Empyrion
Thirteen single-player/coop maps, and three really old versions for comparison. In this version, the BFG is available in single-player, but not in coop. To g...
Filenames
empyrion_v31.wad
Size
24.27 MB
MD5
b76f10df69620fb139b0cae0961af119
SHA-1
3808627b33546eb045b9a9707e9c8ed526b3d61a
SHA-256
a2e6352fa67ffaeb886cba24814c20633c4021846158d228e245641e0598427a
WAD Type
PWAD
IWAD
Unknown
Engines
GZDoom, Hexen, ZDoom
Lumps
544
Maps
OLD01, OLD02, OLD03, MAP04, MAP05, MAP08, MAP10, MAP31, MAP32, MAP01, MAP02, MAP03, MAP07, MAP06, MAP09, MAP11
Download
Read Me
=========================================================================== Advanced engine needed : Doom in Hexen format used by ZDoom and its spinoffs Primary purpose : Single + coop play =========================================================================== Title : Empyrion Filename : empyrion_v31.wad Release date : August 26, 2016 Author : Larry Collins (Empyre) Email Address : [email protected] Description : Thirteen single-player/coop maps, and three really old versions for comparison. In this version, the BFG is available in single-player, but not in coop. To get the BFG in coop, use the version with _bfg in the name. Additional Credits to : the unknown creators of the midis used, and Peter Hajba, aka Skaven of Future Crew for Mercury Rain, orginally MERCRAIN.S3M and renamed D_MAP09 here, released February 20, 1994, and the unknown creator of KR_Infernal-Realm.ogg from UT2004, renamed D_MAP10 here, and the unknown creator of firebr.xm, which was also used in Unreal Tournament, and renamed D_MAP01 here, and the creators of the textures from Community Chest 4, and the maker of the sky I used from IU-Part5, and the unknown creator of SDG-ONS05.ogg from UT2004, renamed D_MAP11 here. =========================================================================== * What is included * New levels : 16 Sounds : No Music : Yes Graphics : Yes Dehacked/BEX Patch : No Demos : No Other : MAPINFO and ZMAPINFO lumps Other files required : None * Play Information * Game : Doom 2 Map # : MAP01 - MAP11, MAP31, MAP32, OLD01 - OLD03 Single Player : Designed for Cooperative 2-4 Player : Designed for Deathmatch 2-4 Player : No Other game styles : None Difficulty Settings : Yes * Construction * Base : New from scratch Build Time : many many hours, over the span of more than a decade Editor(s) used : DoomCad, Doom Builder, Doom Builder 2, Slade, XWE Known Bugs : none known, but please tell me of any you find May Not Run With... : non-ZDoom-based ports, Odamex * Copyright / Permissions * Authors may NOT use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. You MAY distribute this file, provided you include this text file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. I have received permission from the original authors of any modified or included content in this file to allow further distribution. * Changelog * Howdy, everybody! I no longer consider this a beta, so starting with empyrion_v25.wad, there is now a version number rather than a beta number. However, it may never really be finished, so you will likely never see a empyrion without a version number. As always, I am open to ideas to improve the maps. Please send suggestions to [email protected] Changes in empyrion_v31.wad: - In MAP06, Castle, Fixed the weird error with the cliff walls behind the lake, which was caused by the control sector having the wrong ceiling height. Fixed seeing the wrong color underwater in the lake. - In MAP09. Descent, My previous fix for the monsters visible in the air made them take a long time to appear in coop (but not single-player, which is why I didn't see it while testing). I fixed it a different way that doesn't have that problem. - In MAP11, Hellkeep, Added supports to the door frames just like all the other maps. Made the big lift just inside the castle door work in a less awkward way. Added a teleport from the cave with the switch to cave with blue key, but it is available only if you went to the blue key cave first. Added a roof to the building and a foundation to the wall. Added windows to the bedrooms that open when you enter the room. Changed one of the stairways to the caves so that they look different. Added more monsters outside the castle. Added even more monsters that teleport in when you enter each of the caves, except the exit cave because you might exit the map and therefore not come back out. ---------------------------- Changes in empyrion_v30.wad: - Added a NEW map, MAP11, Hellkeep. - Renamed all the maps from EMPxx to MAPPxx because with the custom textures, this wad no longer works well with other wads that also have custom textures. The EMPxx names were to make it easier to load the wad with other map wads. There are enough maps now that adding another map wad isn't needed any more. - Replaced sky1 and sky3 with new sky texturea. - Added a new glass texture for windows. - Made arrows disappear when what they point to is no longer needed. - In MAP01, Wheel in the Sky, added Berserk, Invisibility, Invulnerability, and a chainsaw, for the mods that use those things. Added player starts 5 - 8. Added a GLDEFS skybox so even if you look straight up or down, you still see stars. - In MAP02, Spaceport, enlarged the ledges on the cliff walls so the monsters now have room to move. - In MAP03, Basement, added a red arrow in the hallway, poining to the room where the red key is, and another one pointing to the room with the switch to raise the bars blocking the red key. - In MAP09, Descent, replaced all the skies, bringing the total to six. Added a few buildings visible from the starting area. Added a larger skybox for the underwater area, showing other underwater bases in the distance. Changed once more the method used for deep water because ZDaemon broke the method I was using, making things invisible in the water, like monsters, projectiles, and power-ups. This forced me to use an ACS script to make undwerwater areas blue. I hope that script 1 never steps on the toes of any weapons or monsters mod. It is no longer possible to see the monsters below the sky area in software mode. - In MAP31, Hypercube, moved the map one last time, to MAP31 as a secret map, complete with a new secret exit leading to MAP32. Added exit signs to both exits. ---------------------------- Changes in empyrion_v29.wad: - Added a new map to the front of the list: EMP01, Wheel in the Sky, which bumps all the other maps one slot later. - In all maps, arranged it so that most of the torches won't get in the player's way. Made some of the monsters not deaf, so they will come at you from around corners. Added more rockets for rocket launcher fans. Added lots of custom textures. - In EMP02, Spaceport, made the inside windows with zombies in them less dark (128 instead of 112). - In EMP02, Spaceport and the water area of EMP09, Descent, added 3D floor "glass" to the skylight. It turns out that all of the other skykights looked better without it. Of course, those skylights will look unchanged in ZDaemon. - In EMP03, Basement, added some windows. - In EMP05, Cave, greatly shortened the stalagmites that were intefering with combat. Changed the ceiling texture so the stalactites can be seen more easily. - In EMP08, Temples, made the decorative marble demon faces in the romms on top of the pyramids no longer block the player. - In EMP09, Descent and EMP10, Into Hell, fixed the weapons that weren't raising up with their platforms near spawn. - In EMP10, Into Hell, Shrunk the areas around all the buildings, and moved them a little bit closer together. Removed the swimmable blood in one of the secrets that might have been causing FPS lag. ---------------------------- Changes in empyrion_v28.wad: - Added a NEW map, EMP09, Into hell, bumping Hypercube once again to EMP10. - Retextured the cliff walls in the hell section of EMP08, Descent to match the ones in EMP09. - I made minor tweaks to several maps, but the excitement of releasing the new map has driven the memory of what those changes were from my mind. I guess I should make a list of changes and update it as I go so that this changelog can be more complete. ---------------------------- Changes in empyrion_v27c.wad: - In all the maps, made doors not activated by monsters. The monsters were opening secret doors, giving away the secret. - In all maps with teleporting monsters, improved the teleport system slightly. - In EMP02, Basement, fixed some monsters not teleporting in at all. - In EMP03, Fortress, fixed a mis-aligned texture. - In EMP08, Descent, fixed (for real) players teleporting to the wrong place when falling in the area with the islands floating in the air. Fixed a harmless- but-embarrassing error message that was showing at map start. Made a teleport from the storeroom at the top of the lift down to the lift itself, so you don't have to fall or fly all the way down. Fixed an odd ZDaemon-only HOM effect. ---------------------------- Changes