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levels: updated wesley map13
Signed-off-by: Catoptromancy <catoptromancy@yahoo.com> Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
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2 changed files with 17 additions and 10 deletions
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@ -3,26 +3,31 @@ Wesley D. Johnson
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john <obfuscate> son 24 12 @ usgo <dot> net
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Release Revision 1.2 Sept 18, 2009
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Release Revision 1.3 Oct 6, 2009
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Change:
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Made some bars impassable.
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Adjusted some textures.
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Moved some ammo.
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Previously:
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Fixed Boom Deep-water colormap usage
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Adjusted crusher.
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Adjusted weapons, ammo.
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Changed the nukeage crossing to use a dry bridge, which was the
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original intention.
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Added a Cacodemon across the street, moved another to a dark corner.
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Added some imps to guard the yellow key room.
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Adjusted some texture alignment over wall screens.
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Fixed the curved stairs so monsters will now ascend.
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Fixed some guard sectors to not block sight lines.
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Changed the starting height of a lift so it is at a floor.
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Raised the ceiling height of some yard sectors.
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Many lighting fixes, darkened outside and made more consistent.
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Adjusted sound blocking.
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HAS BEEN DONE:
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Play tested at 1,2,3,4.
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Finished at level 4.
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Verified that can win at level 4 without using the crusher.
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Play tested on Legacy, prboom.
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Not all combinations tested.
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Level is large,
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1028 sectors, 6000+ sidedefs.
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I have spent a week cutting anything I could.
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1014 sectors, 6000+ sidedefs.
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If it has to get smaller then I would have to cut
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the elevator, or the curved stairs.
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@ -30,6 +35,8 @@ Level is large,
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building gets clipped, but they have been reduced to
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the point where it is not worth it any more.
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Some monsters still will not wake up. It seems that doors act as if
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they are sound blocking, even when not marked.
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Play:
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Non-linear, freestyle.
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