diff --git a/levels/wesley/map13.txt b/levels/wesley/map13.txt index 80a2908c..e3bb2e09 100644 --- a/levels/wesley/map13.txt +++ b/levels/wesley/map13.txt @@ -3,8 +3,43 @@ Wesley D. Johnson john son 24 12 @ usgo net -Release Revision 2.2 Feb 6, 2011 +Release Revision 2.5 Mar 18, 2012 +CHANGES Rev 2.5 + Added more complexity and details to secure lab. + Removed some cages, added lab benches, lab equipment, and boxes. + Changed secure lab wall texture, and adjusted windows to match. + Modified service passage to be older, narrow, and partially hidden. + Added pipes and pipe service passages. + To exit secure lab requires some work now, cannot just walk out. + Using the service passage from lab now requires climbing boxes and a careful leap. + Can escape by opening the secure door. + Fixed many hidden lines. +Release Revision 2.4 Nov 13, 2011 +CHANGES Rev 2.4 + Added more complexity and details to service way, and treatment control room. + Added pump noise. + Changed monsters in control room, only one arch-vile (level 4, upper warehouse). + Changed control room window to 2 windows, and made them lower so monsters can shoot out. + Moved barrels everywhere so they do not explode all at once. + Added lights in shipping dock warehouse. + Moved walls in upper warehouse, and added pillars and lights. Arch-vile is now harder to tease out. + Fixed light switches in dark warehouse so they work better, cured leakage from door (not perfect). + Added another dark room to dark warehouse. + Simplified some linedef shapes. + Combined some sectors. + Removed unused linedef tags. + Changed, aligned some textures. + +Release Revision 2.3 May 26, 2011 +CHANGES Rev 2.3 + Raised conveyor railings so monsters cannot climb them. + Added switch so can escape prison without yellow key. + Added posts and heating pipes in northern building. + Added carts and improved shelve in utility room. + Moved some ammo. + +Release Revision 2.2 Feb 6, 2011 CHANGES Rev 2.2 Fixed things per FreeDoom forum review. Added some trees. @@ -25,14 +60,41 @@ CHANGES Rev 2.01: Fixed a sight line by raising the height of the building at the exit. Now the chimney stack is not cut-off looking over that building. +Release Revision 1.3 Oct 6, 2009 +CHANGES Rev 1.3: + Changed the nukeage crossing to use a dry bridge, which was the + original intention. + Added a Cacodemon across the street, moved another to a dark corner. + Added some imps to guard the yellow key room. + Adjusted some texture alignment over wall screens. + Fixed the curved stairs so monsters will now ascend. + Fixed some guard sectors to not block sight lines. + Changed the starting height of a lift so it is at a floor. + Raised the ceiling height of some yard sectors. + Many lighting fixes, darkened outside and made more consistent. + Adjusted sound blocking. + +Release Revision 1.1. Sept, 12, 2009 +CHANGES 1.1: + Fixed Boom Deep-water colormap usage + Adjusted crusher. + Adjusted weapons, ammo. + + +Upload of Aug 24, 2009 + HAS BEEN DONE: Play tested at 1,2,3,4. Finished at level 4. Play tested on Legacy, prboom. Not all combinations tested. + Level is large, - 1035 sectors, 6000+ sidedefs. + secrets: 4 + sectors: 1094 + linedefs: 4830 + If it has to get smaller then I would have to cut the elevator, or the curved stairs. @@ -49,3 +111,17 @@ Play: Watch your back. I have got shot in the back so many times I am getting paranoid. + +Play hints for map13: +They are not asleep and will come when they hear you. +Avoid shooting in open areas until you are prepared for the big fight. +Locate the ammo and health reserves, and be prepared to retreat to them. +Use the machinery, you do not have to shoot them all. But you have to get +to it while you can. +Choose your attack route and if it proves difficult switch to another. +There is more than one way into any area, use them all. +Choose several areas that can be defended, you will need them. +Too many flaming heads to fight in the open, they will be everywhere. +They wander about, areas do not stay cleared. +More will arrive, usually from behind you. +Watch your back, frequently. diff --git a/levels/wesley/map13.wad b/levels/wesley/map13.wad index 553dcc4b..40f1faf9 100644 Binary files a/levels/wesley/map13.wad and b/levels/wesley/map13.wad differ