave, jumping required was a bit too tiresome. Did Mark nerf jumping height in his last BD update...? - map 12: replaced the two anemic smoke pillars above the burning city with a humongous smoke pilar and a humongous smoke cloud - map 12: added several fine steps to the terrain to prevent monsters clumping in certail places, stopped by insurmountable knee-high thresholds - map 12: ACS cleanup, removed garbage scripts designed for map 11 - map 12: enlarged sky portal's apron to acceptable size. Small aprons are frequent cause of severe framerate drops due to camera clipping into the void, this is undetectable otherwise and may be easily overlooked by a mod dev with a powerful PC. I, on the other hand, work on a venerated potato (while my ThinkPad gathers dust abandoned and unloved and my powerful gaming rig is only ever used for TF2) - map 12: replaced the sky SUNRISE1 with a different one made by me, SUNRISE9. I can't say it is better, just much cleaner. Done July 19, 2023: - map 11: ripped EDAY11 and converted it to UDMF - map 11: fixed missing textures HOM in the hangar doors' sides - map 11: aligned textures on crates' tops (not possible without UDMF) - map 11: fixed a railing midtex misaligned from one side - map 11: switched railings to walkable+shoot through from jump-over railing - map 11: locked two revenants prone to jumping off of their designated container by giving its walls "impassable" - map 11: rehauled the area where the red key rests. Instead of a boring corner no one would pay attention to, it's a full entrance checkpoint with watch towers, immediately drawing attention. There is now a security camera in the security room next to the exit door, showing the entrance checkpoint and the red key. The security room itself doesn't need the red key anymore -- that lock was moved to the button. The inner gate of the checkpoint is closed and you require to get to the security room and press a new button to open it in order to get t o the red key. - map 11: changed the exit door into sliding polyobject doors - map 11: minor fixes to the surrounding cliffs and misaligned textures on the base's walls - map 11: made the sky walls invisible on automap, made some invisible structures visible again, generall prettification. - map 311: fixed creepy chant to #3 (#2 was being used due to duplicate doomed numbers) - map 311: fixed lava in the moat surrounding the boss arena doing no damage - map 32: removed some garbage code from actor IconOfSinBossChe - map 32: fixed the bosses' lightning: was ignoring time limit Done July 18, 2023: - map 061: ripped EDAY06 and converted it to UDMF - map 061: fixed the inescapable sewer of death with blue armor in it. Now there is a grate lift behind the bars (for normal access from the starting area via raising the bars) and also instead of large holes in the toilet stalls there are floors that crash down when you step on them and leave a raised rubble pile to climb out. This way, the secret cannot be used for sequence breaking if you access it as intended, from the starting area: if you arrived via lift, there are no holes large enough to fit through and no rubble piles. And if you haven't figured how to access the elevator, it stays raised high above your head. - map 061: in the hub hall with liquid tanks in the center, fixed some shadows and added damaging effect to the spilled pool of green slime - map 061: replaced the big doors of the reacror halls airlock with sliding polyobject doors - map 062: split the former EDAY06 in half making the boss fight a separate map. Reason: it posed impossible difficulty spike for people like me who only ever use auto-saving and always replay the entire map if dying. The evil marines are one of the hardest bosses in the game due to their entirely unfamiliar moveset (for one who never encountered them). The giant cyberdemon is cheese compared to them. - map 062: fixed the container with blue armor by lowering it a bit so that it could be jumped onto. - map 10: ported the missing texture COMP009 from the EDAY test dated Dec 16, 2017 (the file itself id dated Jan 13, 2017). The texture is not present in any later versions but was still used in the cafeteria area of EDAY10 (a big monitor under the ceiling). - map 13: fixed wrong sky and music being used (were inherited from older versions of EDAY) - map 13: fixed a body hanging high in the sky - map 13: fixed a weird glitch with skybox showing through solid road surface - map 28: removed one unneeded tree accidentally stuck in a column near the map start - map 28: fixed texture alignment of the demonic face in the blue key building - map 28: fixed moving fence's sound that broke because of me cleaning up SNDSEQ.skies Done July 17, 2023: - general: corrected track textures for the static (made of map geometry) tanks from the insane "imma square with a leetle wheel, wheee!" to less pretty but much more sane "here be blackness" Textures edited: APC1, APC2, APC3, APC4, PANZE1, PANZE2 Done July 16, 2023: - general: added full lyrics and translation to the creepy chants (see the TXT included in the sounds folder) - map 28: fixed the monster closet that broke when I rehauled the red key area. I completely redesigned and retextured it, now has two consequtive doors that open from different triggers, monsters teleport out, the closet has two large stimpacks and is marked a secret. - map 28: re-designed the grates at the red key niche using better texturing. - map 28: retextured the big doors connecting side wings to the small round yard. - map 28: various small corrections of alignment and texturing in the top left quarter of the map. Some roofs were redesigned, one building shortened, one missing roof added to the top layer. Hopefully there would be no more artefacts with sky cutting through distant buildings. Done July 15, 2023: - general: added a fix for maggot-ridden corpses hanging in raging flames that applies to all maps retroactively. This is a stone soup mind you: Mark had a quite ingenious system for this in place, BUT it seems he burned out before calibrating it properly, also incorporating many more types of maggot-laden corpses -- so it was misfiring 90% of the time. It only needed minor adjustments to finish. As a side effect, charred hanging bodies went the way of the Dodo: aren't used anymore unless I placed them manually. An upside: I will release this as a standalone BD fix later (together with my other fixes). Or see DECORATE.nomaggots for yourself. - general: replaced CREDITS with a copy of TITLEPIC. That image was messy and worse than useles. - general: added five creepy chant voices for special places (who knew I had it in me to be a voice actor?) - map 47: added the creepy chant #4 to the Unmaker secret - map 27: changed textures of the final area gates' tops - map 27: added the creepy chant #4 to the Unmaker secret - map 28: made titanic work splitting map into base layer and top layer geometry - map 28: went to town on it making top layer humongous and elaborate, much-much detail. Framerate died screaming. - map 28: found a spot where looking straight down resulted in 5 fps. Was horrified. - map 28: cut the dynamic skybox down to save the framerate. Did not help. - map 28: radically changed city architecture halfway to the blue key to save the framerate. It was ineffective. - map 28: replaced all doors in the blue key building with sliding doors - map 28: fixed broken sound zone boundaries (some monsters on this map are, shockingly, not deaf as usual) - map 28: changed the blue key trap mechanics and fixed the broken (when?) route for the FUN! archviles to tour the entire map. There are dozens of patrol points all the way from the blue key building to the exit area, and *all* links between them were messed up. - map 28: added line specials to some choke points that make monsters crossing them join the patrol point conga line - map 28: rehauled the passage between the right and left halves of the map into a dog-leg. Now you walk *above* the red key where the floor is a grate. - map 28: replaced all doors opened by the button in the chapel with sliding polyobject doors - map 28: changed the comittee that greets you as you return with the blue key. Now at skill 4,5 there are chaingun guys, just like the oldest version of this map. - map 28: changed the trap that spawned nine lost souls to nine random niches with lost souls opened with the actual button. Reason: "when player bumps" on the wall below the actual button isn't very reliable. Player could easily press it without bumping into that wall. - map 28: changed the exit from the blue key building from a door opened by button to a door that requires the blue key from the inside -- and opens very, *very* slowly. Changed that button to teleport the key onto the altar. If you bump the altar before pushing the button you'll release the archviles anyway and will have FUN without a way out. - map 28: made the roof outside the blue key building very steep and slippery. You step out, you go aaaah-splat. - map 28: made the grand arched bridge narrower - map 28: clearly marked the red key niche as requiring the blue key to open - map 28: retextured the chapel a bit using my own specialized stained glass windows as well as existing BD/EDAY resources - map 28: added creepy chant 31 to the chapel. Removed waterfall sounds from the blue key building and added creepy chant #2 - map 29: made the grand arching bridge narrower to match the changes to map 28 - map 29: added the creepy chant sound #5 (the creepiest, my masterpiece!) to the yellow key hall - map 311: added the creepy chant sound #3 to the boss arena's temple Done July 9, 2023: - general: fixed a severe error in DECORATE that was preventing GZDoom Builder from parsing it properly. As a result, trees and lots of other decorations were working in game but in the editor they were shown as red circles with question marks, - map 241: fixed misaligned textures in the first room south of the yard south of of the hub hall - map 241: fixed knights in the weapons reward area behind the yellow lock not waking up to teleport in for a surprise buttsecks (prevented 100% kills on UV) - map 26: fixed wrong textures and misaligned ceilings at the exit to the final yard - map 26: extensive reworking of top layer geometry, three of the skyboxes could now only be viewed through said geometry that is only visible through the sky portal. In theory, this should increase the framerate. As my research shows, this may be, ironically, the only way for complex skyboxes to have acceptable performance. - map 26: assigned "block monsters" to dining table edges - map 26: added four windows to the wall with the blue door - map 26: minor texturing corrections in the front yard Done July 7, 2023: - replaced the demon sphere with a purple haxx sphere (+133 health up to 300; +133 armor up to 300; berserk): the demon rune was malfunctioning when in conjunction with EDAY 001, 80% of the time you failed to transform into a demon, just lost your armor and health if above 100. My programming skill is sufficient but I lack familiarity with underlying morphing scripts, fixing this bug properly would have required very long and boring investigation. - map 241: replaced one secret soulsphere with a purple haxx sphere - map 26: replaced the soulsphere in the secret added by me earlier with a purple haxx sphere - map 26: fixed sound sequence on baron spawning cocoons NOT set to flesh platform (it seems I made a mistake, reported it earlier) - map 26: reduced the caco launch boosters, they were ramming the ceiling in their eagerness to sink their teeth into the player - map 27: replaced the secret megasphere in the restored cut content area with a purple haxx sphere - map 30: increased texture scale on the skybox terrain near the camera, thanks to UDMF supporting it. Mark's skybox was good but texture kind of blurred horribly on the nearby hills clearly visible around the yellow skull area. Done July 6, 2023: - fixed the invulnerable revenant bug (will release later as a standalone fix for BDv21) - changed revenant's homing missile back to a fireball: you can now easily distignuish between homing and non-homing projectiles, because non-homing volleys are still rockets. - nerfed the lost soul: removed its backpedaling when near the target. Now they only backpedal as part of attack sequence. Also lowered their outright fire immunity to mere 75% resistance. - map 32: redid the final bosses' lightning attack from scratch. Instead of thunderbolts being no-clip monsters with 360-degree vision, he now fires invisible revenant fireballs that launch short-lived lightning bolts downwards every 4 tics. Also added some baboom sounds unused in BD. - map 32: added some more non-slipery chunks to the lower area - map 32: removed remaining non-frozen decorations and bloody textures and added frozen archviles in walls Done 2023: - general: more editor things for classes that weren't available as placeables: flies and maggot spawners, human BBQ and so on and so forth - general: made a new editor thing type for impaled gasping marines (all the code is still there, only its activation was commented out) - general: finally learned how to make linedef-based sky portals work in Zandronum. This is a great breakthrough: previously, adding sky geometry locked everything up because you had to keep all portal link things in *all* sectors under the sky synced perfectly. Now, it's just one pair of lines that has to be kept synchronized. - general: replaced blood fountain sound, was inappropriately powerful. - general: franken-coded up a new boss, Duke of Hell. - map 13: grabbed latest EDAY13, converted it to UDMF and copy-pasted my trainyard in place of Mark's trainyard - map 13: added new textures (TRAINSB1, TRAINBG1, TRAINBG2) and improved visual look of my train cars and their boogies - map 13: added a new texture (TRUCK2Y), upgraded trucks and semitrailers to look a bit more realistic (no more front wheels narrower than back wheels) - map 13: added a crashed trailer-less semi in place of chainlink fence to block the sidewalk. - map 13: rehauled the whole right half of the map to use one humongous top layer. Looks much better now, also, counterintuitively, improves the framerate. - map 13: changed one fence from impassable to walkable + shootable through midtex - map 41: fixed the normal exit, now exits to map 19. Did not touch the map itself, done via MAPINFO. - map 19: converted it to UDMF - map 19: changed that railing from impassable to walkable + shootable through midtex - map 22: converted it to UDMF - map 22: completely redesigned the sky. Gigantic walls of flesh and bone inspired by Plutonia meat-sky are real map geometry, there is no sky at all - the clouds above are made of layers of 3d floors. On my favorite potato it turns into aA slideshow in places, BUT the built-in profiling in Zandronum says most of the render time is from sprites so screw it. I love my laptop but it was made back in 2012, it's time to stop cutting things down for the sake of compatibility with such potatoes. - map 22: I replaced one of the tanks at the start with a helicopter. I know it's not as polished as the tanks but DAMN being the air support is empowering. A simple script prevents you from flying too high. - map 22: completely rehauled the castle area. Reason: AI is too dumb, had to remove "friendly" tanks too-too prone to friendly fire accidents. Added two rideable tanks to the castle area instead. Which made your role more proactive as it is *you* who fights those cyberdemons. Also, since there is no air strike anymore, it is highly advisable to lower the gate and drive your tank into the castle. Now it is *you* who mows those barons down... Again, Mark's original concept of being just one man among many was better BUT the thrice damned Artifical Idiocy prevented it from being viable. - map 22: since lava edges are not impassable anymore, added a pusher linedef that catapults monsters (friendly marines count) away from the edge. No more prancing across lava for them. - map 22: added various sound sets to "map 21 marine"s (were using default zombie grunts) from various chatter from companion marines. Female marines cuss a lot because there was little to choose from, had to use doomgal taunts. Added basic fire and explosive deaths to the marines by copy-pasting from BD player. Still very primitive compared to companion marines but at least it's something. - map 22: added a secret pineapple. - map 23: converted it to UDMF and improved texturing (mirrored the big blocks of the central tower, to avoid cognitive dissonance of light seemingly coming from different directions at the opposing walls. And some other minor retexturings. - map 47 (Hell's Backdoor, Che): fit between map 23 (The Tower) and map 24 (The Blood Swamp) as a secret exit from map 23, this restored cut content is Mark's old "hell gate" map, reskinned and with secret added (the Unmaker for completionist nerds) - map 47: converted it to UDMF - map 48 (Looting the Castle, Che): fit between map 23 (The Tower) and map 24 (The Blood Swamp), this "cut content strikes back" is a reskinned right half of Mark's old Sacrificial Grounds from the Hell on Earth Starter Pack. - map 241: converted it to UDMF (tons of work, all the line and sector specials broke because it was in the antedeluvean Boom format) - map 241: removed the horror element replacing them with regular mutilated bodies. Sky portal works nicely, the ash is a novelty never used anywhere nowadays and the music I chose is from eday01 - because this map's design is so ancient it is so shamelessly and gloriously *doom*. - map 241: replaced 4 of the doors with tall sliding doors and learned to make sound sequences for such. - map 241: the former exit now houses a grenade launcher and a railgun as rewards for 100% completion. - map 242: converted it to UDMF - map 242: made an alternating player start: if you come from map 48 rather than 47, you start near the yellow door - map 25: replaced the dynamic skybox with a sky portal. No ugly desync from head bobbing now. Also removed all that clutter from "cliffs with faraway jungle" skybox models. - map 25: converted it to UDMF and added comments to sectors for my bug fixes (a closet lacking line special from inside thus locking you in forever, a step not being extruded forcing you to jump at the base of the stairs) - map 25: increased open sky areas brightness to 144 - map 25: replaced some heavy doors with sliding doors - map 25: replaced roasting bodies with placeable human BBQ - map 25: replaced big doors with sliding door polyobjects - map 26: switched from variant B to variant A as my main version (they differ radically in the design of the starting yard/castle). Reason: Variant B was born from the fight for the framerate (irrelevant now) while the yard in the variant A is Mark's old design that survived countless edits. Conclusion: it must be gold if he kept it. - map 26: converted it to UDMF - map 26: redid the starting castle's architecture from 3d floors to line-based sky portals - map 26: redid the left castle's sky portal from thing-based to linedef-based and corrected the apron size - map 26: designed a boss to replace Belphegor, compatible with barons and knights without infighting: Duke of Hell (a baron on steroids who spams showers of baron fireballs). Replaced the Belphegor with it. - map 26: applied flesh platform sound set to baron spawning cocoons - map 26: replaced caco lifts around the yellow key with ThingTrustZ making that entire area bottomless swimmable - map 26: moved latrines in two prison cells, was very hard and bothersome to pick up ammo in too narrow space between latrines and beds - map 26: replaced some big doors with sliding door polyobjects - map 26: re-adjusted the final yard to center it on the entrance axis - map 26: brought back the kitchen sink from the Hell on Earth Starter Pack -- now with cabinets :D - map 26: fixed the dart trap: satyr faces were out of alignment with dart throwers and brightness was higher than the area's making the trap painfully visible - map 26: fixed an impossible difficulty spike by moving the archvile in the sewer into one of the barred doorways. Now he poses a limited threat - map 26: made all grate raising buttons in the sewer clearly visible: lit by default glowing in the dark (SW2SLAD) - map 27: converted it to UDMF - map 27: frankensteined in some cut content, namely the left half of Mark's old "Sacrificial Grounds" from Hell on Earth Starter Pack. I know it doesn't fit perfectly, and turns Necropolis into a nightmare endurance gauntlet (because the part I copy-pasted in is so large it is worthy of being a map of its own). But I loved that map so much, I missed it so much, I just couldn't help myself. Converting from the Boom format to UDMF by hand was no easy task either. Instead of getting the blue key you now get a yellow key and have to explore a damn labyrinth made of deathtraps to get the blue one. - map 27: replaced all big doors with sliding doors. Polyobjects rock! - map 27: added a secret with some ammo to the unfinished empty secret tunnel - map 27: total rehaul of sky portal geometry, replaced thing-linked ones with linedef based ones. Allowed for a VERY elaborate and large "top layer". There are 3 partial copies with differing detail for different areas. - map 27: improved the dynamic skybox to present a better picture and fit the new sky portals - map 27: split the dynamic skybox into two variants, the final area uses the simplified version with props not visible from there cut out - map 28: converted it to UDMF - map 28: fixed the fences along sky bridges to walkable + shootable through midtex - map 29: converted it to UDMF - map 29: turned it into a Wham! episode with a script switching between several music tracks accordingly. - map 29: redid the sky portal from thing-based to sector-based, replaced sky everywhere - so the skybox is now only visible through the top level geometry - map 29: massive corrections to the top level geometry: every part of it is now seen from everywhere, had to add much to turn it from a disjointed set of pieces into a solid scene - map 29: changed some scaled up custom textures (stained glass windows) to scaling via UDMF properties and deleteed the unnecessary definitions - map 29: retextured two outdoor areas from TANROCK8 and ASHWALL7 to CLIFFB and TANROCK9 (which is TANROCK8 tiled to 512x512 with a high quality mask applied). I tried preserving Mark's work, for too long, but those textures just aren't working at such large scales and ASHWALL7 is a crime against eyes. - map 29: replaced 8 of the barons with 2 dukes. Throwing elite monsters in such vast numbers devalues them. As one writer said, "release a thousand tigers in the open -- hovewer dangerous that mass would be, there is no tiger in it". Well said. A horde of mooks is well and good but so many barons is just not EDAY's style. - map 29: hacked up the unfinished BD mummy into provisional completion and replaced some pinkies with it. - map 29: replaced two mancubi with a volcabus at skill 4,5 - map 30: converted it to UDMF - map 30: replaced blood that does not hurt with the non-glowing variant and removed haze from it (as per bug reports: was breaking convention) - map 30: fixed the inescapable APC machinegun bug by decreasing the APC height by 16 - map 30: made sky fringes invisible on the automap - map 30: marked the invulnerability as a secret by surrounding it with a sector marked as such - map 311: converted it to UDMF - map 311: fixed the bug with the lower lava area being broken (a "set floor slope" thing was accidentally placed on the lava instead of the step designed to get out of it, which totally messed the area) - map 311: replaced the blood that doesn't hurt with the non-glowing variant - map 311: fixed floor height in decorative sectors 328, 333: blood level was not matching wall textures - map 311: removed all references to the non-existent texture "NATUR4G" - map 311: moved two candles to fix a presumed bug reported by Cybr0g on Apr 5 2019 - map 311: slowed made the yellow key access lift (tag 20) from 100 to 64, to avoid small falling damage as suggested by Nefaz on Apr 10 2019. Also made it recyclable, entering the niche behind the yellow key raises it again. - map 311: fixed a broken chunk of fog at the entrance to the forest in front of the yellow key building (sector 261 had wrong light level) - map 311: smoothed a tall rock wall edge in the forest in front of the yellow key building, adjacent to sector 530 - map 311: rehauled the final arena. Raised it by 1300, access is now via rising elevator (repeatable from the bottom side, in case of coop), made side cliffs into a proper ring hugging the temple, added an inescapable bottomless pit surrounding the arena, with slippery ice in places. Centered elements, polished the temple fixing misaligned textures and prettifying it a bit. Changed the exit pit from blood to ice, according to my reskin of map 32. - map 311: decreased the number of surprize mancubi from 26 to 14, according my own assessment and Nefaz's feedback. That area was indeed copy-pasted from HESP, from the map "bloodfalls" notorious for its particularly bad design and reliance on humongous herds of thicc mobs. - map 311: made sky fringes invisible on the automap - map 32: converted it to UDMF - map 32: reskinned it to icy theme (adding several new textures) and renamed it to "Traitor's Prison" (as per description of the Ninth Circle by Dante). The lower area is slippery now. The skybox was removed, using a simple sky from the Wolfenstein map. - map 32: changed the final bosses' damage from fire to ice - map 32: changed monsters' freeze deaths to permanent: they do not crack on their own and when hit with fire they still die - map 32: changed the bosses' attack patters, the probability of him using fire, missile or thunder depend on his state of health (the lower, the more missiles: these are seriously OP). Made his attacks weaker when above 25000 HP. Made his attacks massively more powerful when below 7500 HP - map 32: fixed the broken thunder attack (by doubling the thunderbolts' lifespan) - map 32: added music change when the boss sees you and changed the default music - map 32: fixed the boss trying to run a missing script 56 when he sees you (in the ancient times of HESP this custom script defined in the map itself was displaying the bosses' health bar) Done 2022: - nearly died three times and had an epiphany. Which is funny sine I'm a devoted atheist. Done 2020: - map 24. Removed the skybox altogether, much better ambience now. - map 25. Removed most of the skybox content except one rock spire straight ahead. - map 26a. Removed the skybox for the starting area. Done 2019 and before: - map 19. Down there its dark but you can see The Tower looming ahead. - map 20 - map 21. Large decorative areas added. Bugs fixed. A new secret added (the Unmaker). - map 22 has muh more lush jungle. Should have less performance cost too. I care about performance. Also shows off me discovering how to make monster teleporting rooms work *without* hearing tunnels. Tip: use linedef special 173 then *join* the sector it borders with a small remote sector attached to the monster container. Works like a charm. - map 23 - map 24 and the skybox it shares with maps 25-27. Has a new multi-story tower gate, starting area reworked to match the new dynamic skybox. Bug fixes. - map 24 alt version - half the cool looks twice the fps in the starting area. This boring version gives 40+fps where CHE24 chugs at ~20 fps. - map 25. The exit area was raised by 1000 to avoid making 2 skyboxes for different heights. - map 26 (eday28) !Updated to PreBetaX version. The exit area remade into a large inaccessible street leading to an arched bridge. The cathedral moved to skybox. The new cathedral is 10000 tall (~ 300 meters). Damn, those devils like it big! - map 27. modded extensively, many areas moved around or reworked from scratch. Now the layout looks like a real cathedral. Sky portal with immense cathedral towers added. Also includes shrubbery to surround existing areas. - improved story texts between maps 20 and 21 and between 21 and 22. I put my decade of experience as a fanfiction author to use, as well as my rusty fansubbers skills. -------------------------------------------------------------------- PER-MAP LOG: EDAY01: Aug 26, 2023: - ripped EDAY01 and converted it to UDMF (retaining its id EDAY01 to override the campaign instead of adding a new one -- they are identified by the first map's id) - upgraded map scripts for full localization support (the whole reason for editing this map). New string ids LT_SPEAKERS, HAN_GA_OPEN, THIS_SW_BROKN, THIS_SW_JMMD - corrected text display length to match the voice length and then some, from 9 to 12 seconds. - fixed the sky Aug 28, 2023: - upgraded all custom messages to my HUD scripts Nov 07, 2023: - fixed ladder texture sticking too far up in the yard - general automap prettification Nov 30, 2023: - applied new sound sequences to some doors - added sounds to fans - changed the walls shape around the big fan: that imp tended to hug the walls, kicking him into the fan as intended had *very* low probability of success as he was simply hitting the side frame of the fan, again and again - remade scripting of the window that imps break through, so that the wiindow is initially transparent, like all other windows - restoring cut content: the ship you have supposedly arrived on sitting on one of the landing pads - it was there in earlier installations but Mark removed it by some reason. - added a scripted imp shredding a marine to the starting area - remade the pitched battle outside from pure sound to that plus actual battle: 4 marines with airsoft guns doing 0..1 damage, with their dodging reflexes nerfed, versus 9 imps. No chance to interact: they are all scripted to die when you go further and the airship explodes. - fixed one monster closet never opening if you traverse the map in a very unusual but possible way - applied my new mechanics to the breakable fans. - removed two explosive barrels to avoid one secret being discovered by accidental (90% guaranteed) explosion - added safety cage and doors to the control tower elevator Dec 11, 2023: - fixed the scripted fight between marines and imps outside not working properly (by some weird reason, the marines were fighting a single empty spot while the imps were completely missing) Feb 18, 2024: - fixed texturing in the yard: several crates had their tops textured with ground instead of metal. And I only noticed when recording videos for Youtube. Mar 23, 2024: - upgraded breakable computer screens in the control tower to my monitor smashing mechanics - re-compiled scripts and re-saved the map from UDB EDAY02: Aug 26, 2023: - ripped EDAY02 and converted it to UDMF - upgraded map scripts for full localization support and using my standard HUD message script. No new string ids. - corrected text display length from 9 to 20 seconds - fixed the sky - added "no decals" property to the elevator buttons. There is always so much carnage the buttons were never visible under hectaliters of blood Nov 07, 2023: - general automap prettification. Made the inacessible areas not show on automap. - marked the armor bonus pile as a secret, thus increasing their number from 5 to 6, and blocked the easy