de-symlinkify: wesley
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wesley/map13.wad
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levels/map13.wad
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wesley/map19.wad
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levels/map19.wad
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MAP13 for FreeDoom
|
||||
Wesley D. Johnson
|
||||
john <obfuscate> son 24 12 @ usgo <dot> net
|
||||
|
||||
|
||||
INFO:
|
||||
Level is large,
|
||||
secrets: 4
|
||||
sectors: 1103
|
||||
linedefs: 4833
|
||||
wad size: 697K
|
||||
|
||||
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 to your advantage.
|
||||
|
||||
|
||||
HAS BEEN DONE:
|
||||
Play tested at 1,2,3,4.
|
||||
Finished at level 1,2,3,4.
|
||||
Play tested on Legacy, prboom.
|
||||
|
||||
HISTORY:
|
||||
|
||||
Release Revision 2.8 April 13, 2013
|
||||
CHANGES Rev 2.8
|
||||
Fixed HOM on pit motor box.
|
||||
Changed lift side textures from black to bronze textures.
|
||||
Added another location for teleport monsters, so they don't get stuck.
|
||||
Raised service door in back of secret lab. Smaller but easier to use.
|
||||
Finished pipe connection in tunnels. Added pipe that crosses tunnel.
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||||
Added crate and boxes in second railroad dock.
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||||
Added cabinet in front entrance.
|
||||
Enlarged restroom, and added cabinet.
|
||||
Moved health from restroom serviceway to office. Narrowed serviceway.
|
||||
Made desk and couch larger. Prevent monsters from climbing on them.
|
||||
Added easy barrels in front dock.
|
||||
Moved suits farther apart in tech. pillar room.
|
||||
Fixed texture alignments in front porch, tunnels, and warehouse ramp.
|
||||
|
||||
Release Revision 2.7 March 11, 2013
|
||||
CHANGES Rev 2.7
|
||||
Move controls for upper conveyor to upper platform.
|
||||
Pit ramp removed, use raise pit control to escape.
|
||||
Narrow covered ramp to warehouse, and randomize riser texture alignment.
|
||||
Align textures in barred guard window.
|
||||
Fix flat textures under doors.
|
||||
Adjust light and sectors in lower lab.
|
||||
Move treatment control panel to wall, and make higher so do not climb on it.
|
||||
Added a desk and some boxes to back rooms.
|
||||
Added a couple trashbins.
|
||||
Moved a monster teleport point to put monster in player path.
|
||||
Make some pillars visible in map.
|
||||
Added few more zombies.
|
||||
|
||||
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.
|
||||
Removed some cages, added lab benches, lab equipment, and boxes.
|
||||
Changed secure lab wall texture, and adjusted windows to match.
|
||||
Modified service passage to be older, narrow, and partially hidden.
|
||||
Added pipes and pipe service passages.
|
||||
To exit secure lab requires some work now, cannot just walk out.
|
||||
Using the service passage from lab now requires climbing boxes and a careful leap.
|
||||
Can escape by opening the secure door.
|
||||
Fixed many hidden lines.
|
||||
|
||||
Release Revision 2.4 Nov 13, 2011
|
||||
CHANGES Rev 2.4
|
||||
Added more complexity and details to service way, and treatment control room.
|
||||
Added pump noise.
|
||||
Changed monsters in control room, only one arch-vile (level 4, upper warehouse).
|
||||
Changed control room window to 2 windows, and made them lower so monsters can shoot out.
|
||||
Moved barrels everywhere so they do not explode all at once.
|
||||
Added lights in shipping dock warehouse.
|
||||
Moved walls in upper warehouse, and added pillars and lights. Arch-vile is now harder to tease out.
|
||||
Fixed light switches in dark warehouse so they work better, cured leakage from door (not perfect).
|
||||
Added another dark room to dark warehouse.
|
||||
Simplified some linedef shapes.
|
||||
Combined some sectors.
|
||||
Removed unused linedef tags.
|
||||
Changed, aligned some textures.
|
||||
|
||||
Release Revision 2.3 May 26, 2011
|
||||
CHANGES Rev 2.3
|
||||
Raised conveyor railings so monsters cannot climb them.
|
||||
Added switch so can escape prison without yellow key.
|
||||
Added posts and heating pipes in northern building.
|
||||
Added carts and improved shelve in utility room.
|
||||
Moved some ammo.
|
||||
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||||
Release Revision 2.2 Feb 6, 2011
|
||||
CHANGES Rev 2.2
|
||||
Fixed things per FreeDoom forum review.
|
||||
Added some trees.
|
||||
Added crate to step-up on dumpster.
|
||||
Adjusted pump-room service way.
|
||||
Added shelf and niche in utility room.
