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levels: Updated map13 by Wesley
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
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MAP13 for FreeDoom
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aug20_2009
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Wesley D. Johnson
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johnson2412@usgo.net
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john <obfuscate> son 24 12 @ usgo <dot> net
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Release Revision 1.1. Sept, 9, 2009
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Change:
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Fixed Boom Deep-water colormap usage
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Initial upload
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Not finished
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TO DO:
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Fix building view obstruction and clipping.
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Texture alignment around doors
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Wrong textures in doors
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Play testing, and tweaking.
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HAS BEEN DONE:
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Play tested at 2, finished OK
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Play tested at 4, finished OK
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WARNING:
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Play tested at 1,2,3,4.
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Finished at level 4.
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Play tested on Legacy, prboom.
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Not all combinations.
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Level is large,
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1030 sectors, 6000+ sidedefs.
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I have spent a week cutting anything I could.
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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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There are still some places where the corner of a
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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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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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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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