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 Wesley D. Johnson
john <obfuscate> son 24 12 @ usgo <dot> net 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: HAS BEEN DONE:
Play tested at levels 4,3,2,1. Play tested at levels 4,3.
Finished at level 4. Finished at level 4,3.
Play tested on Legacy, prboom. Play tested on Legacy, prboom.
Level is medium small. Level is medium size.
325 sectors 523 sectors
Play: Play:
Non-linear, 3 keys. Non-linear, 5 keys.
Keys are not necessary to reach exit, but help with 1 key is necessary to reach exit.
ammo and weapons. Other keys help with ammo and weapons.
Features: Features:
An abandoned mining area, stripped of most valuables. 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.
Tunnels through the area have been cut by the mining Some areas have degraded into a mud pit.
drainage, and now must navigate the "pit" to get through. 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 john <obfuscate> son 24 12 @ usgo <dot> net
Release Revision 1.3 Oct 6, 2009 Release Revision 2 Feb 17, 2010
Change: Change:
Changed the nukeage crossing to use a dry bridge, which was the Adjusted some window and door textures.
original intention. Changed lock coding of some doors (blue key only, not blue skull).
Added a Cacodemon across the street, moved another to a dark corner. Moved some ammo and weapons.
Added some imps to guard the yellow key room. Finished interior of final room.
Adjusted some texture alignment over wall screens. Added an area in pump room so more difficult to get to ammo room.
Fixed the curved stairs so monsters will now ascend. Increased difficulty of Hard level by adding a few more monsters in
Fixed some guard sectors to not block sight lines. early play.
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.
HAS BEEN DONE: HAS BEEN DONE:
Play tested at 1,2,3,4. Play tested at 1,2,3,4.
Finished at level 4. Finished at level 4.
Verified that can win at level 4 without using the crusher.
Play tested on Legacy, prboom. Play tested on Legacy, prboom.
Not all combinations tested. Not all combinations tested.
Level is large, Level is large,
1014 sectors, 6000+ sidedefs. 1031 sectors, 6000+ sidedefs.
If it has to get smaller then I would have to cut If it has to get smaller then I would have to cut
the elevator, or the curved stairs. the elevator, or the curved stairs.
@ -35,14 +29,12 @@ Level is large,
building gets clipped, but they have been reduced to building gets clipped, but they have been reduced to
the point where it is not worth it any more. 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: Play:
Non-linear, freestyle. Non-linear, freestyle.
Can attack in at least 3 different ways, Can attack in at least 3 different ways, by different routes,
by different routes, by running wild, sneaking around, or careful planning.
by running wild, sneaking around, or carefully planed. Many monsters roam free and will be encountered unexpectedly.
Watch your back. I have got shot in the back so Watch your back. I have got shot in the back so
many times I am getting paranoid. many times I am getting paranoid.

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