123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122 |
- MAP19 for FreeDoom
- Original Author: ???
- Was left unfinished, fixed to make playable for release by Wesley D. Johnson
- john <obfuscate> son 24 12 @ usgo <dot> net
- Release Revision 10. Mar 7, 2014
- CHANGES Rev10, by Wesley Johnson:
- Made some bars impassible, and adjusted the texture height.
- Widen stairs on wooden platform.
- Added portcullis to main gate passage, and moved a port to protect it.
- Adjusted texture alignment in main gate rooms, and several other rooms.
- Adjusted some light levels.
- Added ceiling light transfers for main gate rooms.
- Added some boxes in the tower store room.
- Moved some special objects to better locations, changed others.
- Adjusted the monsters for balance, some were missing.
- Filled in the lower chamber of the riverside rampart.
- More ammo, adjusted health.
- Raised the passage under the front walk.
- Adjusted the distant hills and added more height.
- Fixed one area where prboom has texture leakage.
- Release Revision 9. Feb 28, 2014
- CHANGES Rev9, by Wesley Johnson:
- Extensive changes to lower levels.
- Gave each tower a foundation and lower levels, and used those to replace
- many of the underground rooms. Established relationships between underground
- tunnels and the foundations, with exposures and shared elements.
- Kept the central monster lair and only one ring of the surrounding corridors.
- Integrated most of the tricks and traps into the one remaining ring
- corridor, removing the lift and putting everything on one level.
- Combined several secrets into one secret area.
- Moved the library to the new main tower lower level.
- Moved the dungeon to be adjacent the main gate lower levels.
- Moved the secret switches to a sub-hallway off the remaining ring
- corridor.
- Moved the switch to lower the courtyard water prize, to a lower level
- room under the courtyard. Gave it a visible mechanism so the player
- can deduce they need a return visit to the couryard.
- Removed the rising staircase that went through the same 3d space as lower rooms.
- Along with the ring corridors, it lacked interest and was just a place to
- run through quickly.
- Provided two authentic castle style staircases. One from the main
- tower mid room to the lower tower room, and another from the red tower
- lower room to the sub-levels.
- Distributed the color barriers to the new stairs and a lower corridor.
- Expanded the lava theme at the exit, with it showing on the earth surface.
- Moved the exit area to an unused area to facilitate this.
- It is visible from the south castle wall.
- Removed the maze near the exit and moved the item to a water-drainage
- channel behind a secret. Added several water-drainage tunnels that are
- similar to a maze.
- The riverside tower was changed to a low rampart with a moat because
- of the sight lines down the river from it. The nearby wall was lowered to
- be just adequate to block the pathway, again to reduce the view of the
- joins of sky and river. The riverside rampart and wall now has a
- progressive defense that can be explored, with several level changes,
- that adds interest to the castle design.
- Cacodemons were added nearby so the player can defend this rampart.
- The fallen wall structure at the path was simplified to just a
- fallen archway over the path.
- Raised hills around the outside of the castle to block views of the lower
- edges of the city sky. The high vantage points on the castle required many
- high hills and sight control constructions.
- Needed to reduce the size, so removed the duplicate map18 area. It was
- only seen if the player looked back at the start. A tie-in to map18 now is
- the bridge over the water. This is easier to maintain.
- Added many monsters to fill the spaces,
- with more ammo and health to survive it all.
- Removed the extraneous Keen.
- Release Revision 8. Mar 6, 2013
- CHANGES Rev8, by Wesley Johnson:
- Fixed secret floor on lower level so trigger and floor move together.
- Added switch behind secret floor to raise secret wall.
- Added block behind secret wall to aid in escape, in case get in past wall
- without lowering floor.
- Raised top level of middle tower, and added steps. Crenelated the
- outer wall of this tower.
- Resized secret door to riverside tower passage, and changed to
- a paneled texture. Added a bookcase to match.
- Removed floating covers over outdoor teleports because of the drawing errors
- when viewing taller towers over them.
- CHANGES Rev6, by Wesley Johnson:
- Fixed doors to operate using the Boom skull keys.
- Many switches were missing tag numbers. Had to implement something.
- Some switch operations would not work and had to devise something else.
- Made all switches operate something.
- Made all areas reachable.
- Gave the castle a proper entrance, which was complicated to implement, as it
- required two silent teleports to pass the player under the occupied
- wall and tower defenses. However, it came out rather nice.
- It required an annoying door that appears to snap open when player
- teleports, but have to hide the missing passageway from view. Requires more work.
- Provided a road to give rationale to the extra wall and tower, as such
- were built to control road and river trade routes.
- Provided underground secret passage where existing passage was
- passing through a collapsed part of wall. Gave the secret a keyed
- door because play testing showed it was too easy to go to first thing.
- Gave the area a river to keep player away from sky texture, and a hill to hide
- bottom of sky texture (which was showing). Not totally fixed in non-play areas.
- Fixed texture alignments throughout castle area.
- Moved some special items around for playability.
- This is enough to make it playable in the FreeDoom release without
- appearing half-done.
- Features:
- Castle theme.
- Multiple layers implemented using silent teleport.
|