in empyrion_v27b.wad: - In EMP02, Basement, fixed the jail switch so you won't get stuck on it. - In EMP05, Castle, made the lifts to the towers a little bit bigger so certain classes in certain mods can fit more easily. Fixed a mis-aligned texture. - In EMP07, Temples, replaced the green armor behind the lightning pyramid (black pyramid) with invulnerability. - In EMP08, Descent, fixed a problem where the players were getting stuck in the portals, and made them look better as a bonus. Fixed (I hope) players teleporting to the wrong place when falling in the area with the islands floating in the air. There might have been another change or two that I forgot to mention. ---------------------------- Changes in empyrion_v27a.wad: All changes are in EMP08, Descent. - Removed the doortrack texture that mysteriously appeared in a doorway between when I tested the map and when I released empyrion_v27.wad. - Fixed a line that was blocking the player from entering a secret. - Made some lines block monsters in the tower because they were dropping down to lower floors when played with custom monsters that can jump from high edges. - Because they were seeing the player through some bridges in ZDaemon, hid some monsters below the floor so they pop up. Because the activating line is around a corner, this should make gameplay the same in ZDaemon as in Zandronum, while making no noticable difference in Zandronum. - In the water area, changed it so that some monsters teleport into the central room when you grab the key, rather then when you enter the key room. ---------------------------- Changes in empyrion_v27.wad, including changes in Descent from descent_b1.wad: - Added a new map EMP08, Descent, bumping Hypercube to EMP09 because it makes more sense there. - Made almost all of the switches show you what they do. To return to your own view, just move. You can use the switch again to see where it did something. For this reason, instead of disappearing, they now change from glowing to dim. - Made many of the secrets a little bit easier to find, if you are observant. - In EMP05, Castle, there is now a bit of dry ground under the bridge, allowing me to use a 3D floor for the bridge, making it look better in ports that support 3D floors. The lifts that bring you out of the water now go all the way to the bottom of the water. Made the battlements taller so that you now can jump while on top of the towers. Made it no longer possible to open the gate before the bars are opened. Fixed the compartment in the spawn cave that was failing to open when you first enter the gate house. - In EMP08, Descent, corrected an error that allowed players to get a BFG in the non-BFG version. The teleports that bring you from the bottom area to previous areas will now work more than once each. Monsters should no longer be able to enter the pyramid. Players can now get on top of the sphinx. In the air area, you no longer have to fight all the outside monsters at once. Reduced FPS lag in the inside of the tower, while at the same time making it look better by replacing floors in the middle with bridges. As always, there are bound to be numerous minor changes that I don't remember. ---------------------------- Changes in empyrion_v26.wad: - Converted all the maps from Boom format to Doom in Hexen format, except for the OLD maps, which are still in their original Doom 2 format. - Added sloped supports to all the doors in all the maps. If you see a door without those supports, it's not a door but a lift. Some of the doors' textures have changed to better fit their map. - Added window panes to most of the windows, and the few I missed were on purpose for gameplay reasons. - In EMP01, Spaceport, the stairs build a little bit faster. - In EMP02, Basement, added slopes to the cave-ins. - In EMP05, Castle, the water in the moat is swimmable, the bridge is always in place, there are bars blocking the gate, and the stairs build faster. - In EMP06, Dungeon, got rid of second door behind yellow door, made two really tall lifts faster, made some stairs build faster, and added secret switches to build some stairs in case the usual switch to raise them was missed. - In EMP08, Hypercube, added translucency to caco closets in the final cube. - Added a WADINFO lump that will contain the same text as the txt file. As usual, there may be other minor changes that I don't remember. ---------------------------- Changes in empyrion_v25a.wad: Made