levels: Updated map13 by Wesley

Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
This commit is contained in:
cato 2009-09-13 22:48:04 -04:00 committed by Mike Swanson
parent aad4e0ed3d
commit bcc26d260c
2 changed files with 29 additions and 14 deletions

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MAP13 for FreeDoom
aug20_2009
Wesley D. Johnson
johnson2412@usgo.net
john <obfuscate> son 24 12 @ usgo <dot> net
Release Revision 1.1. Sept, 9, 2009
Change:
Fixed Boom Deep-water colormap usage
Initial upload
Not finished
TO DO:
Fix building view obstruction and clipping.
Texture alignment around doors
Wrong textures in doors
Play testing, and tweaking.
HAS BEEN DONE:
Play tested at 2, finished OK
Play tested at 4, finished OK
WARNING:
Play tested at 1,2,3,4.
Finished at level 4.
Play tested on Legacy, prboom.
Not all combinations.
Level is large,
1030 sectors, 6000+ sidedefs.
I have spent a week cutting anything I could.
If it has to get smaller then I would have to cut
the elevator, or the curved stairs.
There are still some places where the corner of a
building gets clipped, but they have been reduced to
the point where it is not worth it any more.
Play:
Non-linear, freestyle.
Can attack in at least 3 different ways,
by different routes,
by running wild, sneaking around, or carefully planed.
Watch your back. I have got shot in the back so
many times I am getting paranoid.

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