John Romero’s SIGIL – Version 1.21 veröffentlicht

John Romero hat seine Doom Classic Megawad Sigil auf Version 1.21 gepatcht.

Romero hat sich beim Fixen zusätzlich Hilfe aus der Community geholt. Einen Blick in den Changelog zeigen mir Mapfixes, Anpassungen an Source Ports, falsch alignte Texturen, mehr Ammo und ein paar veränderte Gegnerstellungen. Das Übliche halt nach Feedback.

Als Käufer habe ich einen internen Download Link via Mail bekommen. Die freie und gepatchte Megawad ist hier erhältlich (romerogames.ie/si6il).

Kommentar

Von dem was ich gelesen habe, hatten Playtester schon vor Veröffentlichung zu anderen Gegnerpositionen / Kämpfen geraten und auf mehr verteilte Ammo in den Maps hingewiesen. Abgezählte Ammo und unbedingt die Ammo von Secrets zu finden, finde ich im Mapping uncool. Ich glaube John hat die Megawad zuerst einmal so veröffentlicht wie er es wollte, minus die gefundenen Bugs im Playtesting. Jetzt mit dem neuen Patch lässt er Community Feedback doch stärker zu. John hätte die beiden Dinge jedoch schon vor Release adressieren können.

Es ist immer klug auf Community Spezialisten zu hören. Also wenn meine nächste Doom Map fertig wird, lasse ich die playtesten von dew wenn er Zeit hat (Interview shacknews). Übrigens das WAD Archiv zählt inzwischen 28.000+ WADs. Meine erste Doom WAD ist in zwei Archiven zu finden! Übrigens der Imp Sound stammt von einem Kamel.

Changelog 1.2

v1.1 -> v1.2
============
Changes made by John Romero, dew, Flambeau, Keyboard_Doomer, Ubergewei, Xaser

general:
– fixed all eye switches to prevent triggering by zdoom projectiles and a slew of related potential soft-locks
– automap cleanup for consistent secret/hidden linedef flagging and hiding undesirable active linedefs
– added loads of co-op ammo and monsters to every map
– new SIGIL texture
– new TITLEPIC and CREDIT screens
– new demos: DEMO1 E5M2 by Dew, DEMO2 E5M5 by Xaser, DEMO3 E5M7 by Keyboard_Doomer, DEMO4 E5M1 by Ubergewei

map1:
– final room has exit pulled out for easier movement
– escape from lava in tight hallway on both sides
– added co-op berserk in lava (thing 191)

map2:
– added tag 120 to ld 129, 145 so it’s harder not to trigger the first elevator
– added trim sector to secret area evil eye for proper texture alignment
– changed RK door track linedefs 479, 914 from upper to lower unpegged
– added METAL as upper backside texture on linedefs 454, 455, 1061 and 1924
– changed textures on linedefs 982, 988 to METAL for consistency
– realigned linedef 1348

map3:
– outstanding cell charge (t. 168) with no cell weapon changed into three clips
– moved berserk (thing 125) east a little
– added extra MP-only radsuit to the blood hallway
– changed linedefs 1412 and 1414 from lower to upper unpegged

map4:
– added shotgun thing 273 to make level start easier, removed co-op shotguns
=== red skull key path ===
– added repeatable floor lower action to ld 86 to avoid softlocked in coop if players inside the section wipe out
– split sector 73 to ensure wall trap still works under the new setup
– reshaped cavern architecture around eye switch for trigger safety
– added a lift to final lava room; made easier to move around in lava
– escape stairs out of lava next to raised bridge
– escape stairs out of lava close to soul sphere
=== yellow skull key path ===
– reworked lava island re-raising to fully repeatable, using control sectors with decorative torches to support the mechanism
– added ambush cave sector with things 260-262 next to yellow skull key door
– distanced lava island raising lines under YSK door to prevent a special hit (spechit) overflow that would trash recorded demos
– added stairs behind YSK door to prevent players from jumping up
– modified center path environment to look more interesting with metal beams
=== blue skull key path ===
– changed hallway behind baron thing 37 to allow him to follow player into crusher area
– made green crusher area easier by combining crushers and removing the separating midgrate
– made ceilings higher in computer crusher maze
– deactivated 3 crushers to make computer maze easier
– moved spectre thing 85 to safe area
– moved shotgunner thing 77 to safe area
– removed deactivation crusher lines from broken teleport pieces and related reactivation lines around sector 272
– changed floor textures on broken teleport pieces to look different
– added backside lower texture (MARBLE3) to linedef 1926
– changed linedefs 2021, 2030, 2042, 2049 to lower unpegged
– changed linedefs 3909, 3911 from lower to upper unpegged
=== final area ===
– added MP-only chaingun to the center of the map
– changed height of all 3 skull key posts to stop speedrunners from cheating (sorry ZM, you cheater, my hands are tied -dew)
– reworked final bridge fight sequence to include lava dipping
– added switch to outdoor lava area in a cave section to lower sector 535
– made bridge monster rooms bigger and added monster things 266-269
– made east lava teleporter monster-blocking
– east lava has stimpacks and hidden green armor
– added box of rockets to west lava side
– removed computer map and added rad suit thing 239
– the outstanding cell charge (t. 240) without a matching cell weapon changed into two rockets on all skills each
– extended exit room and added several monsters
– made spectra into a pinky in end cave
– changed linedefs 3927, 3940 to lower unpegged