several small fixes to bugs and annoyances. - In EMP01, Spaceport, two monsters on one of the platforms outide were stuck in each other. - In EMP02, Basement, two switches were not lowering all the way to the floor if used before the wall in front of them had finished lowering. - In EMP02, Basement and EMP06, Dungeon, made the door frames of the prison cells non-solid to make exiting the cell easier for the player. - In EMP03, Fortress, made the BFG and SSG appear in the same pace in all skill levels. Made the BFG platform blood instead of lava so it won't look like it should hurt the player. - In EMP04, Cave, there was a one-unit line with no texture. - In EMP05, Castle, there was a sector outside that was still full bright. - In EMP05, Castle and EMP06, Dungeon and EMP07, Temples, made the secret lifts lower when used from the side as well as from the front. - In EMP06, Dungeon, there are six switches that stick one unit out from the wall that were preventing players from moving smoothly along the wall. Unblocked the players' view as they cross through the moat on the way to the exit. - In EMP07, Temples, Improved the design of most of the secrets, and upgraded their contents. There may be other minor changes that I don't remember. ---------------------------- Changes in empyrion_v25.wad: Made it harder by adding lots of monsters as follows: the new Easy has the same monsters as the old Medium, the new Medium has the same monsters as the old ard, and the new Hard has many new monsters. As before, at all skill levels, there are many more monsters in coop than in single-player. To balance this, I also did lots of things to make it easier: - Added lots of health, armor, and ammo. - Tweaked the placement of some weapons to be more convenient. - Made it so that no sectors hurt the player (like slime, for example). To reflect this, I changed all the lava to slime. - Sped up most of the slower lifts. - In EMP02, Basement, made the collapsed ceilings crossable without jumping. In addition, I added lots of detailing in all maps, including, but limited to the following: - Added new secrets in 6 of the maps. - Dimmed the lighting a little bit in all maps to make the outside not full-bright, and to make the atmosphere more Doom-like. Don't worry, you should still be able to see. - Made all one-use switches vanish when used. - Added (subtracted?) missing tiles/bricks/boards from floors and ceilings. - In EMP01, Spaceport, added a foundation and an overhang to the building, and made the ground no longer flat. - In EMP03, Fortress, made the arrow pointing north much more obvious. - Renamed EMP04 from Lava Cave to just Cave because there is no longer any lava. Added more stactites and stagmites. - In EMP05, Castle, added puddles like the ones seen in EMP01 and EMP07. - In EMP05, Castle and EMP06, Dungeon, moved the walls the lower to reveal the windows to the "throne" room below, so that they are now inside the windows instead of taking up some of the width of the hallways. - In EMP07, Temples, revamped the teleport system to use a convenient hub near the spawn. - In EMP32, You Gotta be Kidding, added rubble piles scattered all over. There are probably other changes that I don't remember. ---------------------------- Changes in empyrion_b24a.wad: Fixed a problem with ZDaemon not processing the MAPINFO lump. In EMP08, Hypercube, set the sky to use SKY3 instead of the default SKY1 because it looks better as the floor of the exit. Widened the openings into the teleports leading up to the cube above. ---------------------------- Changes in empyrion_b24.wad: Renamed the maps. Now they are EMP01 - EMP08, EMP32, and OLD01 - OLD03. Added a new map, EMP08, Hypercube In EMP05, Castle, and EMP06, Dungeon, replaced a texture that was causing tutti-fruitti effect. In EMP07, Temples, added a second spawn to reduce the bottleneck that the cave entrance was causing. Removed the inactive elevator button at the spawn that was confusing players. In EMP08, Hypercube (changed from hypercube_b1.wad), added lots of ammo and health to make it playable in single-player. In EMP32, You Gotta Be Kidding, added a midi, instead of using the default MAP32 music. ---------------------------- Changes in empyrion_b23.wad: In MAP01, Spaceport, it was possible to jump out the window of spawn room and then find yourself locked out. Made the outside of spawn room door usable to open the door. In MAP02, Basement, there were some texture alignment