CHANGELOG FOR 24.12.2002 RELEAS ******************************* GENERAL CHANGES: ---------------- *Old map25 replaced with new creation by Lee Szymanski and Anthony Soto *Former map24 have been moved to map25, new map filling in as 24 *Graphic change on intermission screen *Added a few more custom textures *Slight touch up on statusbar *Menu now works with ports *Automap "0" font fixed *Added new startup demos *Misc textfile updates *MAP01: -Detail level greatly raised in general, some retexturing -Removed one stub in switch garden and rearanged the others to not inflict with running -Added monster block line in the imp/chaingunner tower to prevent roaming -New midi to better suit the new mood -Removed unused sector *MAP02: -Added chainsaw to garden after yellowdoor -Devided imp towers with monster impassible lines to prevent roaming -Made exit door fast open -Support2 metal posts aligned -Removed unused sectors -Fixed unclosed sector *MAP03: -Added location feel and scenary; yellowkey cave area & bluekey garden reconstructed -Detail level greatly raised in general -Complete retexturing, refined lightlevels -Removed some superfluous medkits -Removed three spectres from skill 3 and nine from skill 4 -Rremoved some hellknights and an arachnotron from multi only settings -Removed some superfluous ssg and cg ammo *MAP04: -Replaced megasphere with berserk, blue armor and supercharge -Each (otherwise identical) building in dm arena now have different texture theme -Changed textures on railroad track to match the new map03 look -Removed unused sectors *MAP05: -Fixed wrong sector height on red carpet step in redkey room -Fixed alignment problem above lift leading to exit -Changed wrong lower texture on torch ledge near plasma *MAP06: -Erroneous textures replaced all over the map -Changed lighting levels in certain areas -Misc. texture alignments -Slight change to cyberdemon/invuln teleport area to potentially make frag more reproducible -Added 1 more rad suit in coop -Added coop health in 3 places (bottom of hill, red-key door, upper level near gallows) -Relocated a multi-only SSG as well as misc. multi-only ammo -Seperated a box of rockets and invisibility that overlapped -Removed unused control sectors *MAP07 -Replaced plasma with bfg in dm section -Aligned mountain texture and upegged lower texture on a building in dm arena -Removed unused sectors *MAP08: -Soulsphere secret inconsistency bug fixed -Made imp teleport ambush in grey cave area more efficient *MAP10: -Made demon teleporter with plasma more efficient -Added exit to dm arena -Added one more teleport in lower half of dm arena to prevent camping -Swapped around and added some weapons to dm arena -Fixed some alignment problem in dm arena -Removed two superfluous tags from dm arena *MAP11: -Fixed missing lower texture in cave near bluekey -Fixed alignment on stairs in temple garden -Changed ceiling texture on doorway in temple garden -Added a small tree to block players from getting to unused area near temple garden -Added 4 shells to skill 2 and 20 to skill 4 on multi only, late half of map *MAP12: -Removed leftover exit wall trigger after blue door -Made lift near start twice as wide and thus more coop friendly -Fixed various alignment problems -Windows near exit made impassible to avoid possible archevile jump -Rebalanced ammo somewhat, less cells and rockets -Made monster teleporter in exit section more effective -Changed wrong ceiling texture on ambush doors in hallway near end -Added one shell box to skill 3 and two to skill 4 in first half of map, multi only -Removed unused sectors *MAP13: -Added a bfg to blue door secret area near start on multiplayer -Made red door leading to yellowkey section stay open -Fixed various missalignments, changed a lower texture -Removed unused sectors *MAP14: -Changed supercharge on secret pillar to berserk -Added 5 more boxes of ammo to possibly improve tyson play -No longer possible to grab bluekey w/o triggering 30 sec door trap -30 sec door trap now only activates once -Made monster teleporters with bluekey trap more efficient -Added two ssg's in centre of dm arena, removed a superfluous plasma *MAP15: -Removed dark maze and crusher room, replaced with new areas -Reconstructed cyber-teleport hall -No longer possible to get stuck by archie jump in arena -Fixed rl lift bug -Moved berserk to lava cave, removed some medkits in this area -Made one biosuit multi only -Retextured parts of arena and exit area -Added two pillars in exit area -Added two soulspheres in supersecret exit -Changed floor texture in start area -Adjusted light level under door in startroom -Adjusted light level in entry of decending shaft -Aligened rock textures in garden -Changed from Support3 to Metal texture above lift leading to garden -Changed wrongly textured flat after yellowdoor -Added some fading light to ceiling decoration in start room -Added a sg to start room on multiplayer -Removed a multi only rocket launcher from courtyard -General gameplay adjustment *MAP16: -Removed unused sectors *MAP17: -Fixed two unclosed sectors *MAP18: -Removed one multi only cyber from start area *MAP19 -Added blue armor in late half of map -Removed unused sectors *MAP20: -Removed stuck spiderdemon on mountain -Moved stuck spiderdemon from corridor after yellowdoor to exit hall -Fixed stuck hellknight in redkey cave -Added soulsphere on top of mountain -Seperated shell packs to avoid picking up more than one at the time -Added a missing torch *MAP22 -No longer possible to get stuck in bookcase secret *MAP23: -No longer possible to get stuck in bfg room -Bfg room is now marked secret -Fixed wrong tag on switch triggering bfg secret -Yellowkey now have a function -Fixed accidently dragged vertex -Added missing torch -Misc alignment fixes -Secret door in castle changed to stay open -Somewhat rearanged weapon placement in dm arena *MAP25 (former map24) -Church area now functions for dm play too -Removed some tedious monsters -Redesigned lava cave end section -Removed a few multi only monsters -Altered misc details *MAP27 -Fixed secret inconsistency bug caused by mistakingly marked and too thin sector -Redkey now used on door after green tp -Door after green tp changed to stay open -Swapped around some secret area values to less risky sectors -Rearanged ammo somewhat in late half of map -Made window near start impassible to avoid possible archevile jump -Changed some door lines to show as normal on automap instead of secret -Changed floor texture below switch in redkey garden -Added two supercharges on skill 3 & 4 in exit room -Fixed some unclosed sectors *MAP28 -Removed unused sector *MAP29 -Removed unused sectors -Removed 0 length lines -Removed bogus texture names *MAP30 -Removed unused sectors; keen dolls no longer crash Zdoom -Changed flat texture in core of dm arena *MAP32 -Removed tag that sealed off last half of map in dm -Now uses the old av25 midi track -Removed unused sectors -Removed 0 length line **** Changes implented by Anders Johnsen, Kim Malde, Anthony Soto, Lee Szymanski Miguel Folatelli and Vincent Catalaa Special thanks to the following people for giving usefull input: Martin Aalen Hunsaker, Crhis "DevastatioN" Felix, Casey "Altima Mantoid" Alvis, Juho "Ocelot" Ruohonen, Drew "stx-Vile" DeVore, Amarande, Chris "Ryback" Ratcliff ...and everyone who posted bugs/suggestions on Compet-N & Doomworld forums.