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levels: map13 revision 2.5 (Mar 18, 2012)
DW: http://www.doomworld.com/vb/post/1062252 Signed-off-by: RjY <rjy@users.sourceforge.net>
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2 changed files with 78 additions and 2 deletions
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@ -3,8 +3,43 @@ Wesley D. Johnson
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john <obfuscate> son 24 12 @ usgo <dot> net
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Release Revision 2.2 Feb 6, 2011
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Release Revision 2.5 Mar 18, 2012
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CHANGES Rev 2.5
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Added more complexity and details to secure lab.
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Removed some cages, added lab benches, lab equipment, and boxes.
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Changed secure lab wall texture, and adjusted windows to match.
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Modified service passage to be older, narrow, and partially hidden.
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Added pipes and pipe service passages.
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To exit secure lab requires some work now, cannot just walk out.
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Using the service passage from lab now requires climbing boxes and a careful leap.
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Can escape by opening the secure door.
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Fixed many hidden lines.
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Release Revision 2.4 Nov 13, 2011
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CHANGES Rev 2.4
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Added more complexity and details to service way, and treatment control room.
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Added pump noise.
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Changed monsters in control room, only one arch-vile (level 4, upper warehouse).
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Changed control room window to 2 windows, and made them lower so monsters can shoot out.
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Moved barrels everywhere so they do not explode all at once.
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Added lights in shipping dock warehouse.
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Moved walls in upper warehouse, and added pillars and lights. Arch-vile is now harder to tease out.
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Fixed light switches in dark warehouse so they work better, cured leakage from door (not perfect).
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Added another dark room to dark warehouse.
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Simplified some linedef shapes.
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Combined some sectors.
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Removed unused linedef tags.
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Changed, aligned some textures.
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Release Revision 2.3 May 26, 2011
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CHANGES Rev 2.3
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Raised conveyor railings so monsters cannot climb them.
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Added switch so can escape prison without yellow key.
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Added posts and heating pipes in northern building.
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Added carts and improved shelve in utility room.
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Moved some ammo.
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Release Revision 2.2 Feb 6, 2011
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CHANGES Rev 2.2
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Fixed things per FreeDoom forum review.
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Added some trees.
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@ -25,14 +60,41 @@ CHANGES Rev 2.01:
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Fixed a sight line by raising the height of the building at the exit.
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Now the chimney stack is not cut-off looking over that building.
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Release Revision 1.3 Oct 6, 2009
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CHANGES Rev 1.3:
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Changed the nukeage crossing to use a dry bridge, which was the
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original intention.
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Added a Cacodemon across the street, moved another to a dark corner.
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Added some imps to guard the yellow key room.
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Adjusted some texture alignment over wall screens.
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Fixed the curved stairs so monsters will now ascend.
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Fixed some guard sectors to not block sight lines.
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Changed the starting height of a lift so it is at a floor.
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Raised the ceiling height of some yard sectors.
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Many lighting fixes, darkened outside and made more consistent.
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Adjusted sound blocking.
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Release Revision 1.1. Sept, 12, 2009
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CHANGES 1.1:
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Fixed Boom Deep-water colormap usage
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Adjusted crusher.
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Adjusted weapons, ammo.
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Upload of Aug 24, 2009
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HAS BEEN DONE:
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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 tested.
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Level is large,
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1035 sectors, 6000+ sidedefs.
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secrets: 4
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sectors: 1094
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linedefs: 4830
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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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@ -49,3 +111,17 @@ Play:
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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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Play hints for map13:
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They are not asleep and will come when they hear you.
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Avoid shooting in open areas until you are prepared for the big fight.
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Locate the ammo and health reserves, and be prepared to retreat to them.
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Use the machinery, you do not have to shoot them all. But you have to get
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to it while you can.
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Choose your attack route and if it proves difficult switch to another.
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There is more than one way into any area, use them all.
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Choose several areas that can be defended, you will need them.
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Too many flaming heads to fight in the open, they will be everywhere.
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They wander about, areas do not stay cleared.
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More will arrive, usually from behind you.
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Watch your back, frequently.
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