One year anniversary (plus two days)!!
Using this opportunity to make a small update, including one regarding the Chaingun which has bothered me for a while:

-Reverted the previous changes to the Chaingun to re-establish its original design where players have to manage its spinning. On top of this, resuming the firing routine during the spin-down can be done at anytime during the spin-down where previously it would only happen at the end of it.
-First Chaingun placement in tot3 has a short message explaining the ability to fire again while spinning down, its placement has also been changed to be in a quiter place so players can properly inspect the weapon.
-Removed the Patreon link for the future project at the end of the mod, as I have a job now and don't feel financially pressured to work on the game based off the mod, Plotosphere: Tomb of Thunder.

Update is the same link as usual, but I advise people to delete their previous folder when you update, as this update also rearranges files by deleting duplicates between folder files and those inside the .pak file (which now only has copper files).

I think this will be the final update on this mod where I fully transition dev work to Plotosphere: Tomb of Thunder.
A small fix, but a crucial one for progression:
-Fixed tot4's final button to the secret exit having a loose silver key requirement

Download link is the same.
Fixed a faulty trigger in tot5 where the cave tunnel at the start is sealed.

Download link is the same.
-Added a guide for all the campaign's secrets in the game files.

-on tot3:
*The doors leading to their respective keys lock players behind once they enter the respective silver/gold key region so players don't backtrack needlessly.
-on tot4:
*Changed a secret on level 2's gold key region to be a bit more explicit.
-on tot7:
*Fixed a faulty secret related to silver doors, which now only display a common message.

Download link is the same.
v1.031 comes with crucial fixes for tot4:

*Fixed the exit door not opening
*Fixed the way to the secret exit not triggering during the final sequence
*Fixed the multi-key door not displaying the correct locked message
*Fixed key signs at the start of each level not showing the correct key texture

Download link is the same.
Tomb of Thunder has been updated to version 1.03:

-Added Co-operative support.
-Chaingun rework:
*Removed the spin-up sequence for the Chaingun in order to make it a proper panic fast firing weapon.
*The full stop sequence lasts now 0.4 second if the weapon doesn't fire again during the spin-down sequence.
*Damage has been boosted from 10 to 11 damage per bullet.
-Modifications for tot4:
*Added details
*Instead of 6 gold keys, there is 3 gold keys & 3 silver keys, where the way to get them is color coded much like in tot3, in order to make navigation better. Due to this the way to find a specific secret has been slightly altered.
*Removed a turbine in the second coolant pool of level 3 to better distinguish the entrance and exit of the section taken from level 2.
*Finale has been revised.
*Fixed a softlock at level 3's final key's room.
*Fixed a softlock related to a specific secret
-Fixed a faulty shortcut on tot2
-Added silver key signs in the second temple room in tot5 to make the silver key door placement more obvious
-Added different health for each difficulty for the final boss' final phase.
-Disciple under supermonsters won't shoot in volleys anymore, instead his projectile will shock at faster intervals.
-Fixed a bug where the Fiend under supermonsters wasn't transparent.

Download link is the same.
Tomb of Thunder 1.02a

-Fixed a leak in tot1
-Fixed second goldkey lights in tot4's level 2 not triggering properly
-Fixed tot4's alternate entrances still displaying their names as "entrance A"
-Fixed a gold key room encounter in tot7 where one extra monster for hard skill didn't target the count to unlock the exit door
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This update mostly centers around map modifications:

-Made the Nail Infantry's bullet deal stronger damage (from 3 to 5)
-Made the axe kill on Nightmare harvest killed enemies' health divided by 5 instead of 4.5

-Map fixes:
-tot1:
* Made path to nailgun more obvious
* Made key doors more obvious
* Changed some monster placements (mostly for hard skill)
* Added additional teleporting monsters exclusively for when the quad damage is found

-tot2:
* Changed nailgun placement to first elevator shortcut
* Changed some monster placements (mostly for hard skill)
* Made usable computers more obvious
* Fixed an ambush where peeking through a gap in a wall would allow the player to see the upcoming monsters
* Fixed a fiend and ogre sharing the same space on normal skill (said ogre has been changed to a gladiator)
* Added a death knight and a fiend on normal to south-east region on normal skill
* Revised computer room in south-east region
* Made grenade launcher placement more obvious

-tot3:
* Made each colored key region's doors have lights of their respective colored keys to make them more obvious
* Changed some monster placements (mostly for hard skill)
* Made Invulnerability secret accessible from both sides of its location

-tot4:
* Fixed an issue on entrance B where the chaingun ambush would trigger too early
* Fixed an issue where both an ogre and vore would teleport at the same time
* Changed some monster placements (mostly for hard skill)
* Added white stripes to main stair shaft
* Fixed gold key signs & traps not triggering properly

-tot5:
* Made the silver key more obvious while also telling the way to go
* Gathering all gold keys now tells the way to go
* Changed some monster placements (mostly for hard skill)
* Changed last secret to an armor one
* Made the switch at the top of the light world's water tower more obvious
* Added specific colored pillars to indicate the placement of the tombs

-tot7:
* Gold Key Gate is now much more obvious
* Gathering all gold keys triggers a message to come back to the main tower gate
* Added green pillars pointing the way to the gold key rooms

Download link is the same.
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On top of the previous v1.01 fix:
-Fixed source files not matching what's inside the compiled progs files.
-Fixed duplicate zip file.
-Fixed series of shootable buttons leading to a secret in start.bsp where they were shootable multiple times, nullifying the challenge of finding the secret.
-Fixed possible softlock at the end of tot1.bsp, train doors now open permanently on top of their activator being locked behind counters.
-Railgun now does 95 damage on Deathmatch rather than the whopping 270 in Singleplayer for balancing reasons.

v1.011 fix:
-Added navigation aids for map 3, 4, and 5
-Fixed issues on map 3 and 5 on easy skill where counter-based critical encounters didn't trigger properly, making progress impossible
-Diminished fog amount for the final boss' third phase, making far-away targets easier to see

Download link is the same as before (mediafire link).