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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 releases the Arachnotron and Imps just beyond the BK door (instead of them being released when the player opens the BK door).
  24. - The Arachnotron/Imps just outside of the BK door should now awake as soon as they are released.
  25. - Removed the 'Exit' sign behind the RK door since I think it was more confusing than helpful.
  26. - Removed the midtexture fences near the YK switch so it easier to see the stairs build (the path that opens up after pressing the YK).
  27. - The Cacos that pop out near the YK switch are now delayed. This way the player doesn't get sidetracked by the Cacos, and instead there should be more of an oppurtunity to see the YK path open up.
  28. - The semi-circular ledges to the west of the BK area are now blocked off with walls. These walls now lower after the player presses the switch which leads to the northern-half of the map.
  29. - The Cacos near the RK are now blocked off until after you grab the RK. They should come after the player as soon as they are released.
  30. - The Cacos that pop out after pressing the YK switch were actually too big for the room they were in. I fixed this, thought it didn't seem to cause any actual problems.
  31. - Some Zombimen/Shotgunners now spawn from the starting teleporter when the player activates the hell secret.
  32. - The first Arachnotron the player encounters near the YK switch now teleports in a little bit before you get to the YK switch area.
  33. - The exit of the BSK room is now blocked from the opposite side. The way becomes accessable once the fight is over.
  34. - Threw in two box of rockets at the exit area of the BSK room.
  35. - Got rid of the 'melting' walls in the hell secret area.
  36. - The BK trap should now trigger faster.
  37. - At the very start of the BK route (the lift area with the Arachnotron/HK trap), the Chaingunners pop out right before you get to the first switch.
  38. - Near the Chaingunners + stair builder (after hitting YK switch), I added a lowering blocking wall so that the Chainners will only be let loose after the YK switch has been pressed.
  39. - The same Chainngunners referenced above are now non-deaf, and should only awaken once the stairs build/floors lower.
  40. - The teleporter at the start has been raised up near the ceiling so that monsters won't tele into the hell area before it lowers.
  41. - Added a blocking wall near the switch which lowers the hallway down to ground level (near the BK area). This wall lowers once you open up the ledges with the Imps on them.
  42. - At the Arachnotron/lift area (starting the BK route), I replaced the HKs with Revenents since they are more maneuverable, and the HKs couldn't get to the player on the sidehallways because of the lower hanging doorways.
  43. - At the BK trap, the floors with the monsters now lowers faster.
  44. - Added some Cacos that pop up out in the water area during the BK trap.
  45. - Music track was updated with a newer version.
  46.  
  47.  
  48. MAP02
  49. - Fixed a floating barrel in the nukage/SSG room.
  50. - Made the Zombiemen/Shotgunners in the room just beyond the nukage/SSG room non-deaf.
  51. - Added switch sounds to the RSK lowering lifts out of the RSK crusher room.
  52. - 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.
  53. - Fixed the ledge jump Cell Pack secret where you could grab the Cell Pack from the other side.
  54. - 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.
  55. - 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).
  56. - Sped up the dark stairbuilding trap to the east a bit. The imps should come at you sooner now.
  57. - Added more Archviles just past the RK switch (two more on UV, to be exact).
  58. - Lit up the SSG platform/switch in the nukage area.
  59. - The early BFG secret (also late BFG grab) has been replaced with a Rocket launcher.
  60. - Totally changed up the nukage BFG secret. The area is now accessible with a YK and is no longer a secret. The BFG was replaced with a Plasma Gun and a Megasphere, along with some Cell Packs. The area is also now a sinking nukage fight with Chaingunners and Cacos.
  61. - The Cacodemons just outside of the RSK crusher trap are no longer deaf.
  62. - Added some Imps and Chaingunners to the old BFG nukage area.
  63. - Added some barrels to the area just beyond the RK door with the Arachnotrons.
  64. - Added a switch SFX to the lift blocking the BK.