errors on some crates. Fixed them. In MAP05, Castle, there were 2 megaspheres stacked together. Fixed it. Made the exit from MAP05 transitoin into the beginning of MAP06 better. In MAP06, Dungeon, I added more stacked bonuses for health and armor, and got rid of the teleports to the doors "back" to last map, which were confusing players. In MAP07, Temples, there were problems with the monsters teleporting into the octagonal temple incorrectly. Fixed it. In MAP32, You Gotta Be Kidding, I didn't change anything. There's nothing to see here. Move along. ----------------------------- Changes in empyrion_b22a.wad: Deleted embarrassing Doombuilder 3D mode start thing from MAP07. ----------------------------- Changes in empyrion_b22.wad In MAP04, Lava Cave, I added a new secret. In MAP07, Temples, I made the exit a little bit fancier. In MAP32, You Gotta Be Kidding, I made platforms for the ammo and spheres that were submerged in slime and hard to see before. I may have made some other minor tweaks that I don't rememeber. As far as I know, there are few or no changes yet to be made before I release the final version. ------------------------------ Changes in empyrion_b21.wad: I fixed a few glitched textures. I added some ammo to some areas where ammo was scarce. I changed some archviles into mancubi in areas where there is no cover. In other areas, I added some more (mostly coop-only) monsters to make a fight tougher, including some that teleport in behind you when you open the door to the exit in MAP07, Temples. In MAP05 and MAP07, there were some simple steps that were set to block monsters, which is necessary for gameplay but looked odd, so I added "force fields" that look like they should block monsters. There may be some other bug or gameplay fixes that I don't remember. ------------------------------ Changes in empyrion_b20a.wad: I added more to the MAPINFO lump, especially specifying the next map for each map, because in single-player, it was going back to the same map every time. I named this ending with _b20a instead of _b21 because it is a quick hotfix, and no changes were made to the maps themselves. A couple changes I forgot to mention in empyrion_b20.wad:I added impassable lines next to the doors into the jail cells in MAP03 and MAP06, so you should no longer get stuck against the door frame when leaving a cell. I also made sure every map has a berserk pack because some mods use them. ----------------------------- Changes in empyrion_b20.wad: I fixed a missing texture on a door frame in MAP06, and fixed some misaligned detailing in MAP05. I changed the behavior of almost all of the doors and many of the lifts to make gameplay better. Last, but not least, I added a MAPINFO lump to give the maps names, and added total infighting in MAP32. If I did anything else, I don't remember it. ----------------------------- Changes in empyrion_b19.wad: The problem with working on the wad once in a while over the period of several weeks is I tend to forget what changes I made. The changes are mostly small things you might not notice. Here's what I do remember:I reduced the number of sound-blocking lines because they were causing problems. I made the ammo appear in coop once again, in case I want to run this with a wad that won't work with infinite ammo. I made it possible to get out of the channels that drain the lava lakes in maps 05 and 07 without jumping. I added ammo backpacks in a couple maps. I added puddles of water to map07, and did some minor texture changes. ----------------------------- Changes in empyrion_b18.wad: There are three words for the changes in this version: detailing, detailing, detailing! Here is a partial list of the detailing I added. I made sure every room has an apparent light source, be it a light fixture, torches, a skylight, or a combination of these. In order to leave the gameplay unchanged, most of the added details are on the ceiling, like beams, skylights, light fixtures, and cracks. I did make a few gameplay tweaks, too. Some of the mods I have run on my Skulltag server replace the monsters in such a way that they do not inherit flags, like deafness, so when you shoot a gun in map07, all the monsters all over wake up. I put in lots of blocks-sounds lines in most of the maps to combat that problem. In map05, I replaces a megasphere in one location with a soul sphere and a blue armor, so there could be something to pick up in a place where there was nothing in coop before. In