map5:
– made imps on the bridge at the start face away from the player
– added shotgun thing 82 at start, removed corresponding co-op items
– added chaingun thing 135 near start for hntr/hmp skills, thing 336 on fireblu ledge leading to lost soul building
– changed shells in the first secret into a shellbox
– cacodemon thing 154 changed only to hmp skill now
– added another monster blocking line in front of switch linedef 2430
– added islands under cybs to avoid lock-in damage when telefragging them
– added another secret to back of biggest building
– changed action on linedef 702 to walkover-repeatable to prevent potential coop softlock in which BSK door never gets revealed
– created progression-blocking ceiling lifted when you complete the hellcrack building
– changed depth of hellcracks in east building to 24 so imps don’t get stuck
– moved megaarmor by cyberdemon to be easier to get
– created lift to get out of wooden building lava
– reworked lost soul hallway with separation lifts, less lost souls
– moved exit a little back from final fight
– changed skull texture bridges to be FIREBLU1
– added trim sector to rocket launcher area evil eye for texture alignment
– fixed ceiling of sector 266 to CEIL4_1
– changed linedef 1045 texture to METAL to fit its environment
– changed width of exit door to 128 for SIGIL texture

map6:
– added action 38 with tag 10 to linedefs 3622, 3623, 2624 in the exit area in order to re-access the western section, so players can complete 100% secrets
– added extra MP-only radsuit to red skull blood hallway
– removed unpegged flag from linedefs 1227, 1243, 1257, 1263
– added trim sector to chainsaw room for proper door alignment

map7:
– added chaingun thing 378 to singleplayer on hntr/hmp, t. 517 on uv; removed extraneous shotgun coop things on start
– added evil eye thing 398 to make opening the ruined wall easier
– moved red torch thing 1 to make way for the evil eye
– added UV cyb thing 390 that joins the barons in the red skull key ambush
– added sector 833 as secondary tele-destination for the baron/cyb RSK ambush
– added baron of hell thing 389 to make the player pay for the BFG (hidden in alcove opened by linedef 5540)
– moved W1 floor raise action in trap behind RK door from ld 1156 to ld 5529 to prevent softlock if player’s too fast and escapes the area
– changed linedef 1585 to WR lift action
– added a second cell charge by the exit room
– added a super-secret SP chaingun
– final building has 2nd set of stairs fixed so player cannot fall next to them
– little pillars around the fort made consistently passable
– shotgunner cages in the fort walls made impassable
– changed upper and lower sidedefs of linedef 3418 to METAL
– changed linedefs 3414 and 3421 to METAL for door track alignment reasons
– changed linedefs 3008, 3016, 3026, 3029, 3119, 3549 to lower unpegged
– changed linedefs 5461, 5464, 5467, 5470 to upper unpegged
– removed unpegged flags from linedef 3343
– fixed alignment of linedef 54 texture
– fixed missing lower unpegged on linedefs 3421, 3414 near the evil eye

map8:
– added starting shotgun
– added 2 imps and caco outside starting room, shellbox for compensation
– reshaped linedefs that teleport lost souls into start area to prevent the cyberdemon from triggering them as well
– added 2nd baron thing 195
– moved soulsphere so you can’t get it through the wall
– added crushing ceiling trigger on linedef 605 to clear the gallery monsters
– added several monsters for more difficulty
– added lips to ledges and a decoration in building area to stop zero master
– shortened the metal barrier in spider mastermind area
– added a horde of monsters after final cyb
– changed invulnerable to evil eye (baphomet’s eye)
– moved stimpak t. 112 from 1904, -640 to 1874, -640 to prevent item floating
– door opened by that same stimpak produces HOMs on activation, added FIRELAV2 to backsides of sidedefs: 1522, 1523, 1524