  65. - Added some Zombies/Shotgunners which spawn in on the other side of the BK/nukage barrier after you get the BK.
  66. - Added some Pinkies which spawn in on the other side of the nukage barrier after lowering the SSG platform in the nukage area.
  67. - Changed the Mancs in the YK fight into Cacos and Lost Souls.
  68. - Moved the Berserk in the raising stair/Imp trap to the side of the swtich (COOP berserks are at the center rung of the stair semi-circle).
  69. - Added some Demons and an Archvile which spawn in as extras during the RSK fight after you press both switches.
  70. - Scattered a few extra low-level monsters around the map.
  71. - Changed 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.
  72. - Pulled out the horizon/sky walls a bit.
  73. - Lit up the switch that opens up the RSK crusher room (that has a Cell Pack on top of it).
  74. - The Imps in the RL trap have been replaced with Demons.
  75. - I swapped out one of the UV COOP Arachnotrons in the BK/RL trap to a Mancubus, and moved him close to the switch which reveals the BK.
  76. - Near the switch beyond the nukage/SSG area with the Arachnotrons, the Zombies/Shotgunners near the GA have been replaced with Cacos.
  77. - Added a few Imps to the Chaingun area just beyond the RK.
  78. - Near the semi-circular path, next to the BK cage, I added a walk-over floor lowering mini-trap where the area to the west with the zombies/shotgunners get revealed.
  79. - Added a bit more rocket ammo to the RL/BK fight.
  80. - Added a couple of Revenants to the RL/BK fight on UV.
  81. - The Imps at the 3-key center hub area had their difficulties screwed up, so that should now be fixed.
  82. - The monsters that spawn in at each key press in the center hub now has Chaingunners on UV.
  83. - At that stair builder/berserk/Imp horde section, the Imps get released earlier now.
  84. - Put an outline around the stair building plasma gun secret near the start, so its easier for the player to know that's where to look after shooting the secret switch.
  85. - Put a box of ammo at the upper ledge (past the stair builder trap).
  86. - Added a new secret near the early Plasma Gun secret which nets the player two cell charges.
  87. - Made the platform larger in the nukage trap secret.
  88. - The trap at the beginning of the BK area (Arachnotrons/Demons past lowering wall) is now set to be non-deaf, and they should all wake up as soon as the wall lowers and the player makes a sound.
  89. - Made the stairs wider in the Arachnotron/Demon BK trap (same one referenced above). This is so the fatso Demons can actually make it down to the player and be a threat.
  90. - Put a secret in the Cacodemon/fire area, next to the semi-circular stair building trap.
  91. - The curved door leading to the stairwell (which in turn leads to the RL/BK area) now glows.
  92. - The stairwell beyond the curved door (same area referenced above) now has some ceiling lights so it stick out a bit more once those doors open (thanks Joel!)
  93. - The 3-key switch just before the RSK/Crusher room now nets the player a BFG instead of a Plasma Gun.
  94. - Added a Soulsphere to the early secret/late game Plasma Gun.
  95. - Added a few stimpacks to the RL/BK area.
  96. - After pressing the switch to open up the YK area, a ceiling near the centeral hub now raises to allow the Cacodemons nearby to flow through.
  97. - Removed a Cell Pack.
  98. - Added a super secret.
  99.  
  100.  
  101. MAP03
  102. - 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.
  103. - Added a new secret on the Manc/Chaingunner ledge near the start of the curved staircase with the Soulsphere/cells.
  104. - 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).
  105. - Made the lava switch brighter so hopefully it stands out more.
  106. - 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.
  107. - 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.
  108. - Removed the blocking fence on the small Shotgunner alcove on the other side of the YK door.
  109. - Lowered the exit tube a bit more so you don't hit the ground once the voodoo doll exits the level.
  110. - Lit up the switch which raises the first set of bridges in the blood pit.
  111. - 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.
