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  1. -------
  2. BETA 2
  3. -------
  4.  
  5. MAP01
  6. - Added a new secret near the start which nets you 2 boxes of rockets (its a jump near the Soulsphere pillar secret).
  7. - Fixed a possible line skip near the outdoor area to the south where it would be possible to skip the trigger which raises the Cacos out of the guts ground.
  8. - Tried to make the path which is opened up by the YK switch a little more noticeable. A door now opens up slowly on the raising stair path, thus waking up some Chaingunners.
  9. - Fixed some stuck monsters in the YSK room (thanks tourniquet!)
  10. - Removed a useless trigger from the secret hell dimension room.
  11. - Fixed an unintended jump skip in the outdoor area just before the BSK door exit area.
  12. - Moved the BK crate container north just a bit.
  13. - Added some tall techno pillars in the start teleporter area that I forgot to carry over from Vela Pax.
  14. - Fixed some texture misalignments in the starting teleporter room.
  15. - Moved an ammo box in the start area near the Soulsphere; it was up on a ledge (though still accessible, just dumb and unintended).
  16. - Changed the secret trigger for the YSK from the water to the sector that the YSK sits in.
  17. - Fixed a missing sky transfer in the hell dimension secret area.
  18. - Removed two of the Cell Packs from the hell dimension secret area.
  19. - Fixed a misalignment on the gray texture near the RK door/exit area.
  20. - Made the Zombiemen/Shotgunners deaf in the area near the BK/RK door (western~ish part of the map). Also added sound blocking lines on the fences near that area.
  21. - Added an extra wall lowering trigger line near the BA/Demon room (the small room that overlooks the BK area). This way, if you drop from the upper ledge before triggering the first line action, there's another chance to lower it.
  22. - Changed the Demons in the BK room (mentioned above) to Imps.
  23. - Grabbing the BK now released the Arachnotron and Imps just beyond the BK door (instead of them being released when the player opens the BK door).
  24. TODO
  25. - Need to decide whether or not to keep the chaingun at the start a secret or just an area that the player can explore.
  26.  
  27.  
  28. MAP02
  29. - Fixed a floating barrel in the nukage/SSG room.
  30. - Made the Zombiemen/Shotgunners in the room just beyond the nukage/SSG room non-deaf.
  31. - Added switch sounds to the RSK lowering lifts out of the RSK crusher room.
  32. - Pulled out the blocking wall on the upper ledge in the eastern part of the map so the rocket jump the YK area below is just a tiny bit more difficult.
  33. - Fixed the ledge jump Cell Pack secret where you could grab the Cell Pack from the other side.
  34. - Lit up the wall that lowers, leading to the YK area. Hopefully this helps point the player in the right direction once you press the switch that lowers said wall.
  35. - Added some Zombiemen/Shotgunners to the early lowering wall trap after you press the switch which lowers the GA (near the start of the map).
  36. - Sped up the dark stairbuilding trap to the east a bit. The imps should come at you sooner now.
  37. - Added more Archviles just past the RK switch (two more on UV, to be exact).
  38. - Lit up the SSG platform/switch in the nukage area.
  39. - The early BFG secret (also late BFG grab) has been replaced with a Plasma Gun. Note that you can grab this Plasma Gun without having to get all three keycards (aside from the secret path).
  40. - Totally changed up the nukage BFG secret. The area is now accessible with a YK and is no longer a secret. The BFG has been replaced with a Megasphere and a sinking nukage fight with Revs and Cacos, which can also net the player a fairly early Plasma Gun and some cells.
  41. - The Cacodemons just outside of the RSK crusher trap are no longer deaf.
  42. - Added some Imps and Chaingunners to the old BFG nukage area.
  43. - Added some barrels to the area just beyond the RK door with the Arachnotrons.
  44. - Added a switch SFX to the lift blocking the BK.
  45. - Added some Zombies/Shotgunners which spawn in on the other side of the BK/nukage barrier after you get the BK.
  46. - Added some Pinkies which spawn in on the other side of the nukage barrier after lowering the SSG platform in the nukage area.
  47. - Changed the Mancs in the YK fight into Cacos and Lost Souls.
  48. - Moved the Berserk in the raising stair/Imp trap to the middle of the semi-circle (COOP berserks are still near the switch).
  49. - Added some Imps and an Archvile which spawn in as extras during the RSK fight after you press both switches.
  50. - Scattered a few extra low-level monsters around the map.
  51. - Change the Manc/Barons at the very end of the RSK area (near the lowering floor which brings you back to the star area) to Chaingunners.
  52.  
  53.  
  54. MAP03
  55. - Blocked off the section with the HK/Chaingunners just north of the SSG location once you open up the chambers with the Revenents. It felt a bit too cheesy to run off into that section and pick them off one-by-one in that narrow chokepoint.
  56. - Added a new secret on the Manc/Chaingunner ledge near the start of the curved staircase with the Soulsphere/cells.
  57. - Hopefully fixed the floating Manc bug with the lowering floor just outside of the RK room (I knew about this bug but forgot to address it before the beta release, whoops).
  58. - Made the lava switch brighter so hopefully it stands out more.
  59. - Textured the usually unseen surfaces of the multi-part lift that raises out of the blood pit (2nd phase). This is a half-baked fix so that you at least don't see big walls of HOM when a player accidentally breaks it.
  60. - Moved the Radsuits in the lava pit to less hidden locations. This is for the hope that they will lure the player into the pit and thus find the switch needed to progress to the BK area.
  61. - Removed the blocking fence on the small Shotgunner alcove on the other side of the YK door.