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||||
Moved set of switches in control room.
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||||
Added crate in secure dock.
|
||||
Added door in secure service way.
|
||||
Kinked sewer to hide view of dead-end.
|
||||
Added platform and stored stuff in furnace room.
|
||||
Adjusted weapons.
|
||||
Moved deathmatch starts.
|
||||
Added multiplayer weapons and ammo.
|
||||
|
||||
CHANGES Rev 2.01:
|
||||
Fixed a small HOM at the spillway on the big nukage pool.
|
||||
Fixed a sight line by raising the height of the building at the exit.
|
||||
Now the chimney stack is not cut-off looking over that building.
|
||||
|
||||
Release Revision 1.3 Oct 6, 2009
|
||||
CHANGES Rev 1.3:
|
||||
Changed the nukeage crossing to use a dry bridge, which was the
|
||||
original intention.
|
||||
Added a Cacodemon across the street, moved another to a dark corner.
|
||||
Added some imps to guard the yellow key room.
|
||||
Adjusted some texture alignment over wall screens.
|
||||
Fixed the curved stairs so monsters will now ascend.
|
||||
Fixed some guard sectors to not block sight lines.
|
||||
Changed the starting height of a lift so it is at a floor.
|
||||
Raised the ceiling height of some yard sectors.
|
||||
Many lighting fixes, darkened outside and made more consistent.
|
||||
Adjusted sound blocking.
|
||||
|
||||
Release Revision 1.1. Sept, 12, 2009
|
||||
CHANGES 1.1:
|
||||
Fixed Boom Deep-water colormap usage
|
||||
Adjusted crusher.
|
||||
Adjusted weapons, ammo.
|
||||
|
||||
|
||||
Release Revision 0.9. Aug 24, 2009
|
|
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|
|||
MAP19 for FreeDoom
|
||||
|
||||
Original Author: ???
|
||||
Was left unfinished, fixed to make playable for release by Wesley D. Johnson
|
||||
john <obfuscate> son 24 12 @ usgo <dot> net
|
||||
|
||||
|
||||
Release Revision 10. Mar 7, 2014
|
||||
|
||||
CHANGES Rev10, by Wesley Johnson:
|
||||
Made some bars impassible, and adjusted the texture height.
|
||||
Widen stairs on wooden platform.
|
||||
Added portcullis to main gate passage, and moved a port to protect it.
|
||||
Adjusted texture alignment in main gate rooms, and several other rooms.
|
||||
Adjusted some light levels.
|
||||
Added ceiling light transfers for main gate rooms.
|
||||
Added some boxes in the tower store room.
|
||||
Moved some special objects to better locations, changed others.
|
||||
Adjusted the monsters for balance, some were missing.
|
||||
Filled in the lower chamber of the riverside rampart.
|
||||
More ammo, adjusted health.
|
||||
Raised the passage under the front walk.
|
||||
Adjusted the distant hills and added more height.
|
||||
Fixed one area where prboom has texture leakage.
|
||||
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||||
|
||||
Release Revision 9. Feb 28, 2014
|
||||
|
||||
CHANGES Rev9, by Wesley Johnson:
|
||||
Extensive changes to lower levels.
|
||||
Gave each tower a foundation and lower levels, and used those to replace
|
||||
many of the underground rooms. Established relationships between underground
|
||||
tunnels and the foundations, with exposures and shared elements.
|
||||
Kept the central monster lair and only one ring of the surrounding corridors.
|
||||
Integrated most of the tricks and traps into the one remaining ring
|
||||
corridor, removing the lift and putting everything on one level.
|
||||
Combined several secrets into one secret area.
|
||||
Moved the library to the new main tower lower level.
|
||||
Moved the dungeon to be adjacent the main gate lower levels.
|
||||
Moved the secret switches to a sub-hallway off the remaining ring
|
||||
corridor.
|
||||
Moved the switch to lower the courtyard water prize, to a lower level
|
||||
room under the courtyard. Gave it a visible mechanism so the player
|
||||
can deduce they need a return visit to the couryard.
|
||||
Removed the rising staircase that went through the same 3d space as lower rooms.
|
||||
Along with the ring corridors, it lacked interest and was just a place to
|
||||
run through quickly.
|
||||
Provided two authentic castle style staircases. One from the main
|
||||
tower mid room to the lower tower room, and another from the red tower
|
||||
lower room to the sub-levels.
