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levels: updated map09 and map13
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
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4 changed files with 59 additions and 32 deletions
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MAP09 for FreeDoom
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MAP09 for FreeDoom "The Pit"
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Wesley D. Johnson
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john <obfuscate> son 24 12 @ usgo <dot> net
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Release Revision 1. Nov 5, 2009
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Release Revision 5.1. March 12, 2010
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CHANGES Rev2:
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Added water treatment plant as exit.
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Added some rewards and obstacles there.
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Removed some swamp and simplified.
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Removed trees and plants.
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CHANGES Rev3:
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Changed missing passageway to missing bridge.
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Altered layout of entryways.
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Marked doors with skull.
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Waterfall as source of flooding.
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Additional traps and difficulties in water treatment area.
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Added two secret areas.
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CHANGES Rev4:
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Added support pillars in mine area, for visual effect.
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Mine area passageways extended for more interest.
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Modified the monster lair shapes.
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Fixed problem of imps not coming out of their lair.
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Yellow door now blocks access to all of office.
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Moved storage room to hallway outside of office.
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There is now more variation on how the monsters attack, as they do
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not get stuck in one area so much.
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CHANGES Rev5:
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Moved supershotgun for medium and hard.
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Has benches and boxes to stand upon in waterlogged rooms, so
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conceptually player does not drown, and player can get a look around.
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Changed layout of mine shafts to prevent being met at top of
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elevator by smart revenants, as this elevator is only access to top level.
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Added vertical shaft to cut passageway, with narrow path for the brave.
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Moved mine weapons room (red door) to be harder to get to.
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Modified particular mine shaft doorways so monsters get stuck less.
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Connected mine shaft to cave as alternative entrance.
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Improved caves, with alternative passages, connection to pit cave, and a
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tight secret passage.
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HAS BEEN DONE:
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Play tested at levels 4,3,2,1.
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Finished at level 4.
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Play tested at levels 4,3.
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Finished at level 4,3.
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Play tested on Legacy, prboom.
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Level is medium small.
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325 sectors
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Level is medium size.
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523 sectors
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Play:
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Non-linear, 3 keys.
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Keys are not necessary to reach exit, but help with
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ammo and weapons.
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Non-linear, 5 keys.
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1 key is necessary to reach exit.
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Other keys help with ammo and weapons.
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Features:
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An abandoned mining area, stripped of most valuables.
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Large swampy mud pit, with many monsters stuck in it.
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Tunnels through the area have been cut by the mining
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drainage, and now must navigate the "pit" to get through.
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Tunnels through the area have been cut by the mining.
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Some areas have degraded into a mud pit.
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The pit and buildings are flooded, and some battles are in and under muddy water.
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Exit area is in flooded water treatment plant.
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@ -3,31 +3,25 @@ Wesley D. Johnson
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john <obfuscate> son 24 12 @ usgo <dot> net
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Release Revision 1.3 Oct 6, 2009
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Release Revision 2 Feb 17, 2010
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Change:
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Changed the nukeage crossing to use a dry bridge, which was the
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original intention.
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Added a Cacodemon across the street, moved another to a dark corner.
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Added some imps to guard the yellow key room.
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Adjusted some texture alignment over wall screens.
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Fixed the curved stairs so monsters will now ascend.
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Fixed some guard sectors to not block sight lines.
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Changed the starting height of a lift so it is at a floor.
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Raised the ceiling height of some yard sectors.
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Many lighting fixes, darkened outside and made more consistent.
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Adjusted sound blocking.
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Adjusted some window and door textures.
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Changed lock coding of some doors (blue key only, not blue skull).
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Moved some ammo and weapons.
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Finished interior of final room.
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Added an area in pump room so more difficult to get to ammo room.
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Increased difficulty of Hard level by adding a few more monsters in
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early play.
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HAS BEEN DONE:
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Play tested at 1,2,3,4.
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Finished at level 4.
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Verified that can win at level 4 without using the crusher.
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Play tested on Legacy, prboom.
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Not all combinations tested.
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Level is large,
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1014 sectors, 6000+ sidedefs.
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1031 sectors, 6000+ sidedefs.
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If it has to get smaller then I would have to cut
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the elevator, or the curved stairs.
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@ -35,14 +29,12 @@ Level is large,
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building gets clipped, but they have been reduced to
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the point where it is not worth it any more.
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Some monsters still will not wake up. It seems that doors act as if
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they are sound blocking, even when not marked.
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Play:
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Non-linear, freestyle.
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Can attack in at least 3 different ways,
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by different routes,
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by running wild, sneaking around, or carefully planed.
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Can attack in at least 3 different ways, by different routes,
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by running wild, sneaking around, or careful planning.
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Many monsters roam free and will be encountered unexpectedly.
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Watch your back. I have got shot in the back so
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many times I am getting paranoid.
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