access to it from beyond the blue door (marked the small door as requiring "impossible" key). Now you can only access it the hard way. - upgraded the monster closet to my advanced design with 100% reliable deployment, for guaranteed maxability. A change in gameplay: those monsters deploy still sleeping because the old hearing tunnel is gone. Also, the pattern of their deployment has changed. - changed the exit elevator to a realistic elevator with sliding doors that makes a loud ding when it arrives - changed the terrain outside the hall with exit elevator: instead of a channel with nukage floor this is an outdoors area compatible with the next map Nov 30, 2023: - applied new sound sequences to some doors - changed the id to EDAY02 - added nukage sloshing effects to the bridge submerging (water ripple 3d model force on) - added nukage sloshing effects to the big stream of nukage falling from big pipe - changed one bridge's mechanics to an ACS script to fix it not making sounds while moving - moved one armor bonus into an easily overlooked corner to inflict more pain and suffering on people trying to max this map - changed the shape of landscape beyond the windows to break all too obvious straight cutoff line Feb 18, 2024: - proofed the advanced teleporting closets against breaking in third party mods Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB May 19, 2024: - added coop respawn redirects to avoid players bypassing the grand backtracking ambush by respawning past it EDAY03: Aug 26, 2023: - ripped EDAY03 (was already in UDMF) - upgraded map scripts for full localization support and using my standard HUD message script. New string ids: THIS_OPNS_LSWHR - corrected text display length from 12 to 25 seconds - changed thing-based sky portal to line-based. This required to change sector tags. Also centralized all color/fog application in the map script, the script 1541 is now irrelevant. - fixed potential performance drop by adding a large enough apron to the sector that hosts fuzzy reflections in the glosyy floor (it's a thing-based portal, d'uh) - fixed monster closets breaking and monsters not deploying if you berserk your way through the chaingunners in the blue key room - fixed the sky Aug 28, 2023: - upgraded door messages to my HUD scripts Nov 07, 2023: - changed the starting elevator to a realistic elevator with sliding doors, matched its texturing to the previous map. - replaced the terrain visible outside the entrance hall with a sky portal with a copy of the same terrain from the previous map, with dead imps on balconies and on the ground. Now the map transition feels like you rode that elevator 512 map units down and are now on the lower floor of the same building. - fixed a horrible sky portal blunder in the outdoors area with bridges and satellite dishes that was causing FPS drop to 14..18 making the area unplayable. When upgrading the portal to linedef-based I forgot to remove the old portal anchor things, which caused who knows how much recursion in the upper layer rendering, probably, a bazillion times over. While fixing that, moved the opposite building from the area's geometry into the top layer, which necessitated some changes to its looks. - upgraded the monster closet to my advanced design with 100% reliable deployment, for guaranteed maxability. A change in gameplay: those monsters deploy still sleeping. Also, the pattern of their deployment has changed radically. Nov 30, 2023: - applied new sound sequences to some doors - changed the id to EDAY03 - modified the top layer to match the next map's geometry near perfectly - added antennas to comm towers Dec 11, 2023: - fixed a bug in my ATCs (advanced teleporter closets). First my upgraded version Mk II (with shape improved to guarantee thicc mobs like mancubi and arachnotrons never ever getting stuck) failed craptacularly when applied to map 24. A lot of those thicc mobs got stuck on their first try :( Truly "better is the enemy of good". I haven't noticed it before because all the maps where I used Mk II had enough space that monsters never cycle en masse waiting for a free spot. Then I looked back and realized that Mk I could malfunction in a similar manner (the tip of the main belt and the edge of the safety margin pushing two monsters in opposite directions resulting in a deadlock) it was just so improbable I never saw it happen. The requirement: the distance between that tip and the margin must be larger than the diameter (two radii) of the thicciest mob in the closet. Feb 18, 2024: - proofed the advanced teleporting closets against breaking in third party mods Mar 23, 2024: - fixed one stimpack in the void - upgraded all breakable computer screens to my monitor smashing mechanics - fixed monitors in the ceiling (in the corridor beyond the right door from the start) breaking from your bullets flying *below* them. In fact, the "check switch height" was never implemented for hitscans in any source port, so you *have* to use invisible shootable things that swap the texture of a linked wall on death via ACS to implement shootable upper or lower textures. There is simply no other way to do this. - re-compiled scripts and re-saved the map from UDB - destructibility and sound effects of the server room backported from map 061 - removed unknown effects 7 and 8 from some sectors EDAY04: Aug 26, 2023: - ripped EDAY04 and converted it to UDMF - commented out garbage leftover scripts - centralized all color/fog application in the map script - added a simplistic outdoors area outside orangery windows. Reason: was possible to look down into sky repeating. - made non-playable areas not shown on automap and general automap prettification - upgrade the truck. Man, when will those trucks end...? Make it stop! - fixed the sky - fixed the light bug. Lots of sectors were set to brightness 256, which in combination with 3d floors causes things in those sectors become pitch black. The worst offenders: the plants in the greenhouse (ALL of them); the imps (and parts thereof) on the second floor when under the ceiling lamps. I reduced brightness to 255 everywhere. Nov 07, 2023: - guarded one problematic ladder, blocking monsters from touching it: they would get stuck on it as if glued, twitching helplessly. Nov 30, 2023: - added antennas to comm towers - changed the id to EDAY04 - rehauled the cargo elevators adding safety cages and sliding doors - moved the terrain outside the entrance area's windows to a top layer. Reason: with the introduction of antennas, the centrall hallway cutting the towers with sky became too obvious. - rehauled the terrain outside the entrance area's windows to match the previous map near perfectly - applied my new mechanics to the breakable fans. - fixed two armor bonuses that were under 3d floor walkways, not on them. Feb 18, 2024: - moved a row of three armor bonus breadcrumbs from a corner onto the walkway I assume these were intended for. GZDoom Builder is a fine tool but it has its quirks, all too easy to move things by accident without noticing. Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB - fixed some pipes in a wall niche marked as a button for the northern elevator (my mistake) - added bubble streams to the water tank that contains the red key - upgraded all breakable computer screens to my monitor smashing mechanics and fixed one incorrect cross-link between two monitors that became apparent thanks to this - destructibility of some computer walls backported from map 061 Apr 06, 2024: - fixed minor texturing errors - applied my new randomizer technology: various passages get blocked randomly making each playthrough unique. Randomizes also each time you load a Zandronum auto-save (e.g. you died and pressed LMB) because the randomization event happens two seconds after the first player spawns in the map. In this specific map, some impassable doors may close convenient passages; some elevator call buttons may get removed; the red key area may require a yellow key -- which then spawns in a random location. Apr 14, 2024: - fixed map randomization breaking coop multiplayer EDAY05: Aug 26, 2023: - ripped EDAY05 (was already in UDMF). - there was nothing to localize and literally no scripts to upgrade. You got it right: there are NO scripts in this map. The outdoors coloring and fog are applied using UDMF properties. - fixed the outdoor coloring and fog to match other Mars maps (looks much better) - fixed the sky - fixed the first game controller (the one on the table in front of the game console) having its two vertices touching the table edge's linedef without intersecting it. Was causing the node builder to have a seizure - fixed the second game controller (the one on top of the game console) in the lounge being a disjointed mess of tangled sectors. It was rendering even worse in game. - fixed most food items in the cafeteria being too far from the table edges so you can only eat them if you jump onto the table and crouch (so unrealistic!) - fixed the craved revenant launchers laying out of reach because the shooting range with its revenant corpses was blocked with an insurmontable waist-high fence - fixed the armory invalidating rare item drops because miniguns and RLs were randomized, a chance of finding a machinegun was 100% and a grenade launcher too high. I replaced all but one of them with static standard minigun and rocket launcher with no variety. Nov 07, 2023: - cleaned automap from random skybox lines not hidden for some reason - restored light flickering in one place where Mark forgot to convert it from the old Boom format to the Hexen format in the ancient times (was showing in the editor as unknown sector special 12) - fixed some walls not showing on the automap - fixed some air ducts requiring pressing crouch to climb in some places, also fixed texture alignment there - added "block monsters" to the air ducts openings. I don't know *how* that frakking imp managed to get in there, but hunting the last mob for 100% kills was FUN >:( Nov 30, 2023: - added antennas to comm towers - reshaped the outdoors area to improve view out of the office area's eastern windows. - changed the id to EDAY05 - applied new sound sequences to some doors (the locker doors, all 32 of them... :(... ); added ambient sounds. - added ambient sounds - automap fixes Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB - made the TV in the rest room breakable, screen filled with static (copied from map 17) - fixed an irrelevant unknown texture (inside a monster closet, never seen) - destructibility of a lot of computer walls backported from map 061 - finally realized that the retractable table was not working as intended (that's why it required you to crouch to climb out) and had a minor hole-into-skybox issue to boot. Fixed. Mar 24, 2024: - investigated the retractable table *still* not working as intended and changed the activating button from "platform lower wait raise" with delay of zero (which in case of this line special means indifinitely) to "floor lower to lowest". This map, albeit with less adornments, was already in HESP and was already in UDMF even back then. This three-button-sequence was obviously designed as a *timed* puzzle at some point, as all enclosures have buttons to open them on the inside (with a functional 5-seconds delay). But Mark-sensei had obviously decided this timing nature was only bringing needless frustration so he changed closing times to infinity -- before time primeval, before we saw these maps in the first place. - fixed sound sequence overide for that table not working - was my typo. EDAY061: Jul 18, 2023: - ripped EDAY06 and converted it to UDMF - cut off the final boss arena (made purely decorative and the door frame ends the map by walking through) - fixed the inescapable sewer of death with blue armor in it. Now there is a grate lift behind the bars (for normal access from the starting area via raising the bars) and also instead of large holes in the toilet stalls there are floors that crash down when you step on them and leave a raised rubble pile to climb out. This way, the secret cannot be used for sequence breaking if you access it as intended, from the starting area: if you arrived via lift, there are no holes large enough to fit through and no rubble piles. And if you haven't figured how to access the elevator, it stays raised high above your head. - in the hub hall with liquid tanks in the center, fixed some shadows and added damaging effect to the spilled pool of green slime - replaced the big doors of the reacror halls airlock with sliding polyobject doors Aug 26, 2023: - fixed the sky Nov 07, 2023: - removed the secret flag from inacessible part of the map geometry that represents the next map (forgot to, when split the map into two) - marked one door requiring blue key with blue side panels (was annoyingly unmarked) - fixed many monitors in the computer rooms not breaking properly (were emitting glass shards with a sound of breaking glass but the screen texture wasn't changing). This was a primeval EDAY bug. - updated the post-exit arena decoration to match the changes to the next map Nov 30, 2023: - changed the id to EDAY06 - applied new sound sequences to some doors and elevators; added ambient sounds. - changed the giant entrance door to sliding doors. I am sorry, I just could not help myself. That door was irritating me horribly. I resisted for a long time, since I had to reshape the secret elevator as well, but... At least getting the blue armor should be easier now. Feb 18, 2024: - renumbered from 06 to 061 - increased the roar of the wind tunnel (was too quiet!) by making it 6 sound sources with differing pitch instead of just two identical ones - added a balcony to the wind tunnel jumping puzzle, falling out was too easy -- combined with the baron, that reeked of fake difficulty. Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB - fixed broken map geometry caught by UDB (minor things not actually affecting anything) - upgraded all breakable computer screens to my monitor smashing mechanics - made *all* screens and servers in all four computer rooms destructible - also made many screens around the map breakable. New textures: ECOMP32R, ECOMP30R, ECOMP29R, SILVER3R - added lots of server sounds, every server now uses randomized one, with lots of servers resulting in a nice cacophony... Until you smash. New sounds: KYSRVR01..KYSRVR07 Apr 13, 2024: - fixed incorrect texturing in the red door's doorframe - fixed one square box with monitors ceiling thingy near the red door not being smasheable - improved texturing of the wall that opens the secret elevator - automap prettification EDAY062: Jul 18, 2023: - ripped EDAY06 and converted it to UDMF - split the former EDAY06 in half making the boss fight a separate map. Reason: it posed impossible difficulty spike for people like me who only ever use auto-saving and always replay the entire map if dying. The evil marines are one of the hardest bosses in the game due to their entirely unfamiliar moveset (for one who never encountered them). The giant cyberdemon is cheese compared to them. - fixed the container with blue armor by lowering it a bit so that it could be jumped onto. - set music to DTOLL (from EDAY41 Red Light District) Aug 26, 2023: - fixed the sky Nov 07, 2023: - rehauled the skybox moving most surrounding buildings to a new top layer and adding much detail to it. Much lower now, roofs visible from up on the cargo containers, and better fitting the previous maps in style. Nov 30, 2023: - added antennas to comm towers - added ambient sounds - changed the id to EDAY49 Feb 18, 2024: - cleaned crap code from the script that opens the exit door when all evil marines die - also fixed the bug that allowed it opening when one last evil marine was still alive - renumbered from 49 to 062 - fixed minor texturing errors - fixed an inescapable corner between the northeastern cargo container and the fence - added the ability to fall out of the arena over the fence. There *are* ways to return (a ladder on the crane's base for the east side, ladders and a corridor with a lift inside the exit building on the west side), BUT you are guaranteed to be killed by the evil marines when you use either. So falling out is basically certain death but with more suffering than a mere sector special 115 "go splat". Feb 21, 2024: - changed wolfenstein nazis, who spawn as evil marines on non-wolfenstein maps, into placeable evil marines. Much more stable, and there is always a GUARANTEED one with plasma, and as a bonus now have unique tags and obituaries. - fixed minor texturing errors Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB EDAY07: Aug 26, 2023: - ripped EDAY07 and converted it to UDMF - centralized all color/fog application in the map script - fixed the exit vent having fog applied to it (ugly!) - fixed the fog breaking under the rock bridge because of differing light level. You cannot combine shadows with light-based fog. It simply doesn't work. - general automap prettification - upgraded map scripts for full localization support (one script consisting of one line of code, LOL) - disabled the existing 3d skybox and replaced it with my fixed sky. Reason: it was good but it STILL clashed with distant terrain shrouded in haze. There is just no way to make such things work, sadly. Aug 28, 2023: - removed unneeded message script and localization support Nov 07, 2023: - general automap prettification; automap unification (all bridges are highlighted with "1-sided" for better visibility) - added a breadcrumb trail of armor bonuses in the only place where railroading wasn't obvious enough - added a box of shells to the starting area. Reason: map becomes impossible from a fresh start if a grenade launcher spawns instead of rocket launcher because in such case the mancubi require much more rockets to kill resulting in you RUNNING OUT OF AMMO. - fixed small HOM effect in the exit vent fan and fixed texturing inside the vent - made the cave a bit darker (was too well lit) Nov 30, 2023: - applied my new mechanics to the breakable fans. - rehauled the building with the only elevator to add safety cage and doors - changed the id to EDAY07 Feb 18, 2024: - replaced gate opening on all mancubi dying from a "Map07special" to an ACS script. Hopefully won't break now with third party mods. - rearranged the area around the building with elevator and fenced off the side of the balcony that was confusing some players. - proofed the arachno yard from sequence breaking in third party mods that turn Doomguy into a turbo bunny on steroids (in other words, I added invisible walls) Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB Apr 06, 2024: - ironed out a small crease in sectors' height at the retractable bars (caused by litter on the floor being set up a bit strangely - it's implemented as a non-solid 3d floor 1 map unit thick using a litter texture with alpha, but such measures do not require a dip in the floor on their edge, just that the 3d floor's sides have their texture set to undefined). Also re-textured the tops of the bars from ground to metal. EDAY08: Aug 26, 2023: - ripped EDAY08 (was already in UDMF) - changed the coloring of the smelter area sectors from script (incorrectly defined as ENTER instead of OPEN, to boot!) to UDMF properties - changed the smelting area so that walking monsters won't step into the lava on their own but if they land there they burn at 30 fire damage every second. - changed the painted ladder in the secret vent (someone could miss this weird texture being climbable) with actual ladder midtex layer. Also added one static light inside so that you can actually SEE it. - replaced blue radiator liquid with brown water everywhere - fixed the fan in the entrance vent and the grate of the garbage chute being immune to melee damage (133 Destroy Thing / On Projectile Impact has to be set for the blocking plane itself, too, not just for the edge of the opening -- otherwise you could only destroy it by shooting. Obviously, player's punches and kicks are short-range projectiles) Nov 07, 2023: - made the most insanely, frustratingly, unfairly obscure secret of this whole megawad a tad less impossible by making it show as a (very hard to notice) irregularity on automap - made that one prop elevator (many of us I'm sure spent lots of time trying to figure how to access) blatantly jammed, on fire and full of rubble. Because it is a decoration never intended to be usable. - improved the infighting scripts to make mosters concentrate on each other more - fixed HOM effect behind the big fans' blades - fixed one big fan's shadow being too bright - replaced one insurmountable waist-high fence with one that could be jumped over - improved light effects in the smelter hall - marked one poorly hidden invulnerability sphere as a secret thus increasing their number from 4 to 5 - replaced the second yellow key card under that crusher with a computer area map: it was meaningles, you cannot avoid the main yellow key area anyway because all return routes from the red key area pass though it. - replaced the exit door with sliding polyobject doors to match its appearance - fixed some textures in the elevator shafts Nov 30, 2023: - changed the id to EDAY08 - fixed missed textures on the sides of the ramp in the northern badaboom room (when? :( ) - retextured insides of the burning elevator pitch black - applied new sound sequences to some doors; added ambient sounds - applied my new mechanics to the breakable fans. - tightened timings on those crushers, to make head-on approach *really* unpossible. - fixed the infighting scripts (was using whong hating mode due to faulty wiki documentation). Monsters should now ignore the player unless he shoots them. Feb 18, 2024: - replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB - applied my new monitor smashing mechanism to the only two monitor walls present in this map (near the exit door) Apr 30, 2024: - made the cyberdemon closet soundproof and added some block monsters lines to prevent him getting stuck between ankle-high crates - automap prettification - applied map randomization (now there are *three* randomized maps). The only thing that changes is the position of the button that opens the red key smelter hall from the inside. Now it could appear in any of the 15 monster closets -- and does *not* show on the automap. - fixed the northern badaboom area not asploding all at once EDAY09: Aug 26, 2023: - ripped EDAY09 and converted it to UDMF - upgraded map scripts for full localization support. New string ids THIS_DR_DMG_WNT_PN - added appropriately sized aprons to shiny floor effect sectors visible through floor portals - restored one unused shiny floor effect in the two halls connected by openings with super soldier tanks. I guess Mark had abandoned it because it was causing all sorts of problems without an appropriately-sized apron. I only had to add reflections and portal links - presto, instant cool looks. - corrected fence at (424,-100) from impassable to walkable+shoot through midtex Aug 28, 2023: - made the sfx floor shiny reflections sectors not show on map - fixed misalignment of the shiny floor area I had restored in my previous update - fixed the BFG room entrance not reflecting in the shiny floor I had restored in my previous update - fixed the plasmagun storage secret (it broke ages ago due to switch height check, you had to press use on the wall below the computer screen, not the screen itself). Also added localizable text message and robot voice clip to cue the player that something is happening. - fixed the BFG secret: it was impossible to notice you have activated it! Now there is an electric panel that gives a cryptic clue, and actualy turning the lasers off has a very dramatic effect: rooms turn dark red and blaring alarms spawn -- both in the room where this secret is activated and in the BFG room - new string ids: MAP09_PLASMAACCESS, MAP09_BFGCLUE Nov 07, 2023: - improved the soulsphere secret trigger for better reliability - made it so that the free plasma gun (without solving the secret) is only available on the easiest difficulty. - reworked lighting effect in the double corridor separated by specimen tanks. Now based on 3d floors, the wall above the lit opening is not lit, the ceiling above is dark as well. - upgraded the monster closets to my advanced design with 100% reliable deployment, for guaranteed maxability. The pattern of their deployment has changed as a result. - added sparks to the bfg secret's activation - moved the rocket launcher a little, it was sunk in that flower pot. Nov 30, 2023: - changed the id to EDAY09 - applied new sound sequences to some doors; added ambient sounds - changed a certain explosive thing to a hand crafted special effect of electric fire, new sounds added SPARKSY - applied new sound sequences to some doors; Dec 11, 2023: - fixed the ATC bug Feb 18, 2024: - proofed the advanced teleporting closets against breaking in third party mods Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB - applied my new monitor/server smashing mechanism to *a lot* of computer walls (it's a lab, after all). New textures: CONS5_1R - fixed insignificant geometry errors found by UDB Apr 06, 2024: - re-textured the ceiling screens in the raised area of the room beyond the yellow door from doom-based silver wall with abstract screens to proper monitors supplied by EDAY. Reason: their breaking was causing noticeable texture misalignment, I have no idea why. Apr 13, 2024: - fixed one server rack not being destroyable - automap prettification Apr 30, 2024: - fixed one computer in the shooting range not being smasheable (broke when I was rehauling server rooms in map 061) EDAY10: Aug 26, 2023: - ripped EDAY10 (was already in UDMF) - upgraded map scripts for full localization support. New string ids MAP10_ANNO, MAP10_PORTAL1, MAP10_PORTAL2 - added voice acting (by a free text-to-speech website) to the system announcing portal activation. Adjusted timings as a result. The old script was giving too short a time to even read all that text. - copy-pasted the script that shows bosses' health and opens the exit on their demise, from BDv21 to map scripts Sep 01, 2023: - made the boss health indicator localizable Nov 07, 2023: - fixed a sub-pixel misalignment of the portal hall on the grid - upgraded the bosses' monster closet to my advanced design with 100% reliable deployment - copied the arrival hall from the next map and attached it to the portal as a sky portal. Also created a hellscape that shows in the portal when the bosses are about to appear. Shmuck bait: walk closer to examine. - reworked the portal texture into a better, flickering portal texture, red and blue colors flashing. Hope no one has epileptic seizure because of it... Just kidding: no such people could play BD anyway. Nov 30, 2023: - changed the id to EDAY10 - added ambient sounds - replaced a blocking rubble pile with map geometry. Reason: hitbox dissonance. Thing RubbleLarge 1333 should never be used because its sprite is much smaller than its humongous hitbox. Replaced them all with RubbleLargeFake and invisible walls. - fenced the big pit off and added a ton of pushing lines to the edges of the bridge, and closed it off with sliding doors that only open when the bridge is fully up. Because that pit was the sole reason you could not keep your companion marines til the end. Damn jump-prone lemmings! The side effects include marines and monsters walking out onto the bridge sometimes ping-ponging between its edges at high speeds, but... WHO CARES. They are not falling off anymore! (And if someone asks, NO, "block monsters" would not work because BD uses a lot of movements that outright ignore this flag. Include, among other things, imp pouncing, revenant punching, marines dodge-rolling and marines backpedaling to get away from the enemy). - fixed minor texture misalignments around the pit Feb 18, 2024: - fixed portal's upper surface not rendered in GZDoom (worked fine in Zandronum) showing the other side's clipped geometry Mar 23, 2024: - applied my new monitor smashing mechanism to the screens in the boss arena (including those big screens under the ceiling). - fixed two desktop monitors in the boss arena being non-breakable (three of those shootable glass-spawning things were all linked to the same monitor, leaving two monitors not linked). This again highlights the importance of visualization (in Mark-sensei's it was done via 80 script execute with linking done via script parameters -- which the Builder does not visualize) - fixed monitor sizes and made all scrreens smasheable in the office room just before the boss arena (the one where every key on every keyboard is a separate sector). - changed the TV in the cafeteria from a rare-earth texture to a standard TV filled with static (smasheable now) - applied my new monitor smashing mechanism to all the walls in the teleporter testing lab and to the static-filled screens near the map start - fixed the non-working teleporter that should open in near the map start when any player walks into the boss arena (only has any meaning in coop) May 19, 2024: - added a redirect for coop respawn to the entrance to the boss arena, triggered by any player reaching it EDAY11: Jul 19, 2023: - ripped EDAY11 and converted it to UDMF - fixed missing textures HOM in the hangar doors' sides - aligned textures on crates' tops (not possible without UDMF) - fixed a railing midtex misaligned from one side - switched railings to walkable+shoot through from jump-over railing - locked two revenants prone to jumping off of their designated container by giving its walls "impassable" - rehauled the area where the red key rests. Instead of a boring corner no one would pay attention to, it's a full entrance checkpoint with watch towers, immediately drawing attention. There is now a security camera in the security room next to the exit door, showing the entrance checkpoint and the red key. The security room itself doesn't need the red key anymore -- that lock was moved to the button. The inner gate of the checkpoint is closed and you require to get to the security room and press a new button to open it in order to get t o the red key. - changed the exit door into sliding polyobject doors - minor fixes to the surrounding cliffs and misaligned textures on the base's walls - made the sky walls invisible on automap, made some invisible structures visible again, generall prettification. Jul 22, 2023: - changed railings from FENCE09 (64x24) to my new frankenpatch GRATE14H (64x36) made by cropping GRATE14 via TEXTURES. Reason: FENCE09 was too low, player could simply walk over it. Monsters, likewise. - replaced the sky with a different one made by me. Jul 30, 2023: - replaced the sky cubemap with a better version. - applied dynamic fog. Generates a powerful blinding effect when you look at the sun, monsters become black cutouts drowning in orange light. - by necessity changed some map geometry to place sun line of sight probe things (the glare disappears if you hide behind a crate or building) - moved some trees that were being cut by the sky when viewed from distance due to watch towers. - changed smoke rising from exploded fuel tanks from pathetic "BurningBuilding" to chad "HumongousSmokePillarTall" - cleaned trash, some unneeded things were stuck in the void. Aug 06, 2023: - tweaked the mountains color darker and re-compiled