map07, I rearranged the rooms in the octagon temple to more closely resemble the corresponding pyramid or temple location in the map (rotated 90 degrees), and I changed the monsters in the star and ankh rooms in octagon temple. ----------------------------- Changes in empyrion_b17.wad: I made lots of small changes to several maps, mostly fixing errors. I don't even remember what all I changed.The only change worth mentioning is in the castle, MAP05. Leading to the armor room was a lift and a short space and then a door. This proved to be awkward for gameplay, so I moved the lift to where the door and small space were, so the lift itself now serves as the door. ----------------------------- Changes in empyrion_b16.wad: In the spaceport, MAP01, I did a whole lot of vertical adjustments and squeezing the stretching the panels (both inside and out) so that the windows and doors no longer cut through the middle of them In the spaceport's dungeon, MAP02, I did a lot of texture alignment and other texture changes. In the castle, MAP05, I put a green armor that appears only in coop when the blue key is revealed in the spawn room. In the castle's dungeon, MAP06, I fixed a bug that allowed players to exit without opening the yellow door, by adding another door behind it that has the other actions on it that were on the yellow door. I also polished up the texturing in that room. In the valley of temples, MAP07, I fixed a bug where it was possible to lower the first switch in the star without activating the switch. ----------------------------- Changes in empyrion_b15.wad: I converted all maps, except the early prototype version, from Doom2 format to Boom format. Boom format is almost as portable as Doom2 format, and allows me to do things I can't do in Doom2 format. Most, but not all, of the changes I made in the maps are to take advantage of the capabilities of the Boom format. I flagged virtually all the ammo as "not coop", because I was told that the strange behavior when loading the maps are because of the huge number of "things" in the map being sent to the player all at once, and coop is almost always infinite ammo anyway. Unfortunately, infinite ammo is now a must in coop. I hope this helps with that problem. All the BFGs are now "not coop", so I don't have to block anything. In each case, something nice is there instead in coop. In the spaceport, MAP01, I changed some floor textures to better show the light effects, and so the floors are not all the same. I made the light shining in the windows hit the floor and not the ceiling, using a Boom format feature. In the spaceport's basement, MAP02, I changed the floor textures to better show the light effects. I used another Boom feature, linedef pass-through, to make it possible to get rid of those awkward triangle-shaped doors. The slime in the slime pit is now about knee deep. In the Nazi fortress, MAP03, the walls that lower and the doorways that close to become pillars, will do so at the same time, not several seconds apart as frequently happened until now. In the lava cave, MAP04, the brightly glowing lava no longer makes weird bright areas on the ceiling and walls (also in the copies of the cave in MAP01 and MAP03). The lava is now about ankle deep. In the castle, MAP05, the lava in the moat is about waist deep, and the lava lake gradually goes from no depth to waist deep. You can no longer jump through the windows into the little nooks in the gate house where the chaingunners are. In the castle's dungeon, MAP06, all the lifts now work in a more intuitive way. The stairs in the towers are now easier to raise, with only one switch involved in raising each set of stairs, instead of two. In the valley of temples, MAP07, both secrets are marked as such now. The first switch in the star lowers right away when you use it, instead of waiting until you enter the first point of the star. In You've Got to be Kidding, MAP32, the slime is about knee deep. The powerups are more neatly arranged in the supply room behind where you spawn. -------------------------- Changes in empyrion_b14.wad: In the spaceport, MAP01, I fixed an embarrassing error where I had an armor bonus and a health bonus on the same spot. In the spaceport's basement, MAP02, in empyrion_b13.wad, I fixed the diagonal walls on the outer edge so that you won't get stuck on them as badly, but I forgot to mention that change before. In the valley of temples, MAP07, I moved the area from which the monsters