diff --git a/levels/wesley/map09.txt b/levels/wesley/map09.txt index f20ca5c0..3b22a13a 100644 --- a/levels/wesley/map09.txt +++ b/levels/wesley/map09.txt @@ -1,27 +1,62 @@ -MAP09 for FreeDoom +MAP09 for FreeDoom "The Pit" Wesley D. Johnson john son 24 12 @ usgo 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. diff --git a/levels/wesley/map09.wad b/levels/wesley/map09.wad index 48082c17..fb54766e 100644 Binary files a/levels/wesley/map09.wad and b/levels/wesley/map09.wad differ diff --git a/levels/wesley/map13.txt b/levels/wesley/map13.txt index e0f96147..c3a877c8 100644 --- a/levels/wesley/map13.txt +++ b/levels/wesley/map13.txt @@ -3,31 +3,25 @@ Wesley D. Johnson john son 24 12 @ usgo 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. diff --git a/levels/wesley/map13.wad b/levels/wesley/map13.wad index d5d5dc18..e00a6774 100644 Binary files a/levels/wesley/map13.wad and b/levels/wesley/map13.wad differ