the skybox with 12x supersampling Aug 26, 2023: - removed the "all the hell breaking loose" text messages at map start Nov 07, 2023: - changed the portal texture to match the previous map - fixed a minor bug, two consoles had outdoor light color changing applied to them by mistake. Nov 13, 2023: - fixed misaligned texture on the outside wall - fixed outside fog not applied to the control tower's doorframe - made the first cyberdemon deaf. Reason: he tended to come near the entrance if you did the reasonable thing and fought the cacoes from the safety of the doorframe. Which, in turn, made him a sitting duck due to terrain: he couldn't hit you while you could cheese him with assault rifle headshots. Nov 30, 2023: - applied my new mechanics to the breakable fans. - applied new sound sequences to some doors; added ambient sounds - changed the id to EDAY11 - fixed outdoor lightning not applied to the small fan's opening of the shed with the tank Feb 18, 2024: - replaced the cyberdemons with irreplaceable cyberdemons to proof against breaking in third party mods Feb 19, 2024: - added anti-frustration features: exiting to the arirfield requires a blue key which resides in the security booth next to the exit door where the button to open the red key's gate is. Reason: reduce SUFFERING. I bet 90% players would get LOST. Horribly lost. Because to open the gate that blocks the red key you'd have to go all the way back to the exit! But here's more: on Ultra Violence, kiddie gloves are off. The blue key is in a different location, there are no guarantees! Mar 23, 2024: - fixed broken geometry detected by UDB map analysis mode (sectors not closed and such) - removed unknown sector special 57 from several sectors. I *suspect* it was some sort of lighting effect but all my duckduckgoing turned up nothing. There is no "57" in the wikis. - re-compiled scripts and re-saved the map from UDB - applied my new monitor smashing mechanism to all the screens in the portal hall (so *many* of them, sob) and the screens in the hall that exits to the outside. Forgot that one laptop, but fuck the laptop. I'm SO tired of this. New textures: TRMNAL5R - made the window of the security booth into intact one-way unbreakable glass - fixed a HENIOUS bug of the exit airlock doors only opening once, then closing after 5 seconds... FOREVER. Made the switch repeatable and made the doors also open by using them from inside the airlock. MAY 01, 2024: - applied an ugly hack to make the dynamic fog simulating sun glare work in coop in at least some capacity. Surprise, surprise: it's not my scripts failing to track the local player, it's many ACS functions having no effect in coop. That's why my dynamic skyboxes degrade to static: the game engine simply fefuses to move the skybox viewpoint as a client. May 10, 2024: - applied a voodoo coding hack to fix vehicles not moving for the first player to join the server EDAY12: Jul 22, 2023: - ripped EDAY12 and converted it to UDMF - retextured the eye-watering acid-blue waterfall to brown - reduced trailer's height and retextured its front with a scaled gray car texture - fixed misaligned thing-based sky portal (extra cliff top above the starting base's yard) by moving the top anchor from -5348, 8712 to -5350, 8712. Only two units, but the crack in the cliff face was showing if you paid attention. I did not change it to line-based because this map exploits areas' discontinuity in full, lots of open distant spaces in topologically impossible overlaps. It works great, so "don't fix it if it ain't broken". - fixed sound propagation blocking between the right and the left large open areas - rehauled monster closets from normal ones with hearing tunnels to my experimental advanced design: sushi bar conveyor belts with teleport to line. Monsters don't wake up, they are teleported while still sleeping. If there is not enough room, they will keep cycling until there is. - made many monsters in those closets deaf, so that they sit in ambush upon being deployed instead of stampeding towards the player. THE CHANGE TO GAMEPLAY WAS RADICAL, the fight changed from a sudden onrush of everything and kitchen sink (you could snipe from that relatively safe position next to the switch) into backtracking through a map that is suddenly full of monsters. - switched many fences from impassable to walkable+shootable midtex. This is an accessibility improvement for the cacoes. - fixed coop player start: there was no player 2 start and two extra player 3 starts. - fixed missing animated flame texture overlaying the distant city in the skybox - fixed the secret megasphere being inaccessible: both cliffs too high to jump onto and the alternate jumping puzzle having its lowest step marked as impassable - upgraded the trucks to my latest specification, to unify their looks across all maps - changed the entrance door with sliding doors identical to the exit doors of the previous map. Updated the security room to match the changes in the previous map. Removed small medkit from the security room: inaccessible by design, it was preventing 100% items. - redid the watchtower in the likeness of the ones I did for the previous map. Reason: the old concrete behemoth was fine, but looked too primitive after those two. Textures added: GRATE13B, LADDER3B, CRKGLSY, GRATE14H - made possible to jump over the fence from the watchtower - because why the hell not. - various fixes of glitches and ugly corners in the rock walls surrounding open areas. - prettified the automap - raised the floor in the cave, jumping required was a bit too tiresome. Did Mark nerf jumping height in his last BD update...? - replaced the two anemic smoke pillars above the burning city with a humongous smoke pilar and a humongous smoke cloud - added several fine steps to the terrain to prevent monsters clumping in certail places, stopped by insurmountable knee-high thresholds - ACS cleanup, removed garbage scripts designed for map 11 - enlarged sky portal's apron to acceptable size. Small aprons are frequent cause of severe framerate drops due to camera clipping into the void, this is undetectable otherwise and may be easily overlooked by a mod dev with a powerful PC. I, on the other hand, work on a venerated potato (while my ThinkPad gathers dust abandoned and unloved and my powerful gaming rig is only ever used for TF2) - replaced the sky SUNRISE1 with a different one made by me, SUNRISE9. I can't say it is better, just much cleaner. Jul 23, 2023: - more polishing raw cliff faces and automap prettifying Jul 30, 2023: - replaced the sky with a new cubemap. A bit rough, will clean when correct more deficiencies in my skybox composer. Aug 06, 2023: - re-compiled the skybox with 12x supersampling - changed map geometry to create deep shadows from my sunrise sky, colored sunlit areas orange, changed the doors and yard gate to be controlled through scripts to have switchable shadows. Nov 13, 2023: - fixed a gameplay issue, you can no longer wake monsters from that notorious switch under the power line tower. You have to exit the blue door before they could hear your shots. Reason: was still too easy to make crowding monsters infight as they gathered under the fence. But could not block with a line, that would block cacoes from going over fences. - fixed a monster accessibility problem, a step in the terrain was too steeep for them - added sound propagation boundaries and removed the deaf flag from monsters in one of the ambushes. Reason: they were easy pickings one by one. Now they wake all at once - but only when you reach the ambush. - fixed a bug with a bogus secret that could never be achieved preventing maxability - unmarked two secrets on the trucks (trivialized by my modifications to the cabs) thus leaving this map with only two good hard secrets - fixed one zombieman who could fall through his watchtower's floor or get stuck in it. Also serves as a nasty surprise ambush since he is now only visible (and notices you) from the most inconvenient angle. - replaced two boxes of rockets with a rocket launcher: this map was brutally starved of weapons if played from a fresh start. - fixed some awkward edges between terrain and sky - general automap prettification - made fences show on automap as impassable -- now the automap is not useles anymore for figuring where to go - improved lighting of the hole in the cave roof - fixed the one-texel crack between the watchtower windows and roof - fixed the smoke above the suspicious minivan being too dark - renamed the map from "Return to Earth" to "Quiet. Too quiet.". Reason: the old name was a leftower from early HESP where it was really the first map on Earth, you coming out of the portal in the wilderness instead of the air base. Not true now. - fixed armor bonus breadcrumbs stretching through impassable terrain - fixed light falling through the gate as it opens illuminating upwards and the ceiling Nov 30, 2023: - applied new sound sequences to some doors; added ambient sounds - changed the id to EDAY12 - fixed misaligned textures on one fence Dec 11, 2023: - fixed the ATC bug Feb 18, 2024: - proofed the advanced teleporting closets against breaking in third party mods - added a "this opens elsewhere" message to the exit building's door - added a "this opens elsewhere" message to the exit door and moved the button closer to it Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB - made the window of the security booth into replica of the one-way window from the prevoius map and deleted the copy of the security booth. - made the contrast between light and shadow sharper: garage from 144 down to 120, outdoor areas from 144 down to 128 plus colored pinkish blue (which made the light even dimmer). Reason: testing showed that the visible difference between sunlit areas and shadowed areas was often only the color (because coloring made sunlit areas visually darker, thus making their light 236 barely brighter than uncolored 144) - removed some forgotten things stuck in the void Apr 14, 2024: - increased light level in shadowed areas. Reason: when fixing it earlier, I overdid much - fixed one unnatural shadow in the starting building's parking lot - fixed one unnatural shadow in the suspicious van gully May 19, 2024: - added a redirect for coop respawn to the entrance of the northern area, triggered by any player entering it EDAY13: (date unknown): - remade the trainyard area (ONLY the trainyard area) making train and railway scales as realistic as the automobiles are. Jul 04, 2023: - grabbed latest EDAY13, converted it to UDMF and copy-pasted my trainyard in place of Mark's trainyard - added new textures (TRAINSB1, TRAINBG1, TRAINBG2) and improved visual look of my train cars and their boogies - added a new texture (TRUCK2Y), upgraded trucks and semitrailers to look a bit mor realistic (no more front wheels narrower than back wheels) - added a crashed trailer-less semi in place of chainlink fence to block the sidewalk. - rehauled the whole right half of the map to use one humongous top layer. Looks much better now, also, counterintuitively, improves the framerate. - changed one fence from impassable to walkable + shootable through midtex Jul 18, 2023: - fixed wrong sky and music being used (were inherited from older versions of EDAY) - fixed a body hanging high in the sky - fixed a weird glitch with skybox showing through solid road surface Jul 23, 2023: - more polishing raw cliff faces and automap prettifying - fixed the inescapable trap bug (between the crate with the secret megasphere and the wall) by adding a niche to the cliff face. - widened the collapsed tunnel entrance and retextured from ASHWALL to RUBLE1 - narrowed the car-carrying flatbed to the width of a normal truck - MASSIVE changes to the tunnel blockade to eleminate backtracking: instead of a semitrailer parked across and a retractable invisible wall above it (it was there since forever - it retracted as you entered the tunnel through the blue key door - you were supposed to hop onto wrecked cars, then onto truck and out of the tunnel... No one ever figured that out: who heard of *retractable* invisible walls ?) I first invesigated where did the cyberdemon go? I clearly remember a cyberdemon coming at me as I grabbed the red key... I started traveling back in time, to older and older version sof EDAY but all I could see was the same trigger supposed to open a door that wasn't there. And only in the antedeluvean depths of HESP, in the map that had the same resemblance to EDAY13 as the first fish to walk the earth resembles Marylin Monroe, I have finally found my cyberdemon. So... I got to work. I brought him back. I created a semi that transforms into scrap metal at script's command (new textures: SCRAP7, SCRAP8) and releases that cyberdemon. No more backtracking: a grate blocks your path to the blue door leaving the smashed semi the only way out. Goal achieved: no backtracking. A direct, clearly visible route from the red key to the red door. With only one, angry snag in the way. - fixed the HORRIBLE bug of map starting in invasion mode and ending in 2 seconds because there are no waves and you are the last man standing. Caused by too much subdivision on the specimen tank breaking Zandronum. I also had GZDoomBuilder hang on me when I tried the nodes viewer mode (literally: it was unresponsife for so long that I went away to have dinner, when I returned half an hour later it still haven't finished showing nodes and the laptop was still at thermal maximum). It was when Cheb realized he had screwed up -- and deleted 3/4 of that round tank's vertices. - discovered a dangerous hack in BDv21: Never, *ever* place a cyberdemon at x=-1472, as that causes him to decide this is map 8 of of Doom1 Episode 2 and replace himself with a specialized boss version. Who proceeds ruining your map by running the script "MapEnhancementE2M8". I accidentally placed my cyberdemon at *exactly* x=-1472 (because grid) and hilarity ensued. "Wtf is sky on fire? Is this Deimos?" - marked my jumping puzzle in the trainyard as a secret (More tags for the tags throne! More 3d floors for the 3d floors god!) - fixed the map flow: my modifications to the trainyard were allowing you jumping onto the station platform right away, instead of going around train cars searching for a ladder as in the original. A few crates here, little walls around a flatbed car there... Now you can't. You *may* figure that jumping onto the coupler solves your issue before finding that ladder, but you still have to go around and deal with those imps. - retextured the tops of wooden crates in the trainyard to BOX13, the same as their sides: UDMF allows rotating and shifting flats to match the sides. - made train cars visible on automap (as 1-sided, but that's the only way) - fixed a bug in skybox that only became apparent with removing obstacles in the tunnel Jul 30, 2023: - replaced the sky with a new cubemap. Burning city baked in. - changed the flow again. The changes were story-driven but reduce backtracking to zero. The exit is now in the trainyard, the warehouse gate closest to the yellow key is openable with said key and it opens right at your shiny new ride, bright yellow and activated with the yellow key. So Doomguy leaves this map in style. The former exit building houses the red keycard, and I moved the trigger for surprise cyberdemon buttsecks to activate earlier, as soon as you exit the tumnnel. Now the cyberdemon reaches you just as you have to engage those arachnotrons. FUN :D - fixed damaged geometry as I accidentally replaced all floor slope variations with pinkies :( Solved by copy-pasting from the previous release. - took a level in badass by coding an outro where you crush demons with a locomotive. In an engine that doesn't support such things in princilple (Zandronum 3.0). Jul 31, 2023: - minor cleanups - returned one accidentally deleted pinky - fixed a blunder in cinematic outro (wrong anchor for a half of the lattice arches) - blocked the cyberdemon from entering rooms a the tunnel's bend. He was getting stuckin them a lot. Aug 06, 2023: - re-compiled the skybox with 12x supersampling Nov 13, 2023: - marked the computer area map in the bathroom as a secret - marked the plasma gun in the very dark room as a secret - made the monsters crushed by the train in the outro not count towards kill count. - fixed the red light emanating from the red button (broke due to conversion to UDMF, all such lights require manual conversion) - uniformity fix, changed the elevator in the sewer from a classic doom-style elevator to one controlled via buttons. Nov 15, 2023: - added antenna sprites to comm towers - recompiled the skybox cubemap using a hires city image from BDv21 skies - added a motorcycle. Mark put so much effort into it and it is never used! The only thing left to add is the mecha... Nov 30, 2023: - applied my new mechanics to the breakable fans. - applied new sound sequences to some doors; added ambient sounds - changed the id to EDAY13 Feb 18, 2024: - proofed the blue key ambush against sequence-breaking (using mods that add wall climbing and such) - replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods - fixed the positions of cars in pileups smashed by semis. Reason: previously, the editor couldn't show them as models, I placed them guessimating by the sprites and it looked wrong anyway (I suspect the cause was a MD3 file with .md2 extension: the engine could but Builder couldn't) - changed two cars to be smashed into one another, using my new "crashed car" variation - stretched the mid part of the car carrier's flatbed. Reason: my new car model is notably wider. - more car varieties and colors - fixed the shotgunner on the semi cab's roof being stuck and permanently paralyzed - fixed a texturing error on the power line cables overhead between the entrance and the trainyard Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB - reworked the train riding outro switching it to a flying camera (also making train move twice slower and increasing length from 10 to 20 seconds). Also fixed it. When I started debugging by slowing it to 1/8th speed, it turned out the scene was a desynced mess with all layers moving in disarray and then jamming by catching on the map boundary -- you simply could not see it because of everything moving too fast. New sounds: TRAINDZL - moved one crushed car that was touching sectors being modified by the cyberdemon breaking free - and thus ending up on top of the semi's hood. - fixed light level error causing a light strip on the semi blocking the tunnel. - removed the confusing dead end door from the red key building (which was former map exit) and put a bookcase in its place. - FAILED to clean the error messages that flood the console when you enter this map. Not even UDB could automate tracking those mysterious linedefs with incorrectly set flags (that do not affect anything as they are part of the skybox) Apr 06, 2024: - changed that one ninja chaingunner into a ninja shotgun guy. Reason: chaingunner is firing constantly, his ninja skills are useles. Shotgunner, on the other hand, fires once then fades back into invisibility. He has a much better chance of catching you flat-footed. May 10, 2024: - applied a voodoo coding hack to fix vehicles not moving for the first player to join the server May 19, 2024: - automap prettification - fixed minuscule HOM effect on one of the secrets opening - confirmed that the animated outro cutscene plays without issues in coop - removed the "walkable midtex" flag from some unrelated linedefs - fixed water being broken (not animated and blood/spent casings staying on it as if it was regular floor) EDAY14: Jul 25, 2023: - modified truck front and back end textures TRUCK2, TRUCK3E replacing dark gray strips, intended to depict tires, by blackness. Reason: a) weren't working anyway; b) interfered with my rare hacks to classic trucks. - ripped EDAY14 and converted it to UDMF - massive flat re-alignment for crates, containers and pallets -- because with UDMF you can. - dumpster and pallet retexturing. Added placeable maggots and flies to a couple dumpsters. - shortening one side of the balcony in the red door building - furthering impossibility of jumping onto the raised highway. - upgraded the trucks. Except the one on the distant raised highway: too distant, did not need so much detail. And one franken-truck vital for a red key jumping puzzle: I just widened the front of this one to full width stretching its radiator texture (thanks to UDMF scaling). And one more truck I franken-merged my new wheel wells with the old radiator design: let there be a variety of models. Oh, and I recolored one truck to gray. Never saw that texture used anywhere. - curved two 90-degree road turns and two road corners. - unclenched the river. Mark made a very long and fancy wall with liquid waste flowing out of holes in it.. Then he squeezed the opposite shores together (almost touching) hiding it all from sight. I made the river wide again. Now instead of a seeming rock wall blocking it there is a giant grate with impassable fence. Vistas open ahead. - fixed the underground hall filled with nukage having "unknown effect 5" instead of intended damage 10%. Seems like a very old bug: present in EDAY and likely happened during conversion from Boom to Hexen format. - traumatized by my experience with too many subdivided lines breaking Zandronum, I committed exterminatus of vertices on distant features like cylindric tanks or factory chimneys. Rule 1: when nodes viewer stops displaying, only showing a disjointed mess of scattered subsectors, and number of subsectors creeps up to 35 thousand, START REDUCING DETAIL! - *massacred* the elaborate skybox geometry that was completely invisible from any position, too far below. Brought in the burning city and few strategically placed hills from map 12. With the humongous cloud of smoke included. - resized many buildings and otherwise fixed their texturing: lots of windows were overlapping corners - added purely decorative barred inflow tunnels to the nukage hall - general automap prettification - made various impassable fences show as 1-sided on automap. Would hopefully help find which paths are free to take. - added a couple slightly deeper pits to the river - fixed a extremely narrow slit between buildings at (-2500,1500) by widening it to a walkable passage. If Mark wanted that gone he would have just welded them together. - fixed all the "missing pavement stone" holes obviously made for a different sidewalk texture and misaligned to boot - made the bridges visible on automap - fixed inescapable trap bug in the yard with a secret trapped marine (between a cardboard box, a pallet stack and the fence, at (4912,1880)) - fixed the duct leading to blue armor: it felt like there was an invisible wall but in reality there was a tiny one texel high step that required you to crouch to continue. Also fixed flickering textures in it. Also fixed the grate not being damaged by a kick. - fixed a fence in the building above the nukage hall being a ghost - enhanced cardboard boxes laying on their sides, introduced rotated versions of their textures BOX15L, BOX15R, BOX16L, BOX16R: there are details that don't match otherwise, like the plastic ribbon and the "this side up" arrows - made the grate balcony transparent to monster line of sight and shootable through. Not with plasma, though. Now those nice chaingun guys can see you and shoot you through the floor - but you can't hit them with projectiles due to engine limitation. FUN! :D - also made the railing there shootable through. - also made a dent with railing missing in the place where you are supposed to jump because the jump was annoying. Not hard, just annoying. The railing arrests your motion, you have to jump onto it... And have a very good chance of falling short of the containers and hurting yourself. - made the red panels framing the red door finite height - replaced the red door with sliding polyobject doors. I will DENY that I have unhealthy obsession with sliding doors! - fixed a presumed jumping puzzle at (420,2860). Assuming that fence was intended to be jumped over from the crate but broke because of a jumping height nerf (from 64 to 48, I think), I lowered it. - moved the "distant firefight" ambient sound to (-4112,2664) because it was heard from the wrong direction (opposite the burning city) - commented the intro text out. Video games are visual art, the only place for words is explaining some tricky lore, like the marine captain's speech. - locked the sniper revenants on their cargo containers by marking their walls impassable. Todo: fix this BDv21 bug as well. Mark made a visually nice algorithm of monsters searching for player. But it has one very severe side effect: there are intervals when "heavy" monsters slide to a stop driven by inertia. And this movement type outright ignores "block monsters" and height limits. So revenants, mancubi, knights and barons tend to fall off ledges a lot if they awaken, then lose sight of the player. Very noticeable on maps generated by Oblige 6 where 60% of these demons will end up in deep pits. - repositioned one specific truck, added skidmarks - it now stands where it went off road and smashed two cars into a wall. This made the berserk secret more obscure, too. Aug 02, 2023: - modified the starting area to match the previous map's exit - added one secret and one zombie to the new starting area - cleaned some trash comments - made one distant truck's front wider - made some fences impassable to prevent player being catapulted out of bounds (very unlikely) - generated new sky cubemap. Now you can see where the narrative is going: it's not nightfall why the maps are becoming progressively darker. Aug 06, 2023: - re-compiled the skybox with 12x supersampling Aug 28, 2023: - removed leftover garbage scripts Nov 15, 2023: - moved the skybox to the other side of the main geometry. Reason: the sounds of fighter jets flying by were coming from wrond direction. - changed pedestrian zebras and road center lines to baked-in textures to reduce geometry - fixed texturing on the broken ends of bridge - created a simple top layer, moved the power line and one communication tower there and added a couple tall buildings and a set of chimneys. Very basic but creates great illusion of surrounding landscape. - fixed texturing on the green brick building, made the building two stories taller in the top layer and placed a communication tower on top. Now seen from everywhere. - upgraded all communication towers with antenna sprites - added a motorcycle. - upgraded most fences from impassable to walkable + shootable midtex. Also fixed one such as not projectile-shootable. - reverted one truck to fender-lecc model, recolored it gray and re-marked the plasma on top of it as a secret - marked that pile of armor bonuses in that completely unremarkable side street as a secret. It was all too easy to overlook and then wonder why isn't your item count 100% and why haven't you perfected this map. - marked the backpack on that shelf as a secret. I have completely missed it while playtesting (beat this map about 30 times to iron all kinks out) but backpacks are Serious Business if you play from a fresh start. - fixed a jumping puzzle that (presumably) broke due to jumping height nerf (the computer area map ONLY becoming accessible from the exit, making it useles) and marked it as a secret, thus increasing their number to 9. - upgraded the skybox replacing the texture from DooM2 sky with hires one from BDv21 skies Nov 30, 2023: - applied new sound sequences to some doors; added ambient sounds - changed the id to EDAY14 - changed one ambient sound of water flowing to a short-distanced one: could be heard from where it shouldn't be Feb 18, 2024: - geometry fixes around the outflow arches: Zandronum was rendering that wall just fine but GZDoom was getting confused rendering sky instead - fixed the smashed car pileup - switched all intact cars to randomized color - fixed minor errors with the floating trash 3d floor in the river (the sectors under the overhanging pipes was missing it) Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB - fixed broken map geometry found by UDB - fixed a small part of the nukage tunnels still having unknown effect 5 instead of damage nukage 5% - fixed a coffee machine stuck outside the map - destructibility of servers and screen walls applied to those inside the factory May 10, 2024: - applied a voodoo coding hack to fix vehicles not moving for the first player to join the server EDAY15: Aug 05, 2023: - ripped EDAY15 and converted it to UDMF - changed the sky to a very sketchy version of my new skybox (too raw, must improve how city looks) and commented out the scrip that was painting outdoor light sunset orange - fixed the marine captain: Mark used a treacherous function A_CheckSight that actually does the opposite of what you expect of it. So, for him to start talking to you you had to LEAVE the captain's sight. Also, pressing "use" on him rekt the sequence, forever turning him into a regular guard dummy. I fixed both in, like, five minutes of coding. - rearranged that room, added one sight-blocking wall so that the captain only starts talking to you when you really approach him, NOT when he glimpses a silver of your butt all the way through the toilet door. Aug 06, 2023: - re-compiled the skybox with 12x supersampling Aug 11, 2023: - put the buses through the same tratment as I did trucks. Meaning I made them have less wheels than a centipede :p - removed all RubbleSuspendLarge things from the near side of the broken bridge: this shit has no collision but looks like map geometry, provoking the player to fall through it and take a ton of falling damage. Re-textured the broken end a bit to compensate. - upgraded all trucks. Added a new variation without wheel wells and two headlights on each side, to not interfere with the obligatory jumping puzzle. - made one truck into a trap and moved one chaingun guy inside it - created a burning rekt bus variation and replaced one of the buses with it. New frankentextures: CRKGLSX, CRUMPLE3 - removed tons of geometry that was only giving vast meaningles expanses to get lost in. Namely: a) removed the raised highway closer to the evacuation shelter b) cut the tunnel in half, straightened the remaining part connected to the other side of the broken bridge and made it inaccessible + not shown on map (also fixed that bug with a ceiling lamp stuck in a wall, LOL); c) remade the areas, where the raised highway once resided, into parking lots and inaccessible industrial buildings behind tall fences. - fixed trees stuck in the void and on top of fences, including "Oddly placed palmtree on the wall near the shotgun, shellbox, and imps after the spider mastermind fight" and the one that was sticking its branches through the toilet wall. - remade the river's end into a barred tunnel and the means to get out of the valley into a ladder. No running around the mastermind anymore. - rearranged the monster onslaught. Now the cyberdemon erupts separately, from a gate further down the street. This also fixed the bug with the megasphere secret being inaccessible. While at it, upgraded the script: marine only talks to you after the cyberdemon's demise when you are in his line of sight. Failed to make him only talk to you if you are not dead (the tank is mighty and that marine has 99999 HP, as is fitting of a quest NPC, so the cyberdemon is guaranteed to die even if you are dead). - retextured roads, excluding curves, to use a texture with baked in markings instead of adding sectors for markings. Added center line to the road in the starting area and the broken bridge. - connected toilet windows to the outside filling that area with bushes, trash bags and dumpsters. No more looking into skyboxes's underpants. - added simple streets and buildings to the far side of the evac site. Connected its windows to a simplified street copy-pasted from EDAY16 - improved cliff faces, fixed discontinuities - drastically simplified cliff behind the parking lot: the map was beginning to bug out, there were sky holes in the road signifying node builder's failure and Zandronum 3.0 crashed on cyberdemon's death (I can't use 3.1 because it requires OpenGL 3.3 while the end-of-the-line drivers for my potato's integrated video, dated 2015, only support OpenGL 3.1 -- so Zandronum 3.1 simply cannot run. This is dangerously bordering on religion as I *do* have a gaming PC with gtx 1660 and Ryzen 7 5800X -- but I am too lazy to bother using it) - fixed the pack of arachnotrons accompanying the spider mastermind: they did not have any difficulty set, so were never spawning, leaving their boss to fight you alone. Not anymore. - minor prettifying of the urban area - moved one dry tree: the spider masterming was always getting stuck between it and the cliff - retextured the river from greenish to brown: the waterfalls are brown, there is no greenish version Aug 28, 2023: - upgraded map scripts for full localization support and uniformity. New string ids: MARINE_SPEAKING, RADIO_SPEAKING, CAPTAIN_SPEAKING, MAP15_NTRSTRGRMTXT - completely integrated all relevant story scripts into the map scripts (because, again, I am too lazy to learn compiling standalone ACS) and converted them all to my new standard - decreased the delay between 'here they come' and monsters appearing from 5.7 to 2 seconds - fixed behavior: now the marine at the evac site only talks to you after *all* monsters are dead, not just the cyberdemon. He still talks to you if you are dead, though. Haven't fixed that. Hilarious, considering he's a quest NPC with 100000 health, poor cyberdemon stands no chance against him. - added guard conditions to avoid story scripts from overlapping - increased every exposition text duration to 10 seconds - made the exposition skippable by making the scripted exit door a normal door that could also be opened manually Nov 15, 2023: - created a simple top layer, moved some buildings there and added a cliff with a tall comm mast on top. - upgraded all communication towers with antenna sprites - disabled the fug the arachnotrons accompanying the spider mastermind (not present at any difficulty level now). Mark was in the right when he disabled them and I was wrong when I re-enabled. Were turning the mastermind fight into a clown show. Not anymore. - marked the shotgun in the starting room as a secret thus increasing their numbet to 2. - added minuscule fire damage to the burning buses' roof - recompiled the skybox cubemap using a hires city image from BDv21 skies Nov 30, 2023: - applied new sound sequences to some doors; added ambient sounds - changed the id to EDAY15 - fixed sky visible through of one building's eaves Feb 18, 2024: - replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods. It was especially vital here because the important plot progression script is run by that cyberdemon on death! - switched all intact cars to randomized color - added safety rings to the ladder of the secret building: losing 16 health because you failed to jump dom safely was no fun. Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB - re-textured the radio equipment in the room the marine captain is standing in (nothing there is breakable because it is assumed Doomguy would not shoot in a building full of civilian refugees) - removed the scratchpad area with sample trucks/buses - fixed *another* instance of sky visible through a building's overhang. That poor building, it suffered so much... Apr 06, 2024: - proofed the scripts against a case of the cyberdemon being AWOL or his ondeath event not triggering - proofed the monster pits against my new BFG - prettified the fence smashed by bus - set the "no falling damage" flag for the sector inside the ladder's protective rungs May 19, 2024: - added two coop respawn redirect points EDAY16: Aug 13, 2023: - ripped EDAY16 and converted it to UDMF - changed the sky to a cubemep with smoke and city baked in - edited one collapsed building for aestetic purposes - greatly reformatted the balconies with fire ladders. Made all ladders climbable (enlarged openings from 32 to 48), removed all ladders hanging from the second story to the ground; made all railings solid; ladders are now solid, prevent jumping from balcony to balcony in certain places. - removed red key markings from the door that leads to the roof (in times of yore, required the red key) and reformatted the ijside of that building from an elevator to stairs, with "out of order" fake elevator doors on both floors - made the megasphere secret painfully visible, the room is now large and has two additional impassable windows to stare into and salivate. Added a ladder leading into the room for easy access - BUT it requires the red key. - returned the red key to its ancestral resting place, BUT moved that room from 2nd story to 3rd story - now requires climbing fire ladders and jumping between balconies. This will distract from the blue armor secret because no one would expect one more secret inside a secret that hard. Well, this map already contains one utterly impossible secret: the berserk pack room. I had no idea it was there even after hours of editing, only noticed it while modifying the adjacent building. So utterly diabolic... - fixed the impassable blue door bug in that same building - moved some rooms required for the obligatory jumping puzzle (you have to solve it to advance further) fron 2nd to 3rd floor. So it now requires ladder acrobatics. - replaced the burger joint doors with swinging polyobject doors. - upgraded all the trucks. (whimper) so many trucks... I will have nightmares about trucks... So much toil and grind :(... - resolved the "Chaingun Marine at the front of the trailer truck near the burger joint doesn't do anything" - he was just turned off, frozen and invisible to monsters. Obviously intended to wake up and die in a heroic last stand as you approach but the activation script was nowhere to be seen. He did not even have a tag! - fixed the "Narrow Blue key door can be opened, but you can't pass the invisible wall, either coming in or going out. (The Apartment building nearest the burger joint with the chainlink fence and parking lot.)" bug - wherever there was RUBLE2 texture (a collapsed building's innards) I enlarged it more than twice by setting a scale of 0.43. This way, its broken floor match the height of common building floor (128). Will repeat the same for all maps ahead. - retopped it with a sky portal top layer. In the process, moved all communication towers to tallest buildings (which are void in the base layer), clipped all sky ceilings to 400 and made the one taller building's top floor part of the top layer clipping it in the base layer to 400 (also widened it). Added two distant taller buildings to the top layer. - fixed the "There is an empty bottle floating in the sky near where the cyberdemon gets airstriked." bug - moved two dumpsers away from the broken fence thus removing the bypass route for the blue key and balcony acrobatics. Obligatory jumping puzzles must be obligatory! Aug 16, 2023: - changed the exit, instead a room with unreachable stimpacks (goodbye, 100% item completion!) the door itself works as an exit button. The main reason: map transitioning wasn't smooth enough to make it look like you stepped through a room. Aug 28, 2023: - removed leftover garbage scripts - upgraded map scripts for full localization support and uniformity. - completely integrated all relevant story scripts into the map scripts - fixed broken 3d floor in house on the right with roof access in the second street - fixed the back window of the megasphere room being not impassable - fixed the balcony grate floors not being shootable through Nov 15, 2023: - recompiled the skybox cubemap using a hires city image from BDv21 skies - fixed the empty secret near the start by stuffing it with rocket boxes - changed the hardest secret of this map replacing the berserk with a golden soulsphere - added antenna sprites to comm towers - upgraded the monster closet to my advanced design with 100% reliable deployment, for guaranteed maxability. - changed pedestrian zebras from geometry to textures and added some road markings - fixed a funny blunder where the bridge did not have a sidewalk, zebras leading into to canal fence. - fixed sky showing through bottom surface of some vents - huge work fixing shadows, were messed up and not matching the narrative told by the skybox (a wide gap into daylight in a black wall of smoke). Reworked them, also made them deeper - fixed a messed up couch cushion in one of the rooms Nov 30, 2023: - applied new sound sequences to some doors - changed the id to EDAY16 - made the burger joint's doors open inwards rather than outwards due to bad interaction with 3d floor lightning tricks there - fixed wall tiles moving with bathroom stall doors Feb 18, 2024: - proofed the advanced teleporting closets against breaking in third party mods - improved texturing of the collapsed tunnel between the two city halves - switched all intact cars to randomized color - fixed one window being unclimbable because couch back was too tall. - minor geometry fixes in the burger joint's kitchen Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB - rearranged and upgraded the skybox to make the map feel less claustrophobic (also it was comparing badly to the now much flashier TITLEMAP I created by modding a half of this map!), also stretched one street a bity longer and added one more dead end parking lot. New textures: CITY17B - fixed broken map geometry I detected manually by accident -- UDB failed to detect those ultra thin secror slices - made three TV screens smasheable Mar 24, 2024: - fixed and optimized the highway overpass in my new skybox: a) removed some floating railing (never visible without cheats anyway); b) replaced lampposts at the highway's centerline with palm trees; c) set the road surface to non-textured (you can never see it without cheats anyway). Results in 60..75 fps on my favorite potato (where, I must add, I recently capped the GPU to 0.65GHz: when it was able to escalate to 1.3 as per manufacturer's wily marketing ploy, there was a random chance of a thermal shutdown because the fan controls react to CPU temperature while the GPU, in rare circumstances of fillrate overwhelming (thousands of blood decals close-up), can heat the chip (as per motherboard sensor) *very* quickly making it go over 90C while the CPU cores are still being at 75C and the fan spinning lazily at 3600 rpm. - fixed two doorframes in my new area shaded incorrectly EDAY17: Aug 13, 2023: - ripped EDAY17 and converted it to UDMF - changed the sky to a cubemep (provisional, the same as the previous map) Aug 16, 2023: - retopped, split geometry to top and bottom layers. Everything that was sticking above 256 got clipped in the bottom layer. The top layer's ground begins at 0, with buildings full height, repeating their shapes in the bottom layer roughly without detail. This allowed to make many one-story buildings lower: some walls end and roofs begin at as low as 128. Made one area with chainlink fences a solid chunk of sky, the chainlink fences are entirely in the top layer. Allowed undoing some of Mark's skywall hacks-by-necessity, should also improve performance. - added some distant cityscape to the top layer. - created a dedicated skybox cubemap, changed outdoors coloring from Mark's sunrise reddish to gray with barely perceptible bluish tint) Aug 20, 2023: - fixed the bars marked as requiring red key card not really requiring any key. You could skip an exciting red key hunt and a surprise cyberdemon inviolved in that hunt! - upgraded the trucks - replaced one semitrailer barricade with a wrecked bus and a police car from HESP - changed pedestrian zebras to baked-in textures, which reduced geometry, and added center lines to most roads - that one extremely obscure trigger for opening a secret fireplace, which was utterly impossible to notice triggering, now leaves an obscure text message about firewood and makes a pop sound. - the shotolver quest is now accompanied with text messages. No wonder I haven't solved it: it's pure pixel hunting sadism with a bazilion hidden switches! - two coop cyberdemons and four regular pinkies (in the same monster closet) were dorman and misssing activation trigger - was preventing 100% kills. Attached them to the same trigger as their roommates (player enters thered key garage) - fixed one blue armor not marked as a secret - made two closets deeper - fixed many items in the weapons store being too far, requiring to climb into the shelves to pick up. Also fixed rocket launcer dropped through the shelves, pickupable but invisible. - replaced entrance door in the yellow key building with swinging doors - minor texturing fixes - added second window to distant terrain to match the second window i a ded in map 18 Aug 28, 2023: - upgraded map scripts for full localization support and uniformity. New string ids: MAP17_CRPTC1, MAP17_CRPTC2, MAP17_CRPTC4, MAP17_CRPTC5, MAP17_CRPTC6 - added "this opens elsewhere" message to the shotolver cage - removed "monster activates" flag from the street sides of the wide entrance door and the garage door of one particular building. Reason: the spider mastermind tended to walk inside, climb to the second floor and get stuck in a tiny room two sizes too small for him. It looked ridiculous and he was a fish in a barrel. Nov 30, 2023: - applied new sound sequences to some doors; added ambient sounds - changed the id to EDAY17 - found the *true* reason of spider mastermind being stuck in a tiny room on the top floor. There was a *weird* solution of an inward corner, where if monsters touch the wall they get silently teleported inside, to the top floor near a window. The mastermind, theoretically, could NOT get caught in this because the line was "when monster walks over" and mastermind's radius is larger than the gap between that line and the wall. But, I guess, he always found a way. I solved this one by eliminating that inward corner: expanded that house with two first story rooms made of 3d floors. With furniture and stuff (the framerate screamed horribly and fell silent). As an upside, the archwile now tends to walk out onto the roof of those rooms which gives him excellent view of you >:D - fixed slightly misaligned windows in the yellow door building (using UDMF texture scaling) - upgraded the teleporting monster closets to my advanced design with 100% reliable deployment, for guaranteed maxability. - fixed one secret counting as two. While at it, changed some secrets from the floor registering it by being stepped on to items themselves registering it by being picked up (UDMF supports this and items that always pick up allow for reliable registering without failure for 100% secrets). - made that one dangerous secret easier to get out alive, via rearranging its ceiling and adding an invisible step - marked the captured marine as a secret - changed one of the cryptic clues on the quest for the shotolver: I had completely misread one texture when making it and the clue was utterly misleading! - fixed one of the three enemy tanks not spawning because I moved its spawning spot too close to a wall - scripted a partial solution for the "hunting that last straggler" problem. All monsters most likely to get lost in the terrain or get overlooked will try rushing the player who enters the final building. Won't help much, likely, but would at least get them moving. - made one wardrobe deeper. The shotgun in it was showing weird behavior when you open it, it felt like it was falling from the ceiling. - fixed HOM effect in one wardrobe. - added a sign to the gun shop. New textures: KYSIGN1 - added a grandfather clock to one house. New animdefs: GTCLOCK - added posters and pinups in many places (existing EDAY textures lay woefully unused) - added a locker in one of the garages - added a motorcycle parked in a random driveway - added antenna sprite to the only comm tower - fixed the revenantful of a parking garage being always opened prematurely by roaming monsters bumping into its doors. I even made its door connecting to the house not openable from the house. - changed juggernaut deployment from being spawned by script to a normal DEAF monster sleeping in his advanced closet. Reason: I dawdled in the blue key room, and he managed to roll INTO the revenant garage, crushed them all and got stuck to boot. I also made that garage double-door (although each side door is still wider that juggernaut's girth, he's surprisingly slim for a tank) Dec 11, 2023: - fixed the ATC bug (now each cyberdemon has his own ATC, special solo version for extra thicc bosses). - fixed one pillow on one bed in one building having been accidentally deleted resulting in a bedsheet-colored pillar in its place Feb 18, 2024: - replaced the cyberdemons with irreplaceable cyberdemons to proof against breaking in third party mods - proofed the advanced teleporting closets against breaking in third party mods - fixed the smashed cars placement and changed some cars into ones crashed into each other or semis. - switched most intact cars to randomized color - added a car crashed into a tree with skidmarks behind it. Reason: long time ago this map had one but Mark-sensei deleted it while switching the cars to models - added a rare car variety, kind of a red sport car at a rich house Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB - fixed visual glitches when looking from under the grocery store's overhanging part of the building - made many small computer monitors smasheable May 10, 2024: - applied a voodoo coding hack to fix vehicles not moving for the first player to join the server EDAY18: Aug 13, 2023: - ripped EDAY18 and converted it to UDMF - reworked elevators in the yellow key building, the unnamed building at (2700,500) and the wham bang hotel to work like realistic elevators with doors closing and so on. There are 7 elevators in total. For more detail see the my tutorial wad @ https://www.doomworld.com/forum/topic/138033-realistic-elevators-acs-udmf-zandronum-30 - rearranged rooms in the wham bang hotel, the goal was to turn the elevator 90 degrees clockwise so that its doors move in the north-south direction. Easier than cloning the elevator scripts. - widened shower entrances in the wham bang hotel so that you can actually enter them. That one shotgun guy dropping ammo... always out of reach... tantalizing... Fr-r-rustration!.. Well, not anymore. - retextured the receptionists deck in the wham bang hotel: it was a brick wall made of brick >_< - upgraded fence at (3588,1096) from part impassable, part ghost with crates flush to it, to walkable + shootable midtex - changed the secret exit door to a sliding polyobject door. Hilariously, I still have no idea how to open it and go to the secret levels: I just modded Script 3 that opens it but I don't know what runs that script. - changed the doors of the chaingunner cafe (it's full of chaingun guys, d'uh) to swinging polyobject doors - added a coffee maker to the chaingunners cafe. - replaced doors in the yellow key building's upper offices with swinging doors Aug 20, 2023: - switched to a dedicated skybox cubemap - upgraded trucks. I **** hate trucks! My hurting mind in its twilight state spawned even more varieties of trucks with different front designs. - ginormous retopping rehaul, split geometry into base layer and top layer in a rabid modding frenzy, too many changes to document. Includes: lowering the roof of the red key cafe, moving all communication towers on top of tallest buildings, completely rehauling the southern area out of playable boundaries. Three days spent obsessed on the verge of foaming, unable to tear myself from the editor. THREE DAYS, CARL! - added several humongous smoke pillars as dual layoud now allows such things. - replaced gas station doors with swinging doors (missed them before). Now the number of polyobjects in this map is 53. - fixed one unpossible blue armor secret into merely very hard to figure and execute jumping puzzle - added a second window to that office room, because I already toiled hard to make the view out of it sane - i am at the end of my rope, about to snap. - changed message for the switch that opens the doors leading to the secret level from "something has opened somewhere" to "The Red Light District now accessible". Honestly. You need the red skull key to get there anyway and the red skull key requires a dedicated pixel hunter to find. - changed the tiny 3-pixel wide button that reveals the red skull key from baked into texture to actual map geometry. Reason: blood splatter is the bane of switches. - fixed the monster closet. The same problem as with map 03: if you go full berserk, the monsters won't hear anything and never wake up and they only wake up if you shoot in one specific room. Which contains one imp all but asking for a silent fatality takedown... After my fix you receive their full attention by grabbing the blue key OR exiting the room. - added signs to the red key cafe and the blue key bar. The first one is pure stone soup, existing billboard textures upscaled, while the second one made by myself: new 512x128 KYBLUES1 - moved the ambush archvile because he was visible from the street and could be shot and awakened prematurely - changed pedestrian zebras to baked-in textures, which reduced geometry Aug 23, 2023: - made the blue armor jumping puzzle trivial on low and medium skill by placing an additional pile of rocks near the closest crate - rotated textures on tops of wooden crates standing at an angle, to align them Aug 28, 2023: - upgraded map scripts for full localization support and uniformity. New string ids: RDLGHTDSTRCT_PN, THIS_DR_THR_SD, JMP_NT_TH_TRCK - increased the closing delay for the wooden swinging doors of the yellow key room to 300 seconds. Reason: observed crowding barons jam it, blocking it from closing, and get stuck as a result. So, swinging doors are no good in places where monsters tend to crowd. - made the door of blue key building openable from the outside with the blue key card. Which is locked inside. This should make this building stand out on the map by making its door line blue. - deleted the last "9 Line Horizon" interfering with my new skybox Nov 15, 2023: - added two motorcycles - added a secret mech. That's right, folks: Mark had created not only tanks but also a huge humanoid robot to stomp demons. And it was never used anywhere! Nov 30, 2023: - applied new sound sequences to some doors - changed the id to EDAY18 - modified the mech secret: instead of humping a random wall you open the mech bay by pressing a Mechagodzilla II poster - added toilet paper dispensers next to all toilets - marked the twin teleporters as red and blue - improved the cafe's sign and renamed it to cater to fans of a certain franchise. New textures: BURG09Y, BURG0Y - crammed as many posters and pinups everywhere as I could without it looking ridiculous - upgraded all "a lone toilet in an empty football field" bathrooms with sinks. Hilariously, I saw one of those IRL. One of the bathrooms in the clinic had only a single stall. But boy, that stall was two meters wide and seven meters deep, more like an utterly empty immaculately clean corridor covered in beautiful tile, with a lone toilet in the distance, like a throne in a throne room :D The only time I regretted I use a dumb cellular telephone without a camera :p - improved texturing of one building's facade - upgraded the teleporting monster closets to my advanced design with 100% reliable deployment, for guaranteed maxability. The horde deployment pattern had changed as a result. - added antenna sprites to comm towers - finally made elevators make the elevator moving sound while moving: by some reason, Zandronum 3.0 staunchly refuses to play it as a platform moving sound, so had to manage sound sources by hand - fixed one door messing up light levels in an unrelated building across the map - marked one ammo-in-a-dumpster as secret - marked the secret exit as a secret; marked one secret soulsphere as a secret. - fixed one secret soulsphere secret erroneously marked as sector tag 1024 (which does nothing) instead of sector special 1024 (secret: yes). Final number of secrets: 10 - retextured two dumpster's floors to GARBAGE Dec 11, 2023: - fixed the ATC bug Feb 18, 2024: - replaced the cyberdemons with irreplaceable cyberdemons to proof against breaking in third party mods - proofed the advanced teleporting closets against breaking in third party mods - switched most intact cars to randomized color - fixed the mech secret NOT WORKING in GZDoom. i.e. that map was only maxable in Zandronum. Unexpected discrepance in code bases, I'd expect identical behavior but no, these engines treated certain trigger linedefs differently. - fixed the red skull key secret NOT WORKING in GZDoom (the switch height check again) - replaced the two cars in the UAC building's parking lot with two black rare cars. Let's pretent those piles of polygons are limos. - automap prettification - made one fence block players: it was possible to jump over it by standing on a parked motorcycle, then it was inescapable garden. - fixed music not switching back to map default every time you exit the mech as designed - changed the secret exit opening script from script 3 to a named script. Reason: I encountered a freeze when pushing that button when recording the video. It looks like a micro-freeze in the video, but in reality it was more than ten seconds long, I was about to kill the non-responding GZDoom from the Task Manager. Who knows how many "script 3"s the BD itself has? The only explanation to me is that GZDoom does not replace global numbered scripts with numbered map scripts but... adds? Some weird behavior here anyway. - fixed top antennas hanging too low and doubling at 1142,4000 - fixed the mech bay's alarm not stopping after 10 seconds as designed - fixed texture alignment on the burger joint's roof fans (scaled texture was rendered incorrectly in GZDoom only; worked fine in Zandronum) Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB - fixed broken map geometry detected by UDB - made several TV screens smasheable - fixed one distant semi far out of playable boundaries still being a 1000-wheel centipede - general automap prettification May 10, 2024: - applied a voodoo coding hack to fix vehicles not moving for the first player to join the server EDAY40: Nov 30, 2023: - imported into my project as is (without converting to UDMF yet) - fixed the secret exit to the super secret map 41 being forever inacessible: broke when Mark nerfed the jumping height. - restored the normal exit to exit to map 19 (I made it also exit to the super secret map 41 earlier, as a quick and dirty fix for that inacessible secret exit) Dec 03, 2023: - changed the normal exit back to leading straight to map 41, the secret exit I fixed earlier now leads to map 59 instead Dec 17, 2023: - converted to UDMF - made the berserk secret reliably registering - automap prettification - redesigned the movie teather hall: twice more rows (this map isn't a perfect copy of the Duke map anyway), halved the seat back's height and restored low light levels. New textures: TLITE6_Y (a clone of TLITE6_1 without glow attached) - redesigned the projector room area using 3d floors. New textures: DOOR05E - added antenna to the comm tower - redesigned the area around the exit. Reason: sanity check. Doom has no jetpack and so no jetpack-related secrets high up so making buildings more solid was a possibility. - redesigned the secret window a little (the one matching Duke's aappartment secret in duke 3d e1m1), less standing out - added more buildings to the starting area's fringes to prevent looking in to the skyboxes underpants - added 20 damage to the dumpster on fire, including edges - fixed the messed up texturing on the breached movie screen - removed the "mars ambience" from the exit signs: was creating stupid columns of fog. Replaced with specialized light shafts from EDAY repertoire. - renamed the map from the iconic "Hollywood Holocaust" to "Movie Night Out". Because sirisly. Feb 18, 2024: - replaced one revenant with an aracnorb. Reason: two-story corridor was too low, you could bump into revenant's head while walking above him. - switched all intact cars to randomized color - improved the movie theater's board texture - fixed the fence around the starting roof so that your rockets won't blow in your face if you try shooting through it. - fixed the elevator doors clipping through corridor wall Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB - fixed broken map geometry detected by UDB May 19, 2024: - automap prettification - fixed the super secret exit showing on textured automap PSXM59: Dec 03, 2023: - imported PSMAP59 "Club Doom" as PSXM59 into my project to play the role of yet anoter secret map, thus increasing the number of secrert maps to 5. A silly tiny map with only 3 rooms :) Normally works as a super secret map injected into the Doom2 campaign by BDv21. I doubt anyone ever saw it because the secret that leads to it is of the "hump all the walls" variety. The part of doom that did not age well (some may disagree). Dec 17, 2023: - marked the megasphere cage as a secret thus increasing their number to 1 Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB - fixed unknown textures (on the bottom of two doors) and removed all links to unused unknown textures Apr 06, 2024: - added Dragonslayer as the second secret May 19, 2024: - automap prettification EDAY41: Nov 30, 2023: - imported into my project as is (without converting to UDMF yet) - marked the secret exit to the super super secret map 42 as a secret Dec 17, 2023: - converted to UDMF - automap prettification - corrected texture scale on the condemned building - evicted moved most of the surrounding cityscape (except the chunk of the trailer park cacodemons come from) to a top layer, added several simple buildings to it and added antennas to comm towers. - added a climbable ladder to the sewer hatch - added a *fourth* variation of demon porn to the adult film cabins (those with paper towels in them) and a special zombie suffering from it. Delightfully offensive and decidedly hilarious. Reason: H-Doom moved ahead from the point Mark was quoting it... With more monster designs... New textures: ZZPORNT..Y; new sprite frames: FRAA T..X - added posters and replaced the secret to Wolfenstein from a misaligned wall texture to a wall with a poster that is not a movie or game poster but an actual ww2 nazi poster copied from EDAY resources and downscaled -- and its overal color matches that of the wall making easy to overlook. New textures: