http://85.214.149.120/wads/SIGIL_pre_v1_2_zds.zip
v1.1 -> v1.2
============
Changes made by John Romero, dew, Flambeau, Keyboard_Doomer, Ubergewei, Xaser
map1:
- automap cleanup for consistent secret/hidden linedef flagging
- escape from lava in tight hallway on both sides
- co-op ammo and lots of co-op monsters
- final room has exit pulled out for easier movement
- added co-op berserk in lava (thing 191)
map2:
- swapped actions on linedefs for a potentially faulty secret area eye switch: ld 1239 <-> ld 408, 409; also added action 24 to ld 1240
- added a trim sector to the secret area evil eye for proper texture alignment
- changed RK door tracks ld 479, 914 from upper to lower unpegged
- added tag 120 to ld 129, 145 so it's harder to not trigger the first elevator
- automap cleanup for consistent secret/hidden linedef flagging
- added METAL as upper backside texture on linedefs 454, 455, 1061 and 1924
- realigned linedef 1348
- added co-op ammo and monsters
map3:
- swapped action linedefs for eye switches to avoid a softlock scenario where the eye closes but nothing in the map opens:
eye 1: action 46 put on ld 1413, action 24 on ld 1415, 1502, 1503
eye 2: action 46 put on ld 1512, action 24 on ld 1352, 1353, 1511
eye 3: action 46 put on ld 1514, action 24 on ld 770, 771, 1514
- the outstanding cell charge without a cell weapon changed into three clips
- added an extra MP-only radsuit to the blood hallway
- automap cleanup for consistent secret/hidden linedef flagging
- added co-op ammo and monsters
map4:
- added backside lower texture (MARBLE3) to linedef 1926
- added a restart crusher action to linedef 2498 so the section is revisitable and players can search for missed secrets
- placed action 24 with tag 46 on linedef 884 as backup for closing the eye switch in the eastern section
- placed action 24 with tag 45 on ld 2072, 2073 as backup for closing the eye switch in the western section
- changed linedefs 2021, 2030, 2042, 2049 to lower unpegged
- distanced the lava island-raising lines by the YK door further apart to prevent a potential special hit (spechit) overflow that would trash demos
- fixed lava island-raising not removing the damaging floor effect (torches added to islands to support this)
- the outstanding cell charges in the final area without a matching cell weapon changed into two rockets on all skills each
- added a MP-only chaingun to the center of the map
- automap cleanup for consistent secret/hidden linedef flagging
- 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
- made green crusher area easier by combining crushers and removing the separating midgrate
- added shotgun thing 225 to make level start easier
- changed hallway behind baron thing 37 to allow him to follow player into crusher area
- changed floor textures on broken teleport pieces in blood pool to look different
- changed height of all 3 skull key posts to stop speed runners from cheating
- modified center path environment to look more interesting with metal beams
- next to orange skull door added a secret cave with things 260-262 for ambushing player
- behind orange skull door added stairs to prevent players from jumping up
- 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
- removed computer map and added rad suit thing 239
- extended exit room and added several monsters
- added a lift to lava room at end of green halls on the right; made easier to move around in lava
- escape stairs out of lava next to raised bridge in green hall area on right
- escape stairs out of lava close to soul sphere in green hall area on right
- added co-op ammo and monsters
map5:
- added islands under the cybs to avoid lock-in damage when telefragging them
- changed shells in the first secret into a shellbox
- changed action on linedef 702 to walkover-repeatable to prevent a potential coop softlock in which the BK door would never get revealed
- changed depth of hellcracks in the building to 24 so imps don't get stuck
- put action 24 with tag 45 on ld 287, 2354 as backup for closing an eye switch
- fixed ceiling of sector 266 to CEIL4_1
- changed linedef 1045 texture to METAL to fit its environment
- added a MP-only chaingun into the cyber crossfire zone
- automap cleanup for consistent secret/hidden linedef flagging
- changed lost soul hallway to have lifts, less lost souls
- moved exit a little back from final fight
- created lift to get out of wooden building lava
- created a progression-blocking ceiling that lifts when you complete right-hand building
- added co-op ammo and monsters
- added shotgun thing 370 at start
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
- removed the unpegged flag from linedefs 1227, 1243, 1257, 1263
- added a trim sector to the chainsaw room for proper door alignment
- added a MP-only chaingun into the RK section
- added an extra MP-only radsuit to the blood hallway
- automap cleanup for consistent secret/hidden linedef flagging
- added co-op ammo and monsters
map7:
- moved the W1 floor raise action in the trap behind the RK door from l.1156 to l.5529 to prevent a softlock if the player's too fast and escapes the area
- 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
- the little pillars around the fort made consistently passable
- the shotgunner cages in the fort walls made impassable
- changed linedef 1585 to WR lift action
- added a second cell charge by the exit room
- added a super-secret SP chaingun
- added a MP-only chaingun to start room
- automap cleanup for consistent secret/hidden linedef flagging
- fixed alignment of linedef 54 texture
- fixed missing lower unpegged on linedefs 3421, 3414 near the evil eye
- added co-op ammo and monsters
- 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 baron of hell thing 389 to make the player pay for the BFG (hidden in alcove opened by linden 5540)
- added UV cyb thing 390 that comes out when the barons do near the red skull key
- final end building has 2nd set of stairs fixed so player cannot fall next to them
map8:
- swapped action linedefs for eye switches to avoid a softlock scenario where the eye closes but nothing in the map opens:
eye 1: action 46 put on ld 2104, action 24 on ld 337, 338, 2106
eye 2: action 46 put on ld 229, action 24 on ld 14, 15, 230
- swapped actions on l. 337 and 2104 to ensure the start eye switch works right
- swapped actions on l. 14 and 229 to ensure the start eye switch works right
- reshaped linedefs that teleport lost souls into the start area to ensure they won't teleport the cyberdemon as well
- automap cleanup for consistent secret/hidden linedef flagging
- moved stimpak t. 112 from 1904, -640 to 1874, -640 to prevent item floating
- door opened by that same stimpak produces HOMs after activated, added FIRELAV2 to backsides of sidedefs: 1522, 1523, 1524
- added a horde of monsters after final cyb
- added starting shotgun
- added 2 imps and caco outside starting room
- shortened the metal barrier in spider mastermind area
- changed invulnerable to evil eye (baphomet's eye)
- added 2nd baron thing 195
- added crushing ceiling trigger on linedef 605
- added several monsters for more difficulty
- added lip to building to stop zero master
- added co-op ammo and monsters
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
- automap cleanup for consistent secret/hidden linedef flagging
- 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
General:
- added UMAPINFO lump for any ports that support it (SIGIL.wad only)