diff --git a/levels/wesley/map13.txt b/levels/wesley/map13.txt index e3bb2e09..97cbefee 100644 --- a/levels/wesley/map13.txt +++ b/levels/wesley/map13.txt @@ -3,6 +3,81 @@ Wesley D. Johnson john son 24 12 @ usgo net +INFO: +Level is large, + secrets: 4 + sectors: 1099 + linedefs: 4017 + wad size: 695K + + If it has to get smaller then I would have to cut + the elevator, or the curved stairs. + + There are still some places where the corner of a + building gets clipped, but they have been reduced to + the point where it is not worth it any more. + + +PLAY: + Non-linear, freestyle. + Can attack in at least 3 different ways (5 for experts), by different routes, + by running wild, sneaking around, or careful planning. + Many monsters roam free and will be encountered unexpectedly. + Watch your back. I have got shot in the back so + many times I am getting paranoid. + + +Play hints for map13: +They are not asleep and will come when they hear you. +Avoid shooting in open areas until you are prepared for the big fight. +Locate the ammo and health reserves, and be prepared to retreat to them. +Use the machinery, you do not have to shoot them all. But you have to get +to it while you can. +Choose your attack route and if it proves difficult switch to another. +There is more than one way into any area, use them all. +Choose several areas that can be defended, you will need them. +Too many flaming heads to fight in the open, they will be everywhere. +Monsters wander about, areas do not stay cleared. +More will arrive, usually from behind you. +Watch your back, frequently. +There are three ways to get out of secret lab, 1) be quick, +2) hot-wire the door, 3) climb to alternate exit. +Understanding the war-game theory of interior lines of communication +will be your advantage. + + +HAS BEEN DONE: + Play tested at 1,2,3,4. + Finished at level 4. + Play tested on Legacy, prboom. + Not all combinations tested. + + +HISTORY: + +Release Revision 2.6 May 11, 2012 +CHANGES Rev 2.6 + Fixed crate texture alignment in secure lab. + Rebuilt teleport monster pen, so it works in all cases. Monsters + are now allowed to hear sound so they move immediately. Still + provides alternate teleport destinations. + Moved some of the monster teleport destinations. Provided a door + from which they could be entering in upper warehouse, and front gate. + Lowered height of services building (telephone, power, teleport), + and gave it a window. + Adjusted lumber pile. + Added posts near railroad tracks + Made path around building playable as an initial attack path, by + moving cacodemons much farther away. + Reduced number of cacodemons (12 at skill 4) + and pain elementals (4 at skill 4). + Improved locker-room secret area. Infra-glasses are now only + available at skill-1, as higher skills can find alternatives. + Added support pillars, lab equipment, and details to shallow-pool room (red area), + and made it possible to bring fight into the room (reckless but possible). + Fixed some ceiling and floor textures in switch niches. + Fixed some hidden lines. + Release Revision 2.5 Mar 18, 2012 CHANGES Rev 2.5 Added more complexity and details to secure lab. @@ -81,47 +156,4 @@ CHANGES 1.1: Adjusted weapons, ammo. -Upload of Aug 24, 2009 - -HAS BEEN DONE: - Play tested at 1,2,3,4. - Finished at level 4. - Play tested on Legacy, prboom. - Not all combinations tested. - - -Level is large, - secrets: 4 - sectors: 1094 - linedefs: 4830 - - If it has to get smaller then I would have to cut - the elevator, or the curved stairs. - - There are still some places where the corner of a - building gets clipped, but they have been reduced to - the point where it is not worth it any more. - - -Play: - Non-linear, freestyle. - Can attack in at least 3 different ways, by different routes, - by running wild, sneaking around, or careful planning. - Many monsters roam free and will be encountered unexpectedly. - Watch your back. I have got shot in the back so - many times I am getting paranoid. - - -Play hints for map13: -They are not asleep and will come when they hear you. -Avoid shooting in open areas until you are prepared for the big fight. -Locate the ammo and health reserves, and be prepared to retreat to them. -Use the machinery, you do not have to shoot them all. But you have to get -to it while you can. -Choose your attack route and if it proves difficult switch to another. -There is more than one way into any area, use them all. -Choose several areas that can be defended, you will need them. -Too many flaming heads to fight in the open, they will be everywhere. -They wander about, areas do not stay cleared. -More will arrive, usually from behind you. -Watch your back, frequently. +Release Revision 0.9. Aug 24, 2009 diff --git a/levels/wesley/map13.wad b/levels/wesley/map13.wad index 40f1faf9..fdb0439c 100644 Binary files a/levels/wesley/map13.wad and b/levels/wesley/map13.wad differ