ZZNAZIY, POSTERW, POSTERV, POSTERX - made player unable to be catapulted out of playable boundaries into the trailer park over the fence - made the porn booth entrances soundproof and their curtains NOT openable by monsters from the outside (the herd of shotgunners just outside was activating them by walking around and bumping into them) - marked the blue armor as a secret thus increasing their number to 6 - fixed the shotgunners behind the red door waking up prematurely and grunting through it (both sides of the doorframe were a single joined sector, thus screwing up sound zone boundaries) - retextured the secret exit room to obsidian. Reason: I put so much effort into creating this obsidian tileset back in 2018, but it is too dark to use anywhere! Well, not anymore. - moved some monsters on distant rooftops to the front edges. Reason: a lost soul ruined my test run's kill count by being so deep the roof edge blocked its line of sight and it never woke. Feb 18, 2024: - changed the music to EDMU13 - moved the outdoors aracnorbs so that they only see the player and engage after he detonates the condemned building and goes for the red key - corrected horizon when viewed from the high window in GZDoom (had no noticeable problems in Zandronum) - moved parts of the map geometry ( the area inacessibkle to the player) to the top layer. Reason: retreat-happy monsters like aracnorbs were getting lost behind buildings thus ruining maxability Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB May 19, 2024: - automap prettification EDAY42: Nov 30, 2023: - imported into my project as is (without converting to UDMF yet) - fixed broken sky as seen through a couple windows Dec 17, 2023: - converted to UDMF - automap prettification - replaced the MG42 generated from a bfg spawner detecting wolfenstein map to a placeable MG42 + 200 ammo - replaced ammo clips in the ammo storage with placeable mp40 ammo and ammo boxes with shotgun shell boxes. Why would nazis, all armed with mp40s, keep stocked up on NATO intermediate cartridge? - replaced a plasmagun surrounded by rocket boxes with a rocket launcher: assumed it was a mistake. - set all ceilings of prison cell doors to undefined: were generating ugly parallax effect when rising above you, the grates filled with a sliding cobble texture. - added a most sadistic new secret with three armor bonuses hidden inside, not showing on the automap unlike all other secrets. Also serves as a red herring for the MG42 secret. - fixed and rearranged paintings in the library secret - upgraded the backtracking ambush with my advanced teleporting closet. As the monsters are deployed still sleeping, I used different spots: hand-picked ambush positions for nazis (whom I made deaf) and tightly packed packs of teleporter dests for dogs, who are NOT deaf and will hear you when you fight in appropriate sound zone, wake up and swarm towards you. - replaced all evil marine spawners (TID 736) with regular placeable nazis (TID 0). Purists would have to DEAL WITH IT. That setup was an unstable scripting nightmare. - improved abyss fringes where player can fall off the wall: no more splattering against the sky with the bottoms of castle walls hanging in it. - replaced kitchen doors with swinging polyobject doors - applies sound effects to all doors and elevators. Now this castle sounds real medieval. - made the invulnerability secret shallower - various minor texturing fixes - fixed a STUPID case of you never getting 100% kills unless you activated the crusher in the torture room. Trivia: there was a lone nazi in a detached room in the void, the floor and ceiling combination marking textures marking it as a "wolfenstein" map thus making *all* evil marines to spawn as nazis and the bfg to spawn as a MG42. That room was also a crusher activated by the same switch -- an ingenious way to eliminate that dummy "marker" nazi. Buuut, what if the player haven't activated that crusher? - moved one dog in a dead end kennels room. Reason: it was deaf, never waking up until you checked that entire room thus causing a nasty "last straggler" problem for perfectionists. - fixed many sound zone boundaries - fixed lightposts from randomly rotated 3d models (fluorescent too!) to their historical sprite forms. Sprite frame PSTE B ripped from EDAY as PSTE Y - transformed bookcases with tops higher than room ceilings into solid voids. Reason: were creating false impression of possible secrets showing on automap as non-solid walls - fixed the inescapable corner behind the chair in the torture room Feb 18, 2024: - proofed the advanced teleporting closets against breaking in third party mods - fixed the super secret button that could be activated by simply punching the wall below it. The button is now not shootable -- you have to *press* it - fixed weird beahavior of the secret created by me (the climbable wall was emitting button press sounds when player touched or moved over it -- this never happened in Zandronum) - fixed one secret not marked as a secret - fixed minor texturing errors Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB May 19, 2024: - automap prettification - added a redirect for coop respawn: to the castle corridors, triggered by any player walking outside, and to the red key position in the library, triggered by any player approaching the red key. - fixed minor HOM in one underground arch EDAY19: Jul 22, 2019: - remade the train start and stop scripts using cycles. Much smoother now (also there was a bug in the original version). - made all trains narrower by compacting the side areas where the seats are. Justified by these areas not affecting the gameplay in any significant way. To dodge incoming fireballs you have to align yourself with the doors anyway. The trains are *still* 6 meters wide (vs realistic 3m) but who cares, gameplay is the king. - made railway gauge have realistic proportions (half of the car width). It's still 3 meters but who cares again, it's the proportion that matters to the eye. - added rails in all tunnels - made all tunnels *much* narrower, barely wider than the cars. The tunnel around the moving car is much wider (walls set to never show on map) for the surprise cacodemons to move freely. Used dirty tricks, had to give the tail car a longer butt. - added a "spot of light" of better lit sectors in front of the train. - remade the fiery crack of doom into a fleshy gullet, a trap with a med-pack as the bait (the floor hurts like nukage but not the rails. You can go deep staying on the rails - but when you grab the med-kit the rails retract into the floor) - remade the area with derailed cars into *two* narrower tunnels separated by columns and chain-link fence. Most extensively modified area. - removed wheels from car sides: trains dont have wheels flush with their sides, unlike cars or tanks. To make these look natural you have to use too much 3d floor trickery (see boogies in CHE13). Better keep it simple using low paneling with darkness below it. Added a couple knocked out boogies to compensate for the lack of visible wheels. - lowered the entire final station by 16 to make the platform heights equal (-32) - raised all non-derailed trains by 16 to make their floors flush with platforms at -32 (were -48) - added another ladder to the far side of the final station - appaled by no one being able to see the awesome train front made by Mark, I copy-pasted it into my new area before the final station. The train is just parked there on the side track, inacessible. - re-textured the track area of the final station: I had to add visible edges to the tunnel ceiling because I made it much lower but I did not want to mess with the station itself. - made modifications that allow monsters crowding below to jump up and shoot into the train. - make the light in the train flicker to life, further distracting the player from the transition Jul 28, 2019: - remade monster lifts into stairs of rubble and invisible stairs (using 3d floors) for derailed cars and the moving train respectively. They can't use that to walk in, but they can shoot you with fireballs, there is no safety inside the car. - changed the upper floor railing in the final station from "impassable" to "block monsters + walkable middle texture" so that you can jump over it while fleeing from the stampede of barons and pinkies. - lowered the console and bottom window edges in the train cabin by 8 so that you can see the floor outside without jumping onto the console. Nov 10, 2023: - fixed a bug: the train sound source was marked as a monster thus preventing 100% kills - removed several leftover monsters from Mark's scratchpad areas with test versions of train cars that were making 100% kils inachievable. - changed all train side doors from solid doors to doors with windows in them - changed all doors between train cars from normal doom doors to double sliding doors for more fun. - corrected texture alignment in derailed cars standing at an angle (the ceiling lights were particularly broken) - added trains incoming down the right track as you enter the platform at regular intervals (of course it's the same train, looping). There is no invisible wall at the platform edge anymore, you can fall down to the track and be splattered by this train, yay. - turned it into a *timed* mission (countdown is displayed like boss health) with no one but two consecutive gauntlets forcing you to fight extremely recklessly. First, the train you ride now crashes into a collapsed tunnel and IMPLODES until you go grab the blue key and backtrack (in 2:15 on UV). Then, just as you exit the train, a following train gives you about thirty seconds (on UV) to get through the monsters of be crushed together with them. - fixed some rubble in the second half of the map, some specimens were very annoying to fight around because their hitbox is much larger than their sprite. Nov 13, 2023: - fixed misaligned textures on ceiling lights - replaced messed up texturing of the outside of the train with uniform black (never seen normally, but that pesky 3d person camera *loves* clipping through walls) Nov 15, 2023: - fixed a blunder stemming from long and evolutionary development of these maps: there were windows into clear sky inside the subway station's hall... while in the next map you emerge from the base of a tall building surrounded by scyscrapers. I simply changed those sky windows to ceiling lights. - fixed texture alignment on the tiled walls in the hall - added a simplistic top layer, only visible through one hole in the tunnel roof (a dumbed down piece of map 20 with tall buildings surrounding the hole) - fixed a bug, player 4 start was stuck in a wall Nov 30, 2023: - fixed a blunder in my train sounds management: there was a chance the train moving sound would keep sounding after the train crash - changed the id to EDAY19 and re-integrated it back into the main maps wad Feb 18, 2024: - made the train incoming on the right a one-time event, no looping - fixed a syntax error, script was not compiling in UDMF + Zandronum ACS mode (the built-in function known as Sector_SetDamage instead of SetSectorDamage ) - replaced the cacodemons with irreplaceable cacodemons to proof against breaking in third party mods - made trains less solid to decrease the chance of them getting stuck on monster guts. Also added monster pushers to all walls of the second timed sequence, to keep monsters away from walls where the train's side walls (still solid!) may get caught on their corpses Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB - fixed insignificant geometry errors Apr 13, 2024: - changed the damage type inflicted by moving trains from cyberdemon stomp("Stomp") to chainsaw("Cut"). Reason: some mancubi and revenant body parts are deliberately made immune to stomp damage, which resulted in a small chance of train getting stuck on them. But any of those body parts are *designed* to be destroyable by chainsaw, for the player to get their ammo. So... Monsters will splatter less graphically but the map will work reliably. You almost never see them being run over by a train anyway. MAY 01, 2024: - confirmed that the coop timing mission bypass works as designed - fixed minor texture misalignment on the tiled floors near the start May 19, 2024: - upgraded the blocking wall + teleporter to respawn redirect for coop bypass for the timed part, triggered by the train crash EDAY20: Aug 23, 2023: - ripped EDAY20 and converted it to UDMF - upgraded trucks and buses, improved all car barricades - all use cases of RUBLE2 upscaled it 2x to match building floor spacing. Fixed minor bugs in collapsed buildings - on the road near the multi-story parking entrance, there was a pit into, presumably, lower levels framed with impassable fence. I replaced it with regular lawn. Reason: maneuvering your tank in that area was pure torture. Especially as the last cyberdemon comes at you and your attempts to dodge are suddenly blocked by a fence that isn't even waist high, it's feet-high for the tank. - in the starting crossroads fixed the stop line placed on the wrong side and turned the truck matching it sideways - changed pedestrian zebras to baked-in textures, which reduced geometry -- and added some more - added blockers to the multistory parking entrance to prevent your tank from driving inside. - reworked the areas visible through the windows of the multi-story parking (peviously a blank sky): removed one, blocked one with a brick wall, added silvers cut out of of map 21 and HESP map 18 to create illusion of city stretching far - created a long decorative stretch past the rubble barricade blocking one street leading downwards: it was showing skybox beyond but skyboxes's floor is solid black! - created a space with one extra building behind two bus barricades (is shared: the city is decidedly non-Euclidian anyway) - the upgraded truck barricades allowed for turning one of the cyberdemons into a FUN cyberdemon. He's hiding behind a truck so well he is guaranteed to provide surprise buttsecks in the most inopportune moment. - fixed texturing on the ends of the broken bridges - changed the round pool from bright blue radiator liquid to semi-transparent water - likewise changed the fountain in the mall from blue radiator liquid to brown water - added many humongous smoke pillars - split some very large street sectors into multiple parts to reduce performance impact of gore - various minor texturing and geometry fixes - general automap prettification - created skybox cubemap KYSR9 based off one of EDAY's best skies, SKY2MO - switched it to my dynamic skybox 2.0 (skybox viewpoint mirrors player movement at 1/64th). Regrouped and tightened building placement in the skybox. Rescaled all textures in the skybox to 1/4th to match floor height to viewpoint movement: 1/64th of 128 gives 2, while textures used are 8x8 which was giving skybox building's floor height 4 times larger that regular geometry floor height. Now they match and do not look weird if placed close. - painted outdoor areas orange-ish sunset color - fixed distant firefight sounds ceasing in some places (left hall of the mall, corresponding ends of streets). Turns out it is a point source with a radius of 9550, but the map is too larger for even that. I just moved it so that the OTHER end of the map lacks those sounds. Nov 30, 2023: - applied elevator sound sequences to mall elevators - changed the id to EDAY20 - finished one rough and unfinished overpass crosing with an out-of-playable-boundaries street that let you look into the skyboxes' unmentionables. Plugged those areas with simple architecture, fixed broken architecture around that spot. It seems I was out of steam when working on this map the previous time and decided not to polish it to perfection. - fixed the cyberdemon and mastermind's infight by changing their hating mode from default to "ignore players unless attacked by them" + "no line of sight check". Should be more focused on each other now. - added several motorcycles along the way (if you screw up and lose your tank and want to go back to grab the second one) Feb 18, 2024: - replaced the cyberdemons with irreplaceable cyberdemons to proof against breaking in third party mods - fixed the smashed car pileup, moved some cars because too tightm the new model is bigger and used a rare variation for the car parked askew - stretched the parking spots in the multi-story parking and removed some cars and spots that did not fit. Reason: my new car model is notably wider. Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB - fixed insignificant geometry errors May 10, 2024: - applied a voodoo coding hack to fix vehicles not moving for the first player to join the server May 19, 2024: - added redirect for coop respawn, two stages: the mall exit and the multi-story parking entrance EDAY21: Aug 23, 2023: - ripped EDAY21 and converted it to UDMF - upgraded trucks - replaced flesh wall texture with a better one, the same as in map 22 - added tumors to the flesh wall - aligned floor or ceiling textures on vents, paletes and crates - recolored the boss: was too dull for such a great boss! - removed garbage leftover scripts like the one that colors mannequins in map 20 - painted outdoor areas (i.e. the entire map) orange-ish sunset color - copied skybox full of skyscrapers from map 20. It's static here: player's range of movement is small. Moved the buildings tighter, closer to the viewport. - moved the baron: could activate prematurely instead of ambushing Sep 01, 2023: - made the boss health indicator localizable - changed the way the boss emerges. Now he teleports in like he came from the portal. - rebalanced the number of support barons: none on ITYTD, one on HMP, two on UV - fixed the multiplayer version of this boss: was silver in color - added a nerfed variant with 9K hp used on ITYTD - fixed coloring of the light falling through the door - made the support barons explode on bosses' death (for 100% completion) Sep 03, 2023: - upgraded the infernal's meteor lobbing frames to two-handed (when viewed from the front) Nov 30, 2023: - added antenna sprites to comm towers - rearranged the skybox - changed the portal texture to my flickery portal texture - changed the id to EDAY21 Feb 18, 2024: - stretched the parking spots of the the roof parking and removed some cars and spots that did not fit. - replaced the cars overhanging the pit with rare f--ouled up cars: these have actual wheels and textured bottoms. I'm sure this map was designed with them in mind. Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB Apr 06, 2024: - gave the boss 40% damage resistance to BFG9K and Unmaker May 10, 2024: - fixed texturing and geometry of the city buildings around the path to the boss arena - automap prettification EDAY22: (date unknown): - added lots of decorative features to the final tower area, including a gargantuan mountain. The ceiling height is 6000. It is much more satisfying to see your misses explode against a solid wall giving the cyberdemon fiery background instead of just disappearing silently into the skybox. In the process, remade many much of the existing features using 3d floors. - moved the fighter plane to a different course activated by a different linedef. Plane cannot fly through mountain, yes? Moved half the barons & pinkies it was supposed to bomb into a lowered pit, another half of them into a similar pit inside the exit corridor, activated when player climbs close to the top. Now the plane frags them properly, making much gore. - after having been fragged several times by the friendly tank shooting at the imps in the gazebo, moved cliffs so that they obscure tank's line of sight making it unable to shoot at the gazebo. - made the corridor to the elevator longer and darker. - added the boss tower from the next map as a skybox model. Now looms properly ahead. Jan. 14, 2019: - fixed broken scripts (why? when?), tried simplifying shapes in the final foothills area. Feb. 10, 2019: - moved some monsters to teleporter closets, just to create impression of these vast armies having arrived via teleporting. Added a small horde of imps, because imps on this map are more ambience than enemies, the friendly marines mow them down. Feb. 13, 2019: - reworked most of the map increasing ceiling height from 320 to 2000, with no change to apparent wall height. Now allows for firing revenant missiles and missiles of the artillery tank straight up and letting the gods of random decide who dies. - re-scaled and re-aligned the exit elevator to match the entrance elevator in map 20. It was twice as large, LOL. - made the twisting passage to the castle area a tunnel instead of gorge. Feb. 14, 2019: - modified the skybox again after fixing incorrectly scaled boss tower model (accidentally made it 1.2x wide) Feb. 20, 2019: - portal bugfix Mar. 17, 2019: - modified the skybox, restored sprite compatibility (when models are off) - resized the portal after finding out that its wide flat arch was a result of a whole-map enlarging. Mar. 20, 2019: - made the portal a standalone building you can walk around, still see the city on the other side: showing off the visual-only portals that work in Zandronum! - changed marine routes to fix problems I reported on the forums: now after all the targets are killed, the marines walk into tunnel behind the entrenched tanks, invisibly teleporting back to the city, walking visibly to the portal, visibly teleporting back into hell then walking the route again. This perpetual motion creates illusion of reinforcements that keep arriving while preventing the marines from swarming and blocking the player. Mar. 22, 2019: - made the marines only start their assault when you cross the bridge. Until then, they are running in circles, most of them on the Earth side. The map starts with a message "get that tank moving". Mar 23, 2019: - made the area behind the portal enclosed in low cliffs, blocking the view down into the skybox. - made the bloodfall narrower, less visibility down into the skybox. All to reinforce the ambience of being on a vast plain. - made the marines already in hell retreat back to the earthside creating impression of small hitch in execution of a hastily organized offensive. The portal is now a two-way teleport, for monsters only. - improved the command's messages about the tank not moving - shuffled areas around to reset after that nasty bug (see comment in the map script) - added two heavily armed marines to the castle area (locked on an inaccessible cliff) - added a RL spawher to the ammo cache in the castle area: this map is too hard to complete with only the starting rifle. - added med-kits and green armor at the map start. Ideally, healing the player should be done via script: this is not for balance but because it looks stupid to send a wounded to storm Hell, yes? Mar. 24, 2019: - renamed to che22 to keep in sync with PreBetaX - removed the heavy weapon dudes: silly me, they could teleport to follow you Mar. 31, 2019: - changed the standalone gate to flesh to fit the updated lore, used classic Doom 2 textures transformed using TEXTURES - chaned the bomber that bombs the castle to two assault helicopters, re-purposed from zombie helicopters. They arrive and start shooting at barons. Removed 2/3 of the barons, without bombing there were too many. - fixed the long lingering bug with earthside sky randomly not working. Was caused by things (including skybox pickers) glitching if moved to the left of x ~ -29000. So the entire -32768..32767 grid cannot be used, dammit. Feb. 18, 2020: - changed the sky to SKY3BC, a modified variant of SKY3B with black below the horizon baked into the sky and a black cloud overhead to prevent the engine from blurring the zenith. - reduced the skybox to bare essentials (the looming plateau ahead with the boss tower on top, nothing more). - increased outdoor brightness to 144. Jul 09, 2019: - the final solution of the tank problem: the marines travel across upper ground where tank could not go. You can ignore the tanks and follow the marines there, but the meat to ammo ratio of this map is daunting. - the middle of the map remade from scratch, from the bridge to the castle area. Vaguely resembles the original layout. The monsters were moved from the original and shuffled, I made no changes to their number nor composition. - added machinegun and shotgun in the starting area, so that the map is playable as a standalone when starting with only rifle. Feb 18, 2020: - increased outdoor brightness to 144. - reshaped the castle area to account for a different entrance vector than what the castle area was designed for. Now the lava lake begins from the walls, to reach the jumping rocks you need to go right, cross the lava river across conveniently placed rocks. You can fall into lava now as your tank is blocked from entering that area. Jun 28, 2023: - converted it to UDMF - completely redesigned the sky. Gigantic walls of flesh and bone inspired by Plutonia meat-sky are real map geometry, there is no sky at all - the clouds above are made of layers of 3d floors. On my favorite potato it turns into aA slideshow in places, BUT the built-in profiling in Zandronum says most of the render time is from sprites so screw it. I love my laptop but it was made back in 2012, it's time to stop cutting things down for the sake of compatibility with such potatoes. - replaced one of the tanks at the start with a helicopter. I know it's not as polished as the tanks but DAMN being the air support is empowering. A simple script prevents you from flying too high. - completely rehauled the castle area. Reason: AI is too dumb, had to remove "friendly" tanks too-too prone to friendly fire accidents. Added two rideable tanks to the castle area instead. Which made your role more proactive as it is *you* who fights those cyberdemons. Also, since there is no air strike anymore, it is highly advisable to lower the gate and drive your tank into the castle. Now it is *you* who mows those barons down... Again, Mark's original concept of being just one man among many was better BUT the thrice damned Artifical Idiocy prevented it from being viable. - since lava edges are not impassable anymore, added a pusher linedef that catapults monsters (friendly marines count) away from the edge. No more prancing across lava for them. - added various sound sets to the marines (were using default zombie grunts) from various chatter from companion marines. Female marines cuss a lot because there was little to choose from, had to use doomgal taunts. Added basic fire and explosive deaths to the marines by copy-pasting from BD player. Still very primitive compared to companion marines but at least it's something. - added a secret pineapple. Aug 28, 2023: - upgraded map scripts for full localization support and uniformity. New string ids: MAP22_HELICON_T, MAP22_HELICON - added voice acting to the helicopter controls manual (via free text to speech again) - changed the arched bridge to a boring flat bridge. Reason: was interfering with the tank. Probably some scripts deep in the black box of tank controls reading floor slope under it and making it undulate wildly -- not realizing they were getting the "floor" of a 3d floor which was in fact the bottom surface of those arches. - added railing to the bridge and changed terrain around the road leading up so that the tank cannot fall down. Nov 03, 2023: - made your tank suffer massive damage if you try driving it across that lava lake (200 per second) - made the lava lake burn monsters (including NPC marines) Nov 30, 2023: - applied new sound sequences to some doors / elevators - changed the portal texture to my flickery portal texture - changed the id to EDAY22 Dec 04, 2003: - removed two pain elemental closets at map start: the tanks smashed them instantly, then resulting lost souls could get lost and go dormant thus ruining your kill count - fixed one ambushing imp at map start never waking up thus ruining your kill count - fixed several spectres in a cave never waking up unless you walked inside -- thus ruining your kill count - replaced soulspheres along the route with specialized versions that do not count as items (you travel it in a vehicle, no time to grab them -- thus ruining your item count), also varying with difficulty: gold on ITYTD, regular on HMP, weaksause pink on UV. - fixed the exit elevator making no sounds (broke with the previous updates) - introduced additional scripting that makes straggler demons that are most likely to be overlooked by the marine NPCs march towards the castle. - removed one large rock shelf near the passage between the map's halves. Reason: the helicopter was glitching and falling through it if you landed on it to disembark. - improved texturing in the exit elevator Feb 18, 2024: - replaced the cyberdemons with irreplaceable cyberdemons to proof against breaking in third party mods Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB - fixed insignificant mapping errors May 10, 2024: - deleted outdated scripts that did nothing - fixed the NPC marines marching forward on map start instead of the first time a player steps on the other side of the blood river. Now they mile around the entrance until you move forward. - removed the invisible walls around the starting bridge preventing you falling into the river of blood. Reason: were interfering with the helicopter, which should be able flying above it all freely - added additional ambush triggering lines to account for the player flying the helicopter along the map's fringes - removed leftover invisible walls preventing your helicopter reaching map fringes - moved the story text explaining helicopter controls from map start to player joining the game (and made this script clientside only) - doubled the helicopter ceiling limit - applied a voodoo coding hack to fix vehicles not moving for the first player to join the server May 19, 2024: - added a redirect for coop respawn to the entrance of the castle area, triggered by any player entering it - made the self-propelled AA gun parked near the castle only show on lower difficulties than UV - replaced the tank at the map start with a self-propelled AA gun. Reason: tank is *very* bad at traversing uneven terrain, crawls like a lame turtle. NOT fun. - adjusted straggler patrol route (only used to march unfinished demons missed by both the player and the NPC marines to the castle) to prevent them catching on terrain features - added demon corpses and one destroyed tank littering the bridge - made the music change when a player is riding the attack helicopter, similar to map 18 - created a huge empty area flooded with lava the player can use to reach the castle in his helicopter. Decidedly not passable by any other means than the heli. Off limits to monsters. - replaced THE FUG all revenants with barons. Reason: anti-frustration feature. Revenant fireballs are silent sudden death for the heli. EDAY23: Somewhere in 2018: - added much terrain between the boss tower and the exit gate, so that looking straight down into the skybox is impossible. - retextured the bridge to my obsidian tileset. Added two pillars. - made the castle ahead look bigger and more prominent using my new skybox tower models - made the secret exit. Feb. 10, 2019: - retextured the tower to use my specially crafted "huge granite blocks" texture. This required some modifications to the geometry, the top hub is now made using 2 3d floors. I