The Green Herring
Community Chest 4 Leader

Posts: 916
Registered: 05-07 |
Hello! I'm the one who volunteered to compile Community Chest 3, alongside Use3d. If you're wondering what's happening to Community Chest 3, here's a thread dedicated to our current progress on the compilation of the project. Without further ado...
Graphics:
All in, including Tormentor's updated CREDIT image.
Music:
Custom music does not exist for MAP03, MAP13, MAP21, and MAP24. If the authors want to suggest any songs they want to be used for these levels, feel free to post!
(10/02/2007 10:09 PM PDT) MAP09 will not have custom music, as the author prefers the default song.
(10/26/2007 1:22 PM PDT) MAP18 will not have custom music, either, as the author prefers the default song.
Levels:
All in, although I'm reworking MAP32 at the moment, so beta-testing will have to wait until my rework is done. Apart from that, most of us have done a great job; only two maps, so far, have had to receive an extensive amount of changes. Here's the current changelog...
MAP02: Ion Storm -
- Relocated a deathmatch start that was placed inside of an Imp. (Y'know, just in case you decide to deathmatch with monsters enabled or something. :P )
MAP03: Mineopoly -
- Removed a 3D Mode Start that got left in the level.
- Changed the step-lowering switch in the blue key area by 1) moving it to the nearby wall, and 2) creating a "script" using a voodoo doll and conveyor belt, which causes the switch to appear after you raise the steps, and the switch to be closed off when you flip it. Previously, not only was it possible to flip the switch while it was "hidden" in the floor (switches can be triggered regardless of your Z position,) but it was also possible to flip it repeatedly... and to block your progress through the level before getting the blue key by flipping it twice.
- Fixed a bug that prevented you from opening the red keycard door even with the keycard on your person, as the door linedefs were set as "switch repeatable" instead of "door repeatable," despite the linedefs and sector having no tags. (Only ZDoom allows you to make working doors that way.)
- Also fixed the door into the hallway with the exit, which you could not open because it was another untagged "switch repeatable" door.
- Changed the yellow tech door into a generalized, yellow keycard door. Previously, grabbing the yellow skull was all that was needed to open that door, meaning you didn't need the yellow keycard at all!
- Removed broken one-sided linedefs in the yellow keycard area, and recreated the pole they were presumably intended to be.
- Fixed two pairs of unclosed sectors -- one in the eastern machinery area, and another in the southern blood cavern.
- Added teleporters in the southern blood cavern, so that you can escape to safety if you've fallen into the pits.
- Added Deathmatch starts that were not present in the original map.
- Fixed doortracks that were not unpegged.
- (10/26/2007 8:05 PM PDT) You can no longer flip the stair-raising switch multiple times, which would block any further progress. This occurred because the wall that blocks the switch didn't cover it completely, as the floor and ceiling of the dummy sector used to make it happen were exactly one map unit apart. They are now the same height, and the switch is now entirely covered.
- (10/26/2007 8:05 PM PDT) It is no longer possible to grab the blue skull key prior to enabling access to it.
- (11/19/2007 8:25 PM PST) Fixed a ZDoom-exclusive texture alignment error in the building where you find the yellow skull key.
MAP04: UAC Checkpoint -
- Pared the graphics resources included with this level and MAP05 down to only the ones that are used. Friends don't let friends throw entire texture packs in their PWADs.
MAP05: Living Hell -
- Pared the graphics resources included with this level and MAP04 down to only the ones that are used. Friends don't let friends throw entire texture packs in their PWADs.
- Moved a few Things to prevent monsters from being glued together, as well as a cooperative-only Arch-Vile stuck in a pillar in the southeast of the map.
- (11/04/2007 1:58 PM PST) The way the conveyor belt monster teleporters for the blue skull room work has been changed; they are now more like my zombieman teleporters in MAP15. Their previous design caused several monsters to get stuck outside of the map due to them failing to teleport (into the room or back where they started,) preventing 100% Kills from being attained.
MAP06: Foregone Destruction -
- Removed a 3D Mode Start that got left in the level.
- Fixed an unclosed sector in the red skull area.
MAP07: Simple Complex -
- (10/16/2007 11:39 PM PDT) Linedef 1343 (a walkover linedef opening bars near the blue card) has been set as PassThru. Previously, it wasn't, which blocked you from opening the door directly south of it, preventing you from leaving the central part of the map to get the blue card.
MAP08: Impure Liquids -
- A new map. If you're wondering what happened to beanenator's entry ("special surpise inside",) we removed it because it was one of the worst maps we ever played, and there was nothing about it that we could salvage. This map was designed by Andy Leaver, and I subsequently reworked it to add detail and some gameplay changes.