map9:
– added action 2 tag 18 to linedef 947 to force map progression trigger
– switched action 22 tag 17 from l.2525 to l.2530, 2531 to better force a trigger
– moved cell charges t. 228, 229 on the rampart to entice ammo-starved players
– aligned front lower textures of linedefs 588, 589 and 591
– added METAL as lower front texture on linedefs 2261, 2266, 2421 and 2426
– changed starting door to BIGDOOR7 on linedefs 28, 233, 234
– added shotgun shells at thing 239 to entice player to trigger linedef 2439
– changed several lost souls into imps in end room
– added several more enemies in end room
– added specters in the lava behind castle (things 248, 249)
– added imps (things 250, 251)
– added cacodemons (things 252, 253) and carved out a secret alcove for them that triggers on linedefs 588, 589, 591
– added shotgunner thing 254
– added imp thing 255
– added shotgun shells thing 256
– changed sector 210 tag from 14 to 35
– added teleport destinations to sectors tagged 14 (things 257, 258, 259)
– added specters (things 260, 261, 262)
– added shotgun shells thing 263
– added imp thing 264
– changed linedefs 747, 759, 799 to be lower unpegged
– added secret tunnel to the left of thing 161
– added monsters (things 265, 266)
– added stimpack thing 267
– added shotgunners things 268, 269
– added imp thing 270
– added box of ammo in front of switch that lowers platform to red skull door
– made the trap door next to this switch take longer to lower
– changed 2 shotgunners by yellow switches to zombiemen
– added a box of bullets before blue door
– added a medikit before blue door at top of stairs
– added teleporter out of the secret by the castle (in the lava)
– starting spot ceiling is now hellcracks

mapinfo: (SIGIL.wad only)
– added DD_DEFNS lump for Doomsday (props to skyjake)
– added UMAPINFO lump for general future support (props to Shadow Hog)

v1.0 -> v1.1
============
Changes made in order to patch Sigil.wad and Sigil_compat.wad. Made by Flambeau with the help of Keyboard_Doomer and Dew.

dew on discord: the changelog in the file isn’t complete tho. that changelog covers what flambeau and kb_doomer provided, but then there were a few more additional changes. from the top of my head: the e5m2 mandatory medkit pickup to open up the exit is now a bunch of health bonuses so people are drawn to it better. the inescapable bit of lava right next to the start area is now escapable. some DM visual crap was fixed. most important (covered in the changelog tho) is that the compat version now has a dehacked definition that stops the mastermind death from ending m8.

– map4:
Eye switches:

Changed the actions on the lines, swapped the back line to raise wall and the front line to open the door. That way the maps can’t break.
Eye 1;
Changed linedef 2070 from „action 46 and tag 21“ to „action 24 and tag 45“
Changed linedef 3910 from „action 24 and tag 45“ to „action 46 and tag 21“
Eye 2;
Changed linedef 3912 from „action 24 and tag 46“ to „action 47 and tag 13“
Changed linedef 1362 from „action 47 and tag 13“ to „action 24 and tag 46“

Items:
Changed flags on the following items, because they are in an unreachable place in Singleplay mode, but don’t have the MultiPlayer only flag. (meaning these can’t be reached and no 100% items possible)

Health bonus Thing 185 – 196 Enabled Multiplayer Flag

– map5:
Eye switches:
Changed the actions on the lines, swapped the back line to raise wall and the front line to open the door. That way the maps can’t break.
Eye 1;
Changed linedef 286 from „action 46 and tag 4“ to „action 24 and tag 35“
Changed linedef 2352 from „action 24 and tag 35“ to „action 46 and tag 4“

– map6:
Red key part blocking fix:

Changed the 2 action lines that will block the left part leading to red key and opening right part of map at start room. It would be possible to break the map in Multiplayer if a player dies between the 2 lines, so leaving the red key map part unreachable for other players, and the right part of map not being opened.
Swapped the action on the 2 lines that control this mechanics, so first the right part of map will be opened and then the left part will be closed. This prevents the map to break in Multiplayer, but doesn’t change how the map progress is.

Changed linedef 784 from „action 5 and tag 10“ to „action 38 and tag 36“
Changed linedef 3505 from „action 38 and tag 36“ to „action 5 and tag 10“

– map7:
Items:
Changed flags on the following items, because they are in an unreachable place in Singleplay mode, but don’t have the MultiPlayer only flag. (meaning these can’t be reached and no 100% items possible)

Soulsphere Thing 334 Enabled Multiplayer Flag
Beserk Thing 335 Enabled Multiplayer Flag
Armor bonus Thing 350 – 354 Enabled Multiplayer Flag
Health bonus Thing 355 – 359 Enabled Multiplayer Flag

Red door part – hell pit room fixes:

There is the sector (198) with the wall lowering and later closing the hellpit room again. There is a missing texture and also the mechanics of the trap will lock the player out when he will fall of the edge later, after activating the closing of this sector by activating linedef 2810 but before opening it again with linedef 2927. This will result in the player being unable to finish the map, thus map will break cause of this. I came with a way to prevent this, but remaining the mechanics of the trap.