was careful to keep the external arches' height intact, the thick metal effect is made by raising the ceiling *inside* the corridors. Feb. 13, 2019: - retextured the tower interior, moved the entire map to align the elevator with the floor texture. Added DOORTRAK beams to the elevator. Mar. 17, 2019: - skybox bugfixes Mar. 24, 2019: - renamed to che23 to keep in sync with PreBetaX - fixed light levels (down to 176 from 224) - fixed bridge adjustment, north end was shifted to the right - simplified the terrain under the bridge, also making many sectors sloped - improved the sharply sloped "nope, dont jump here" sector by aping ActorThrust and the like from the necropolis. As if a different texture, that of the walls, wasn't obvoius enough. - switched the blood brook to non-glowing verions BLOODNG & BFALLNG, to keep in line with my proposal of "glowing = harmful; non-glowing = safe" - replaced the lava pit with a normal looking corridor, stepping there leads straight to jungle. - made the exit I previously made into a secret leading to che47, because that map is removed in current PreBetaX - added two draft messages telling the story (offensive failed, marines withdrawing) triggered by walking onto the bridge, then off the bridge. - changed hanging corpses in the starting area to ones that don't have flies: their buzzing was *ruining* the ambience! Feb. 17, 2020: - changed the sky to SKY3BC, a modified variant of SKY3B with black below the horizon baked into the sky and a black cloud overhead to prevent the engine from blurring the zenith. Fits the ambience much better. - removed half the skybox. - reduced outdoor brightness to 144 Jul ??, 2023: - converted it to UDMF - improved texturing by mirroring the big blocks of the central tower, to avoid cognitive dissonance of light seemingly coming from different directions at the opposing walls. And some other minor retexturings. Aug 15, 2023: - with the help of copious map triggers, ACS mojo and darkest of DECORATE magicks I remade that giant hunk of cheese called "cyberdemon lord" into a real lean and mean killing machine. He will *curbstomp* you, I made sure of that. I kept buffing him and making him trickier until I myself, with all the experience of cheesing him dozens of times before, could only prevail by the skin of my teeth. He behaves like a living being now, not as automaton all of them are. He will not aim into a wall dumbly if you duck behind cover but would continue spraying at your last position with redoubled ferocity. He can even predict your movement - try hugging that wall, popping in and out of cover and you have a good chance to eat a preemptive strike. He hates it when you pop in and out of cover. Oh, and I buffed his explosion radius too. Aug 16, 2023: - fixed bugs in my preemptive strike algorithms for the cyberlord, he could stall at times if timings were wrong Aug 28, 2023: - fixed a bug in my scripts for preventing boss stalling in rare cases that caused them to fail with an error and the boss to stall anyway - upgraded map scripts for full localization support and uniformity. New string ids: CHE_PNCKNG_MRN_RD, CHE_LTNNT_RD, CHE_GNRL_RD, CHE_TWR_PANIC, CHE_TWR_RTRT1, CHE_TWR_RTRT2, CHE_TWR_WWLLBBCK - fixed incorrect light level under the bridge - upgraded the dynamic skybox to actual version 2 Sep 01, 2023: - made the boss health indicator localizable - fixed the bug of cyberlord waking up out of sight if you trigger his target leading hacks. - halved the distance the starting elevator has to rise before arriving - found a weakness in bosses' predictive heuristics and patched it. Now if you stay inside of the tower and pop in and out of arches, he WILL attack arches. - greatly increased the range of angles from which the boss would attack the arches. He does not need to shoot *into* the tower: his projectiles hitting the arch edge are enough, with their humongous blast radius. - on ITYTD ("I am too young to die") skill, a slightly upgraded version of the old cheeselord is used, with target leading disabled by making the corresponding map spots absent at this skill. Still his volley is upgraded from 2 to 3, with added fixed spread, akin to cyberdemon's. In fact this is so effective I had to nerf his hp down to 13K just to keep it fair for this skill. - on HMP and up, the cyberlord I had reworked earlier is further upgraded with the same fixed-patter spread, which makes him a lot deadlier. If he starts shooting he keeps shooting until he loses line of sight. Then he performs an idirect fire saturation attack, to discourage popping in and out of cover. On top of that he has predictive heuristic to fire without line of sight and make you run face-first into his missiles. - on UV, the cyberlord gains a second phase: after faking his death (just kidding!) he revives with 6666hp, turns red, becomes 50% faster (faster than you), summons four cyberdemon runts (half hp) inside the tower and becomes much more trigger-happy (immediately goes into his Missile state if he has line of sight). The cyber-minions are unable to leave the tower thus denying you safe space. When you slay the boss they are free to walk out and join the incoming horde of lesser demons. Sep 22, 2023: - added a *very* low rumble to fire breath hitting something. So low, in fact, you won't even hear it if you use cheap speakers. Nov 30, 2023: - applied new sound sequences to some doors - changed the id to EDAY23 Dec 04, 2003: - improved texturing in the entrance elevator - fixed the bosses health indicator not showing in his second stage (UV only) and him not roaring as designed. - applied new sound effects to all doors and elevators. - synced the castle's looks with the next map (48) by removing the old skybox faximile and inserting simplified architecture copied from the next map's top layer. Feb 18, 2024: - replaced the teleporting of cyberdemon minions with monster closets, also upgraded multiplyer minions from cyberdemon runts to regular cyberdemons Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB - fixed insignificant mapping errors Apr 06, 2024: - decreased the bosses' damage resistance to BFG9K and Unmaker from 80% (as initially set by Mark-sensei) to 60% Apr 30, 2024: - fixed the bosses' code: his second wind form was not working as intended (the same pitfall I fell into with the final boss: the goto operator in DECORATE scripts breaks the object-oriented paradigm, always calling the ancestor's method if goto is in an ancestor's method, ignoring the descendant classes' overriding method). As a result, his second wind form (UV only) should now be much more ferocious, as designed. He catches a glimpse of you, he erupts. No delay, no usual monster logic. - as a side effect of the code fix, the explosion radius is now *much* bigger (as designed). - made the second wind form use a *combined* attack: both missiles and fire breath at the same time! Isn't that FUN? Who is FUN now, widdle bossy-bossy... - removed the bosses' resistance to BFG9k and Unmaker. You should NOT posess an Unmaker at this stage (the earliest secret with it is in the following secret map) and BFG9K, as modded by me, does less damage to bosses anyway. But the second wind form still retains 40% resistance. MAY 01, 2024: - fixed the invisible boss bug - now map 23 is perfectly playable in coop! - nerfed the bosses' missiles explosion radius and changed the damage composition. Now damage composition is: no direct hit damage; 300 explosive in a radius of 128; 120 explosive in a radius of 300; 40 fire in a radius of 450 (the former composition was: 100..800 direct hit explosive; 128 explosive in a radius of 128; 100 explosive in a radius of 300; 60 explosive in a radius of 600) Mind that he fires akimbo with a fixed-pattern spread and won't stop firing well after you remove yourself from his sight (he switches to a saturation attack when he loses the sight of target, aiming down and spraying the ground in front of him). - changed the bosses' missiles animation when they hit floor to nuclear mushrooms. The old animation is only used if they hit walls (or you). - buffed the bosses' Second Wind form by enabling predictive algorithms for it (he leads you firing preemptively around corners -- was formerly only enabled for his basic form) May 19, 2024: - changed the bosses' preemptive firing (when he uses heuristics to lead you popping in and out of cover) from his regular attack to his blindfire saturation attack - greatly reinforced the bosses' preemptive firing heuristics: the entire areana is now *smeared* in triggers, you can't avoid them. He must be much more preemptive-spammy now. Also, target is only triggered if the targeted spot is already in the bosses' line of sight. This is two-fold: avoid wasting chances on targeting spots he could not see sending this mechanism into cooldown and, fire on such a spot *immediately*, forgoing the natural monster behavior with missile chance. - removed the boss aggroing at any arch you duck into. Reason: the mechanism goes into cooldown effectively preventing him aggroing at a different arch you pop out of. Also moved the corresponding targets allowing the boss to lay saturation fire at that arch from 40% of the arena. - fixed the bosses' preemptive firing heuristics not working in coop at all - added coop redirect to outside the central tower, triggered by the boss going second wind. Reason: the regular start becomes boxed in between four cyberdemons who spawnrape you instantly - increased the bosses' aggression: while you prance out of his sight he accumulates frustration, which he could then expend in two or three insta-attacks that ignore normal monster missile chance. - for UV and coop, changed the bosses' health indicator headline from "BOSS" to "MURDERBOSS DEATHKING". This cyber had been *training*. - fixed *more* bugs related to the emasculated way Zandronum executes scripts as a multiplayer client. It was reporting breaking infinite loops for the second wind form of the boss and for some explosions. - fixed a minor issue with the map geometry: previously, sky was flush with the tower's back side so if you were, say, catapulted over the wall by the bosses' nuke but did not die, you could NOT fall out to your death because there was no outside to speak of, you just landed on the crenels. Now there is enough space to plummet on all sides of the tower. Isn't that nice? - *nerfed* the first stage's attacks and made them fixed pattern: no random fire breaths, always fires three double shots, then switches to fire breath if target is still in sight. If target goes out of sight, switches to saturation fire as before. - *nerfed* the preemptive strikes: now *only* performs them if his frustration counter is high enough. The frustration counter increases with each step but drops sharply with any attack... Except preemptive strikes. Meaning he won't go for preemptive strikes unles you are out of sight for awhile - changed the bosses' growling patterns. Now he only growls when he is being frustrated. May 25, 2024: - made the cyberdemon minions and the boss unable to harm each other (wanted to make them minions, damageable but not aggroeable, but that failed). Reason: infighting much, too ez. - reworked the greeting comittee to prevent stray caco waking up too early, hitting the boss and thus deadlocking the boss in attacking that caco: he *cannot* aim up. Now the first gate is functional, lowers at the same time with the tower exit. EDAY47: (date unknown): - added much terrain surrounding the map, including the castle from the previous map, a huge gorge separating the map from that castle and a broken bridge. The starting point is 90 degrees leftwise relative your travel direction (of the previous map) and this area is supposed to be a back entrance, a home of some minor devil. In the process, removed the gate behind the starting point: there is a cliff face with a crack now, implying you arrived via that crack. - added the boss tower from the previous map as a skybox model, so it is visible in places through gaps in rocks. - added a new small secret (health under my new bridge). Added skull keys to it and to two existing secrets. Added another new secret (The Unmaker). It's pretty obvious in hindsight but requires eagle eye to spot hidden switches through small barred windows added for exactly that purpose. The final door requires all three keys to open and the niche containing the unmaker is a crusher. - fixed texture offset on the cell doors (were broken, looked barely opened before) - made the exit an elevator with a scenic view. Moved the two barons to that elevator so that they arrive riding it when you approach (too many chances of them activating early otherwise). Feb. 14, 2019: - additional modifications to the starting area. Added a hill to obscure my new castle: it was artefacting (due to walls being not visible because they are part of map geometry). Finalized the area layout to be copy-pasted into maps 22, 23, 24 Feb. 14, 2019: - modified the skybox again after fixing incorrectly scaled boss tower model (accidentally made it 1.2x wide) Mar. 24, 2019: - renamed to che47 to keep in sync with PreBetaX where this map was removed. Changed it to a secret map. - made the non-harmful blood into NG versions, to keep in line with my proposal of "glowing = harmful; non-glowing = safe". Added vapors from eday30 to the harmful blood areas. - modified some ambient sounds from WaterFall to WaterFlowing because the former is too grand and noisy for small bloodfalls - set the music to EDMU23 (the same as the Stronghold) for the lack of a better alternative Feb 18, 2020: - changed the sky to SKY3BC, a modified variant of SKY3B with black below the horizon baked into the sky and a black cloud overhead to prevent the engine from blurring the zenith. - greatly simplified the skybox. Of decorations, only the boss tower, the big castle and one faraway tower remain. Instead of the second abyss, jungle is visible below, at height of -2048. Using a triple texture (2 transparent 3d floors) to create a volumetric effect of treetops. It works, cool! - moved the 2 barons to their original position at the bridge. Still in a pit to prevent premature activation, they raise when the player enters the berserk room. - reduced outdoor brightness to 144 Jul ??, 2023: - converted it to UDMF Jul 15, 2023: - added the creepy chant #4 to the Unmaker secret Aug 28, 2023: - upgraded the dynamic skybox to actual version 2 Nov 13, 2023: - added a secret exit (requires all 3 keys) that leads to map 48 - thus avoiding skipping a map (previously you only could do ONE of them per run, either 47 or 48). Also serves as a red herring to the purpose of the keys, distracting from the *hidden* unmaker that also requires all keys. Marked that secret exit as a secret. - fixed a broken geometry near the soulsphere secret that was resulting in some HOM cracks - modified the skybox to make the castle design uniform across maps 23, 47 and 48 Nov 30, 2023: - changed the id to EDAY47 Dec 11, 2023: - retextured doorframes and elevators, got rid of DOORTRAK everywhere replacing it with GTOLDF02 and METAL10 , whichever fit better. Reason: not medieval enough. Also added chains moving with the floor to some elevators (and will do the same for other Hell maps) - applied new sound effects to all doors and elevators. - fixed one bogus secret preventing maxability - maxability confirmed Feb 18, 2024: - proofed against sequence breaking Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB - fixed broken map geometry detected by UDB Mar 24, 2024: - map was IRREVOCABLY REKT, restored by copying from an earlier release. Then investigated - and found *why* Builder hated this map with a passion making its best to ruin it at every innocious edit. Turns out there were some artfully broken linedefs marked as "double-sided" with their back side facing the void and referring to it as "sector 0". No wonder Builder always tried fixing that "sector 0" filling the void with random crap. - minor texturing fixes - replaced *extremely weird* geometry of the two towers of the entrance gate (those solid walls between the windows weren't solid at all, just had their ceiling touching the floor) with proper void-filled *solid* walls. - automap prettification Apr 30, 2024: - automap prettification - hunted down the final piece of broken map geometry UDB could not automatically detect (walls between sectors and void marked as double-sided) - optimized sky everywhere, now uses normal sky instead of 9 line horizon. - spent three hours debugging the *weirdest* bug I ever saw (grenade launcher grenades exploding and flame cannon fire stream bouncing in the air above the lava-filled craters, af if there was an invisible wall there). The alt-fire grenades just hung there mid-air until they expired and exploded. I tried all sorts of things, including copy-delete-pasting the entire map and deleting all those craters and re-making them anew. Turns out...? Don't make a slope steeper than about 45 degrees. It was that simple. If you do, the game engine glitches processing bouncy and wallslide projectiles (both Zandronum and GZDoom). And you suddenly kill yorself as your grenade explodes in your face hitting an invisible wall. - lava now burns monsters but they avoid it. You may kick an imp into a lava-filled crater, though. He'll burn. MAY 01, 2024: - rehauled the geometry to make surrounding terrain not break if the dynamic skybox degraded: it now only contains distant jungle and hills while such landmarks as the castle (from map 241) and the tower (from map 23) are map geometry seen through the newly set up sky portal. Also, jungle just below the cliffs is real map geometry now -- this affected gameplay because cacoes could now retreat rather far away and snipe you. EDAY241: Jul ?? 2023: - ripped MAP28 (Sacrificial Grounds) from HESP, converted it to UDMF (tons of work, all the line and sector specials broke because it was in the antedeluvean Boom format) - cut the map in half, named the right half CHE48 (Looting the Castle, Che), and inserted it between map 23 (The Tower) and map 24 (The Blood Swamp) - removed the horror elements replacing them with regular mutilated bodies. - added a small starting yard and a humongous top layer with much "surrounding architecture". Sky is only visible through this top layer, anywhere on the map. - attached the music that EDAY01 uses - because this map's design is so ancient it is so shamelessly and gloriously *doom*. - replaced 4 of the doors with tall sliding doors and learned to make sound sequences for such. - the former exit now houses a grenade launcher and a railgun as rewards for 100% completion. Jul 07, 2023: - replaced one secret soulsphere with a purple haxx sphere Jul 09, 2023: - fixed misaligned textures in the first room south of the yard south of of the hub hall - fixed knights in the weapons reward area behind the yellow lock not waking up to teleport in for a surprise buttsecks (prevented 100% kills on UV) Aug 28, 2023: - rebalance. Replaced the impossible-not-to-pick megasphere in the big arena yard with a purple haxx sphere, replaced several cell packs with rocket boxes. Added more cell packs, more rocket boxes and one purple haxx sphere to the reward area. - fixed one zombie on a stick stuck in wall - fixed misaligned texture on the column in the castle's hub hall Nov 13, 2023: - added alternate player start activated by coming from map 47, easy mode (the yellow key teleports there making the stash immediately available) - changed one teleporting monster closet to manually teleporting monsters by script, for guaranteed maxability - added one "block monsters" line to the arena to prevent them crowding and choking the bridge if you manage to leave without killing them all - moved the exit sign to the actual exit. Nov 18, 2023: - added some MG42 ammo to the loot - replaced purple sphere in one of the secrets with a golden soulsphere - moved the loot to the platform the archvile loiters on - changed the platform from grate to ice so that the archvile can see and attack you but you can't harm him - changed the former reward room's bars from yellow to red - made the double blue + red button that formerly lowered the yellow key holder open the bars former reward room's bars instead - changed the reward pedestal into a button that lowers the yellow key holder - added a yellow door that leads to the monster shelf in the arena (to the left of the exit, where imps loiter initially). Added a button there that lowers the loot platform but also initiates round two: lowers the bridges, raises the bars to block the tower entrance, closes the yellow door (not openable from this side), resets the central button and makes two more buttons available, teleports the archvile in, teleports a second archvile on UV, theleports a third archvile from the blue key area who may not be dead yet in case of an alt-start with yellow key - moved purple sphere in the arena from the floor in front of the central button to the top of the column -- you get there by teleporting from the moat of boiling blood. - rearranged and modified the arena: this was a very old map, after all, designed without the flying kick in mind. Which sequence-breaks the too-short bridges easily. Now the far side has a much wider moat with a longer bridge and the near side is sloped down, with bridge being part steps. Also removed teleporters on the near side: you could easily jump onto the edge instead. - remade the arena bridges into 3d floors by necessity (the ACS scripting language lacks specific action special, floor lower to lowest + copy floor texture and sector special, required for the old bridge to function properly) - upgraded the monster closets to my advanced design with 100% reliable deployment, for guaranteed maxability. - changed the arena by moving *all* monsters and *all* items into teleporting closets. Now it is empty until you press that button. - fixed one of the doors incorrectly marked on the automap as requiring the blue key - optimized the top layer sky portal linking - made the ble armor secret deeper for guaranteed maxability: was possible to pick the armor up without registering the secret - retextured some bars and doors to make orienting easier (this map's hub hall is too symmetrical) and added "this opens elsewhere" to doors that opens elsewhere - made the southernmost doors openable from the other side in case the player sequence-breaks by destroying the bodies on sticks and falling down outside. This was a piece of really ancient map not designed with many modern BD features in mind! Nov 30, 2023: - changed the id to EDAY48 Dec 11, 2023: - fixed the ATC bug - fixed the alt entrance potentially trapping coop players inside - hunted DOORTRAK to extinction - applied new sound effects to all doors and elevators. - changed the blue key area with some more doors for more player suffering (also removed the deaf flag from three monsters) Feb 18, 2024: - proofed the advanced teleporting closets against breaking in third party mods - replaced monsters teleported by scripts with irreplaceable versions - renumbered from 48 to 241 Feb 21, 2024: - fixed two VERY broken doors in the blue key area that could easily box the player in an inescapable room Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB - fixed broken map geometry detected by UDB - removed a few leftover links to unknown textures and unknown effects Mar 24, 2024: - fixed one of those two accursed doors *still* being only openable once - added the missing "repeatable action" flag to one of its sides - fixed minor texturing errors Apr 13, 2024: - changed one script to work in tandem with map 242's changed start May 19, 2024: - fixed the script moving the player to alt start potentially using occupied TIDs - added support for coop respawn to respect the alt start EDAY242: (date unknown): - created a new jungle backdrop (adapted from JUNGLE2 texture) and massively modified all forest fringes. Without this, the map was not working with any sky except black because the texture walls have lots of transparent thus breaking the illusion of depth. The only solution was modifying the map adding additional layer of textured walls around. Which I did. Detailed: 1. passable area 2. impassable wall textured JUNGLE3B 3. inaccessible area for imps to lurk 4. wall textured JUNGLE3 in both middle and lower, with y-offset -115, lower unpegged. Note that some normally transparent parts are rendered as black on the solid lower part. 5. sector raised to height 144 (400 - 256 = 144). Sector height makes the middle and lower wall textures match perfectly 6. third wall textured with JUNGLB5U (512x72) middle and JUNGLB5L (512x337) lower, *upper* unpegged. 7. sector with floor 336, ceiling 400 (height 64) making the two parts of the previous wall match perfectly (its one 512x400 texture cut into two, the top 64 pixels with transparent parts stored in JUNGLB5U, the bottom part with no transparency is JUNGLB5L 8. a sector with ceiling 0 or just linedef special 9 line horizon - raised sky height around that high hill with imps because otherwise revenant missiles tended to hit the sky if you tried to deal with monsters on that hill using revenant launcher. Have enough room now. - removed hearing tunnels from all monster containers. Now all work by adding line special 173 to unavoidable passages and attaching small remote sectors joined to these passage to the containers. - fixed the ambush where teleporting monsters swamp you when you grab the megahealth (wasnt working). - added decoravive elevator &shaft behind the starting position. Feb. 14, 2019: - replaced BLOOD1 with non-glowing version BLOODNG. Finally the map looks as it should, without the wall glow ruining the brown drabness of the shore bushes. Modified one monster closet redirecting a few imps and all cacodemons into the forest. Finished the skybox. Feb. 20, 2019: - minor skybox optimization (cutting out features that could not be seen from the designated camera area) Mar. 24, 2019: - renamed to che24 to keep in sync with PreBetaX - scraped my previous foggy sky replacing it with a more contrast black-and-crimson mess, with crags now simply dark. I did it because I finally got music working and that made me realize that my previous feeble attempts weren't worthy of this ominous, oppressive theme! Feb.15, 2020: - changed the sky to SKY3BC, a modified variant of SKY3B with black below the horizon baked into the sky and a black cloud overhead to prevent the engine from blurring the zenith. - deleted the skybox completely, commented out the dynamic skybox script. - decreased outdoor brightness to 128 and indoor to 112. Reason: needed better oppressive ambience but not at the cost of adversely affecting the gameplay. 