levels: map13 revision 2.6 (May 11, 2012)

DW: http://www.doomworld.com/vb/post/1073705
Signed-off-by: RjY <rjy@users.sourceforge.net>
This commit is contained in:
Wesley D. Johnson 2012-05-12 03:09:30 +01:00 committed by RjY
parent a950d7d063
commit 0a0e44c11c
2 changed files with 76 additions and 44 deletions

View file

@ -3,6 +3,81 @@ Wesley D. Johnson
john <obfuscate> son 24 12 @ usgo <dot> 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

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