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levels: map13 revision 2.7 (Mar 11, 2013)
DW: http://www.doomworld.com/vb/post/1153164 Signed-off-by: RjY <rjy@users.sourceforge.net>
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@ -6,9 +6,9 @@ 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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sectors: 1103
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linedefs: 4833
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wad size: 697K
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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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@ -43,18 +43,31 @@ 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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will be to 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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Finished at level 1,2,3,4.
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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 2.7 Mar 11, 2013
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CHANGES Rev 2.7
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Move controls for upper conveyor to upper platform.
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Pit ramp removed, use raise pit control to escape.
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Narrow covered ramp to warehouse, and randomize riser texture alignment.
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Align textures in barred guard window.
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Fix flat textures under doors.
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Adjust light and sectors in lower lab.
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Move treatment control panel to wall, and make higher so do not climb on it.
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Added a desk and some boxes to back rooms.
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Added a couple trashbins.
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Moved a monster teleport point to put monster in player path.
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Make some pillars visible in map.
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Added few more zombies.
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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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