jumpmaze_prm1.pk3

PK3 3.8 MiB 32 map(s)

Counts

endoom0
graphics0
lumps68
maps66
palettes0

Totals (across maps)

Things7446
Linedefs85798
Sectors12286
Monsters0
Items0
Raw model (for completeness)
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        "MAP21": "MAP21.png",
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        "name": "development/changelog.txt",
        "contents": "*******************************************************************************\n\nJumpmaze Post-Release Maintenance ( PRM ) Changelog\n\n*******************************************************************************\n\nV1 ( Continued from jumpmaze_hotfix.wad )\n===============================================================================\n\nGeneral\n-------------------------------------------------------------------------------\n- Upgraded all the utility scripts, such as the jumpmaze rankers.\n- Added a new game mode called Survival Maze, enabled by playing in Survival.\n- Some maps had the clear inventory function calls in an OPEN script, causing\n  them to be called only on map start and not when the player enters the game,\n  so I changed it into an ENTER script.\n- Changed the script numbers of some scripts to something below 900, because\n  all script numbers above and including 900 are reserved for the utility\n  scripts.\n\nBox Processing - MAP01\n-------------------------------------------------------------------------------\n- Fixed a missing texture at the bottom of the pit, near the four boxes at\n  the end of the map.\n- Fixed the misaligned box texture at the bottom, half way through the map.\n- Fixed misaligned metal textures at the bottom pit near the end.\n- Fixed misaligned box textures at the end.\n- Fixed misaligned box textures at the secret area.\n- Aligned construction textures throughout the map.\n\nRace To The Top - MAP03\n-------------------------------------------------------------------------------\n- Fixed missing metal textures on some of the pillars.\n\nMando's Express - MAP04\n-------------------------------------------------------------------------------\n- Fixed a missing train sound in some of the passanger cars.\n- Fixed the train operator door ceiling slipping a little.\n\nStorage Facility - MAP05\n-------------------------------------------------------------------------------\n- Aligned the wall textures in the beginning.\n- Made the death areas an Instant Death sector special.\n- Moved the whole in the wall to the left a little to resolve a wall texture\n  misalignment just after the beginning in the area with one small and\n  long box.\n- Fixed a texture misalignment in the dark area near the entrance to the first\n  secret.\n- Fixed a missing lamp ceiling texture near the two towers close to the exit.\n- Changed the sector a little to align the lamp ceiling texture in the above\n  mentioned area.\n- Fixed other minor texture misalignments throughout the map.\n- Made the conveyor path impassable in the secret.\n\nNukage Lab - MAP06\n-------------------------------------------------------------------------------\n- Fixed an open sector error near the exit switch.\n- Aligned some construction tape textures.\n- Aligned some green tile textures near and at the exit.\n- Closed off some sewers.\n\nDoomfiend's Blue Domain - MAP10\n-------------------------------------------------------------------------------\n- Fixed an unknown texture error shown in console on a line with index 411.\n- Added a skybox picker at the bottom pit after the long ride down the pillars\n  in the middle of the map.\n- Fixed misaligned skybox.\n- Made the inaccessible sectors hidden from the automap.\n\nCanyon Complex - MAP11\n-------------------------------------------------------------------------------\n- Fixed a bunch of missing texture errors on detail elements at the silver\n  pillar area.\n- Fixed the errors where two sectors were not closed in the area near the\n  blue lamps and right after the fall to the exit area.\n\nShadowed Fortress - MAP12\n-------------------------------------------------------------------------------\n- Fixed lots of unclosed sectors in the beginning. These are the ceiling lamp\n  sectors.\n- Fixed missing textures throughout the map.\n- Fixed a detail at the very end, right above the imp.\n\nTech Facility - MAP13\n-------------------------------------------------------------------------------\n- Fixed a missing texture near the red chamber in the middle of the map.\n- Made the blue pillar switch near the end stay lit when the pillars are up.\n\nForest Of The Undead - MAP15\n-------------------------------------------------------------------------------\n- Fixed the script dying error that is activated when stepped on the star\n  pillar in the middle of the map.\n\nKeo's Domain - MAP16\n-------------------------------------------------------------------------------\n- Made the switch that raises the instant pillars just after the \"KEO\" stay\n  lit when the pillars are up.\n- Fixed many missing or misaligned textures.\n\nHell's Fury - MAP17\n-------------------------------------------------------------------------------\n- Fixed missing textures in the lost souls crack to the left just before the\n  falling floor in the beginning.\n- Fixed the bug where a disconnecting player could kill the script that\n  collapses the floor in the beginning.\n\nThumper's Perils of a Toxicity - MAP18\n-------------------------------------------------------------------------------\n- Fixed overlapping lines under on the arrow near the \"NOOBS\" sign.\n- Fixed a ton of missing, though not visible, textures across the map.\n- Fixed missing teleport actions on the left of the starting area.