|
||||
Distributed the color barriers to the new stairs and a lower corridor.
|
||||
Expanded the lava theme at the exit, with it showing on the earth surface.
|
||||
Moved the exit area to an unused area to facilitate this.
|
||||
It is visible from the south castle wall.
|
||||
Removed the maze near the exit and moved the item to a water-drainage
|
||||
channel behind a secret. Added several water-drainage tunnels that are
|
||||
similar to a maze.
|
||||
The riverside tower was changed to a low rampart with a moat because
|
||||
of the sight lines down the river from it. The nearby wall was lowered to
|
||||
be just adequate to block the pathway, again to reduce the view of the
|
||||
joins of sky and river. The riverside rampart and wall now has a
|
||||
progressive defense that can be explored, with several level changes,
|
||||
that adds interest to the castle design.
|
||||
Cacodemons were added nearby so the player can defend this rampart.
|
||||
The fallen wall structure at the path was simplified to just a
|
||||
fallen archway over the path.
|
||||
Raised hills around the outside of the castle to block views of the lower
|
||||
edges of the city sky. The high vantage points on the castle required many
|
||||
high hills and sight control constructions.
|
||||
Needed to reduce the size, so removed the duplicate map18 area. It was
|
||||
only seen if the player looked back at the start. A tie-in to map18 now is
|
||||
the bridge over the water. This is easier to maintain.
|
||||
Added many monsters to fill the spaces,
|
||||
with more ammo and health to survive it all.
|
||||
Removed the extraneous Keen.
|
||||
|
||||
|
||||
Release Revision 8. Mar 6, 2013
|
||||
|
||||
CHANGES Rev8, by Wesley Johnson:
|
||||
Fixed secret floor on lower level so trigger and floor move together.
|
||||
Added switch behind secret floor to raise secret wall.
|
||||
Added block behind secret wall to aid in escape, in case get in past wall
|
||||
without lowering floor.
|
||||
Raised top level of middle tower, and added steps. Crenelated the
|
||||
outer wall of this tower.
|
||||
Resized secret door to riverside tower passage, and changed to
|
||||
a paneled texture. Added a bookcase to match.
|
||||
Removed floating covers over outdoor teleports because of the drawing errors
|
||||
when viewing taller towers over them.
|
||||
|
||||
CHANGES Rev6, by Wesley Johnson:
|
||||
Fixed doors to operate using the Boom skull keys.
|
||||
Many switches were missing tag numbers. Had to implement something.
|
||||
Some switch operations would not work and had to devise something else.
|
||||
Made all switches operate something.
|
||||
Made all areas reachable.
|
||||
Gave the castle a proper entrance, which was complicated to implement, as it
|
||||
required two silent teleports to pass the player under the occupied
|
||||
wall and tower defenses. However, it came out rather nice.
|
||||
It required an annoying door that appears to snap open when player
|
||||
teleports, but have to hide the missing passageway from view. Requires more work.
|
||||
Provided a road to give rationale to the extra wall and tower, as such
|
||||
were built to control road and river trade routes.
|
||||
Provided underground secret passage where existing passage was
|
||||
passing through a collapsed part of wall. Gave the secret a keyed
|
||||
door because play testing showed it was too easy to go to first thing.
|
||||
Gave the area a river to keep player away from sky texture, and a hill to hide
|
||||
bottom of sky texture (which was showing). Not totally fixed in non-play areas.
|
||||
Fixed texture alignments throughout castle area.
|
||||
Moved some special items around for playability.
|
||||
This is enough to make it playable in the FreeDoom release without
|
||||
appearing half-done.
|
||||
|
||||
|
||||
|
||||
Features:
|
||||
Castle theme.
|
||||
Multiple layers implemented using silent teleport.
