Changes to Doom 2 Levels in 1.7a
This is a complete (I hope) list of all the differences in the
doom2.wad
between version 1.666 (the one dated August 29) and version 1.7a.
(The only thing that changed between 1.7 and 1.7a is the
tech support number.)
Level 2: Underhalls
Just to the south of your starting point is a door leading to two
switches. The four pillars blocking the east switch has been removed;
it must have been too confusing for people, who thought they needed
to hit a switch or find a key to open it. Both niches containing those
switches now have a "monsters cannot cross" line in front of them.
A whole bunch of sectors in that area of the map had a tag value
of 4 for some reason (the same tag number as the blue door leading to
the exit), but this has been fixed. (I can't see how this would have
caused any harm before.) Sector 39 (the little niche just to the right
of the west switch) is still unclosed, amazingly enough, even though a
bunch of fixes were made right next to it.
Level 14: The Inmost Dens
The crushing ceiling just northwest of your starting point is a bit
higher now. And the two trigger lines which open the two parts of
the door to the supercharger are a bit farther apart.
Level 15: Industrial Zone
Thing #227, one of the troopers on the north side of the lake, got nuked.
No idea why. BTW, you still can't get all the secrets on this level.
Level 17: Tenements
In the northwest area of the map, there's a room with a circular
pathway around a caged arch-vile. The teleporter on the floor
used to go to an area in the west part of the map; now it goes to
the top of the pillar in the center of the map.
Level 18: The Courtyard
The building in the northwest that had a HOM effect on its
east inside wall has been fixed, but the HOM effect on the
tracks of the door west of the center pillar have not.
Level 24: The Chasm
The area with the red key has a small alcove to the south, behind a
lift with a skull switch on it. Before, if you entered the alcove and
waited for the lift to rise up, the north wall would have have a HOM
effect on it. Now, it has the SILVER1 texture.
Level 25: Bloodfalls
The pillar with the revenant on it can now be lowered by hitting the
space bar anywhere on it, rather than just on the east side. The lift
to the east of it is now easier to spot, because it has a different
texture. The area right in front of the blue door south of the pillar
blinks on and off now. The sector just past the (unofficially) secret door
leading to the rocket launcher is now marked secret, and some of the
textures in that area have been cleaned up. Also, the room with
the BFG9000 is now marked secret, and the linedef on its south side
(i.e. the north side of the door) is marked secret to help keep this
a secret. However, the SOUTH side of the door is not secret, and
still shows up plain as day on the automap, so this secret is still
not very secret.
Level 28: The Spirit World
Thing #146 (a deathmatch start) got moved slightly south. Also, three
more deathmatch starts have been added, for a total of five.
Level 29: The Living End
Start positions for players 2 through 4 have been added.
Other stuff:
The tech support number in ENDOOM has changed. The three demos
haven't changed, but their version numbers were updated so that they'll
work on the new version without an error.