diff --git a/levels/wesley/map09.txt b/levels/wesley/map09.txt index cd14bf41..b093b39c 100644 --- a/levels/wesley/map09.txt +++ b/levels/wesley/map09.txt @@ -3,52 +3,43 @@ Wesley D. Johnson john son 24 12 @ usgo net -Release Revision 7. Feb 3, 2011 +Release Revision 10. Jan 4, 2012 -CHANGES Rev2: - Added water treatment plant as exit. - Added some rewards and obstacles there. - Removed some swamp and simplified. - Removed trees and plants. -CHANGES Rev3: - Changed missing passageway to missing bridge. - Altered layout of entryways. - Marked doors with skull. - Waterfall as source of flooding. - Additional traps and difficulties in water treatment area. - Added two secret areas. -CHANGES Rev4: - Added support pillars in mine area, for visual effect. - Mine area passageways extended for more interest. - Modified the monster lair shapes. - Fixed problem of imps not coming out of their lair. - Yellow door now blocks access to all of office. - Moved storage room to hallway outside of office. - There is now more variation on how the monsters attack, as they do - not get stuck in one area so much. -CHANGES Rev5: - Moved supershotgun for medium and hard. - Has benches and boxes to stand upon in waterlogged rooms, so - conceptually player does not drown, and player can get a look around. - Changed layout of mine shafts to prevent being met at top of - elevator by smart revenants, as this elevator is only access to top level. - Added vertical shaft to cut passageway, with narrow path for the brave. - Moved mine weapons room (red door) to be harder to get to. - Modified particular mine shaft doorways so monsters get stuck less. - Connected mine shaft to cave as alternative entrance. - Improved caves, with alternative passages, connection to pit cave, and a - tight secret passage. -CHANGES Rev6: - Fixed texture items discussed in Forum. - Roof on some of mine pit with pillars to hold it up. - Removed monster caves in mine area and redistributed the contents. - Redid all of river and its relation to the caves and mine. - Removed half of river, added fallen bridge section to block river. - Rotated and reversed right half of map to move entrance across from mine. - Added mining machine that monsters used to cut into corridor. - Added mining equipment. - Added desks, tool chests, etc.. - Moved some ammo and weapons. +CHANGES Rev10: + Added lights in mine passages and mine floor. + Adjusted lighting levels in all mine areas. + Lowered the mine floor, steeper main passage. + Lowered the pump pit, redesigned the pump piping. + Adjusted pump sounds and added mech. room sound. + Adjusted the ventilation system. + Added more ore cars. + Move knapsack secret from cave to mine. + Reduced linedefs in cave, smaller tighter design. + Adjusted gorge bank, ditch, and gorge bottom for easier monster movement. + Changed monster teleport in gorge to a design that does not jam. + Added lights in office areas and corridors. + Adjusted sizes of furniture. + Moved storage room with monsters, and modified the L corridor, added lights. + Larger platforms in water tank room. +CHANGES Rev9: + Added pumps, ventilation, equipment rooms, and connections to them. + Added pump sounds. + Added locker room, and moved armor and health there. + Adjusted offices, adjusted corridor, and added monitors, cabinets, table. + Moved passages around ventilation area, and added doors. + Moved cave connection passages at back of mine. + Added lights in main mine passages. + Raised depth of river gorge. + Added equipment, monitors, in water works control room. + Added fountain and flora to lower water works foyer. + Adjusted size and shape of upper water works foyer. +CHANGES Rev8: + Added pillars and more depth to mine ceiling. + Adjusted some mine shafts, and the size of some pillars. + Added a roof bolter machine. + Moved some of the monsters in river, and changed some at the waterworks. + Adjusted all mud and friction. + Added a pump discharge pipe to river. CHANGES Rev7: Added closet in office. Modified one mine machine. @@ -61,7 +52,50 @@ CHANGES Rev7: Moved some monsters away from deathmatch starts so that deathmatch with monsters is playable. Added weapons and armor for multiplayer, coop and deathmatch. - +CHANGES Rev6: + Fixed texture items discussed in Forum. + Roof on some of mine pit with pillars to hold it up. + Removed monster caves in mine area and redistributed the contents. + Redid all of river and its relation to the caves and mine. + Removed half of river, added fallen bridge section to block river. + Rotated and reversed right half of map to move entrance across from mine. + Added mining machine that monsters used to cut into corridor. + Added mining equipment. + Added desks, tool chests, etc.. + Moved some ammo and weapons. +CHANGES Rev5: + Moved supershotgun for medium and hard. + Has benches and boxes to stand upon in waterlogged rooms, so + conceptually player does not drown, and player can get a look around. + Changed layout of mine shafts to prevent being met at top of + elevator by smart revenants, as this elevator is only access to top level. + Added vertical shaft to cut passageway, with narrow path for the brave. + Moved mine weapons room (red door) to be harder to get to. + Modified particular mine shaft doorways so monsters get stuck less. + Connected mine shaft to cave as alternative entrance. + Improved caves, with alternative passages, connection to pit cave, and a + tight secret passage. +CHANGES Rev4: + Added support pillars in mine area, for visual effect. + Mine area passageways extended for more interest. + Modified the monster lair shapes. + Fixed problem of imps not coming out of their lair. + Yellow door now blocks access to all of office. + Moved storage room to hallway outside of office. + There is now more variation on how the monsters attack, as they do + not get stuck in one area so much. +CHANGES Rev3: + Changed missing passageway to missing bridge. + Altered layout of entryways. + Marked doors with skull. + Waterfall as source of flooding. + Additional traps and difficulties in water treatment area. + Added two secret areas. +CHANGES Rev2: + Added water treatment plant as exit. + Added some rewards and obstacles there. + Removed some swamp and simplified. + Removed trees and plants. HAS BEEN DONE: Play tested at levels 4,3. @@ -69,7 +103,10 @@ HAS BEEN DONE: Play tested on Legacy, prboom. Level is medium size. - 523 sectors + secrets: 4 + sectors: 663 + linedefs: 3740 + single, 4 coop, 9 deathmatch starts Play: Non-linear, 5 keys. @@ -77,10 +114,8 @@ Play: Other keys help with ammo and weapons. Features: - An abandoned mining area, stripped of most valuables. + A mining area. Tunnels through the area have been cut by the mining. - Some areas have degraded into a mud pit. The pit and buildings are flooded, and some battles are in and under muddy water. Exit area is in flooded water treatment plant. - - + diff --git a/levels/wesley/map09.wad b/levels/wesley/map09.wad index eb5b23e2..9cc4ecf5 100644 Binary files a/levels/wesley/map09.wad and b/levels/wesley/map09.wad differ