Seeing as premultiplied alpha seems to be broken, I went and made several permutations of the glowing stripe texture - that is, separate in the Shapes file, but for the 1024x1024 version it's the same base texture with one of four different glowmaps applied. Voilà!
While I was adding new bitmaps to the shapes file, I thought I'd go and tackle another idea I've been considering - having a separate lava texture for Ouch polygons. With that done, I went and did a texturing / adjustment pass over all the lava or lava-containing levels.
Here's the incandescent liquid texture. Tim Vogel's M1 version, shifted towards the yellow to be more like the orginal M1 texture, and now with glow and alpha maps:
And here's the new opaque lava texture. Tim Vogel's M1 lava texture multiplied by his M∞ lava texture, shifted towards red, plus a glowmap. Note that my weapons are down as I've just burned to death, and the little bit of liquid lava visible in the corner. The heavy grey fog is supposed to represent smoke and explain why there's no oxygen.
And these nasty little pools have lava underneath incandescent liqud! You'll take damage extra fast if you stand about in here:
Of course, I got sidetracked with things, and did a lot of work especially on Fire! making the liquid in the bridge room rise as the platforms do, and setting up various lights and platforms so the switch raises the bridge when on, lowers it when off, won't prematurely interrupt a raising or lowering in progress, etc.
Later, after much mucking about on Try Again, I threw up my hands and decided to do the level over, this time basing it on the VMC version rather than M1A1. Then I realised I had spent all day on this and it's getting late, so I saved my partially-completed Try Again into the Try Again II slot for now.
All this, including a merged map, is up on
git! Mind you Try Again is horribly ugly at the moment and there may be glitches elsewhere.
Of great help to all the Weland work was discovering that I could enter
.save level into the A1 console for an original M1 map! Texturing and items and some other things get all out of whack, but it's nice to see how the original is put together without having to fire up Pfhorte!