levels: map19 revisions 9 and 10 (Mar 7, 2014)

DW: http://www.doomworld.com/vb/post/1248739
Signed-off-by: RjY <rjy@users.sourceforge.net>
This commit is contained in:
Wesley D. Johnson 2014-03-16 08:38:57 +00:00 committed by RjY
parent 91b1a14143
commit f7ce76c704
2 changed files with 70 additions and 0 deletions

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@ -5,6 +5,76 @@ Was left unfinished, fixed to make playable for release by Wesley D. Johnson
john <obfuscate> son 24 12 @ usgo <dot> net
Release Revision 10. Mar 7, 2014
CHANGES Rev10, by Wesley Johnson:
Made some bars impassible, and adjusted the texture height.
Widen stairs on wooden platform.
Added portcullis to main gate passage, and moved a port to protect it.
Adjusted texture alignment in main gate rooms, and several other rooms.
Adjusted some light levels.
Added ceiling light transfers for main gate rooms.
Added some boxes in the tower store room.
Moved some special objects to better locations, changed others.
Adjusted the monsters for balance, some were missing.
Filled in the lower chamber of the riverside rampart.
More ammo, adjusted health.
Raised the passage under the front walk.
Adjusted the distant hills and added more height.
Fixed one area where prboom has texture leakage.
Release Revision 9. Feb 28, 2014
CHANGES Rev9, by Wesley Johnson:
Extensive changes to lower levels.
Gave each tower a foundation and lower levels, and used those to replace
many of the underground rooms. Established relationships between underground
tunnels and the foundations, with exposures and shared elements.
Kept the central monster lair and only one ring of the surrounding corridors.
Integrated most of the tricks and traps into the one remaining ring
corridor, removing the lift and putting everything on one level.
Combined several secrets into one secret area.
Moved the library to the new main tower lower level.
Moved the dungeon to be adjacent the main gate lower levels.
Moved the secret switches to a sub-hallway off the remaining ring
corridor.
Moved the switch to lower the courtyard water prize, to a lower level
room under the courtyard. Gave it a visible mechanism so the player
can deduce they need a return visit to the couryard.
Removed the rising staircase that went through the same 3d space as lower rooms.
Along with the ring corridors, it lacked interest and was just a place to
run through quickly.
Provided two authentic castle style staircases. One from the main
tower mid room to the lower tower room, and another from the red tower
lower room to the sub-levels.
Distributed the color barriers to the new stairs and a lower corridor.
Expanded the lava theme at the exit, with it showing on the earth surface.
Moved the exit area to an unused area to facilitate this.
It is visible from the south castle wall.
Removed the maze near the exit and moved the item to a water-drainage
channel behind a secret. Added several water-drainage tunnels that are
similar to a maze.
The riverside tower was changed to a low rampart with a moat because
of the sight lines down the river from it. The nearby wall was lowered to
be just adequate to block the pathway, again to reduce the view of the
joins of sky and river. The riverside rampart and wall now has a
progressive defense that can be explored, with several level changes,
that adds interest to the castle design.
Cacodemons were added nearby so the player can defend this rampart.
The fallen wall structure at the path was simplified to just a
fallen archway over the path.
Raised hills around the outside of the castle to block views of the lower
edges of the city sky. The high vantage points on the castle required many
high hills and sight control constructions.
Needed to reduce the size, so removed the duplicate map18 area. It was
only seen if the player looked back at the start. A tie-in to map18 now is
the bridge over the water. This is easier to maintain.
Added many monsters to fill the spaces,
with more ammo and health to survive it all.
Removed the extraneous Keen.
Release Revision 8. Mar 6, 2013
CHANGES Rev8, by Wesley Johnson:

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