levels: updated map09 and map13

Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
This commit is contained in:
Wesley D. Johnson 2010-03-20 17:53:42 -07:00 committed by Mike Swanson
parent 25c4d1499b
commit 7e2ea488c9
4 changed files with 59 additions and 32 deletions

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MAP09 for FreeDoom
MAP09 for FreeDoom "The Pit"
Wesley D. Johnson
john <obfuscate> son 24 12 @ usgo <dot> net
Release Revision 1. Nov 5, 2009
Release Revision 5.1. March 12, 2010
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.
HAS BEEN DONE:
Play tested at levels 4,3,2,1.
Finished at level 4.
Play tested at levels 4,3.
Finished at level 4,3.
Play tested on Legacy, prboom.
Level is medium small.
325 sectors
Level is medium size.
523 sectors
Play:
Non-linear, 3 keys.
Keys are not necessary to reach exit, but help with
ammo and weapons.
Non-linear, 5 keys.
1 key is necessary to reach exit.
Other keys help with ammo and weapons.
Features:
An abandoned mining area, stripped of most valuables.
Large swampy mud pit, with many monsters stuck in it.
Tunnels through the area have been cut by the mining
drainage, and now must navigate the "pit" to get through.
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.

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@ -3,31 +3,25 @@ Wesley D. Johnson
john <obfuscate> son 24 12 @ usgo <dot> net
Release Revision 1.3 Oct 6, 2009
Release Revision 2 Feb 17, 2010
Change:
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.
Adjusted some window and door textures.
Changed lock coding of some doors (blue key only, not blue skull).
Moved some ammo and weapons.
Finished interior of final room.
Added an area in pump room so more difficult to get to ammo room.
Increased difficulty of Hard level by adding a few more monsters in
early play.
HAS BEEN DONE:
Play tested at 1,2,3,4.
Finished at level 4.
Verified that can win at level 4 without using the crusher.
Play tested on Legacy, prboom.
Not all combinations tested.
Level is large,
1014 sectors, 6000+ sidedefs.
1031 sectors, 6000+ sidedefs.
If it has to get smaller then I would have to cut
the elevator, or the curved stairs.
@ -35,14 +29,12 @@ Level is large,
building gets clipped, but they have been reduced to
the point where it is not worth it any more.
Some monsters still will not wake up. It seems that doors act as if
they are sound blocking, even when not marked.
Play:
Non-linear, freestyle.
Can attack in at least 3 different ways,
by different routes,
by running wild, sneaking around, or carefully planed.
Can attack in at least 3 different ways, 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.

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