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DW: http://www.doomworld.com/vb/post/1248739 Signed-off-by: RjY <rjy@users.sourceforge.net>
121 lines
5.6 KiB
Text
121 lines
5.6 KiB
Text
MAP19 for FreeDoom
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Original Author: ???
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Was left unfinished, fixed to make playable for release by Wesley D. Johnson
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john <obfuscate> son 24 12 @ usgo <dot> net
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Release Revision 10. Mar 7, 2014
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CHANGES Rev10, by Wesley Johnson:
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Made some bars impassible, and adjusted the texture height.
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Widen stairs on wooden platform.
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Added portcullis to main gate passage, and moved a port to protect it.
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Adjusted texture alignment in main gate rooms, and several other rooms.
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Adjusted some light levels.
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Added ceiling light transfers for main gate rooms.
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Added some boxes in the tower store room.
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Moved some special objects to better locations, changed others.
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Adjusted the monsters for balance, some were missing.
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Filled in the lower chamber of the riverside rampart.
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More ammo, adjusted health.
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Raised the passage under the front walk.
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Adjusted the distant hills and added more height.
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Fixed one area where prboom has texture leakage.
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Release Revision 9. Feb 28, 2014
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CHANGES Rev9, by Wesley Johnson:
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Extensive changes to lower levels.
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Gave each tower a foundation and lower levels, and used those to replace
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many of the underground rooms. Established relationships between underground
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tunnels and the foundations, with exposures and shared elements.
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Kept the central monster lair and only one ring of the surrounding corridors.
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Integrated most of the tricks and traps into the one remaining ring
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corridor, removing the lift and putting everything on one level.
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Combined several secrets into one secret area.
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Moved the library to the new main tower lower level.
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Moved the dungeon to be adjacent the main gate lower levels.
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Moved the secret switches to a sub-hallway off the remaining ring
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corridor.
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Moved the switch to lower the courtyard water prize, to a lower level
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room under the courtyard. Gave it a visible mechanism so the player
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can deduce they need a return visit to the couryard.
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Removed the rising staircase that went through the same 3d space as lower rooms.
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Along with the ring corridors, it lacked interest and was just a place to
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run through quickly.
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Provided two authentic castle style staircases. One from the main
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tower mid room to the lower tower room, and another from the red tower
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lower room to the sub-levels.
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Distributed the color barriers to the new stairs and a lower corridor.
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Expanded the lava theme at the exit, with it showing on the earth surface.
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Moved the exit area to an unused area to facilitate this.
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It is visible from the south castle wall.
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Removed the maze near the exit and moved the item to a water-drainage
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channel behind a secret. Added several water-drainage tunnels that are
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similar to a maze.
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The riverside tower was changed to a low rampart with a moat because
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of the sight lines down the river from it. The nearby wall was lowered to
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be just adequate to block the pathway, again to reduce the view of the
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joins of sky and river. The riverside rampart and wall now has a
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progressive defense that can be explored, with several level changes,
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that adds interest to the castle design.
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Cacodemons were added nearby so the player can defend this rampart.
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The fallen wall structure at the path was simplified to just a
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fallen archway over the path.
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Raised hills around the outside of the castle to block views of the lower
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edges of the city sky. The high vantage points on the castle required many
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high hills and sight control constructions.
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Needed to reduce the size, so removed the duplicate map18 area. It was
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only seen if the player looked back at the start. A tie-in to map18 now is
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the bridge over the water. This is easier to maintain.
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Added many monsters to fill the spaces,
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with more ammo and health to survive it all.
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Removed the extraneous Keen.
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Release Revision 8. Mar 6, 2013
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CHANGES Rev8, by Wesley Johnson:
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Fixed secret floor on lower level so trigger and floor move together.
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Added switch behind secret floor to raise secret wall.
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Added block behind secret wall to aid in escape, in case get in past wall
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without lowering floor.
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Raised top level of middle tower, and added steps. Crenelated the
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outer wall of this tower.
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Resized secret door to riverside tower passage, and changed to
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a paneled texture. Added a bookcase to match.
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Removed floating covers over outdoor teleports because of the drawing errors
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when viewing taller towers over them.
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CHANGES Rev6, by Wesley Johnson:
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Fixed doors to operate using the Boom skull keys.
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Many switches were missing tag numbers. Had to implement something.
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Some switch operations would not work and had to devise something else.
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Made all switches operate something.
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Made all areas reachable.
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Gave the castle a proper entrance, which was complicated to implement, as it
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required two silent teleports to pass the player under the occupied
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wall and tower defenses. However, it came out rather nice.
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It required an annoying door that appears to snap open when player
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teleports, but have to hide the missing passageway from view. Requires more work.
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Provided a road to give rationale to the extra wall and tower, as such
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were built to control road and river trade routes.
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Provided underground secret passage where existing passage was
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passing through a collapsed part of wall. Gave the secret a keyed
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door because play testing showed it was too easy to go to first thing.
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Gave the area a river to keep player away from sky texture, and a hill to hide
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bottom of sky texture (which was showing). Not totally fixed in non-play areas.
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Fixed texture alignments throughout castle area.
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Moved some special items around for playability.
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This is enough to make it playable in the FreeDoom release without
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appearing half-done.
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Features:
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Castle theme.
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Multiple layers implemented using silent teleport.
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