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levels: map13 revision 2.6 (May 11, 2012)
DW: http://www.doomworld.com/vb/post/1073705 Signed-off-by: RjY <rjy@users.sourceforge.net>
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2 changed files with 76 additions and 44 deletions
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@ -3,6 +3,81 @@ Wesley D. Johnson
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john <obfuscate> son 24 12 @ usgo <dot> net
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john <obfuscate> son 24 12 @ usgo <dot> net
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INFO:
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Level is large,
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secrets: 4
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sectors: 1099
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linedefs: 4017
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wad size: 695K
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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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There are still some places where the corner of a
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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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PLAY:
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Non-linear, freestyle.
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Can attack in at least 3 different ways (5 for experts), by different routes,
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by running wild, sneaking around, or careful planning.
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Many monsters roam free and will be encountered unexpectedly.
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Watch your back. I have got shot in the back so
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many times I am getting paranoid.
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Play hints for map13:
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They are not asleep and will come when they hear you.
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Avoid shooting in open areas until you are prepared for the big fight.
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Locate the ammo and health reserves, and be prepared to retreat to them.
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Use the machinery, you do not have to shoot them all. But you have to get
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to it while you can.
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Choose your attack route and if it proves difficult switch to another.
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There is more than one way into any area, use them all.
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Choose several areas that can be defended, you will need them.
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Too many flaming heads to fight in the open, they will be everywhere.
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Monsters wander about, areas do not stay cleared.
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More will arrive, usually from behind you.
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Watch your back, frequently.
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There are three ways to get out of secret lab, 1) be quick,
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2) hot-wire the door, 3) climb to alternate exit.
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Understanding the war-game theory of interior lines of communication
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will be your advantage.
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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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Play tested on Legacy, prboom.
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Not all combinations tested.
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HISTORY:
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Release Revision 2.6 May 11, 2012
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CHANGES Rev 2.6
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Fixed crate texture alignment in secure lab.
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Rebuilt teleport monster pen, so it works in all cases. Monsters
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are now allowed to hear sound so they move immediately. Still
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provides alternate teleport destinations.
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Moved some of the monster teleport destinations. Provided a door
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from which they could be entering in upper warehouse, and front gate.
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Lowered height of services building (telephone, power, teleport),
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and gave it a window.
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Adjusted lumber pile.
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Added posts near railroad tracks
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Made path around building playable as an initial attack path, by
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moving cacodemons much farther away.
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Reduced number of cacodemons (12 at skill 4)
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and pain elementals (4 at skill 4).
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Improved locker-room secret area. Infra-glasses are now only
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available at skill-1, as higher skills can find alternatives.
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Added support pillars, lab equipment, and details to shallow-pool room (red area),
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and made it possible to bring fight into the room (reckless but possible).
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Fixed some ceiling and floor textures in switch niches.
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Fixed some hidden lines.
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Release Revision 2.5 Mar 18, 2012
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Release Revision 2.5 Mar 18, 2012
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CHANGES Rev 2.5
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CHANGES Rev 2.5
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Added more complexity and details to secure lab.
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Added more complexity and details to secure lab.
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@ -81,47 +156,4 @@ CHANGES 1.1:
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Adjusted weapons, ammo.
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Adjusted weapons, ammo.
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Upload of Aug 24, 2009
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Release Revision 0.9. Aug 24, 2009
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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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Play tested on Legacy, prboom.
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Not all combinations tested.
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Level is large,
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secrets: 4
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sectors: 1094
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linedefs: 4830
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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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There are still some places where the corner of a
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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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Play:
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Non-linear, freestyle.
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Can attack in at least 3 different ways, by different routes,
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by running wild, sneaking around, or careful planning.
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Many monsters roam free and will be encountered unexpectedly.
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Watch your back. I have got shot in the back so
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many times I am getting paranoid.
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Play hints for map13:
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They are not asleep and will come when they hear you.
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Avoid shooting in open areas until you are prepared for the big fight.
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Locate the ammo and health reserves, and be prepared to retreat to them.
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Use the machinery, you do not have to shoot them all. But you have to get
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to it while you can.
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Choose your attack route and if it proves difficult switch to another.
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There is more than one way into any area, use them all.
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Choose several areas that can be defended, you will need them.
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Too many flaming heads to fight in the open, they will be everywhere.
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They wander about, areas do not stay cleared.
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More will arrive, usually from behind you.
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Watch your back, frequently.
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