levels: map09 revision 10 (Jan 4, 2012)

DW: http://www.doomworld.com/vb/post/1062252
Signed-off-by: RjY <rjy@users.sourceforge.net>
This commit is contained in:
Wesley D. Johnson 2012-03-20 21:26:55 +00:00 committed by RjY
parent 24fb823b99
commit 23332b342d
2 changed files with 86 additions and 51 deletions

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

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