Missing texture;
linedef 1195 front sidedef 1856 uppertexture wood5 added

sector 198;
Floor lowered to height 152 and ceiling lowered down to height 152.
changed the action on linedef 5295 to action 86 (WR door open stay).

– map8:

Eye switches:

Changed the actions on the lines, swapped the back line to raise wall and the front line to open the door. That way the maps can’t break.
Eye 1;
Changed linedef 337 from „action 46 and tag 3“ to „action 24 and tag 27“
Changed linedef 2104 from „action 24 and tag 27“ to „action 46 and tag 3“
Eye 2;
Changed linedef 14 from „action 46 and tag 1“ to „action 24 and tag 2“
Changed linedef 1362 from „action 24 and tag 2“ to „action 46 and tag 1“

Fix in startroom:

Changed the linedef property of the startroom grate (in front of eye) so player can’t walk in and lock itself in when the wall raises. This cause the map to break.
Linedef property:
Linedef 339;
Enabled the „impassable“ flag

Spider Mastermind:

In Sigil_compat.wad Episode3 gets replaced. The Spider Mastermind will still count as a boss in E3M8. In order to prevent the map to finish direct after the Spider Mastermind is killed, we made an addition to DeHacked. This change will remove the boss special from the Spider Mastermind. This will not be an issue in Sigil.wad because it runs as Episode5.

Dehacked addition;

Pointer 347 (Frame 631)
Codep Frame = 0

– map9:

Firestick cages:

Changed the linedef property of the firestick cages of the blue skull room. You could walk trough the grate on all 3 Firesticks
Linedef Property;
Linedef 1264 Enabled the „impassable“ flag
Linedef 1269 Enabled the „impassable“ flag
Linedef 1274 Enabled the „impassable“ flag

– Intermission screen fix: (Sigil_compat.wad only)

Inserted transparent sprites for the „You are here“ and arrows for Sigil_compat.wad
Because of the replacing of E3 the engine will use the intermission map with the pointing of „you are here“. Since there is no intermission map for Sigil, but only an
Intermission texture, it made the arrow be placed on the Interpic during intermission. With no Intermission map being made, choice fell on making the hardcoded arrow
and text transparent.
Edited WIURH0 / WIURH1 / WISPLAT and added them into sigil_compat_patch.wad
See attached wad for them.

– ZDaemon sky fix: (Sigil.wad only)

Added a ZDaemon-compatible (shorter) sky for use in mapinfo (see attached wad;
just copy the updated TEXTURE1/TEXTURE2/PNAMES as well as the new SKY5_ZD patch)

– Mapinfo: (Sigil.wad only)

Created a mapinfo (old format) for Sigil.wad
Source ports that don’t support zmapinfo but do support mapinfo will be able to run Sigil now as episode 5 and don’t require the use of Episode 3 replacing Sigil_compat.wad
See attached wad or copy from below:

// ZDaemon MAPINFO for SIGIL

defaultmap
nocrouch
nojump
sky1 SKY5_ZD 0.0
cluster 5
enterpic SIGILINT
exitpic SIGILINT

map E5M1 „Baphomet’s Demesne“
levelnum 41
titlepatch WILV40
next E5M2
music D_E5M1

map E5M2 „Sheol“
levelnum 42
titlepatch WILV41
next E5M3
music D_E5M2

map E5M3 „Cages of the Damned“
levelnum 43
titlepatch WILV42
next E5M4
music D_E5M3

map E5M4 „Paths of Wretchedness“
levelnum 44
titlepatch WILV43
next E5M5
music D_E5M4

map E5M5 „Abaddon’s Void“
levelnum 45
titlepatch WILV44
next E5M6
music D_E5M5

map E5M6 „Unspeakable Persecution“
levelnum 46
titlepatch WILV45
next E5M7
secretnext E5M9
music D_E5M6

map E5M7 „Nightmare Underworld“
levelnum 47
titlepatch WILV46
next E5M8
music D_E5M7

map E5M8 „Halls of Perdition“
levelnum 48
titlepatch WILV47
next EndGame1
nosoundclipping
music D_E5M8

map E5M9 „Realm of Iblis“
levelnum 49
titlepatch WILV48
next E5M7
music D_E5M9

cluster 5
flat „FLOOR7_2“
exittext „Baphomet was only doing Satan’s bidding\nby bringing you back to Hell. Somehow they\ndidn’t understand that you’re the reason\nthey failed in the first place.\n\nAfter mopping up the place with your\narsenal, you’re ready to face the more\nadvanced demons that were sent to Earth.\n\n\nLock and load. Rip and tear.“

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