teleport into the octagon so hopefully the player won't hear them through the wall, and I added teleport shortcuts, but you (or a coop teammate) have to visit the destination of the teleport before you can use it. -------------------------- Big changes in empyrion_b13.wad! I added an all-new map, Temples, MAP07! As an extra bonus, I threw in the prototype versions of the maps as they were over ten years ago, so you can see how much they have changed since then. At the time, I thought they were done. The early versions of maps 1-4 were originally all 1 map, now map 21, followed by the early versions of maps 5 and 6 in slots 22 and 23. I got the music from heroes2.wad, just like all the rest of the music, but they were never before used for these maps. In most of the maps, I stacked most of the armor and health bonuses, so when you pick one up, you get two. In the lava cave, MAP04, I moved the Invulnerability out from behind the lowering wall in front of the switch, so you can get it while you still need it to fight monsters, and improved the stepping stones to make them easier to use. In the castle's dungeon, MAP06, I changed the final area at the exit to make it better match the starting area of the new MAP07 by making it a little bit darker and changing the earth texture on the walls outside the door. Changes in Temples, MAP07, since temples_b1.wad: All the signs on the ground are now also floating in the air overhead so they won't be obscured by monster corpses. Players were getting confused by the sighs that show what is down the path, so I added arrows to make the signs more clear. I added monsters that spawn into the octagon as you hit each switch. The plasma gun is now in the open outside the entry cave, in the fountain I copied from my castle map. I added the ammo inside the star, which I had forgotten before. I made it easier to grab a weapon once the wall was lowered, and impossible to grab it before. I moved a tree that was in the way. ------------------ Changes in empyrion_b12.wad In the spaceport, MAP01, I tried again to fix the problem of health and ammo floating in the middle, correctly marked the secret areas, and made all the lifts lower when you use them, rather than when you step onto them, to make them more coop-friendly. In the spaceport's basement, MAP02, I modified several lifts to make them more coop-friendly, better marked the secret area, and added medikits to the prison switch room. In the Nazi fortress, MAP03, I made the only lift more coop-friendly. In the lava cave, MAP04, I turned the spawn point so you're facing right at the zombie in front of you, and made a couple more rad suits appear in single-player. In the previous beta, b11, I added a couple more stepping stones, but forgot to mention them in the txt file, so I am mentioning them now. In the castle, MAP05, I made several lifts more coop-friendly, move the nook with the red key and plasma gun in front of you as you respawn, marked several secret areas, made certain medikits and armor easier to grab, made the raising stairs easier to trigger, and made the front gate notched into the wall to look more secure. In the castle's dungeon, MAP06, I made a lift I overlooked before more coop-friendly, made some secret doors undetectable in Skulltag's automap, marked some more secret areas, moved a couple lift switches, made the final lift look a little bit better, and changed when a certain lift is revealed to make it easier to see where to go next. In You've Got to be Kidding, MAP32, I made it so you have to enter the supply room behind you before you can get to the door leading outside. ------------------ Changes in empyrion_b11.wad: Changed the name of the final wad from empyre2 to empyrion, and reflected this change in the beta's name. In the spaceport, MAP01, I fixed the problem of the health and ammo still "floating" next to the central column in some ports, made it so you can't crouch and jump through the windows into the cave in ports that allow crouching, and made the yellow and blue keys easier to grab. In the spaceport's basement, MAP02, I made the red key easier to grab. In the Nazi fortress, MAP03, I made it so you can't crouch-jump through the windows into the cave, and made the yellow and red keys easier to grab. In the lava cave, MAP04, I made it so you can crouch-jump through the windows out of the cave, and made the "timer" wall the blocks the switch a little bit shorter. In the castle, MAP05, I added a