*********************************** *Changelog - Build 5 (final build)* *********************************** - Added some more music credits to the readme. Also found Solarn's email address, so I added it to the readme. - Added a known bug to the readme: Cannot exit MAP33 in certain Boom ports without crashing (map is playable though). - Fixed 1024SKY07...because, apparently, I forgot to replace it's with a legal 240px high version. - Added a duplicate of ENDOOM called ENDBOOM which will display in Boom and any other port that uses it. - Added more information to TGH's previously released works. - Updated the M_SKULL2 graphic to remove the 1024. Uses a very subtle glare change instead. - [MAP02] Fixed the secret door unpegging issue. - [MAP12] Made a minor texture alignment and fixed some texture aesthetics. - [MAP12] Made some decors impassible and fixed an unclosed sector. - [MAP15] Made a minor texture alignment. - [MAP19] Made yet another visual fix (hawkwind) - [MAP19] Yea uh...fixed a problem with the start room midtexture bridge (one of the sectors was all messed up). I hope this is the last update to this map :P - [MAP25] Made a texture alignemnt and fixed the sky texture issue. - [MAP25] Fixed the RL room lift so it doesn't break and HOM. - [MAP25] Fixed the name of the map. I got it wrong, it's supposed to be "Cabracan", not "Carbacan" :P. Updated CWILV, MAPINFO, EMAPINFO, and internal/external DEHACKED. - [MAP28] Made some texture alignments. - [MAP31] Made some texture alignments to the crate room. - [MAP34] Fixed the lines that didn't have a texture. Would cause WinMBF to crash upon attempting to start the map. ********************* *Changelog - Build 4* ********************* - Removed a duplicate M_MULTI graphic patch. - Updated the readme ascii logo. - Added a working version of DEMO3! It's MAP19 by TGH. Yay, demos are in and done :D - Added new NULL MAP34 that has slightly more thought and work put into it. - Fixed a typo in the readme. - Added some more music credits to the readme. - Fixed a typo in the both the external and internal DEHACKED patch. - Updated the MAPINFO/EMAPINFO and readme to include information for the NULL map (MAP34) - Updated the M_SKULL# graphics. - [MAP13] Made a much needed texture alignment. - [MAP19] Made a minor visual update (TGH) - [MAP21] Made a fix to the secret (thanks hawkwind!) - [MAP25] Made a small lighting fix. - [MAP32] Made a texture alignment. - [MAP33] Updated the music to it's new and final track: "Chimes Of Death" by Jimmy91! - [MAP33] Fixed a texture alignment that was bothering me. - [MAP33] Made some gameplay adjustments. ********************* *Changelog - Build 3* ********************* - Had to reimport patch 1024SK30 (palette rape). - Updated the readme. Made some more typo fixes (thanks hawkwind) - Fixed the ENDOOM. Had just a small visaul mess up. - Added Risen3Dv2.2.04 to the list of sourceports tested on in the readme. - (UPDATE!) Reverted back to the old PLAYPAL lump (my changes were too late/weird, heh). Added the fixed green range, Caco projectile change, red-to-yellow range, and the pickup/blood brightness palette changes. - Added The Green Herring's MAP19 demo to the DEMO3 slot. (arg, demo desyncs atm ;_;) - Replaced my MAP08 demo (DEMO2) with a new MAP15 demo. I still suck though :P - Updated the CREDIT2 graphic to fix a typo. Not sure why though, I don't even know what port (if any) uses a CREDIT2 gfx... - Added a new BOSSBACK graphic. Because hey, why not? - Was finally able to fix the COLORMAP so that it works properly (thanks DeePsea!) - Updated the INTERPIC graphic. - Added another music author to the contributors list in the readme. - [MAP02] Fixed the alignment of the hanging hoses so it doesn't look like crap. - [MAP12] Made some various aethsetic fixes to the map. Fixed a visual bug in glboom\glboom+. (hawkwind) - [MAP16] Made an update (brinks) - [MAP16] Moved the bridge control sectors further away from the map so you can't hear them change height. - [MAP16] Made some lines hidden from the automap. - [MAP17] Changed the action of lines 392 and 2322 to action type 33 (door should now open properly now). - [MAP19] Reworked start area so it renders correctly in Risen3D without affecting any other port. (hawkwind) - [MAP21] Made various changes; fixed the secret so it should trigger in Boom and realted ports (Dreadopp) - [MAP22] Made a texture alignment fix. - [MAP26] Fixed the secret bug(s). That's what I get for editing someone else's map. - [MAP27] Made the map visible (save for certain bits). - [MAP28] Fixed the music so it's a .midi instead of a .mus. - [MAP31] Made an update that should fix a monster teleporting bug (Jodwin) ********************* *Changelog - Build 2* ********************* - Fixed MAPINFO for maps 22, 24, 25, and 29. They all warp to the next map correctly now. - Fixed EMAPINFO so MAP30 doesn't warp to MAP33. It now shows the endscreen with the monster casting. - Fixed EMAPINFO for MAP31 so that it warps to MAP16 on regular exit and MAP32 on secret exit. - Fixed the intermission music so