|
||||
|
||||
|
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wesley/paine3e7.gif
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Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 2.8 KiB |
BIN
sprites/paine3e7.gif
Normal file
Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 2.8 KiB |
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wesley/paine4e6.gif
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Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 2.4 KiB |
BIN
sprites/paine4e6.gif
Normal file
Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 2.4 KiB |
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wesley/paine5.gif
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Before Width: | Height: | Size: 17 B After Width: | Height: | Size: 2.4 KiB |
BIN
sprites/paine5.gif
Normal file
Before Width: | Height: | Size: 17 B After Width: | Height: | Size: 2.4 KiB |
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wesley/painf1.gif
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Before Width: | Height: | Size: 17 B After Width: | Height: | Size: 2.8 KiB |
BIN
sprites/painf1.gif
Normal file
Before Width: | Height: | Size: 17 B After Width: | Height: | Size: 2.8 KiB |
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wesley/painf2f8.gif
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Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 2.8 KiB |
BIN
sprites/painf2f8.gif
Normal file
Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 2.8 KiB |
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wesley/painf3f7.gif
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Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 3 KiB |
BIN
sprites/painf3f7.gif
Normal file
Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 3 KiB |
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wesley/painf4f6.gif
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Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 2.5 KiB |
BIN
sprites/painf4f6.gif
Normal file
Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 2.5 KiB |
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wesley/painf5.gif
|
Before Width: | Height: | Size: 17 B After Width: | Height: | Size: 2.4 KiB |
BIN
sprites/painf5.gif
Normal file
Before Width: | Height: | Size: 17 B After Width: | Height: | Size: 2.4 KiB |
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wesley/paing1.gif
|
Before Width: | Height: | Size: 17 B After Width: | Height: | Size: 2.8 KiB |
BIN
sprites/paing1.gif
Normal file
Before Width: | Height: | Size: 17 B After Width: | Height: | Size: 2.8 KiB |
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wesley/paing2g8.gif
|
Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 2.8 KiB |
BIN
sprites/paing2g8.gif
Normal file
Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 2.8 KiB |
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|||
wesley/paing3g7.gif
|
Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 2.8 KiB |
BIN
sprites/paing3g7.gif
Normal file
Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 2.8 KiB |
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|||
wesley/paing4g6.gif
|
Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 2.5 KiB |
BIN
sprites/paing4g6.gif
Normal file
Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 2.5 KiB |
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|||
wesley/paing5.gif
|
Before Width: | Height: | Size: 17 B After Width: | Height: | Size: 2.4 KiB |
BIN
sprites/paing5.gif
Normal file
Before Width: | Height: | Size: 17 B After Width: | Height: | Size: 2.4 KiB |
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|||
wesley/painh0.gif
|
Before Width: | Height: | Size: 17 B After Width: | Height: | Size: 2.6 KiB |
BIN
sprites/painh0.gif
Normal file
Before Width: | Height: | Size: 17 B After Width: | Height: | Size: 2.6 KiB |
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|||
wesley/paini0.gif
|
Before Width: | Height: | Size: 17 B After Width: | Height: | Size: 2.3 KiB |
BIN
sprites/paini0.gif
Normal file
Before Width: | Height: | Size: 17 B After Width: | Height: | Size: 2.3 KiB |
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|||
wesley/painj0.gif
|
Before Width: | Height: | Size: 17 B After Width: | Height: | Size: 2.2 KiB |
BIN
sprites/painj0.gif
Normal file
Before Width: | Height: | Size: 17 B After Width: | Height: | Size: 2.2 KiB |
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|||
wesley/paink0.gif
|
Before Width: | Height: | Size: 17 B After Width: | Height: | Size: 2.1 KiB |
BIN
sprites/paink0.gif
Normal file
Before Width: | Height: | Size: 17 B After Width: | Height: | Size: 2.1 KiB |
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|||
wesley/painl0.gif
|
Before Width: | Height: | Size: 17 B After Width: | Height: | Size: 1.7 KiB |
BIN
sprites/painl0.gif
Normal file
Before Width: | Height: | Size: 17 B After Width: | Height: | Size: 1.7 KiB |
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|||
wesley/painm0.gif
|
Before Width: | Height: | Size: 17 B After Width: | Height: | Size: 1 KiB |
BIN
sprites/painm0.gif
Normal file
Before Width: | Height: | Size: 17 B After Width: | Height: | Size: 1 KiB |
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|||
wesley/skela1d1.gif
|
Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 1.6 KiB |
BIN
sprites/skela1d1.gif
Normal file
Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 1.6 KiB |
|
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|||
wesley/skela2d8.gif
|
Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 1.6 KiB |
BIN
sprites/skela2d8.gif
Normal file
Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 1.6 KiB |
|
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|
|||
wesley/skela3d7.gif
|
Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 1.4 KiB |
BIN
sprites/skela3d7.gif
Normal file
Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 1.4 KiB |
|
@ -1 +0,0 @@
|
|||
wesley/skela4d6.gif
|
Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 1.4 KiB |
BIN
sprites/skela4d6.gif
Normal file
Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 1.4 KiB |
|
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|
|||
wesley/skela5d5.gif
|
Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 1.5 KiB |
BIN
sprites/skela5d5.gif
Normal file
Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 1.5 KiB |