128 is the reasonable minimum for closed spaces while 144 is the minimum for large open spaces. The jungle is quite closed. - deleted the prop tunnel and elevator at the map start - changed the wooden gate & fence blocking the prop road to two low towers with iron columns between. Moved one imp onto these towers. - fixed the long-standing problem of imps crowding the jungle to the left of the main swamp entrance and being killable with a single rocket. Now there is a silent teleporter there, teleporting them to the far end of that narrow strip. Until killed, they are in perpetual motion, distributed evenly. Both sides of that strip work that way. Jul 04, 2023 - converted it to UDMF - made an alternating player start: if you come from map 48 rather than 47, you start near the yellow door Aug 28, 2023: - upgraded map scripts for full localization support and uniformity. New string ids: CHE_THSRDLDSBCKTTHCSTL - fixed torches framing the yellow door shifted astray - added more teleport destinations for the monster closet at (-48,1320): it seemed to me taht not all of the demons were deploying. Nov 30, 2023: - changed the id to EDAY24 Dec 11, 2023: - hunted DOORTRAK to extinction - applied new sound effects to all doors and elevators. - made the coffin trap undetectable and unnoticeable until sprung - upgraded the teleporting monster closets (all six of them!) to my advanced design with 100% reliable deployment, for guaranteed maxability. Feb 18, 2024: - proofed the advanced teleporting closets against breaking in third party mods - renumbered from 24 to 242 - created a new area for the alt start, near the former position of the secret with two knights. - the secret with two knights got relocated to the main start (which would be rarely be used, only if player came from the secret map without finding it's own secret exit back to the mainline) so that corner would be an "ass end of nowhere" in most playthroughs, a good place to tuck a secret in. The secret got modified, too: the opened closet is NOT visible due to illusionary cliff face. - added one more secret with health in a corner I was planning to but forgot to finish it back in 2018. - fixed texturing and light levels on the exit gate. - maxability re-confirmed (in Zandronum 3.0) - fixed the yellow key ambush by closing off the soulsphere secret with "block monsters". Reason: many monsters were getting caught in that nook, crowding there uselesly like fish in a barrel - fixed the silent monster teleporters in shrubbery (which prevent imps crowding in certain places) to, hopefully, avoid teleporting grenades (by adding the "front side only" flag). - fixed the script moving the player to the alt start: is now facing the corect direction - maxability re-confirmed Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB - removed one leftover links to unknown texture Apr 13, 2024: - reworked this map into an absolute monster of a transformer labyrinth, with its layout randomized, key positions randomized, even ambush deploymend randomized. And automap for the whole labyrinth disabled. Welcome to HELL. - swapped the normal and the alt starts. Now you start at the old map start if you have visited map 47 but haven't visited map 241. In all other cases you start at the new map start. Apr 14, 2024: - fixed map randomization breaking coop multiplayer Apr 30, 2024: - fixed one randomizable passage not closing correctly due to trees blocking its floor movement, resulting in visual glitches - made one too-spacious channel in the southern swamp area much more twisty and clautrophobic May 10, 2024: - fixed one situational blue grate (in the hut) glitching in coop: pressing it lowered the bars on the server but not on the client. Resulting in a) you pressing it seemingly not working and b) seemingly solid bars being passable but with briefly teleporting you through the roof. Fixed by inverting their randomization behavior: are now raised in the editor and retract if the red key is not used. May 19, 2024: - added a redirect for coop respawn to the yellow door, triggered by any player walking through it - added support for coop respawn to respect the alt start EDAY25: (date unknown): - fixed the yellow key button not requiring the yellow key - increased surrounding jungle lushness similar to previous map but much less optimized (texture trick won't work with sector height ~512, need too many extra walls Mar. 24, 2019: - renamed to che25 to keep in sync with PreBetaX - applied the same modifications as in the map above Feb. 15, 2020: - changed the sky to SKY3BC, a modified variant of SKY3B with black below the horizon baked into the sky and a black cloud overhead to prevent the engine from blurring the zenith. - simplified the skybox removing all mountains, hills, rock spires and distant jungle props except those forming the crah straight ahead. - decreased outdoor brightness to 136 and indoor one to 128 - fixed a broken linedef in sector 774 (corridor opposite the crusher trap) - changed all the blood except the fountain to non-glowing version. - changed fountain top from stone to blood Jun 26, 2023: - replaced the dynamic skybox with a sky portal. No ugly desync from head bobbing now. Also removed all that clutter from "cliffs with faraway jungle" skybox models. - converted it to UDMF and added comments to sectors for my old bug fixes (a closet lacking line special from inside thus locking you in forever, a step not being extruded forcing you to jump at the base of the stairs) - increased open sky areas brightness to 144 - replaced some heavy doors with sliding doors - replaced roasting bodies with placeable human BBQ - replaced big doors with sliding door polyobjects Nov 30, 2023: - changed the id to EDAY25 Dec 11, 2023: - hunted DOORTRAK to extinction - applied new sound effects to all doors and elevators; added ambient sounds. - marked one door requiring blue skull key with appropriate skull side panels - fixed one candle inside an bookcase, now a proper bookcase with a candle on its empty shelf - fixed health bonus breadcrumb row under a 3d floor bridge instead of on top of it - restored some roasting humans to non-charred variations - fixed the indestructible fireball trap counting as a monster thus ruining your kill count - fixed the revenant marching algorithm - fixed texturing errors - maxability confirmed Feb 18, 2024: - replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods - removed one broken special effect from one bloodfall Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB Mar 24, 2024: - fixed the plasmagun secret destroying the, well, plasmagun during its crusher cycling. Moved the weapon and the ammo into wall niches (too low for the player to fit, also protected by "blocks players" just to be sure) - got rid of DORRTRAK in the plasma gun secret - automap prettification EDAY26: (date unknown): - made it use *five* different skyboxes in different parts of the map so it is a zone of warped reality now! - added the boss tower from map 20 to the initial skybox, barely visible in the distance. - remade most of the starting area using 3d floors, raising sky ceiling from 500 to 1500. It is now possible to use revenant launcher in my favorite manner: firing straight up and letting fireballs find their targets beyond walls - re-implemented sky portals disabled in the original making a nice pointy top for the gate tower and a sloped roof for the main building (were obviously created by Mark but later abandoned by some rreason). I had to remake these features from scratch. - remade the gate tower, giving it two extra floors for imps to lurk in and shoot at you (increasing the number of imps as a consequence) - added a new secret with megahealth in it. Opening the front gate makes it forever inacessible. The jump is very hard, but! If you make a flying kick jump as you grab blue key, yo'll bounce off the cacodemon as he spawns in front of you and land where you need to be to get that secret! - added more abysses to plummet. The blue key area is now surrounded by a passable crenellated wall, you can easily misstep between the crenels to your doom. You can also plummet beyond the wall to the right of the gate. - moved the yellow key area a bit, it is now connected to the central hall by a corridor and curved stairs instead of just curving stairs. Was not possible to make skyboxes work otherwise. - in the gallery, enlarged the start of it, with more windows to fall out of. The curved stairs now emerge through gallery floor. Moved one rifle zombie to stand there and shoot you in the back when you walk up the stairs. - in the baron spawning rooms, lowered the windows so that the lazy janitor zombie could stare out them. - in the yellow key tower, changed surroundings to a blood realm with no sky (ceiling is blood too + red fog). You can jump out and swim in it. It hurts! Added steps under the windows that facilitate accidents. - in the jail area, at the very start (before the caged arch-vile), made it possible to shoot rockets through that big window into cell windows in the wall that you see through it. - enhanced reversed cross niches in the dining hall to windows with a vista of lava and fire beyond them. Jan. 06, 2019: - remodeled the gate tower giving it flat spiky top and removing that sky portal. Got increase in fps. - modified sky portal much, now the area beyond the yards looks like rocky expanse of wilderness, resinforcing the feel of broken reality. The stairs and corridors that lead into the building wings (with their different sky) now really go through what is clearly empty space as seen from the yards. - removed unnecessary optimization: gzdoom keeps improving - made all windows of the gate tower arched. Much 3d floor trickery. Jan. 07, 2019: - added much decorations for a civilized hell feast in the dining hall. Now they have not piles of raw meat on the table, but golden dishes with roasted human and chalices of blood. They make a fine mess of that table when they attack you. Feb. 05, 2019: - added a storage closet to the corridor leading left from the entrance hall and expanded the right storage closet to add windows to both, reinforcing the feel of broken reality. Retextured walls there so everything inside the first reality is tan brick, white stone signifying transition outside of the presumned volume of the castle. Added a small ambush of imps, some ammo and a small stimpack to the left storage closet. Feb. 13, 2019: - redesigned the blue door into swinging doors (polyobjects). Experimented with franken-texturing using patch scripting from TEXTURES. Success! See the blue banners for example. Made two more big doors toward the exit twice as taller as well, making them arched and employing franken-patches again. Reason: would cyberdemon walk through these or would he simply shoot the castle to rubble for insulting him with such low doorframes? Cyberdemons ain't bowing to nobody. Feb. 19, 2019: - sky portal bugfix Feb 23, 2019: - sky portal bugfix. Changed the skybox by moving the city of Dis much closer to loom properly ahead. Switched skybox to correctly scaled cathedral placeholder. Feb. 24, 2019: - made the exit area skybox much darker to better blend with dark map geometry. Mar. 17, 2019: - modified all skyboxes to achieve sprite compatibility. - increased the visual density of Dis looming ahead, making it two-tier. Quoting Doomguy from my fanfic: "My attention, though, was on the multi-tiered city looming a ways ahead, its innumerable towers and spires making the cliffs it was perching on look like a hedgehog. And above that, dwarfing any other building, twin towers of a giant cathedral, like two daggers aimed at the burning sky shrouded by ragged black clouds. “That,” I said feeling an eager, bloodthirsty grin insinuate onto my face, “looks like the boss lair we were searching for.”" Mar. 21, 2019: - fixed light levels - got rid of sky portals, remaking side wings using 3d floors and other fakery. Fps is more like 30 now. Still too low. Mar. 22, 2019: - fixed bugs introduced by me - fixed light levels: 160 is too dark for the bright orange sky. raised to 176. 128 is too dark for the end level skybox, raised to 144. 160 is too dark for the blood realm (fog too dense), raised to 176 - added a missing torch in the dining hall (for symmetry) - added a 3-second delay to the front gate raising after you press the button. More interesting this way: you hear the back door rising but don't see anything happening. - changed all inverted cross windows from skybox to just a flaming back wall texture + pulsing light. Removed that skybox. Mar. 24, 2019: - renamed to che26a to keep in sync with PreBetaX - set the music according to PreBetaX Feb. 16, 2020: - changed the starting area sky to SKY3BC and removed the skybox. - changed the starting area ouutdoor brightness to 144 and shadows to 128 - changed the cliffs at the gorge ends to work without skybox - reduced the starting area to get rid of unnecessary cover. Those scenic view shelves are not needed, there is nothing to look at now. - remade the elevator shack using 3d floors, looks properly from the tower now. - changed the inverted cross windows scrolling texture to HESNAK01 and removed the stupid flashing effect - changed the alternate sky of the dining hall from red to brown to contrast sharper with the main skies (which are now both all red). - simplified the yellow key gallery sky sector geometry a bit. Jun 25, 2023: - converted it to UDMF - redid the starting castle's architecture from 3d floors to line-based sky portals - redid the left castle's sky portal from thing-based to linedef-based and corrected the apron size - designed a boss to replace Belphegor, compatible with barons and knights without infighting: Duke of Hell (a baron on steroids who spams showers of baron fireballs). Replaced the Belphegor with it. - applied flesh platform sound set to baron spawning cocoons - replaced caco lifts around the yellow key witch ThingTrustZ making that entire area bottomless swimmable - moved latrines in two prison cells, was very hard and bothersome to pick up ammo in too narrow space between latrines and beds - replaced some big doors with sliding door polyobjects - re-adjusted the final yard to center it on the entrance axis - brought back the kitchen sink from the Hell on Earth Starter Pack -- now with cabinets :D - fixed the dart trap: satyr faces were out of alignment with dart throwers and brightness was higher than the area's making the trap painfully visible Jul 05, 2023: - fixed an impossible difficulty spike by moving the archvile in the sewer into one of the barred doorways. Now he poses a limited threat. - made all grate raising buttons in the sewer clearly visible: lit by default glowing in the dark (SW2SLAD) Jul 07, 2023: - replaced the soulsphere in the secret added by me earlier with a purple haxx sphere - fixed sound sequence on baron spawning cocoons NOT set to flesh platform (it seems I made a mistake, reported it earlier) - reduced the caco launch boosters, they were ramming the ceiling in their eagerness to sink their teeth into the player Jul 09, 2023: - fixed wrong textures and misaligned ceilings at the exit to the final yard - extensive reworking of top layer geometry, three of the skyboxes could now only be viewed through said geometry that is only visible through the sky portal. In theory, this should increase the framerate. As my research shows, this may be, ironically, the only way for complex skyboxes to have acceptable performance. - assigned "block monsters" to dining table edges - added four windows to the wall with the blue door - minor texturing corrections in the front yard Aug 28, 2023: - upgraded the dynamic skybox to actual version 2 - fixed a skybox setup error that may have resulted in the final yard skybox rendering twice Nov 30, 2023: - changed the id to EDAY26 Dec 11, 2023: - hunted DOORTRAK to extinction - applied new sound effects to all doors and elevators; added ambient sounds. - restored some roasting humans to non-charred variations - upgraded some railings in the cellars from *really* ancient "custom invisible bridge" things to walkable+ shootable midtex - fixed two armor bonuses stuck inside walls ruining your item count (my fault :( ) - fixed three armor bonuses under a 3d floor bridge instead of on it - fixed ceiling height of the bfg secret - maxability confirmed Feb 18, 2024: - replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods. It is especially important here because he unblocks the map exit on death! - replaced the cacoes launched by script with irreplaceable cacoes to proof against breaking in third party mods Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB Apr 06, 2024: - proofed against a failure case of the exit gate not opening on cyberdemon's death (a game-breaking bug in BDv22test3's slaughtermap mechanics) - retextured the broken wall from RUBLE1 to RUBLEY - fixed misaligned textures in the pinkie corridor MAY 01, 2024: - fixed invalid texturing of the doorframe in the red key room - fixed many door sound effect overrides only working on UV (resulting in default scifi door sound) May 10, 2024: - fixed minuscule texturing imperfections - moved three armor bonuses obviously designed to be placed on top of a bridge but residing on the floor below it instead. EDAY27: Feb. 24, 2019: - moved the exit area 1000 units up, to be synced with the same skybox as the starting area. The exit from the cellars is an elevator now. - removed most towers in the exit area, the skybox props take their role. - retextured the slippery slope into ice (made textures myself from scans of my minerals collection) - retextured the cliffs and abysses to my "large cliff" textures to match the rest of the maps. - modified the exit area a bit to better match the skybox (closed a gap in the rock wall behind the rightmost bushes). - decreased abyss depth from -3000 to -1500 to beter mesh with the skybox - increased brightness of many open areas from 160 to 192 to better match the skybox. - corrected automap making many technical linedefs invisible on it Mar. 10, 2019: applied a much brighter fiery sky from map 24 (no map modifications, purely via TEXTURES and MAPINFO) Mar. 17, 2019: - modified all skyboxes to achieve sprite compatibility. Mar. 24, 2019: - renamed to che27, to keep in sync with current PreBetaX - minute adjustment of slope sector heights under the broken bridge - set the music according to PreBetaX Sep. 16, 2019: - fixed missing middle textures in the red key hall (my fault) and in the flooded basement (it seems Mark was planning for a secret there but it wasn't finished) Feb. 16, 2020: - fixed texture at teleport edge in the red key hall - fixed width of the broken bridge (was not equal across the break, lol) - improved the red key slide ramp. The wind special is only used inside the tunnel. The top part of the slide is a combination of various thrust, thrust z and carry effects (with wind it was starting to push when you were still peering down from above, not cool) Jun 28, 2023: - converted the map to the UDMF format - lowered the exit area 1000 units down, back to its original position, and restored the exit from the cellars removing the elevator. Jun 29, 2023: - ripped MAP28 (Sacrificial Grounds) from HESP, converted it to UDMF, cut the map in half and injected the left half into CHE27, right after where you usually get the blue key. I know it doesn't fit perfectly, and turns Necropolis into a nightmare endurance run (because the part I copy-pasted in is so large it is worthy of being a map of its own). But I loved that map so much, I missed it so much, I just couldn't help myself. Converting from the Boom format to UDMF by hand was no easy task either. Instead of getting the blue key you now get a yellow key and have to explore a damn labyrinth made of deathtraps to get the blue one. - replaced all big doors with sliding doors. Polyobjects rock! - added a secret with some ammo to the unfinished empty secret tunnel - total rehaul of sky portal geometry, replaced thing-linked ones with linedef based ones. Allowed for a VERY elaborate and large "top layer". There are 3 partial copies with differing detail for different areas. - improved the dynamic skybox to present a better picture and fit the new sky portals - split the dynamic skybox into two variants, the final area uses the simplified version with props not visible from there cut out Jul 07, 2023: - replaced the secret megasphere in the restored cut content area with a purple haxx sphere Jul 15, 2023: - changed textures of the final area gates' tops - added the creepy chant #4 to the Unmaker secret Aug 28, 2023: - upgraded the dynamic skybox to actual version 2 Nov 03, 2023: - fixed black polygons showing far below in the skybox (were visible from the berserk secret) Nov 30, 2023: - changed the id to EDAY27 Dec 03, 2023: - fixed a shameful blunder of mine with the bottoms of abysses missing action 115 instant death - fixed an error caused by me implanting a half of HESP map 28 into it: one of the actions of the hardest secret was also opening a wall in that area prematurely. - fixed horrible blunders in my optimized multi-part skybox that made it murder the framerate instead of helping it - automap fixes - fixed a bug with two monster closets never opening thus preventing 100% kills (my oversight while porting HESP28 by hand from Boom to UDMF format). Those poor chaingunners, unloved and abandoned to never see action :(... - changed the super secret's mechanics from line specials to scripts; gave it it unique sounds; increased its elements timeouts from 6s to 7s; changed the loot inside: now the Unmaker only shows at low skill levels and there are BFG 10K and MG42 instead. - fixed the BROKEN bfg secret / escape from the moat of hurt (was impossible to get out, joined sectors it relied upon de-joined at some point without me noticing) My fault again :( - fixed the only teleporting monster closet's door to open repeatedly (for the astronomically small chance the chaingunners inside failed to see you) and added another trigger to it. - fixed some cosmetic details I forgot to convert while porting HESP28 by hand - replaced the 20 pinkies with 30 mummies. They play roughly the same role, are slower (thus less dangerous) and much les polished -- BUT! The crypts, man! Must have undedad! - prettied some teleporters up - fixed the exit door of the soulsphere + blue armor secret not functioning properly when the crusher on the other side was active (required a lot of tries and guessing crusher timings to open it). - fixed misaligned gray stone ceiling in the area ported from HESP28 (those areas were designed with some stones missing, specifically for this texture -- I did realingn imperfectly when porting, it seems) - fixed two monster closets with variable monsters: cacoes and revenents would spawn inside each other on "Hurt me plenty". - upgraded the teleporting monster closets to my advanced design with 100% reliable deployment, for guaranteed maxability. - fixed the purple sphere in the purple sphere secret being too far away to pick up and the secret itself not marked as a secret - applied new sound effects to all doors and elevators. Feb 18, 2024: - replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods. It is especially important here because he opens his arena's door on death! - proofed the advanced teleporting closets against breaking in third party mods - fixed fireball launchers trap around the blue armor not activating in GZDoom Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB - fixed broken map geometry detected by UDB - removed unknown effect 8 from a ton of sectors Apr 06, 2024: - added a fallback script opening that door on cyberdemon's dying OR missing for any reason, similar to map 26 - fixed a minuscule skybox error no one would have noticed ever May 19, 2024: - automap prettification - added two teleporters to the starting area, designed as coop shortcuts, leading right beyond the yellow and blue doors, opened when any player walks through those doors. - fixed one of the abysses having the plummeting angle set incorrectly, so actors could get stuck instead of falling to their doom - minor texturing fixes in the ancient cut-content-brought-back area EDAY28: (date unknown): - much done, forgot to document. Am an idiot. Mostly, the exit area remade into an inaccesible street leading to a huge arched bridge, with cathedral looming ahead as a part of the skybox. The blue key tower area got reworked too, adding fringe terrain to blend into skybox seamlessly. Feb. 21, 2019: - sky portal bugfix. Feb. 24, 2019: - applied the final skybox. Mar 10, 2019: - applied a much brighter fiery sky from map 24 (no map modifications, purely via TEXTURES and MAPINFO) Mar. 17, 2019: - grabbed the EDAY28 from the latest PreBetaX and *frankensteined* them together, laughing diabolically. Also, made the skybox sprite-compatible. Mar. 20, 2019: - added a patrol route to the archviles so that if the player tries dine-and-dashing with the blue key, they walk all the way to the red key. - re-crreated "that ugly tower", as Mark called it, using 3d floors only. A poinless exercise in "because I can". - added bouncer things (aped from the necropolis) to the building bases so that the player cannot land on them. Mar. 24, 2019: - renamed to che28 to keep in sync with PreBetaX - fixed skybox light levels - set the music according to PreBetaX - fixed bugs introduced by me - fixed Mark's bug (the door to the blue key missing "repeatable action" flag, so it could never opened again if you hadn't entered after opening it) - fixed Mark's new area by setting the fancy grates to 121 Line Identification + 32 walkable Middle Texture, so that they prevent player plummeting but not block cacodemons flying above. Sep. 15, 2019: - invented a new trick for buildings bases - see the sharp slopes using 4 textures squished along cardinal directions - moved the twin towers of the skybridges area entrance to the west thus making the wall of that area straight north to south. - got rid of the potentially sloped 3d floor that made the floor of the skybridges area, replaced with plain floor at - 2000. Reason: engine unable to render intersecting sloped 3d floors. Grumble. Increased crevasses depth to around -2300. - redone the south-eastern part of the skybridges area, making it look like there are the white city wall and the same lava-leaking cliffs that frame the city entrance, just seen from the other side. The lower tier of the city is now only visible from the bridge adjacent to the blue key building. ~40 fps minimum on my laptop I officially define as "potato". - modified the blue key building decreasing the gate tower's height significantly - fixed texture alignments on all buildings in the skybridges area. Changed a *lot* of ceiling heights. - corrected the railings from "walkable middle texture" to "impassable". How could I have missed the fact that "walkable middle texture" blocks projectiles...? I was so sure I checked that, ugh. - made a couple such railings separate linedefs offset by 1. Because were causing texture misalignment on walls, windows cut by the top edge. - modified skybox, compressing the lower tier (much denser now, only a tiny part is visible). In the upper tier, removed barely visible buildings and added towers on the cliffs above the city - added support columns for 3 longest bridges. - connected the toilet room window with the skybridges area. Moved one arachnotron to make him not visible from that window. - fixed fences height around the plasa with the button that unleases barons and knights. Now uniformly low, I'm not sure if was the right thing to do. - fixed texturing of the second round "stool" tower in the yard (the one with green armor) to match the central one. Was SP_HOT instead of METAL. - fixed glitchy (unfinished?) windows of living rooms: added simple boxes textured "black". Jul 05, 2023: - converted it to UDMF - fixed the fences along sky bridges to walkable + shootable through midtex Jul 15, 2023: - made titanic work splitting map into base layer and top layer geometry - went to town on it making top layer humongous and elaborate, much-much detail. Framerate died screaming. - found a spot where looking straight down resulted in 5 fps. Was horrified. - cut the dynamic skybox down to save the framerate. Did not help. - radically changed city architecture halfway to the blue key to save the framerate. It was ineffective. - replaced all doors in the blue key building with sliding doors - fixed broken sound zone boundaries (some monsters on this map are, shockingly, not deaf as usual) - changed the blue key trap mechanics and fixed the broken (when?) route for the FUN! archviles to tour the entire map. There are dozens of patrol points all the way from the blue key building to the exit area, and *all* links between them were messed up. - added line specials to some choke points that make monsters crossing them join the patrol point conga line - rehauled the passage between the right and left halves of the map into a dog-leg. Now you walk *above* the red key where the floor is a grate. - replaced all doors opened by the button in the chapel with sliding polyobject doors - changed the comittee that greets you as you return with the blue key. Now at skill 4,5 there are chaingun guys, just like the oldest version of this map. - changed the trap that spawned nine lost souls to nine random niches with lost souls opened with the actual button. Reason: "when player bumps" on the wall below the actual button isn't very reliable. Player could easily press it without bumping into that wall. - changed the exit from the blue key building from a door opened by button to a door that requires the blue key from the inside -- and opens very, *very* slowly. Changed that button to teleport the key onto the altar. If you bump the altar before pushing the button you'll release the archviles anyway and will have FUN without a way out. - made the roof outside the blue key building very steep and slippery. You step out, you go aaaah-splat. - made the grand arched bridge narrower - clearly marked the red key niche as requiring the blue key to open - retextured the chapel a bit using my own specialized stained glass windows as well as existing BD/EDAY resources - added creepy chant #1 to the chapel. Removed waterfall sounds from the blue key building and added creepy chant #2. Jul 16, 2023: - fixed the monster closet that broke when I rehauled the red key area. I completely redesigned and retextured it, now has two consequtive doors that open from different triggers, monsters teleport out, the closet has two large stimpacks and is marked a secret. - re-designed the grates at the red key niche using better texturing. - retextured the big doors connecting side wings to the small round yard. - various small corrections of alignment and texturing in the top left quarter of the map. Some roofs were redesigned, one building shortened, one missing roof added to the top layer. Hopefully there would be no more artefacts with sky cutting through distant buildings. Jul 18, 2023: - removed one unneeded tree accidentally stuck in a column near the map start - fixed texture alignment of the demonic face in the blue key building - fixed moving fence's sound that broke because of me cleaning up SNDSEQ.skies Aug 28, 2023: - upgraded the dynamic skybox to actual version 2 Nov 30, 2023: - changed the id to EDAY28 Dec 11, 2023: - hunted DOORTRAK to extinction - applied new sound effects to all doors and elevators - reworked the four-archvile surprise: now two of them teleport away when they leave their niches -- to begin a scripted march across corpse fields to meet you somewhere on the sky bridges! :D - added two health bonuses to the altar as a shmuck bait for the player to release the archviles prematurely. - reworket the lost souls trap to use my advanced teleporter closet, for guaranteed maxability. - fixed minor texturing issues - reshaped bridges in the yard where the red key niche is. Now are not ugly (were because of me fighting to resucitate dying framerate and thus adding dog-legs to the map) - added +200 MG42 ammo to the blue armor secret - partly get rid of the pre-UDMF textures with scale and rotation set from TEXTURES. - maxability confirmed Feb 18, 2024: - replaced monsters teleported by scripts with irreplaceable versions - proofed against sequence breaking - proofed the advanced teleporting closets against breaking in third party mods - fixed minor glitches in skybox geometry Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB - fixed one invalid linedef MAY 01, 2024: - eliminated one surviving instance of DOORTRAK - rearranged the skybox so that cathedral is straight north when degraded May 19, 2024: - automap prettification - added a coop bypass teleporter near the map start, leading into the southern half of the skybridges area - fixed one of the two archviles designated to teleport as they walk out of their closets NOT teleporting in coop (were sharing the destination ID with several teleporter destinations with the same ID) - added two coop respawn redirects - moved the skybox initialization from player joining the game to map starting, to fix spectators observing uninitialized sky EDAY29: (date unknown): - made a towering cathedral with stained glass windows. Moved the starting point onto the giant arched bridge so that you can see the cathedral in all its glory. Failed to make the new swinging gates make a sound. - heavily shuffled the map structure to make it "cathedral-like". Many areas were moved around, compressed and re-connected in different ways. The former hub room (I liked its design but couldn't fit it anywhere) became a dead-end library in the left tower, contains a new small secret. - the prison area was remade from scratch and now contains the exit teleporter in its middle (inaccessible behind bars). - the exit area (moved into right wing) now has arch-viles teleporting in and around instead of just being there. - experimental gameplay feature with 1..3 arch-viles that follow you around providing jump scares and unnerving sounds but teleport away after taking a single hit. Scripted along the key collecting path. As you approach the exit some of them teleport into the yellow key hall (with assumption it is full of corpses) to bury you from behind in resurrected barons. - the sky portal includes terrain enhancements for the open area that leads to the red key building. - experimented with textures being generated from standard DooM ones using a mask. Note that they look brighter in Builder than they do in the game! See TANROCK9 which is made of TANROCK8 tiled up to 512x512 with a mask of dark cracks added. Such large textures are necessary for large open areas not to look ugly. Dec 28, 2018: - optimized the tall stained glass windows, now use 64x64 and 100x98 textures instead of that 128x2048 travesty. - reworked the left tower and connected areas (looked ugly). Also remade the green torch secret to be more visible, with misleading clues (yes, that door that won't open is connected to it but not in the way you think). - moved the tortured marines in the right tower away from the wall into the center column: their screams were heard loudly from the outside, which is just wrong. Feb. 21, 2019: - fixed one of the blood chalices on the altar accidentally replaced with a stack of dishes. Feb 23, 2019: - switched to the final large-scaled skybox, also adding green marble buildings surrounding the cathedral area. Had to remove the sloped light under the central entrance overhang because it was glitching :(... Raised light there to 176 to smooth the transition. Feb. 24, 2019: - made the skybox much darker to better blend with dark map geometry. Managed to make the bottom cloud layer stand out better. Artifically pixelized the top cloud layer to 16 colors to make the "fake pixel art" effect work. Mar 10, 2019: - applied a much brighter fiery sky from map 24 (no map modifications, purely via TEXTURES