diff --git a/levels/wesley/map13.txt b/levels/wesley/map13.txt index 56c16072..45b0f721 100644 --- a/levels/wesley/map13.txt +++ b/levels/wesley/map13.txt @@ -1,21 +1,36 @@ MAP13 for FreeDoom -aug20_2009 Wesley D. Johnson -johnson2412@usgo.net +john son 24 12 @ usgo 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. diff --git a/levels/wesley/map13.wad b/levels/wesley/map13.wad index 76db8875..c1818f01 100644 Binary files a/levels/wesley/map13.wad and b/levels/wesley/map13.wad differ