-Added more medikits only for skill Easy and Medium.
-Moved the Supershotgun that can be found in the left outside part of
the base, now its moved where the 2 chaingunners came down from the
lift.
-Moved the secret rocket launcher where the supershotgun was found
before, this because i consider rocket launcher being helpful for this
map and keeping in secret (in a secret lift where the 2 chaingunners
came down from the lift) was kinda hard for some players.
-Added Plasmagun as secret, can be found now where the rocket launcher
was found previously.
-Added BFG9000 as secret, can be only found on the secret exit.
-Added Megasphere as secret, can be only found on the right side of the
secret wall where some enemies came out.
-Change the texture of the secret walls near of the exit, which such
walls lead to the secret teleporter for the secret exit.
-Made some changes to enemies, and added back the "hard part" of the map
only for skill 4 (hard) this mean:
*the hell knight which teleported is back.
*chaingunners are back on the red key zone
*revenant is back on the left side of the base where player can find
*the rocket launcher.
*hell knight pair is back after players hit the swicht on the toxic
tower zone and head back to main zone.
*chaingunners at start are back.
*chaingunners near of the imp are back.
*Revenant on the small storage room is back.
*hell knight where player plays with the swicht (and can find the secret
swicht) is back
Only those monsters will appear on Skill4 (hard) as Cato pointed out.
newbs shouldnt be playing harder difficult skill at start.
-made some changes on enemy flags: some monsters will appear on skill
1-3.
DW: http://www.doomworld.com/vb/post/1228815
Signed-off-by: RjY <rjy@users.sourceforge.net>
-moved an imp that was stuck on a console panel near of the swicht,
preveting the imp for moving futher.
-Size of the columns that hold tech pillar now are reduced, this for
preveting player getting stuck in middle of them
-Added 2 to 5 % damage to the acid pit of the tech pillars
-Added a new teleporter on the red key zone to reach the swicht that
open the door of the exit, this to help the player who dont know that
the teleporters where monsters come out are teleporters they can use. so
players can use both teleporters, one which is useful as shortcut to end
the level quickly and the other to keep the way of the level delevop
[ RjY: changes to submitted version:
- remove spurious dehacked lump (cf. commit 618b444049)
- set passuse flag on lines 1795, 1800, and 1806, so the lift can be
operated from below, and the door opened from above ]
DW: http://www.doomworld.com/vb/post/1222853
Signed-off-by: RjY <rjy@users.sourceforge.net>
The trigger sector 94 lowers its floor to a height of 40; the adjacent
holding sector 100 has a height of 72, so if the imps don't catch the
lift as it passes, they get stuck and never teleport out.
[ RjY: changes to submitted version:
- increase gap between pile of crates (sector 256 etc.) and nearby
walls, to prevent player getting stuck
- set passuse flag on lines 75, 208, 288, and 1320 to stop them blocking
doors (lines 72, 1348) from being opened
- move monster teleporters so monsters don't have to walk away from
player to teleport, to prevent excessively long teleport times ]
DW: http://www.doomworld.com/vb/post/1221430
Signed-off-by: RjY <rjy@users.sourceforge.net>
Change comments:
Map15:
-Removed an impassible line in Red key area, now cacodemons can reach
players without trouble.
-Replaced an Imp for a Cacodemon
-Removed block sound lines in the red key area where 2 shotgunners can
be found near of the lift.
-Added "block Monster" lines for the imps that are near of the
chaingunner and shotgunners. so imps cannot be killed by them.
Map28
-Removed 4 chaingunners on the yellow key swicht, now the enemies that
will appear there would be defined by the skill level:
Easy: Zombieman
Normal: Shotgunner
Hard: Shotgunner
-Removed 2 hell knights on the yellow key area, now they are replaced
by imps.
-Removed the floor damaged on the blue key are where players find the
swicht where the rocket launcher is found.
-Removed the revenants on the blue key area near of the bloodfalls.
now they are replaced by chaingunners on all skills. this change was
made due revenants were to hard to kill in that place and also a waste
of ammo, now chaingunners provide a bit of challenge while they can be
killed easily.
Those are the final revisions for the maps. and i dont going to update
them until more players tells if the maps are still harder for them
Signed-off-by: Simon Howard <fraggle@gmail.com>
Bunch of fixes in map15:
* Player can be trapped at sectors 88 and 1014 if the player stays here
too long
* Sector 181 has no items in easy skill levels
* Wrong lower front side texture on lines 460/437
* Player can get trapped in sector 30 and die
* Many door tracks don't lower unpegged
* Floor of sector 246 looks better with FLOOR5_3
* Wrong texture on line 1460
* Lines 712, 715, 1460, 1466, 1459, 5882, 5880, others need aligning
* Floor of sector 358 looks better with CEIL3_5
* Floor of sector 576 looks better with FLOOR0_3
* Line 7181 was upper unpegged; door texture did not scroll on opening
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>