Filled with the code of Doom
I don't know how I managed to miss this thread the first time around. This is awesome news! Thanks to Ralphis and Rottking for this generous contribution!
However, having said all that - and with all thanks to Ralphis and RottKing for the donation - I think it looks bad to reuse existing releases. Especially work as widely-known as a caco award winner. It's like Freedoom can't make its own maps or something, which is true of course but it shouldn't be so blatant about it! ;-)
I disagree. There's a lot of advantage to having a complete, coherent episode like this (it requires a lot of coordination), and there aren't a lot of people mapping for Freedoom. I think this is a really nice contribution and it would be foolish to squander it. The fact it's won a cacoward just hammers this point home even further!
Looking at your update it seems like you're already working on importing it so I hope this is a moot point. If you need any help with this let me know. One thought OTOH: we should change the M_EPI4 title to say "Double Impact" rather than just "Episode 4" (it's probably about time we came up with decent names for the other episodes, too). Also need to fix the level names in Dehacked and the WILV* lumps.
But seriously though if Freedoom was going to go that route, it would have done so already, e.g. when shadow1013 made Invasion Of The Damned by trawling /idgames for suitably permissively licenced uploads a couple of years ago.
Freedoom hasn't gone down this route in the past. Maybe it's time it did.
I don't see how to use dbimpact as an E4 replacement without breaking M8 - it's tied to E1M8's bossdeath effect. I don't think this could be fixed without significant changes to the map's gameplay which I would not be comfortable with making. Alternatively Freedoom just drops dbimpact M8 - which given the current drive to make Freedoom easier, is way too hard - and uses dbimpact M1 to M7 to fill missing slots. But I think the intention was not to break up the episode...
Looking at the A_BossDeath code in the source code, it looks like the behavior should be identical for E1 and E4. Am I mistaken?
We should check the source of the sky texture, but it would probably be best to import it along with the levels if possible.
• What about the sky texture? dbimpact has a night sky that the maps are constructed around (e.g. lighting in outdoor areas appears to consistently come from one part of the sky). This looks a bit strange under Freedoom's existing E4-like orange sky texture. Is Freedoom allowed to import dbimpact's sky texture as well? The text file credits it to Infurnus, but did he make it from scratch?
It's probably not a huge deal to rework the secret exits. My experience is that it's usually fairly straightforward to find somewhere to add a new exit to an existing level, and I'm sure the original from E4M3 can be disabled. We should just do this.
• What about the secret exit? Having a secret exit on E4M3 is no good - after leaving E4M9, the player would go back to the start of a map he has already done. The obvious solution is to switch M2 and M3 (putting the secret exit on E4M2 as needed), but does that ruin the wad? Does it matter to the authors if the Freedoom version has to have them out of order?
How many WADs even replace levels from episode 4? This doesn't sound like a big deal at all, the sky will just look a bit different.
Shadow Hog said:
I'm not sure replacing the E4 sky with a night one would be a good idea, since custom stages probably are designed around it being a bright orange.
Yes, I really like this idea. Way back when Freedoom was in its early days I hoped that Freedoom would serve as a "showcase" for the talents of the Doom community: Freedoom is included in Linux distros like Debian, meaning that some people might play it who wouldn't normally play Doom mods. I don't think most people in the community would say it's lived up to that goal. Something like this can certainly go a long way towards improving things, though.
Death Egg said:
I don't see how this is a problem, I would think people knowing that levels already proven to be great were in Freedoom might give them more of a drive to try it out. Hell, I wouldn't mind seeing all four episodes being previously successful releases myself. A sort of "Best of", in a way.