The quirkiness continues. I finally fixed a couple textures that were bugging me (and probably you). Added new floor/ceiling bulletholes and rocket burns, upgraded teleports, made the intro more snazzy, changed shotgun pickups to the Nailgun and tossed more 2K textures right on top. Chill and serve.
A couple lift floor textures were not working as they should, so I made them look right again. I also took more of Hoover1979's 2K textures and added them in--we're a long way from having all of them, but the game is looking progressively better.
Shotgun pickups have been changed to the 64Nailgun from Unabsolved. These are the credits for that:-- -Original DECORATE by AEnima, edited by Nevander
- Sprites by HellCatX
- Pickup sprite by Midway, edited by Nevander
- Nail ammo pickup sprite by Nevander, made from Doom II textures
- Fire sound from "Mindgrind: Audio - Quake" by Jeremiah Sypult
- Nail impact sounds from "Doom 64: Unabsolved" by AEnima
- Nail bolt sprites by Midway, edited by Mechadon
Don't worry! You can still get the Shotgun off Shotgunguys. The Nailgun comes with a new ammotype and that ammotype has been added to backpacks. So, while you don't get much, it increases you overall haul from the backpack, which is good in the long term.
The title screen has been changed to match the one from Cacodemon Textures, created by 111jani111. There are multiple images that will appear, selected randomly, and it will eventually change to another if you wait. I did lower the delay so you're not waiting too long for it to fade in.
Via Brutal Doom, you can now make bulletholes in the floor and ceiling, as well as scorch them with explosives, and explosions will now throw dirt into the air if they hit an outdoor texture.
Last but not least, I changed out the teleporter effect. Call me crazy, but most of the ones out there don't make it look like you've teleported at all--it's more like you've moved locations with some green stuff in your face. Now it looks more like a legit teleport, both when you do it and when monsters do it.
There was a lot of work to do to put this all together. My utmost respect goes to those who initially created all these things I'm using. Trust me when I say, though, that it's not as simple as a cut-and-paste job to make this all function in unison, nor am I done.
This has been tested in GZDoom 4.5.0. You can use it as-is, modify it, make levels for it, do whatever you want and share whatever you want. You have my blessing! Enjoy.