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