diff --git a/levels/wesley/map13.txt b/levels/wesley/map13.txt index 8bf194ec..e0f96147 100644 --- a/levels/wesley/map13.txt +++ b/levels/wesley/map13.txt @@ -3,26 +3,31 @@ Wesley D. Johnson john son 24 12 @ usgo 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. diff --git a/levels/wesley/map13.wad b/levels/wesley/map13.wad index f0f75ed8..d5d5dc18 100644 Binary files a/levels/wesley/map13.wad and b/levels/wesley/map13.wad differ