MAP09: As the Doctor Sleeps -
- Moved a mancubus stuck inside one of the walls of its storage box, meaning it can now actually warp into the map.
- (10/1/2007 4:33 PM PDT) Properly added the custom sky, through the sky transfer action special. (Only works in ZDoom and MBF-based ports, naturally.)
MAP10: Atlantis Rising -
- Co-op and deathmatch starts added as per the author's request.
MAP11: The Grieving Outpost -
- Removed a 3D Mode Start that got left in the level.
- Added Deathmatch starts that were not present in the original map.
MAP12: Black Rain -
- Removed the entire exit room; the level now exits when you step in the teleporter behind the skull bars. This is because the level went over Boom's 32768 segs limit, and, sadly, that was the only way I could get the map's seg count below that limit without disrupting gameplay. It's a very huge map either way...
- (11/05/2007 6:05 PM PST) Fixed a HOM that occurred when you activated the lift east of the acid river leading to the red skull key area, caused by two sectors that are identical in every way except for size not joined together.
- (11/05/2007 6:05 PM PST) Fixed another case of a special line blocking something vital -- in this case, the lift-activating switch behind the red keycard door, blocked by a second locked-door action placed on the back side of the door, which you can't access in the first place. This action has been removed, and the switch is now accessible.
- (11/05/2007 6:05 PM PST) Fixed a stuck Baron of Hell found after acquiring the blue keycard.
- (11/05/2007 6:05 PM PST) Altered an incredibly bizarre secret found south of the train that contained nothing except for a single health bonus. It is now a soul sphere.
- (11/05/2007 6:05 PM PST) The SS Nazis and Commander Keens have been replaced with different monsters.
MAP13: Welcome to the Machine -
- Fixed an unclosed sector.
- (10/6/2007 3:37 AM PDT) Removed a superfluous secret (a pair of lights in a room that is already marked as secret and can be entered.)
- (11/17/2007 4:58 PM PST) Replaced a texture that stood out from the others around it due to not being the same color.
MAP14: Mountains and Mortar -
- Removed no less than three 3D Mode Starts left in the level. What in the world?
- Extra linedefs added to prevent you from being able to circumvent the tripwire, and thus grab the red key without setting off the trap.
- Spectre at X 3088, Y 128 replaced with a Chaingunner. The sizes of the sectors below prevented the Spectre from moving.
- Fixed a wall texture (the Baron of Hell portrait) that was rendered improperly in Boom because its width wasn't a multiple of 8. (Its texture alignment was adjusted accordingly.)
- Fixed a flat that was rendered improperly in Boom because it wasn't technically saved as a flat.
- Removed SS Nazis who were present in the church for no apparent reason.
- Fixed a bug preventing you from opening the northeast blue door from the north, as the tripwire in front of it on that side wasn't marked as PassThru (i.e. does not block the player from triggering any door/switch linedefs behind it.)
- At the end of the level, a Hell Knight now suddenly appears before the exit switch, as simply fighting a single Lost Soul is a bit underwhelming. It should not be hard if you're sufficiently armed by then.
- (11/17/2007 4:58 PM PST) Moved a tree, preventing you from performing a shortcut into the path to the cave before the yellow skull key.
- (11/17/2007 4:58 PM PST) Removed two superfluous secrets, one of which was impossible to register even with noclip turned on.
MAP15: Clash of Galaxies -
- (10/6/2007 3:37 AM PDT) The instruments in my theme music for this level were all at maximum volume. They are now about 30% softer. Thanks to pcorf for reminding me about this!
MAP16: Hangman's Noose -
- Renamed the map header lump -- instead of "MAP16," it was named "MAP01!"
- Added TNT: Evilution textures required by the level, but not included in the submitted WAD. This includes the waterfall texture, which I made into its own texture (it was originally part of a multipurpose texture) and inserted into the ANIMATED lump.
- (10/02/2007 3:08 AM PDT) Added custom music (MAP01 from TNT: Evilution) and custom sky (SKY1 from TNT: Evilution.)
- (10/02/2007 3:08 AM PDT) It is no longer possible to circumvent the ambush at the star-shaped platform by dropping into the pit and entering any of the teleporters first.
- (11/17/2007 4:58 PM PST) Reworked to improve gameplay and detail by yours truly.
MAP17: Mind's Prison -
- (11/17/2007 4:58 PM PST) Fixed a misaligned texture and covered up the entrances into monster storages.
