Changelog:
v0.3 [RC #2]
-Fixed a bug in Map 2 where I accidentally made it unbeatable. Map 2 is now beatable again.
-Zandronum is still not compatible. I'll get it working eventually, but it's such a headache to try to figure out workarounds, disregarding the stuff I already can't do.
-Added grass. "Borrowed" from
this post. (Addon only)
-Placed some more details in Map 2. (Might take a hit on performance in one specific area, but that will be fixed next update.)
-Added some scripty tidbits in, you guessed it, Map 2.
-Gave the secret outdoor area in Map 2 a makeover it seriously needed.
v0.3 [RC #1]
-Map 2 is now ~50% ACSified. Basically the same thing I did to Map 1 in the previous update.
-Some compatibility scripts have been added for those using mods that like to break my scripts.
-Zandronum compatibility has been broken again. (It really is a PITA to
NOT break, tbh.)
-The Addon file is now at Version 4, featuring new options to mess around with. (Some options are unimplemented. This will be fixed in the next update.)
-A new "first time warning" appears whenever using the newest version. This is to make sure the map isn't unplayable on any newcomer's first playthrough. The warning is disabled by toggling an option in the menu.
-A placeholder episode 2 map 2 has been added, but is inaccessible by conventional means. The only way to access the map is to either use console commands or uncomment the episode in the .pk3 file.
-A finished Map 3! (Not really.)
v0.3 [TEST #2]
-Map 1 is now completely overhauled!
-Optional Custom DOOM 1 textures have been implemented. (Map 1 only, Addon required)
-A new "shuffle" feature has been added to the music menu. The shuffle feature randomly picks one of the songs you have the option to play for a specific map. (Works on all current maps)
-A new custom decoration has been added (Map 1 only, addon required)
-Those fancy new-fangled ACS scripts are now used to their fullest extent! (Map 1 only)
-Zandronum compatibility was fixed.
-Zandronum compatibility was broken again.
-Deathmatch levels were removed. (They were dumb and bad)
-Cleaned up some texture work on Map 1.
-Rebalanced some monsters again on Map 1.
-Implemented custom items from a side project that are currently unused, but will be used at a later point.
v0.3 [TEST]
-Fixed some stuff in map 1 again.
-Revamped multiple rooms in map 2.
-Added half of map 3.
-Added some new skyboxes.
-Made a Zandronum-friendly options menu.
-Added more options to tinker with in the addon menu.
-Made that acid part of map 2 not terrible.
-Made some minor rebalancing changes on the maps to fit better with the flow of the original maps.
v0.2.4
-Zandronum is now compatible again. Co-op players rejoice!
-Replaced all swimmable areas with actual 3D floors, allowing for transparent water/acid.
-Worked on the wip third map some more. Don't expect much.
-Generic monster balancing on map 2.
-Added more functionality to the mod by making an optional addon that gives you access to a menu which lets you tamper with the Skybox and Music, if you hate the ones I chose. (Only works on GZDoom, Zandronum don't like the "AddMenuOption".)
-Generic fixes to some areas.
-Raised two sector's floors above the acid area where the outdoor area is by 8.
-Moved 4 monsters into a room beside the room they originally resided in to make the gameplay of map 2 feel a bit more balanced.
-Worked on the mod for 2 days and ignored it's existence for another 30+ days.
-This version wasn't going to be released, if it weren't for the incompatibility with Zandronum on the previous release.
v0.2.3
-All maps now have Doom 1 skies.
-Added text to the beginning of each map that displays the name of map you're currently on and what Episode/Level you're on.
-Added 2 placeholder maps. One for the upcoming third level, and one for the first secret level. Both of these are unfinished, and the player is informed of this upon entering either map.
-Added more spicy midis for upcoming maps.
v0.2.2
-Fixed random textures.
-Replaced "windows" that were just impassable metal bars with actual transparent windows.
-Added some light variation to a certain part of Map 2.
-Added a secret exit to Map 1, however, since the secret map
does not even exist yet it just leads to Map 2.
-Changed the way the teleporting worked for the "vent" areas in both Map 1 and 2.
-Removed car physics.
-Removed unused/unfinished/inaccessible level. Will be added once there's actually a way to access it without console commands.
v0.2.1
-Made certain secrets on map 2 actually register as secrets.
-Some texture fixes.
-Added unique intermission screens for each level. (2 so far, because there's only two levels.)
-Added some behind-the-scene junk for use in the upcoming third map, including a funky new midi that definitely was not stolen from Mod Archive. (Will be released at the same time Mordeth 3 comes out)
v0.2
-The alternative version of this mod which added compatibility for Jimmy's "A Boy and His Barrel" has temporarily been deprecated. It will be worked on again from scratch when Episode 1 of Hodgepodge is complete. (Whenever THAT is.)
-The stupid annoying green fog and poison damage when going outdoors from the previous version has been removed.
-The stupid annoying skybox has also been removed.
-The second map has been finished and added to the mod. (Obviously.)
-Certain monster placements have been moved around for balance reasons.
-Same goes for certain secrets.
-The name of the first episode has been changed from "Knee-Deep in Clusterfuck" to "Keep-Deep in Hodgepodge", because why not.
-The first map is now in a condition I can safely say is completely done. Nothing besides some texture fixing will be added to the map.
-As briefly said in the above text, Cooperative spawns for up to 8 players has been implemented into both maps. Deathmatch spawns will come at another time.