Log message:
Update doom-pwad-sigil to 1.21
v1.2 -> v1.21
=============
Changes made by John Romero, dew, Flambeau, Keyboard_Doomer, Ubergewei, Xaser
general:
- All A_BossDeath codepointers restored for SIGIL_v1_2's (dehacked).
- All A_BossDeath codepointers restored for SIGIL_COMPAT_v1_2 except for the \
Spider Mastermind's which is needed preventing unwanted early end of map8 (see \
v1.0 -> v1.1, map8).
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^M
- 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)
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