soul sphere as a consolation prize for being unable to get the BFG in coop mode, similar to what I had already done in MAP03 and MAP06. In the castle's dungeon, MAP06, I made it so you can't crouch-jump through the windows from the balcony, and made several lifts lower from the top with switches instead of walking over the edge to avoid player being stranded. In You've Got to be Kidding, MAP32, I made the "timer" column with the exit on top a little bit shorter. ------------------ Changes in emp2b10.wad: In the spaceport, MAP01, I fixed the problem of the health and ammo "floating" next to the central column. In the spaceport's basement, MAP02, I made the color doors blocking the regular doors into an odd triangle shape. This was necessary because with the flat door in empyr2b9, you could not click through to open the regular door without the key after all. I am not so wild about the triangle-shaped doors, but it works, and in this case, it has to be function over form. In You've Got to be Kidding, MAP32, I made it so you can see the entire height of the column that becomes the exit as it descends, and added exit signs. ------------------ Changes in empyr2b9.wad: In the spaceport, MAP01, I made the light coming in from the windows look more realistic, hid the "caves" the pinkie demons come out of, and made it impossible to get the blue key early by rocket jumping. In the spaceport's basement, MAP02, I set it up so that whenever anybody opens any locked door, that key is no longer needed by anybody, and tossed in a few multiplayer-only monsters in the computer room. In the Nazi fortress, MAP03, I made the keys available in the spawn room whenever somebody gets them, and made the "North" arrow easier to see. In the lava cave, MAP04, I blocked the early exit by rocket jumping, and fixed the arrow not lowering with the lift at the switch. In the castle, MAP05, I moved the moat flush with the castle, which makes the castle look taller, made the red and blue keys available at spawn when unlocked, made several lifts easy to see, unhid the hidden hallways, added more ammo outside, and added more monsters inside the castle. I added detailed shadows that looked great in local mode, but the map wouldn't load in client-server mode, so I had to lose the shadows. In the castle's dungeon, MAP06, I unhid the hidden hallways, made the red key easier to see, put a yellow key in the opposite window, added more monsters, and made the final lift not lower when you walk off of it, which was stranding other players until the slow lift eventually got back up again. In You've Got to be Kidding, MAP32, I blocked the BFG from rocket jumping, and made the exit delayed to prevent an early exit before players have time to kill all the monsters. ---------------- Changes in empyr2b8.wad: In the spaceport, MAP01, I made 8 better-looking, easier-to-find exits, eliminated the hard-to-find switch that was needed to get the red key, added lots more monsters, and added lighting and detailing. In the spaceport's basement, MAP02, I re-purposed a switch, un-hid the prison's back door, added more monsters, added a hidden weapon stash in the spawn room, added lots more monsters, and added lighting and detailing. In the Nazi fortress, MAP03, I added lots more monsters, added a hidden weapons stash in the spawn room, and added some lighting. In the lava cave, MAP04, I blocked the switch so you have to stay and fight all the monsters before you can get out. In the castle, MAP05, I only added a hidden weapons stash in the spawn room. I plan to make many changes to this map in the next version. In the castle's dungeon, MAP06, I didn't make any changes, until next version. In You've Got to be Kidding, MAP32, I didn't make any changes, until next version. Map32 is not meant to taken seriously. The idea is to enjoy making the monsters fight each other. It's actually playable, and it does have an exit. Empyre_wad walkthrough.txt is increasingly out-of-date with each new beta of empyre2.wad, so I finally decided to leave it out. I am trying to make the maps easier to navigate so a walkthrough will no longer be needed anyway. - Larry (Empyre)
Maps
Spaceport from the 90s (OLD01)
Deathmatch Spawns
0
Co-op Spawns
0
Par Time
3600
Castle from the 90s (OLD02)
Deathmatch Spawns
0
Co-op Spawns
0
Par Time
2700
Dungeon from the 90s (OLD03)
Deathmatch Spawns
1
Co-op Spawns
0
Par Time
2200
You Gotta Be Kidding (MAP32)
Deathmatch Spawns
0
Co-op Spawns
8
Par Time
900