The following three posts list most of the changes made to DOOM and DOOM II
by the various upgrades since v1.666.  Uploaded with permission of the
authors.
--
Frans P. de Vries | [email protected] | Rec.Games.Computer.Doom FAQ maintainer


From: [email protected] (Paul Falstad)
Newsgroups: alt.games.doom.ii,alt.games.doom.announce
Subject: 1.7a wad changes
Date: 14 Nov 1994 10:02:59 -0000
Organization: The Whole Earth 'Lectronic Link, Sausalito, CA

This is a complete (I hope) list of all the differences in the doom2.wad
between version 1.666 (the one dated August 29) and version 1.7a.

Level 2: Underhalls

Just to the south of your starting point is a door leading to two
switches.  The four pillars blocking the east switch has been removed;
it must have been too confusing for people, who thought they needed
to hit a switch or find a key to open it.  Both niches containing those
switches now have a "monsters cannot cross" line in front of them.
A whole bunch of sectors in that area of the map had a tag value
of 4 for some reason (the same tag number as the blue door leading to
the exit), but this has been fixed.  (I can't see how this would have
caused any harm before.)  Sector 39 (the little niche just to the right
of the west switch) is still unclosed, amazingly enough, even though a
bunch of fixes were made right next to it.

Level 14: The Inmost Dens

The crushing ceiling just northwest of your starting point is a bit
higher now.  And the two trigger lines which open the two parts of
the door to the supercharger are a bit farther apart.

Level 15: Industrial Zone

Thing #227, one of the troopers on the north side of the lake, got nuked.
No idea why.  BTW, you still can't get all the secrets on this level.

Level 17: Tenements

In the northwest area of the map, there's a room with a circular
pathway around a caged arch-vile.  The teleporter on the floor
used to go to an area in the west part of the map; now it goes to
the top of the pillar in the center of the map.

Level 18: The Courtyard

The building in the northwest that had a HOM effect on its
east inside wall has been fixed, but the HOM effect on the
tracks of the door west of the center pillar have not.

Level 24: The Chasm

The area with the red key has a small alcove to the south, behind a
lift with a skull switch on it.  Before, if you entered the alcove and
waited for the lift to rise up, the north wall would have a HOM
effect on it.  Now, it has the SILVER1 texture.

Level 25: Bloodfalls

The pillar with the revenant on it can now be lowered by hitting the
space bar anywhere on it, rather than just on the east side.  The lift
to the east of it is now easier to spot, because it has a different
texture.  The area right in front of the blue door south of the pillar
blinks on and off now.  The sector just past the (unofficially) secret door
leading to the rocket launcher is now marked secret, and some of the
textures in that area have been cleaned up.  Also, the room with
the BFG9000 is now marked secret, and the linedef on its south side
(i.e. the north side of the door) is marked secret to help keep this
a secret.  However, the SOUTH side of the door is not secret, and
still shows up plain as day on the automap, so this secret is still
not very secret.

Level 28: The Spirit World

Thing #146 (a deathmatch start) got moved slightly south.  Also, three
more deathmatch starts have been added, for a total of five.

Level 29: The Living End

Start positions for players 2 through 4 have been added.

Other stuff:

The tech support number in ENDOOM has changed, and the three demos
were redone.


From: [email protected] (Paul Falstad)
Newsgroups: rec.games.computer.doom.announce
Subject: Doom and Doom II 1.9 level changes
Date: 9 Feb 1995 13:55:16 -0000
Organization: League For Fighting Chartered Accountancy

I've compiled a list of changes to the Doom I and II levels made by
the 1.9 patch.  I don't have the time or inclination right now to make
an exhaustive list of changes, so I'll be brief.

The only Doom I level that changed was E3M9.  They fixed the bug that
caused the game to crash.  Get the shotgun, then go back to the door
north of the starting area.  To the northeast is a door to an area with
imps and cacodemons.  Walk down to where the monsters are.  The game
used to crash here, but it doesn't anymore.  (BTW, did anyone else
notice the BFG and radiation suit southwest of the shotgun?  They are
revealed after you try to take the fake exit teleporter.)

The following Doom II levels were the only ones that changed.

MAP01, MAP02: Everything in these maps was moved a certain distance, to make
 everything have coordinates closer to (0, 0).  This shouldn't
 affect gameplay much, except for small movements (16 units or less)
 of things relative to other things, possibly caused by roundoff
 error.  Demos no longer work.

MAP03: I didn't make a complete list of changes to this map,
 but I did notice that there is another secret door.  In the northeast
 area, which you hit the switch that raises the walkway that leads north
 to a teleporter, a secret door opens in the southwest corner of the
 pool.  There's a backpack behind it.  When you hit this switch, it also
 opens a door in the starting area, behind the door that opens when
 you get the blue armor.  It contains a teleporter to the backpack just
 mentioned.