it's a .midi instead of a .mus. - Fixed the title music so it's a .midi instead of a .mus. - Rebuilt the nodes for the maps that had a zero-byte REJECT lump. They should now play in WinMBF and play properly in prboom-plus and related ports. Huzzah! - Updated the M_DOOM so it doesn't look so shitty. - Made spelling and grammatcial fixes in the readme. Updated some stuff too. (thanks TGH) - Added a new sky texture (1024SK33) and replaced a duplicate sky texture with a new one (1024SK30). So, two new skies! They might come in handy for the overflow guys. - Updated the PLAYPLAL lump and the COLORMAP lump. List of changes is too numerous but I think it looks pretty good (thanks Jimmy91) - Added a CONBACK graphic for ZDoom ports (based off of the titlepic). - Added 3 new demos; two by Joshy and one by Mechadon. The only one that is final is Joshy's MAP03 demo; looking for two other demos to replace the MAP08 and MAP13 one as they are only temporary. - [MAP01] Fixed the music so it's a .midi instead of a .mus. - [MAP02] Fixed the wrong MIDHOSE texture. - [MAP04] Fixed the mis-tagged gunfire secret. - [MAP04] Tagged the secret door as 'secret' so the automap won't give it away. Also made the other secret hidden. - [MAP04] Tweaked the monster teleporters so they point towards the player and have more of a change to teleport in quickly. - [MAP04] Gave a teleport destination to the line action with the tag of 9. 100% kills should be achievable now. - [MAP04] Changed a small mistexture. - [MAP05] Fixed the music so it's a .midi instead of a .mus. - [MAP06] Fixed the music so it's a .midi instead of a .mus. - [MAP06] Made an impossibly minor update to fix some really tiny bugs (TGH) - [MAP07] Fixed the music so it's a .midi instead of a .mus. - [MAP08] Tagged the secret door as hidden and secret. Also hid the rest of the secret so the automap doesn't give it away. - [MAP08] Fixed the music so it's a .midi instead of a .mus. - [MAP09] Fixed the MAPINFO/EMAPINFO so the map name is spelled correctly. - [MAP09] Fixed the music so it's a .midi instead of a .mus. - [MAP10] Fixed the monster teleporters so that the monsters are pointed towards the player instead of away. - [MAP10] Also tagged the secret door as 'secret' so the automap doesn't give it away. - [MAP11] Fixed the music so it's a .midi instead of a .mus. - [MAP12] Fixed the water floor that wasn't scrolling. Also made some texture alignments while I was at it. - [MAP13] Fixed it so it would it's sky texture would point to 1024SK09 instead of the duplicate 1024SK30 (which is now new). - [MAP14] Made an alignment to the brown tiles in the first hallway. - [MAP14] Made the contents of the secret availbe to all skill levels (as I don't think this was intentional...if so, I'll reverse). - [MAP14] Fixed the music so it's a .midi instead of a .mus. - [MAP15] Fixed the music so it's a .midi instead of a .mus. - [MAP17] Tweaked the flats in the dark wire hallway so it looks more consistant. - [MAP17] Moved line 1275 further south so the Pinky has room to teleport in. - [MAP18] Changed the flat of sectors 277, 278, 279 and 280 to FFTN1GN for aestheic purposes. - [MAP19] Made the bridge sectors move up to 120 instead of 128. Also made them move down to -8 instead of 0. - [MAP19] Fixed a texture misalignment. - [MAP19] Changed the sky texture to 1024SK30. - [MAP21] Fixed the music so it's a .midi instead of a .mus. - [MAP22] Fixed the music so it's a .midi instead of a .mus. - [MAP22] Fixed the Spectre that wouldn't teleport because he was deaf. - [MAP24] Fixed the floor in the red key room so that it now lowers properly. - [MAP24] Cleaned up the METAL textures in the red key room and in other various areas. - [MAP25] Fixed the music so it's a .midi instead of a .mus. - [MAP25] Updated the music (Jimmy91) - [MAP25] Made a minor texture alignment fix. - [MAP26] Fixed the monster teleporters so you can't just have the Baron block all incoming monsters until the exit teleporter lowers (I think). The monsters are now awakened before they teleport in. - [MAP26] Made the outer edge of the map impassible so you couldn't get blasted outside by an Archvile. - [MAp26] Made a judgement call on the secret in this map. It didn't make a whole lot of sense to get the Megasphere/RL when your just about to exit the map, so I tweaked the secret. Your now able to get it the old way as well as a new way that will serve to be a little more useful in a pistol-start map. - [MAP26] Moved the RL to the switch with the Baron and evenly distributed the rocket boxes throughout the map. Also added a chaingun/shotgun since it's really difficult to snipe imps/revs with a SSG when you run out of plasma :(. - [MAP26] Changed the sky texture to 1024SK32. - [MAP26] Made it to where the player is confined to the 1024 area (secret area had a place where you could go slightly outside of the area). - [MAP26] Made some aethetic tweaks. - [MAP28] Fixed the MAPINFO/EMAPINFO so the map name is spelled correctly. - [MAP28] Made a minor texture fix. - [MAP33] Fixed the music so it's a .midi instead of a .mus.