\n- Fixed a missing teleport action in the sector with the flickering side lamps\n  near the start.\n\nCanyons, Caves, and Lava. Oh My! - MAP20\n-------------------------------------------------------------------------------\n- Fixed unclosed sectors in the darkness, second checkpoint, area.\n- Fixed an unclosed sector in the lava in the third checkpoint area.\n- Fixed a bunch of missing textures.\n\nCastle Climb - MAP21\n-------------------------------------------------------------------------------\n- Fixed a detail error that caused missing textures to appear on the ceiling\n  above the circular hole in the area just before the red carpet area.\n\nEscape from Lab 9 - MAP23\n-------------------------------------------------------------------------------\n- Fixed many missing textures across the map.\n- Fixed a misplaced texture on the bottom rim of many chambers.\n- Put the correct warp water texture for the underwater ceiling.\n\nPhendrana - MAP24\n-------------------------------------------------------------------------------\n- Patched the holes in some of the floating snowflakes in the beginning.\n- Fixed the inescapable hole at the first ice hallway that is made by the\n  two adjacent pillars near the exit door.\n\nUnholy Despair - MAP25\n-------------------------------------------------------------------------------\n- Fixed action scripts that can die when a player leaves the game.\n- Fixed the missing execution of a script at the area where the floor\n  collapses.\n\nGosimer's Jumpmaze - MAP26\n-------------------------------------------------------------------------------\n- Fixed the bug where the Cyberdemon script at the end would die when a player\n  who activated it disconnects.\n- Fixed some invisible missing texture errors, for the sake of keeping things\n  clean.\n- Closed the opening to the water tunnel at the bottom in the middle of\n  the map.\n- Added teleport actions under the lavafalls near the end of the map.\n- Fixed misaligned textures throughout the map.\n\nWelcome To The Void - MAP27\n-------------------------------------------------------------------------------\n- Made the light switch stay lit when the lights are on.\n- Made the switch that releases the blood and creates a blood pool stay lit\n  when working.\n- Made the switch that raises the pillar right after the floor puzzle stary\n  lit.\n- Made the switch that shows the floor bridges in the second teleport section\n  stay up until the script terminates.\n- Reduced the square puzzle code to under 100 lines. Also fixed the bug where\n  the square puzzle script would die if the player spectated just after\n  completing the puzzle.\n\nCloud 9 - MAP28\n-------------------------------------------------------------------------------\n- Fixed missing textures throughout the map.\n\nVolcano Hallway - MAP29\n-------------------------------------------------------------------------------\n- Fixed missing texture error found in console.\n\nFate Of A Platformer - MAP30\n-------------------------------------------------------------------------------\n- Fixed a ton of missing, though not visible, textures across the map.\n- Fixed a misaligned gate texture to the left and right of the elevator near\n  the start of the map.\n- Fixed the heart killing script, where a spectating played could kill it.\n\n4-Halls Of Death - MAP31\n-------------------------------------------------------------------------------\n- Fixed all the scripts in the map that were broken when the activator of\n  those scripts decided to leave the game.\n- Fixed a scrolling upper texture on the left side of the first chamber, near\n  the first pinky demon.\n- Fixed waterfall textures that were not scrolling at the right area of the\n  first chamber.\n- Fixed some not visible missing textures.\n- Put scroll on water sectors that were missing it in the second chamber.\n\nA Legend To Remember - WIN02\n-------------------------------------------------------------------------------\n- Fixed the script dying when the chosen player spectates and kills the script."
      },
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        "source": "pk3",
        "name": "development/credits.txt",
        "contents": "*******************************************************************************\n\nCredits\n\n*******************************************************************************\n\nJumpmaze\n-------------------------------------------------------------------------------\nPlease see the readme file inside the jumpmaze.zip file for the full credit\nlist for Jumpmaze.\n\nJumpmaze Post-Release Maintenance ( PRM )\n-------------------------------------------------------------------------------\n - Positron ( DuNR1DA2 )\n - AC3\n - AAC\n - The Player\n\nSpecial Thanks\n-------------------------------------------------------------------------------\nA special thanks goes out to AC3, AAC, Frank, and anyone else who helped track\ndown the bugs and glitches."
      },
      {
        "source": "pk3",
        "name": "development/info.txt",
        "contents": "*******************************************************************************\n\nInfo\n\n*******************************************************************************\n\nThe Jumpmaze Post-Release Maintenance ( PRM ) pk3 is meant to provide script\nenhancements and bug/glitch fixes after the release of Jumpmaze final. The\nJumpmaze PRM is a continuation from the jumpmaze_hotfix wad, so all previous\nbug/glitch fixes are inherited. For the maintenance pk3 to take effect, it\nshould be loaded right after the jumpmaze final wad.\n\nThis pk3 is released with permission from Jumpmaze project lead, James."
      }
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