  62. - Lowered the exit tube a bit more so you don't hit the ground once the voodoo doll exits the level.
  63. - Lit up the switch which raises the first set of bridges in the blood pit.
  64. - The switch which opens up the way to north-western ledge area and spawn in some Cacodemons now also triggers the Chaingunner cage nearby. The walkover trigger was removed.
  65. - Added an extra Archvile on UV to the fight start at the BK route. HMP gets two Revenants in addition to the Archvile.
  66. - Added some crushers in the area just beyond the YK door. The crushers start right before you press the switch to progress out of the area, and the crushers are located in the circular alcoves just behind said switch.
  67. - The door leading to the SSG/YK area should now be reopenable from the other side.
  68. - Added two extra Cacodemons from the lava teleporters for both sets.
  69. - Added BK indicators to the other side of the BK door (the lava pit side).
  70. - Repalced 4 Cacodemons with Pain Elementals to the BK blood field fight (2 for HMP, 4 for UV).
  71. - An Archvile now spawns in after you grab the YSK.
  72. - The exit fight has been tweaked. On UV, there are now two Archviles. Also there is now a Cyber with lowers on the bloodfall in the middle, guarding a RSK. The RSK is used to gain entrace to the exit switch room (which is just something I doodled really quickly).
  73. - The BFG near the Cyber now requires the BK to obtain.
  74. - Added textures to the normally hidden parts of the lift near the YK area.
  75. - Removed a couple of medikits from the Archvile trap near the BK.
  76.  
  77.  
  78. MAP04
  79. - Made the walls in the north-eastern~ish RL location lower a little bit faster.
  80. - Pulled the rocket ammo away from the central RL pillar in the same room mentioned above (they hovered in PrBoom+).
  81. - Moved the cell ammo in the RSK room into the Chaingunner cages (so its accessable only after the floors lower).
  82. - Added a full-bright ceiling light transfer in the RSK room that I forgot about.
  83. - Made the Plasma close to the start a little more dangerous by adding an Archvile to the trap.
  84. - Moved the Medikits in the western side of the map (near the spiral staircase with the hitscanner/PE trap) so they are easier to avoid.
  85. - The chaingunner alcove when opens up in the library area in the western part of the map now opens up when you press the switch which lowers the last set of bookcases.
  86. - Fixed the bookcase Soulsphere secret near the start so you can no longer jump and bump into it from the Arachnotron platform opposite of it.
  87. - Added a blocking wall near the HK/BA and Arachnotron platform, just before the area where you get the YK. This is to keep players from falling into that pit and getting stuck against the HK that is very hard to see.
  88. - In the Cyberdemon/Rev YK fight, the switch textures to activate the Cyber crusher were changed from the metal Satyr's to wooden skulls (so they look less like decor and more like switches).
  89. - In the northern part of the map with the Cell Pack in front of the IoS teeth, the Imps were changed into Revenants.
  90. - Changed the HKs in the YSK tower into Revenants.
  91. - Near the start of the map, in the area with two stimpacks and some zombiemen, I got rid of the midtexture fence there and replace it with blocking bars. These bars lower after grabbing the BK in order to help with monster flow.
  92. - Made the double-lowering wooden pillar RL wider so that it can help act as cover against the Mancs/Chaingunners.
  93. - At the switch which lowers the first wall leading into the YSK area, the two Cell Packs were changed to 4 Cell Charges.
  94. - Changed the Cyber crusher at the YK trap into a fast crusher.
  95. - The Arachnotrons to the far north, near the BSK area, now appear after you lower the BSK pillar.
  96. - Attempted to give the northern Arachnotron's better firing angles by rounding off the corners of the flesh pillars.
  97. - Change the Pain Elemental/Cacos to Archviles behind the door which leads to the BSK arena (just behind the derp demon's mouth). This is an attempt to better draw the player in that direction with a more alarming monster cue. Lower levels get Revenants instead.
  98. - Near the start of the map, in the room with the Caco/Imp ambush which splits off into 3 different directions, I turned one of the Revenants into an Archvile for easy difficulty. This is to make sure the Archvile jump secret is doable on that difficulty.
  99. - Added some COOP Revenants and a COOP UV Archvile to the area that I mentioned above.
  100. - The RSK fight has been altered. The BFG has been replaced with an Invulnsphere. The fight is now a cacophony of screaming cybernetic bones and ancient demon fire which you must deal with before your Invuln runs out.
  101. - The old RSK BFG has been moved to just behind the 6-key door at the start of the level.
  102. - Added some Demons that spawn in from the nearby buildings after you lower the YSK.
  103. - The BK lower pillar has been changed up a bit. Now you must press a switch, which raises up the ground around the BK. After grabbing the BK, the whole construct lowers again, including the BK pillar. I did this because if you approach the BK from the back of the map before taking out some of the monsters below, they can block the player from jumping down and be a general nuisance.
  104. - Grabbing the Soulsphere near the BK (the one on the bookcase) now triggers some Chaingunners/Imps to appear from a nearby lowering wall area.
  105. - The Imps in the double crusher room should all awaken now when you make a noise in that room.
  106. - The RL double-switch lower pillar area now locks the player in when they walk in. Added a bit more health and ammo to compensate for the extra layer of difficulty this adds to the fight given how early a player can stumble on it.
  107. - Added crushers to the monster areas at the top of the YSK/RL tower. They trigger after the player press the YSK switch to leave the area. These should kill off any monsters that happen to get caught on the ledges when the tower floors lowers back down, thus helping maxers get 100% kills.
  108. - The final fight now has more Revs in it, as well as some extra Demons at the start. The Mancs now reveal when the Cybers/Demons/switches do.
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