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Some patches...

I have posted the Bite2.5c version, which hopefully is the last patch for a while. I keep finding little things to adjust, sometimes not-so-little things. For reference here's the current contents of changelog.txt in the zip file:


  Bite 2.5c:

  - Changed version letter

  - Split this changelog into a new file cause its getting big (if you didn't

    already notice)

  - Greatly improved reliability of Arch-vile teleports at the end of MAP01

    (you're welcome)

  - Also in MAP01 removed vines covering a door added in the previous patch

    (it blocked visibility too much) and fixed silo light sequence

  - Forgot to change a few shootable switch textures AGAIN

  - Little navigation markers on the teleports in MAP16

  - Reduced Lost soul health to 60 (overdue)

 

 Bite 2.5b:

  - Changed version letter

  - Fixed stuck monsters in MAP15

  - Improved (hopefully) handling of things that fall off the train in MAP11

  - Cyberdemon in MAP08 reacts to sound more conventionally again

  - Assorted automap cleanup

  - Handful of other very minor fixes

 

 Bite 2.5a:

  - Changed version letter

  - Finished a few tweaks that I forgot or missed in the main update

  - Fixed random-ass hole in the wall in MAP16 (forgot to raise floor higher)

  - Fixed BFG sometimes not teleporting in on MAP11 if a monster was blocking

    the spawn point on some ports

  - A few more balance/difficulty changes

  - Replaced a secret in MAP04 I was never happy with


  Bite 2.5:

  - Changed version number

  - Added difficulty scaling FINALLY!

  - Great amounts of internal reorganization

  - Fixed potential softlock in MAP16, one I'm amazed I hadn't seen happen yet

    in MAP07, and another in MAP31

  - Yet another round of details, enhancements, fixes, new textures, etc to

    every map (like, a LOT of them)

  - Added a few ambient sounds in various places as part of the above

  - Dropped special handling for gzdoom and other ports and moved to pure

    UMAPINFO

  - Intermission text screens now have fullscreen backdrops as UMAPINFO allows

    for this

  - More Dehacked antics (includes new and exciting ROCKS)

  - New higher-visibility rocket sprites

  - Added chapter titles

  - Slightly tweaked palette and added hand-adjusted colormap

  Bite 2a:

  - Changed version letter

  - Fixed MAP15->31 secret missing from UMAPINFO

  - Fixed door in MAP32 not being openable from both sides in strict ports

  - Finished a texture for MAP32 that I forgot to


  Bite 2:

  - Changed version number

  - Added maps 14, 15, 16, 17, 31, and 32 (aaahhhh)

  - Many textures redone/improved

  - Innumerable little tweaks and fixes to older maps, big and small

  - Scattered bushes and grass tufts all over the place where relevent

  - Title map for gzdoom as well as ports that can play boom demos

  - Replaced invuln + invisibility sprites, and added a new one for berserk

  - Widescreen menu, status bar, and intermission graphics

  - Oh god I can't remember everything I should have written it down earlier

  - Added lots of bugs probably

  

Bite 1a:

  - Changed version letter

  - Fixed secret in MAP03 not working

  - Hopefully fixed some slime trails in MAP02 and MAP09

  - Also hopefully fixed MAP09's teleporting keys from sometimes failing

  - Added MAPINFO for gzdoom et al

Files

  • Bite 2.5c 6.8 MB
    1 day ago
Download Squenched Avacausage - a Doom II mapset
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