and MAPINFO) - changed the stained glass windows from red/orange to blue/purple. Reason: there was no contrast against the current fiery sky. The old fiery windows were desgned for the old much darker sky. Mar. 24, 2019: - renamed to che29 to keep in sync with PreBetaX - fixed light levels - deprecated the dedicated start areaa "city" skybox by moving the player starts inside the fence and moving the fence back to keep the scenic view from the start and raising the terrain surrounding the bridge base to "occlude" the city that isn'there. Now only the uber-lean main skybox remains, 4 sectors, 42 linedefs and 12 things. Sky portal performance increased from 22 to 38 fps when looking straight up in the front yard. Also freed 15 tags by deleting upper/lower things from the bridge. Jul 02, 2023: - converted it to UDMF - turned it into a Wham! episode with a script switching between several music tracks accordingly. - redid the sky portal from thing-based to sector-based, replaced sky everywhere - so the skybox is now only visible through the top level geometry - massive corrections to the top level geometry: every part of it is now seen from everywhere, had to add much to turn it from a disjointed set of pieces into a solid scene - changed some scaled up custom textures (stained glass windows) to scaling via UDMF properties and deleteed the unnecessary definitions - retextured two outdoor areas from TANROCK8 and ASHWALL7 to CLIFFB and TANROCK9 (which is TANROCK8 tiled to 512x512 with a high quality mask applied). I tried preserving Mark's work, for too long, those textures just aren't working at such large scales and ASHWALL7 is a crime against eyes. - replaced 8 of the barons with 2 dukes. Throwing elite monsters in such vast numbers devalues them. As one writer said, "release a thousand tigers in the open -- hovewer dangerous that mass would be, there is no tiger in it". Well said. A horde of mooks is well and good but so many barons is just not EDAY's style. - hacked up the unfinished BD mummy into provisional completion and replaced some pinkies with it. - replaced two mancubi with a volcabus at skill 4,5 Jul 15, 2023: - made the grand arching bridge narrower to match the changes to map 28 - added the creepy chant sound #5 (the creepiest, my masterpiece!) to the yellow key hall Aug 28, 2023: - upgraded the dynamic skybox to actual version 2 - upgraded map scripts for full localization support and uniformity. New string ids: CHE_WHAM_01..CHE_WHAM_16 Nov 30, 2023: - changed the id to EDAY29 Dec 11, 2023: - hunted DOORTRAK to extinction - applied new sound effects to all doors and elevators - improved the yellow key trap algorithm - removed one unnecessary volcabus replacing him back with a mancubus - reworked the Wham episode into actual game mechanic: mercy-killing all the tortured marines also kills the FUN archviles - doubled the number of mummies in the monster closet (replaced pinkies with them earlier this year): mummies are not pinkies, their strenth is their numbers! - marked two secrets as secrets, thus increasing their number to 5 - connected one room to another room's monster closet so that when it opens they become one. Reason: the annoying last straggler problem, normal backtracking route was bypassing the five pain elementals trap leaving those sad and unloved. - maxability confirmed Feb 18, 2024: - replaced monsters teleported by scripts with irreplaceable versions - rotated the pain elementals to match the changed shape of their closet - changed sound zones and removed ambush flag from the lost souls in the closet that opens when you grab the blue key. Reason: it was way off the beaten path - fixed the library door making default scifi sounds on on ultra violence (wrong skill flags on the sound override thing) Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB - fixed the two smaller pentagrams on the cathedral front missing (forgot to update to another texture while converting the map to UDMF) - removed one invalid linedef with no sidedefs separating void from void Mar 25, 2024: - reworked the Wham! episode mechanics. From virgin "the higher power struck them" to chad "you mercy-killed the tortured marines so their spirits stayed for a while to help you rek those arch-viles". With literal ghost marines dogpiling them, then ascending into the light shouting "gotcha, bitch!", "go fuck yourself" and other profound things. Apr 06, 2024: - fixed the lifetime of ghost marines, should now despawn quicker after killing their targets Apr 13, 2024: - reworked the ghost marines' Big Damn Heroes moment to be up front and visible -- now triggers in the middle of the yellow key hall Apr 14, 2024: - fixed the ghost marines sometimes going away before they finish the archviles off (I cheated by adding 300 damage by sript) May 19, 2024: - automap prettification May 25, 2024: - added MG42 ammo to secrets EDAY30: Jul 04, 2023: - ripped EDAY30 and converted it to UDMF - replaced blood that does not hurt with the non-glowing variant and removed haze from it (as per bug reports: was breaking convention) - fixed the inescapable APC machinegun bug by decreasing the APC height by 16 Jul 05, 2023: - made sky fringes invisible on the automap - marked the invulnerability as a secret by surrounding it with a sector marked as such Jul 07, 2023: - increased texture scale on the skybox terrain near the camera, thanks to UDMF supporting it. Mark's skybox was good but texture kind of blurred horribly on the nearby hills clearly visible around the yellow skull area. Aug 28, 2023: - upgraded map scripts for full localization support and uniformity. New string ids: EDAY_STMN_BLD, EDAY_THR_S_N_PWR, EDAY_MRGNC_GNRTRS_CTVTD Nov 30, 2023: - changed the id to EDAY30 Dec 11, 2023: - added instant death to the bottom of the abyss - fixed two armor bonuses stuck in the void thus ruining your item count - applied new sound effects to all doors and elevators - exterminated DOORTRAK everywhere outside the UAC base - added an aquarium and a secret mech bay to the UAC base - widened many passages and heightened some doors so that you can bring the mech to the central round hub area. - fixed several texturing errors - maxability confirmed Feb 18, 2024: - added a new monster variation, Stoneskin Pinky, to serve as tanks for the end-map archviles. The same old pinky but with 2000 health and 700% vulnerability to fire and ice (for those familiar with D&D lore). Revert to regular pinkies when the archviles are dead. - replaced the cacoes and pain elementals launched by script with irreplaceable versions to proof against breaking in third party mods - replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods. - fixed a bug in stoneskin pinkies that was ruining maxability - fixed HOM effect due to two monster closets having ceilings lower than doors Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB - upgraded to my new screen and server smashing mechanics (the UAC base in Hell) - deleted Mark-sensei's leftover earthside room and the vestiges of the two-way portal connecting to it. - removed a couple invalid linedefs with no sidedefs sticking out into the void May 10, 2024: - automap prettification - applied a voodoo coding hack to fix vehicles not moving for the first player to join the server May 19, 2024: - automap prettification May 25, 2024: - added MG42 ammo to secrets EDAY311: Jul 04, 2023: - ripped EDAY31 and converted it to UDMF - fixed the bug with the lower lava area being broken (a "set floor slope" thing was accidentally placed on the lava instead of the step designed to get out of it, which totally messed the area up) - replaced the blood that doesn't hurt with the non-glowing variant - fixed floor height in decorative sectors 328, 333: blood level was not matching wall textures - removed all references to the non-existent texture "NATUR4G" - moved two candles to fix a presumed bug reported by Cybr0g on Apr 5 2019 - slowed the yellow key access lift (tag 20) from 100 to 64, to avoid small falling damage as suggested by Nefaz on Apr 10 2019. Also made it recyclable, entering the niche behind the yellow key raises it again. - fixed a broken chunk of fog at the entrance to the forest in front of the yellow key building (sector 261 had wrong light level) - smoothed a tall rock wall edge in the forest in front of the yellow key building, adjacent to sector 530 - made sky fringes invisible on the automap - rehauled the final arena. Raised it by 1300, access is now via rising elevator (repeatable from the bottom side, in case of coop), made side cliffs into a proper ring hugging the temple, added an inescapable bottomless pit surrounding the arena, with slippery ice in places. Centered elements, polished the temple fixing misaligned textures and prettifying it a bit. Changed the exit pit from blood to ice, according to my reskin of map 32. - decreased the number of surprize mancubi from 26 to 14, according my own assessment and Nefaz's feedback. That area was indeed copy-pasted from HESP, from the map "bloodfalls" notorious for its particularly bad design and reliance on humongous herds of thicc mobs. Jul 15, 2023: - added the creepy chant sound #3 to the boss arena's temple Jul 19, 2023: - fixed creepy chant to #3 (#2 was being used due to duplicate doomed numbers) - fixed lava in the moat surrounding the boss arena doing no damage Sep 01, 2023: - made the boss health indicator localizable - replaced the end boss with Pinky Beastmaster Infernal. The same as infernal, but instead of homing meteors he is lobbing trained attack pinkies -- who are loyal and would never infight him - the UV version of him has 50% more health and is much more prone to lobbing pinkies instead of other attacks. THERE IS NO LIMIT. Wait for too long and you find the huge arena is actually very small when flooded with a tidal wave of pinkies... You thought pain elementals were nasty? - fixed texturing on the columns around the final temple Sep 02, 2023: - made the beastmaster's pinkies infight and exterminate themselves on his death (mostly: some still like you better), without killing them with a script directly (which looked awful fake). This was a titanic task as the engine is dead set on making minions (or any actors spawned by them) unable to harm teammates, no matter what, and Zandronum does not even know what SXF_NOPOINTERS is. I dug deep into the source code of Zandronum and GZDoom, found the routine that should use it... Alas, Zandronum's simply doesn't have that check implemented - there is no way to prevent friendliness being transferred from the actor that initiated the spawning of another actor. Had to get creative, make the feral pinkies inflict AOE chainsaw damage to circumvent all the hurdles (because of course pinkies are also immune to the "Eat" type damage they inflict, on top of everything else). - moved the boss away from the door and made him start lobbing pinkies immediately as he sees you. He is unable to use any other attacks and will stay in his starting room until he lobs at least 30 pinkies. Reason: prevent taking him out with a BFG early before he builds his army. - made the lobbed pinkies passive during the first second of their existence, so they do not try to steer thus ruining the ballistic arch. This makes them fly better and higher, over the herd's heads -- especially fun if you try using the rocket launcher. Almost as fun as fighting a pain elemental! - made the organic elevator platform organically round - added protective geometry inside temple walls and columns: the boss was happily spawning a lot of pinkies in there - a fun bug: in rare circumstances the last feral pinkie would try to bite himself to death, which most likely railroads him into lava moat (which insta-kills any pinkies). Let us call it a feature. I wonder how many would realize the summoned pinkies do not count towards the kill count. Sep 03, 2023: - tripled the beastmaster's pinkie lobbing rate (doubled on HMP and below), eliminated pause between attacks and increased the burst length from 5 to 8 on UV. - on UV, increased the number of pinkies the boss should deploy before he walks out of his room from 30 to 90 - introduced limit to the pinkie pool (666 on UV, 266 on HMP). It's like ammo pool for the boss, he will be limited to fireballs when (if) he runs out - upgraded the boss health indicator with pinkie counter (pink, of course), numbers are / - so the right number will decrease, too, with each dead pinky. - changed the feral pinky infight mechanics: they are randomly distributed between 3 factions that go after one another rock-paper-scissors style. This makes the free-for-all furball much more cinematic. - fixed the pinky firing sound not working (now they snarl properly on being lobbed) - upgraded the beastmaster's pinky lobbing frames to two-handed (when viewed from the front) - fixed the boss not to flash into fullbright when lobbing pinkies - the boss now only uses his stomp attack if you get up close and personal, never randomly. Reason: it kills a lot of summons Oct 10, 2023: - added "never respawn" flag to the summoned pinkies so that they do not respawn on nightmare Oct 17, 2023: - cut the end-map boss away into a separate map 50. - rearranged the blue door area - removed ammo and weapons from the room behind the blue door (moved to the next map) - fixed a HOM crack at -9182, -3042 - minor automap prettification, made sky walls not visible on map Nov 03, 2023: - rehauled the skybox, added a top layer with a huge mountain looming ahead. Reasons: 1. To match narrative with the next map, set on a mountaintop; 2. Map named "Peak of the Gods" did not have a *peak*, which was just wrong. The new skybox includes a low-flying cloud layer (similar to map 22 but transparent), the surrounding mountains are higher up so that they can actually be seen. - made the lava hurt monsters (29 fire damage per second). Now if some pinky falls in one of those inescapable pits or you kick an imp into one, they burn to death. - minor automap fixes - fixed the inacessible secret -- ASSUMING it broke due to the jumping height nerf. I raised the ledge you teleport to from the secret telepad (next to the secret backpack) by 16. Also rearranged some terrain making jumping around the top ways less of a chore and blocked jumping into skybox from there - marked two small ammo stashes along the top ways as secrets thus increasing the number of secrets from 5 to 7. Hint: that ledge with two revenants is actually a ledge with two revenants and a rocket launcher. - marked the megasphere as secret raising their number from 7 to 8. It was so obvious I kept missing the fact it is actually hidden. - maxability confirmed. 8/8 secrets reachable, 152/152 monsters killable. Secrets include: rocket launcher +ammo; rocket launcher; blue armor; megasphere; plasma gun; bfg; box of shells; super shotgun. This map could easily be beaten from a bare-assed start with an assault rifle. Nov 30, 2023: - changed the id to EDAY31 Dec 11, 2023: - hunted DOORTRAK to extinction - applied new sound effects to all doors and elevators Feb 18, 2024: - renumbered from 31 to 311 - fixed four armor bonuses down in the lava instead of on a rock bridge - fixed glitchy sky in the blue key arena Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB Apr 30, 2024: - automap prettification May 25, 2024: - added MG42 ammo to secrets EDAY312: Oct 17, 2023: - cloned map 31, named this one "Temple of the Beast" and deleted everything except the arena. Monsters: 1, secrets: 0. - changed music, starting DUTY switches to EDMU01 when you unleash the boss. - restructured the arena exterior: made the lava moat thrice wider, made the ice run its entire edge and made theat ice semi-circle wider. - lowered the rocks on the other side of the lava moat much lower than the arena floor, to create a feeling of being on a mounntaintop. - changed the skybox from scrolling ceiling to open cloudy cubemap plus one extra rotating cloud wall (from my old failed attempt at sky for maps 22/23). New textures: KYCLOU1 - removed the BFG from the arena, replaced with chaingun. Reason: invalidates the effort you go to in the previous maps to find the secret BFG. Also, the last map provides you with one anyway. Plus, this way this map is a better challenge when played standalone, starting with only rifle. Nov 03, 2023: - shape and texturing correction for the lava moat edges - damage correction for the lava moat. Now kills the player quicker and pinkies burn properly instead of splattering - scale correction for the cloud wall - minor automap fixes Nov 30, 2023: - changed the id to EDAY50 - hopefully fixed the feral pinkie infighting to reliably ignore player unless he attacks them Dec 11, 2023: - hunted DOORTRAK to extinction - applied new sound effects to all doors and elevators Dec 13, 2023: - remembered to fix one blunder in the minion infighting mechanics (I was going to, but forgot to do in the big update) - fixing it took actually less time than launching the game to see if it worked. Feb 18, 2024: - changed the multiplayer boss to fire megapinkies instead of regular pinkies. These are bright purple, 10x health, have no vulnerabilities. The bosses' limits are 1/10th of the UV version. Reason: bruh, *any* multiplayer model would die a stuttering laggy death on such a slaughterfest. - renumbered from 50 to 312 Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB Apr 06, 2024: - gave the boss 40% damage resistance to BFG9K and Unmaker - added Dragonslayer as one of the weapons on columns. This map is now entirely cheesable Guts style (the sword mows pinkies down faster than the boss spawns them) Apr 30, 2024: - moved Dragonslayer to the bosses' spawning room, behind the boss. Now to get it, you have to lure the boss out, maneuver around the tidal wave of pinkies and brave the dead end room. Otherwise... You get it after the battle and it is pretty much USELES in the final map. In short, only the daring souls would get to mow endless hordes down Guts style. - automap prettification - changed the door from opening as a normal door to lowering down and resized the exit room to make the temple symmetrical. May 10, 2024: - fixed the beastmaster's pinkies becoming invisible in coop - fixed the coop beastmaster sometimes firing regular pinky minions instead of multiplayer megapinkies - buffed the coop beastmaster from 13K to 20K HP May 19, 2024: - added coop respawn redirect to a random spot around the map. Reason: mega pinkies may crowd the map start resulting in an endless spawnrape cycle EDAY32: Jul 05, 2023: - ripped EDAY32 and converted it to UDMF - reskinned it to icy theme (adding several new textures) and renamed it to "Traitor's Prison" (as per description of the Ninth Circle by Dante). The lower area is slippery now. The skybox was removed, using a simple sky from the Wolfenstein map. - changed the final bosses' damage from fire to ice - changed monsters' freeze deaths to permanent: they do not crack on their own and when hit with fire they still die - changed the bosses' attack patters, the probability of him using fire, missile or thunder depend on his state of health (the lower, the more missiles: these are seriously OP). Made his attacks weaker when above 25000 HP. Made his attacks massively more powerful when below 7500 HP. - fixed the broken thunder attack (by doubling the thunderbolts' lifespan). Agh! Why did i have to make this BITCH work! - added music change when the boss sees you and changed the default music - fixed the boss trying to run a missing script 56 when he sees you (in the ancient times of HESP this custom script defined in the map itself was displaying the bosses' health bar) Jul 6, 2023: - redid the final bosses' lightning attack from scratch. Instead of thunderbolts being no-clip monsters with 360-degree vision, he now fires invisible revenant fireballs that launch short-lived lightning bolts downwards every 4 tics. Also added some baboom sounds unused in BD. - added some more non-slipery chunks to the lower area - removed remaining non-frozen decorations and bloody textures and added frozen archviles in walls Jul 19, 2023: - removed some garbage code from actor IconOfSinBossChe - fixed the bosses' lightning: was ignoring time limit Sep 01, 2023: - made the boss health indicator localizable - reworked the bosses' attack patterns from scratch: now based not on random chance but on cooldowns, different for each attack. There is no "A_Chase", he is always cycling through his attacking state waiting for any cooldown to end. Oh, and his pain state clears cooldowns -- the harder you hit him, the harder he hits back. Also, if there is no line of sight he will keep spamming thunderbolts (*homing* thunderbolts, I must add) disregarding that attacks' cooldown. Monster summoning, though it has its own cooldown, is now the the final part of any attack, not a separate attack on its own as it was in the original. - buffed the final bosses' fire breath damage and AOE radius the same way I did for the cyberlord earlier. - buffed the final bosses' fireball attack immensely, turning it into a tactical nuke. NOTHING will survive in the vicinity of its epicenter. Also changed the projectile's appearance to a recolored volcabus missile. Because skulls are cool. - nerfed the final bosses' thunderbolt strike radius. Reason: he now happily spams those filling the arena with them - turning them into an environmental hazard (because their turning radius is big). You should be able to dodge them but radius 300 was making them incescapable and also very damaging. - created three versions of the final boss, for ITYTD, HMP and UV/coop. Vary greatly in hit points, attack cooldowns and the stage at which they go into "last stand" mode. Yes, they are NOT two-stage, unlike the cyberlord, but they have a last stand mode. You won't survive. Sep 06, 2023: - replaced the nuke from volcabus missile sprite bact to the original fire blob. Reason: trying to debug errors reported by some users Sep 22, 2023: - made the boss larger. Reason: his breath attacks were noticeably misaligned with his mouth during breathing frames and this was the best way to fix that without touching the gameplay (like, say, adjusting the projectiles' spawn height) - had to change the gameplay anyway by moving the spawning point of monster spawning cubes by 300 map units up because now *those* became misaligned with the bosses' brain. What a pain. - improved the bosses thunderbolts using custom-made sprites (much thinner) leaving the original sprites for the thicc final strike. Improved the death flash from particles to discharges (from caco fireball and arachnotron death) - made the bosses' nukes very flashy (they flicker random frames of bfg explosions recolored blue) and sparkly (caco discharge again) - added a custom unique sound to the bosses' nukes: they moan as they fly. - slightly increased the nukes' AOE ring of icy death radius - changed the nuke explosion from a mess of recolored original explosion to single-sprite mushroom cloud. Much cooler looking and much better performance on fossil potatoes like my favorite laptop now. - added a *very* low rumble to fire breath hitting something. So low, in fact, you won't even hear it if you use cheap speakers. This sound is also emitted by nukes as their AOE ring of death is made of the same fire missiles, just with gravity on. - increased the bosses' pause with mouth wide open after the nuke spam attack. This is actually nasty because if those frames are interrupted by pain he forgets to apply the nuke spam cooldown and could spam again right away (it's that notorious attack, almost never used on difficulties below UV, that devastates half the map) - fixed the ceiling above the boss being much lower than it should be (which caused any projectiles spawned high to fail or be spawned lower than requested). Also fixed some texturing errors along the right wall. Oct 10, 2023: - changed frozen pain elementals to just splatter when destroyed, without making an explosion and releasing lost souls Nov 03, 2023: - fixed the boss making his idle sound at twice the designed frequency (was a typo on my part) - moved the music change to earlier moment: not when the boss sees you but when the ground shakes. Music change is slow anyway. Nov 30, 2023: - changed the id to EDAY32 Dec 11, 2023: - changed the bosses' minion spawning mechanic and the crowd composition. Reason: to reach maxability, had to make all monsters explode when the boss dies -- for which I needed to give them a TID when they spawn. BUT their spawning mechanics, turns out, were buried so deep in the hardcoded engine innards (the Doom2 boss cube) so I'd have to recreate all that jazz by hand. Too lazy, I simply made my own mechanism with gambling and loose women. My spawner cubes are monsters whom the boss spawns inside an advanced teleporter closet. They are then teleported to random spots mid-air and fall slowly to the ground. When they see the player they make a "Boo!" sound. These cubes are physical, they can be shot and perform monster spawning on death. What gets spawned is controlled via lists I composed myself. Include some really rare monsters never seen before. So as you can see, you will NEVER get telefragged again, and no monster will never pop in your face unexpectedly when you are about to shoot a rocket. They can fall on your head, though :p As a downside (or FUN, decide for yourself) I amped those lists that can now include mini-bosses when the Boss goes into his last stand mode. Ancient arachnotrons, dukes of hell, volcabi, archviles -- that sort of "fun and balanced". New sounds: KYBOCUB1, KYBOCUB3 - finally noticed and fixed a great blunder in bosses' attack patterns (inheritance was NOT working -- DECORATE classes do not behave like classes with virtual methods, ancestor's state's Goto leads to ancestor' states instead of inherited ones). As a result, ITYTD version became WEAKER and the UV version became STRONGER, and the coop version is INSANE. I have completely reorganized the code gathering every state in a single class, and key parameters are now controlled via arguments you set in the map editor. - made the boss turn literally red (performs a palette swap) when he goes into the last stand mode, emitting an unholy roar. I was unaware this was even possible until I noticed Mark-sensei's scripts for coloring dresses on mannequins in map 20. - fixed a tiny problem with the boss retaliating each time he flinches, by clearing attack cooldowns: using a minigun resulted in... him spamming a powerful attack non-stop because he was flinching non-stop. I added a cooldown to that cooldown-clearing retaliation. - fixed a blunder where you could flinch the boss before he roars, thus preventing both the roar and the health indicator from appearing (minigun again) - improved bosses' nuke launch sound - changed map geometry (more open sky, less cave ceiling) and made bosses' seeking thunderbolts die if they touch the edge of said ceiling -- e.g. they can only exist under open sky now - changed the map geometry again adding a tunnel below the southern part of the arena connecting the "horns" of the icy lake so they stop being deathtraps. Moved some ammo there. Don't get over yourself about having cover: if you hide there, what would happen? You get swarmed, the tunnel is narrow and slippery, the boss switches to spamming thunderbolts nonstop... It's a deathtrap :D - replaced the bosses' thunder attack animation. Reason: with him enlarged, his flashing upper arms remained above the upper screen edge most of the time, leaving you with no clue to the bosses' actions. New sprites via simple retouching and frankensteining: ICOT frames ABCDEFGHIKLMNOPQRSTUVWXYZ, all front only of course. The animation is still inexpressive crap but it gets the job done. - tweaked the thunderbolts appearance, mostly their death animation - fixed the bosses' fire breathing animation (ICOA frames E nnd F): I desaturated the yellow flame, to look like frost breath then added mist-like whitish overlay. - fixed the bosses' sprite clipping through the arena edges if you looked around while he was still rising. I decreased his initial scale from 10.0 to 8.0, a script enlarges his sprite slowly from 8.0 to 10.0 starting at the moment he sees you, creating also an impression of him coming closer to loom. Requires Zandronum 3.1 to work in multiplayer, see Zandronum 3.0 bug https://zandronum.com/tracker/view.php?id=3847 fixed in 3.1 - maxability confirmed Feb 18, 2024: - removed debugging information about bosses attack cooldowns shown on screen Mar 23, 2024: - re-compiled scripts and re-saved the map from UDB Apr 06, 2024: - gave the final boss boss 40% damage resistance to BFG9K and Unmaker Apr 30, 2024: - radically changed the final bosses' reaction to BFG9K and Unmaker. Now he has *no* resistances but retaliates with extreme aggression like an angry god. Especially to Unmaker, which covers him in liquid fire putting him into perpetual pain... To which he never flinches and keeps attacking at his maximum power non-stop. - changed the final bosses' turning red mechanics. His dramatic introductory six-pack thunder was his Achilles' heel making him cheesable via Unmaker. Now it is interruptable by pain... Which results in an immediate devastating punishment (he switches to nuke spam right away) - automap prettification - quadrupled the number of cube destinations. Should prevent stacking monsters on top of each other now. MAY 01, 2024: - fixed the final boss being 20% smaller in coop, resulting in his breath attacks being misaligned with his mouth - increased the final bosses' health in coop from 50K to 90K and raised his Turning Red threshold from 17K to 33K. May 10, 2024: - fixed boss cubes often spawning invisible monsters in coop Things NOT TO DO when creating UDMF maps compatible with Zandronum 3.0: 1. Setting negative scale to textures to flip them: offsets will be rekt in-game. 2. Calling SetFogDensity() in your ACS: it only works ONE time per map, it ignores the first parameter (sector TID) as if you had passed 0, meaning it sets fog density globally for the whole map. And cannot be changed afterwards. And any light level based fog you had breaks because of this. 3. Using multiple tags per sector: extra tags will be silently ignored. To work arounf this, use copy portal linedef when using line special 57; when crossing 3d floors, use extra tags and make each dummy sector drive as many of those extratags as you have to. 4. Setting sector slopes as UDMF properties: ignored in game. Use legacy techniques: slope things and line special 181 work fine. 5. Letting any things or portal anchor linedefs out of -16384..16383 x/y range. The number of ways your map will be rekt due to 16-bit integer overflow is larger that the count of tentacles in Cthulhu's neckbeard. Things will be there, but their Z would be ignored forcing them to the floor. Skybox pickers would work, most of the time, but stop working when you look in specific direction. Your sky portal would be warped to the other side of the map... If you want to suffer pain of fruitless debugging, be my guest. Put your stuff beyond that boundary. I dare you. 6. Setting sector brightness to 256. It works until you use 3d floors -- then all things in those sectors render as pitch black, as if the brightness was 0 (meaning does not affect fullbright and glowy bits from brightmaps still glow)