Therefore, I have made a new compilation of the H!Zone levels:
H!Zone for ZDoom v1.1 (PK3, 4.2 MB)
Features:
> ZDoom PK3 file structure
> Levels separated into single map wads
> MAPINFO added (all episodes available via ingame menu, level names based on episode name)
> TEXTURES lump added for proper support of custom textures
> Fix for Iron Lich replacement not shown in GZDoom (HEAD* lumps renamed to LICH*)
> Reset health and inventory when entering next level for multiplayer episodes (10-12)
> Custom TITLE and M_HTIC lumps added
> Map fixes:
- E1M2: Upper texture (PANELING) added for line #1121
- E1M4: Rendering of center metal bar at level start fixed (lines #1298-1301 redone)
- E1M9: Several Morph Ovum items (things #231, 236, 237, 241) flagged MP only
- E3M9: Entering the pool in the final area now ends the level (line #548 added)
- E4M6: Green key now also appears on easy skill (duplicate yellow key [thing #74] changed)
- E4M8: Yellow door cannot be opened from the outside by monsters any more (line #39 blocks monsters)
- E6M3: Blue key was not reachable, therefore changed thing #322 (Quartz Flask) in front of blue key door to Wings of Wrath (so you can now fly all the way back to the blue key and get it from the pedestal)
- E6M7: No blue access door in spite of blue key being present, therefore changed lines #1282-1301 to "D1 Door Blue Key" and flagged lines #1285/1289/1293/1297/1301 as monster blocking
> Level transition/episode ending fixes (MAPINFO):
- E1M3: Secret exit now leads to E1M9 while E1M7 secret exit behaves like normal exit
- E1M8: Killing D'sparil now ends the level (specialaction_exitlevel)
- E2M9: Now loaded after E2M4 (since there is no secret exit in this episode)
- E8M8: Killing Iron Liches now reveals switch for exit (dsparilspecial changed to ironlichspecial)
- E9M8: Killing Minotaurs now reveals exit (dsparilspecial changed to minotaurspecial)
While playing through the maps, I noticed a few mistakes, some of them being actual showstoppers which required me to edit the maps via SLADE. Comments about the changes in detail:
Spoiler:This should now be fully playable and completable, even the multiplayer episodes (the first three ep.11 maps even have monsters in SP, if you really need to check it out). Main goal was to eliminate showstoppers, so I did not fix badly aligned textures, alter music or skies, sprites or anything else. You are supposed to experience it as close to the original thing as possible with this. Even though this edition is not based on AstroCreep's version at all, I have decided to credit him in the included readme since he was the one that motivated me to do this, and hopefully the result is something that is pleasant for everyone. I was surprised about the quality of the episodes in general, especially episodes 5-8 are quite sophisticated and challenging due to their huge numbers of monsters. The E8M8 boss fight might be the most excessive one I have ever encountered in any Heretic wad, with about a dozen D'sparils, Minotaurs etc. It got pretty messy, but it's doable. E8M7 also has an interesting Descent-style map completely based on using Wings of Wrath the entire time. A pity I couldn't track down the authors of these maps, would have been interesting to see who made this and if there is any background story to understand the purpose of some design decisions.
Long story short, if you haven't already, you should check this out now.