de-symlinkify: wesley

This commit is contained in:
Mike Swanson 2015-12-17 01:06:14 -08:00
parent 6c865b0a21
commit 459d89ac34
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wesley/map13.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.
Added crate and boxes in second railroad dock.
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.
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.
Moved set of switches in control room.
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.
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/paing1.gif

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wesley/paing2g8.gif

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wesley/paing3g7.gif

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wesley/paing4g6.gif

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wesley/paing5.gif

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sprites/paing5.gif Normal file

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wesley/painh0.gif

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wesley/paini0.gif

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wesley/painj0.gif

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wesley/paink0.gif

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wesley/painl0.gif

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wesley/painm0.gif

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wesley/skela1d1.gif

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wesley/skela2d8.gif

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wesley/skela3d7.gif

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wesley/skela4d6.gif

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wesley/skela5d5.gif

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