TrueDude sent me his converted version of MAP13 a few days ago, but I just got around to tweaking it today. My changes were relatively minor. I replaced the teleporters with standard T.U.C.Q. version, and I found two missing textures and two misaligned textures.
It is otherwise the same as when TrueDude sent it to me. That make four officially completed levels.
The two invisible cyberdemons are a bit of a pain though. I will get around to making sprites eventually.
I added TrueDude's Flemoidus Arachnus sprites, making the arachnotron functional. They fire invisible shots however.
MAP03 is essentially done, and has been since before Christmas. I just need to make one door texture and rebalance the ammo supply and it is finished.
Maybe tomorrow ...
Note: When I talk about rebalancing ammo, what I mean is this; the DooM trooper, sergeant, and chaingunner drop ammo when they die, but the commonus, bipedicus, and dervish do not. In DooM, the ammo drops help the player stay stocked, but without them in T.U.C.Q. the player is left with a chronic shortage of ammo. This means I need to add additional amunition to compensate for the lack of drops.
There needs to be 1 minizorcher recharge for every 2 commoni, 1 large zorcher recharge for every 2 bipdici, and a minizorcher recharge for every dervish.
Additionally, since the chaingunner drops a chaingun when he dies, and the player can pick up a chaingun when he kills his first chaingunner, a rapidzorcher needs to be placed in the vicinity of the first dervish the player is expected to encounter as an equivalent.