Operation: Reaper Per-Level Changelist
REAPER 2.1
1 brightness issue in corner of outer water walkway
2 ok
3 muddy water texture going under wall, first outdoor area, sector missing, also
in new overpass, cleaned up yellow door sidedef offset
4 improperly pegged texture one one sidedef of toxin pump, beginning room
missing texture in old soul secret w/ dead marine
5 redundant computer textures in side room, first half
weirdly bright texture on one sidedef of vat, first half
6 exit sign
7 ok
8 metal sidedefs in beginning-front alignment, switch lower unpegged, rear alignment to match, secret door, light variance in blood river
9 add ammo to open maze w/ mancubus, exit sign
expand new beginning base section, red key to open quarantine sector, manual open/close doors for multiplayer trap, new secret, add mp ammo pickups
10 extend suicide guy's room and add living room/bedroom/bathroom, increased light variance by secret bookcase (bld 1)
arachnotron cage walls, ceiling tex
11 side door ceiling heights to 128, adjust height and light effects for Mancubus quads
12 ok
13 ok
14 add exit signage beside doors to exit room
15 adjust textures near viny secret door- upper tex, change door to different texs
16 extend church, star screen tear (sector issue?)
17 add ammo to closed building
18 exit signage
19 computer near pac man too short, blood wall after dual walls, near pacman causes vfx issue
20 visual issue with flooring near secret wall, by far right switch
21 many outdoor texture/lighting improvements, fixed double firing secret, added new interior/secret
22 adjusted outdoor geometry for more natural look
23 removed an out of bounds dummy sector apparently forgotten about
24 ok
25 ok
26 exit sign, adjust intro teleportation angle and spacing, blood texture work behind spider
27 pretty up texture/geometry in outdoor area upper tunnel, redundant BFG (MP?) behind blue secret door, tag nearby secret
28 adjust beginning secret activation trigger
29 ok
30 added large battle before Icons of Sin finale
31 add key requirement for exit room, add encounters and secret to key pickup
32 Nazi in bathroom floats, preventing floor lower logic until dead
DM 4.2
1 outdoor ceiling/walls tex glitch, indoor torches-match lighting level
2 lighting on one slime pillar affecting outer wall
3 brighten cave slightly, improve torch light levels
4 brighten doorways, widen lava area-increase damage
5 change lower doors to 64 wide, add barrels to center
6 ok
7 ok
8 add smaller autolifts to each side leading back to upper platform
9 phantom midtex near impaled guy
10 ok
11 slightly darken castle interiors
12 ok
13 raise ship smoke stacks, square raised sector surrounding, stone wall textures
14 darken raised chunks in side areas, replace bfg w/ soul sphere
clippy spawn points in crusher center area (conflicting w/ lower blood sector)
15 ok