MAP18: Godforsaken Hole -
- (10/12/2007 12:48 AM PDT) Moved the Revenant cage in the northeast of the map, which was off-center by 11 map units. This also means the Demon northwest of the cage is no longer trapped by the hanging torso in front of it.
- (10/16/2007 9:29 PM PDT) Changed several hanging bodies in the northern part of the map (with the blood pit and the bodies on green stone walls.) While using a variety of them was nice, they were all of the blocking kind, which made maneuvering through the area tougher than necessary, since you cannot walk under solid, hanging obstacles in Boom. They have all been turned into non-solid bodies.
MAP20: Huitzilopochtli -
- Removed a 3D Mode Start that got left in the level.
- (11/17/2007 4:58 PM PST) Fixed a bug in a monster storage that would prevent one or more Arachnotrons from warping into the map if monsters occupied their teleport destinations.
MAP21: The Hero's Return -
- (10/6/2007 3:37 AM PDT) Fixed texture alignment errors that were present in the map when played in any engine outside of ZDoom-based ports until I opened and re-saved the map in Doom Builder. Weird.
MAP24: Amalgamation -
- (10/11/2007 3:25 AM PDT) Removed a 3D Mode Start that got left in the level.
MAP25: Fate in Blood -
- (11/17/2007 4:58 PM PST) Monsters added near the start of the level by the author.
MAP26: Hybrid Envy -
- (9/29/2007 10:47 PM PDT) Fixed doortracks not unpegged. Spotted by author.
- (11/17/2007 4:58 PM PST) Made a hanging leg in front of a rocket launcher non-blocking.
- (11/17/2007 4:58 PM PST) Made the Spider Mastermind's platform bigger, so it has more room to move.
MAP27: Ruby Abyss -
- Fixed a rendering error in the southern quadrant with the bloodfalls that I managed to miss before sending the level in. Whoops!
MAP28: Token Arch-Vile -
- Replaced the sixteen-byte D_TENSE with a MIDI consisting of one minute of silence. Same effect, but the ports won't give error messages about its format anymore.
- Put the map through sidedefs compression. (Nothing was harmed in the process.)
- (11/17/2007 4:58 PM PST) Fake ceiling added at the end of the acid river by the author, to prevent enemies from falling down the acidfall while still alive (which would prevent 100% Kills.)
- (11/19/2007 8:55 PM PST) Fixed an OpenGL rendering error at the red teleporter near the red skull key switch by setting the ceiling to the same height as the rest of the room and instead applying a "change ceiling brightness to this brightness" action (linedef type 261) to that sector, accomplishing the same effect in a different way. (The OpenGL rendering errors in the central building were not fixed, as doing that would ruin the special effects inside.)
MAP29: For We Are Many -
- (11/17/2007 4:58 PM PST) Fixed two alcoves in the northwest of the map that would never open due to being untagged.
- (11/17/2007 8:41 PM PST) Changed an Easy-only Arachnotron at the area with the four marble pillars into a Baron of Hell, due to it being unable to move on the platform. Error spotted by author.
MAP30: Leviathan -
- (9/30/2007 5:21 PM PDT) Rendering errors involving skies have been fixed. Change made by the author.
- (10/30/2007 1:31 PM PDT) "Teleport to line with same tag" lines have been added to the control sectors containing the red and yellow keycards, as well as conveyor belts on the other side of the barriers. Prior to this, the keycards would often fail to appear if teleported monsters were still occupying the teleport destinations, precluding completion of the map. Now, if this happens, the keycards will keep moving, warping back to where they started via the "Teleport to line with same tag" lines, until the destinations are free and they can enter the map.
MAP31: Disarming the Mechanism -
- Removed all unnecessary sectors, including sectors that make up solid pillars and thus can't be entered.
- Fixed a bug that allowed you to fall off the east side of the staircase to the blue key, and become trapped there unless you use noclip.
- Modified how switches in the super-tall core section was handled. Previously, the switches became impossible to flip, because you can't trigger switches through other linedefs with actions assigned to them.
- (11/17/2007 4:58 PM PST) Removed a useless secret that only rewarded you with a few armor bonuses.
- (11/17/2007 4:58 PM PST) Fixed a GL rendering error caused by an improperly-made sector.
MAP32: Installation 07 Warszawa -
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Being reworked by me as we speak. (10/23/2007 12:34 AM PDT) I've finished reworking this map! It is currently pending reports from the beta-testers about the map.
__________________
- The Green Herring
Last edited by The Green Herring on 11-20-07 at 04:55
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