You know, it's pretty easy to modify things so the levels are less lumpy. However, I'm holding off on doing this until I can figure out how to recompile the GUI, since how "lumpy" someone wants a map to be is a very subjective. I'd like to have a pulldown menu with "lumpyness", with options like "Flat", "Some lumpyness", "lumpy", "insane", etc. Speaking of which, I'd like to see more size options: "tiny", "small", "medium", "large", "huge", "insane". This way, there is more flexibility for people.
However, first I need to implement features in my "real" open-source project (a DNS server).
That said, I have fixed some generally Heretic-specific bugs, and have added support for Heretic's hidden levels.
Basically, when they made the orignal Heretic, they added three extra levels that, for unknown reasons, were not made part of the levels accessible from the menu. I once heard these levels were made for deathmatch play, but the truth is that only E6M3 is small enough to be a real good deathmatch map. I think they just couldn't find a good place for these three maps so decided to just tack them on at the end.
When they added the 18 levels for "Shadow of the Serpent Riders", they made these three maps E6M1-3.
These maps can be accessed via the "-warp" command line parameter, or via the "ENGAGE##" (Heretic's version of "IDCLEV##") cheat code. When you finish E6M1, you go to E6M2, and on to E6M3. E6M3 doesn't have an exit (which supports the "deathmatch map" argument).
As it turns out, it, depending on your source port, may or may not be possible to play E6M4, E6M5, and so on. The original DOS Heretic definitely supports E6M4 (Sailor Scout's old Heretic shrine makes a note of this); E6M5 and so on look to be buggy. There is no secret level defined for E6; best not to have one.
What I have done for ObHack is just add support for E6M1, E6M2, and E6M3; the wads that exist in the original Heretic. E6M3, like the Heretic E6M3, doesn't have an exit. After you kill all the monsters, I guess you just call it a day or something.
As an aisde, Snowberry in the beta version of Doomsday doesn't support Heretic wads with E6 maps, even though the original DOS Heretic has no problem with these wads.
Anyway, if anyone has more information on the history of these three extra wads, I'd be interested in hearing about it.
I have also fixed some other bugs: Not being able to make a map because a door fab wasn't found was fixed. There was also a bug where the door color statues sometimes block things, making it impossible to finish the level without using the noclip ("kitty") cheat code. My fix is not perfect; it tries to determine if the statues block, and if they may block, it puts the state closer to the wall (which looks a little ugly, but it's better that than a level that can't be finished). The real fix is to add these statues when it's still possible to mark the "blocks" with the statues as non-passable. I've also fixed a failed assert that sometimes popped up when making small deathmatch levels.
Again, bug reports are welcome; I also like hearing feature requests.