MAP05: I didn't make a complete list of changes to this map, but I did
 notice that when you go down the lift east of the starting area, you can
 now get back up again; the lift lowers when you approach it from the
 east.

MAP11: I didn't make a complete list of changes to this map, but I did
 notice that it's easier to get to the exit.  As before, there's a
 switch you have to hit which lets you take the passage north of the
 circle; this passage leads to the exit.  When you hit the switch now,
 it also lowers a walkway which lets you easily walk to the passage north
 of the circle, rather than having to jump.

MAP31: There are four secrets now.  No goodies have been added, but
 existing hidden areas have been marked secret.

MAP32: There are six secrets now.  No goodies have been added, but
 existing hidden areas have been marked secret.


From: [email protected] (Serge Smirnov)
Newsgroups: rec.games.computer.doom.editing
Subject: a list of DOOM ][ 1.666 -> 1.9 MAP CHANGES
Date: 17 Aug 1995 22:26:49 GMT
Organization: Case Western Reserve University

The other day I got curious about what differences exist between DOOM ][
1.666 levels and DOOM ][ 1.9 levels, so I sat down and used DEU to find
them.  Here's what I found out.

MAP01  The entire map was shifted by (-1664,-2368).  In addition to that,
      most things were moved either North or South by a few units.

MAP02  The entire map was moved by (-1600,-1736).
      thing 66 was moved 40 units North;
      things 22 and 24 were moved 24 units North;
      thing 32 was moved 24 units South;
      things 8,9,17-20,25-30,33,34,71,73,82,100,136,137,139-142,145,147,
          156-160,163 were moved 8 units North;
      all the other things were moved 8 units South.
      Things 85,136,137,159 were moved 16 units West;
      things 34,53,66,70,100,144 were moved 16 units East.
      Structural changes.  Most notably, the first switch you have to
          activate is now readily accessible -- the ugly metal door
          with shoot-through slits in it is gone.  There are other minor
          changes, at least one of which has to do with the fact that the
          door was removed.

MAP03  Structural changes.  A secret teleporter was added, but that's probably
          not all.

MAP04  UNCHANGED

MAP05  Structural changes (where ?)

MAP06  UNCHANGED

MAP07  UNCHANGED

MAP08  UNCHANGED

MAP09  UNCHANGED

MAP10  UNCHANGED

MAP11  Structural changes (where ?)

MAP12  UNCHANGED

MAP13  UNCHANGED

MAP14  Linedef 220 now has its "upper texture unpegged" flag set.
      Sidedef 288 (first side of linedef 220) now has an upper texture:
      BSTONE2.  It previously had only a lower texture.
      Vertexes 850 and 851 were moved 8 units East.
      Sector 256 had its ceiling height increased from 160 to 192.

MAP15  The trooper at (1472,-1600) was removed (why ?)

MAP16  UNCHANGED

MAP17  Linedef 1264-1267 had their sector tag changed.  They now teleport
      a player to the soul sphere on the tall pillar in the center of the
      central room.

MAP18  Vertexes 457 and 458 were connected with a linedef, so sector #9 is
         now closed.

MAP19  UNCHANGED

MAP20  UNCHANGED

MAP21  UNCHANGED

MAP22  UNCHANGED

MAP23  UNCHANGED

MAP24  Sidedefs 1456,1554,1556 now have lower textures (SILVER1).

MAP25  Linedefs 472-479 now all lower the pillar.  Previously, only 475 had
      the tag and type to do it.
      Linedef 688 is now marked as secret.
      Sidedefs 597 and 598 had their upper and lower STONE6 textures changed
           to STONE4;
      sidedefs 637, 885, 886 had thir normal textures changed from PANEL2
           and STONE6 to PANCASE2;
      second sidedefs 664,666,888,890 had their normal textures changed from
           PANEL2 to METAL2.
      Sectors 22 and 101 are now marked as secret;
      sector 92 was brightened from 128 to 208 and changed from normal
          to "light blinks" (type 13).

MAP26  UNCHANGED

MAP27  UNCHANGED

MAP28  Thing #146 (deathmatch start at -576, -2496) was moved 16 units South;
      three more deathmatch starts were added at (1216,-1344), (384,-960),
          and (-704,-128).

MAP29  Player 2,3, and 4 starts were added.  Thus, the map is now suitable
          for cooperative play.

MAP31  Sectors 21,74,76,77 are now marked as secret.

MAP32  Sectors 1,2,5,7,8,9 are now marked as secret.


------------
Serge Smirnov -- [email protected]
3rd year computer engineering student at CWRU