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- MAP13 for FreeDoom
- Wesley D. Johnson
- john <obfuscate> son 24 12 @ usgo <dot> net
- INFO:
- Level is large,
- secrets: 4
- sectors: 1103
- linedefs: 4833
- wad size: 697K
- If it has to get smaller then I would have to cut
- the elevator, or the curved stairs.
- There are still some places where the corner of a
- building gets clipped, but they have been reduced to
- the point where it is not worth it any more.
- PLAY:
- Non-linear, freestyle.
- Can attack in at least 3 different ways (5 for experts), by different routes,
- by running wild, sneaking around, or careful planning.
- Many monsters roam free and will be encountered unexpectedly.
- 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.
- Monsters wander about, areas do not stay cleared.
- More will arrive, usually from behind you.
- Watch your back, frequently.
- There are three ways to get out of secret lab, 1) be quick,
- 2) hot-wire the door, 3) climb to alternate exit.
- Understanding the war-game theory of interior lines of communication
- will be to your advantage.
- HAS BEEN DONE:
- Play tested at 1,2,3,4.
- Finished at level 1,2,3,4.
- Play tested on Legacy, prboom.
- HISTORY:
- Release Revision 2.8 April 13, 2013
- CHANGES Rev 2.8
- Fixed HOM on pit motor box.
- Changed lift side textures from black to bronze textures.
- Added another location for teleport monsters, so they don't get stuck.
- Raised service door in back of secret lab. Smaller but easier to use.
- Finished pipe connection in tunnels. Added pipe that crosses tunnel.
- Added crate and boxes in second railroad dock.
- Added cabinet in front entrance.
- Enlarged restroom, and added cabinet.
- Moved health from restroom serviceway to office. Narrowed serviceway.
- Made desk and couch larger. Prevent monsters from climbing on them.
- Added easy barrels in front dock.
- Moved suits farther apart in tech. pillar room.
- Fixed texture alignments in front porch, tunnels, and warehouse ramp.
- Release Revision 2.7 March 11, 2013
- CHANGES Rev 2.7
- Move controls for upper conveyor to upper platform.
- Pit ramp removed, use raise pit control to escape.
- Narrow covered ramp to warehouse, and randomize riser texture alignment.
- Align textures in barred guard window.
- Fix flat textures under doors.
- Adjust light and sectors in lower lab.
- Move treatment control panel to wall, and make higher so do not climb on it.
- Added a desk and some boxes to back rooms.
- Added a couple trashbins.
- Moved a monster teleport point to put monster in player path.
- Make some pillars visible in map.
- Added few more zombies.
- Release Revision 2.6 May 11, 2012
- CHANGES Rev 2.6
- Fixed crate texture alignment in secure lab.
- Rebuilt teleport monster pen, so it works in all cases. Monsters
- are now allowed to hear sound so they move immediately. Still
- provides alternate teleport destinations.
- Moved some of the monster teleport destinations. Provided a door
- from which they could be entering in upper warehouse, and front gate.
- Lowered height of services building (telephone, power, teleport),
- and gave it a window.
- Adjusted lumber pile.
- Added posts near railroad tracks
- Made path around building playable as an initial attack path, by
- moving cacodemons much farther away.
- Reduced number of cacodemons (12 at skill 4)
- and pain elementals (4 at skill 4).
- Improved locker-room secret area. Infra-glasses are now only
- available at skill-1, as higher skills can find alternatives.
- Added support pillars, lab equipment, and details to shallow-pool room (red area),
- and made it possible to bring fight into the room (reckless but possible).
- Fixed some ceiling and floor textures in switch niches.
- Fixed some hidden lines.
- 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.
- Added crate to step-up on dumpster.
- Adjusted pump-room service way.
- Added shelf and niche in utility room.
- Moved set of switches in control room.
- Added crate in secure dock.
- Added door in secure service way.
- Kinked sewer to hide view of dead-end.
- Added platform and stored stuff in furnace room.
- Adjusted weapons.
- Moved deathmatch starts.
- Added multiplayer weapons and ammo.
- CHANGES Rev 2.01:
- Fixed a small HOM at the spillway on the big nukage pool.
- 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.
- Release Revision 0.9. Aug 24, 2009
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