levels: updated wesley map13

Signed-off-by: Catoptromancy <catoptromancy@yahoo.com>
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
This commit is contained in:
Catoptromancy 2009-10-14 23:34:13 -04:00 committed by Mike Swanson
parent c5f32ad259
commit 0001be3fe9
2 changed files with 17 additions and 10 deletions

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@ -3,26 +3,31 @@ Wesley D. Johnson
john <obfuscate> son 24 12 @ usgo <dot> net
Release Revision 1.2 Sept 18, 2009
Release Revision 1.3 Oct 6, 2009
Change:
Made some bars impassable.
Adjusted some textures.
Moved some ammo.
Previously:
Fixed Boom Deep-water colormap usage
Adjusted crusher.
Adjusted weapons, ammo.
Changed the nukeage crossing to use a dry bridge, which was the
original intention.
Added a Cacodemon across the street, moved another to a dark corner.
Added some imps to guard the yellow key room.
Adjusted some texture alignment over wall screens.
Fixed the curved stairs so monsters will now ascend.
Fixed some guard sectors to not block sight lines.
Changed the starting height of a lift so it is at a floor.
Raised the ceiling height of some yard sectors.
Many lighting fixes, darkened outside and made more consistent.
Adjusted sound blocking.
HAS BEEN DONE:
Play tested at 1,2,3,4.
Finished at level 4.
Verified that can win at level 4 without using the crusher.
Play tested on Legacy, prboom.
Not all combinations tested.
Level is large,
1028 sectors, 6000+ sidedefs.
I have spent a week cutting anything I could.
1014 sectors, 6000+ sidedefs.
If it has to get smaller then I would have to cut
the elevator, or the curved stairs.
@ -30,6 +35,8 @@ Level is large,
building gets clipped, but they have been reduced to
the point where it is not worth it any more.
Some monsters still will not wake up. It seems that doors act as if
they are sound blocking, even when not marked.
Play:
Non-linear, freestyle.

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