
The Doom-shaped playground that belongs to everyone.
## General * Improved vanilla compatibility. * Boom features removed. * Hall of mirrors greatly reduced. * Visplane overflows fixed. * Savegame buffer overflow errors remain. ## Levels * Relevant Eureka warnings fixed. * New levels E1M9, E2M2, E2M3, E2M4, E2M7, E2M8, E3M5, MAP07, MAP21 and MAP27. * Various level renames. * Numerous vanilla fixes and aesthetic modernizations. * Fixed and standardized secret exits. ## Manual * French and Spanish translations. * Sections added to highlight project mandate and additional accessibility options. ## Misc
# General * The HTML documentation (eg, +NEWS+ and +README+ files) are generated with a style based on _Freedoom_’s own website, rather than the default AsciiDoc styling. * _Phase 2_’s internal DEMO1 has been replaced, thanks to some odd vanilla quirks that could cause it to desync in some (but not all) conditions. # Levels * The sailor monster type is formally banished from _Freedoom_’s own levels, and remaining uses of it were removed. # Manual * Incongruities between the actual game and manual have been fixed. # Build system * The `make install` targets have been con
## General * We now have a manual rendered to beautiful PDF format. Thanks to Simon Howard, the project’s founder. * A strong focus on vanilla compatibility has been sought for this release. Most, if not all, levels should work now. * _Final Doom_ compatibility de-emphasized. Where it creates conflicts with _Doom II_ mods or texture definitions, we prefer the _Doom II_ side of things. _Final Doom_-specific maps and mods may never look completely right in _Freedoom_, as a result. ## Levels * _FreeDM_ has seen a major overhaul, with most maps being modified, with new additions
This point release is only to allow building from source with [DeuTex](https://github.com/Doom-Utils/deutex) 5.0, and thus is considered unnecessary for any purpose other than distribution packaging. There are no level, sprite, sound, music, or other asset changes from 0.11.2. --- This is an old release, it is kept here for historical purposes and not recommended as the primary version.
Solving a few more issues found in the previous release, this point release is more dry than the last one, but we hope that it just refines the game to make it better than before. * Missing multiplayer starts have been added to several levels. No map should be lacking anymore. * A few mapping errors were repaired by changing sector heights. Speedrunners can better appreciate smooth flow through the levels. * Easy and normal difficulty levels have been tweaked. * Par times for Phase 1 have been added. * Cleaned up title screen using the Freedoom font for “Phase 1” a