  112. - Added an extra Archvile on UV to the fight start at the BK route. HMP gets two Revenants in addition to the Archvile.
  113. - After some testing, I thought the triple Archvile fight at the start of the BK route (change mentioned above) was a little too hard for me. So I removed all of the medikits there and placed a Megasphere.
  114. - Added some crushers in the area just beyond the YK door. The crushers start right before you make your want to the nearby switch. These are meant to be hazards to the player in the coming fight, and also as a way for crafty players to manipulate the monsters in the coming fight into the crushers.
  115. - The Chaingunners/Shotgunners near the switch just beyond the YK door have been changed to Revenants/Imps.
  116. - The door leading to the SSG/YK area should now be reopenable from the other side.
  117. - Added two extra Cacodemons from the lava teleporters for both sets.
  118. - Added BK indicators to the other side of the BK door (the lava pit side).
  119. - Repalced 4 Cacodemons with Pain Elementals to the BK blood field fight (2 for HMP, 4 for UV).
  120. - An Archvile now spawns in after you grab the YSK.
  121. - 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).
  122. - The BFG near the Cyber now requires the BK to obtain.
  123. - Added textures to the normally hidden parts of the lift near the YK area.
  124. - Removed a couple of medikits from the Archvile trap near the BK.
  125. - Added some Lost Soul which pop out from behind a lowering wall after you leave the RSK area (press the switch which lowers a floor and gets you back to the hub area).
  126. - Fixed a broken floor light transfer near the Barons/Backpack area.
  127. - Some Demons/Spectres now spawn in at the lava pit when you press the switch to raise up the nearby floor (Spectres = UV, Demons for lower difficulties).
  128. - Added extra Cell Charges at the end of the BK trap area (where the Revs/Demons appear from).
  129. - Made the Shotgunners just beyond the YK deaf.
  130. - Moved the box of rockets in the area just beyond the YK door to the platform with the Shotgunners (this platform is now accessable since I removed the blocking midtexture fence).
  131. - Fixed a broken floor light transfer in the fire/chaingunner rooms that open up in the YK/SSG area.
  132. - In the little nook ledge at the switch which raises the first blood bridge, the Zombiemen there are now Shotgunners on higher difficulties.
  133. - Moved the trigger which reveals the Cacos, past the YK door, to the switch you press on the Manc platform.
  134. - Made the YSK pillar a little bit smaller so its easier to maneuver on the lava lift.
  135. - Swapped out the Lost Souls for Shotgunners/Zombies at the starting room secret.
  136. - Added 4 Cell Packs to the exit room fight.
  137. - Added 4 Box o Rockets to the exit room fight.
  138. - Added 2 Boxes of Shells to the exit room fight (with the changes made to the map since Beta 1, ammo is now very tight by this point in the map).
  139. - The Chaingunners which pop in during the exit fight should now be delayed a bit longer.
  140. - The player must now have the RSK in order to exit the final area and back into the rest of the map (if they want to backtrack).
  141. - The exit switch should now be better lit up and marked.
  142. - Added a closing door that shuts behind the player after they jump onto the Manc platform (with the switch that reveals the Cyber/BFG area). This door can be opened from the other side, or from the Manc side if the player as the BK.
  143. - Added a blocking wall near the big lift (near~ish the YK area) which the player can lower from inside the lift area or after they jump from the YK ledge. This was added to help with monster flow in that area.
  144. - Removed one of the lift lowering switches near the YK area (to help prevent confusion).
  145. - Sped up the raising floor that comes out of the blood near the backpack/Barons.
  146. - Removed the thin, lowered sectors around the teleports in the lava pit so non-flying monsters don't get stuck on them.
  147. - The Cacodemons that pop out near the Manc platform (past YK door) have been changed to Chaingunners.
  148. - Removed the blocking fences on the Manc pedestal/cage to improve monster and player movement flow.
  149. - Made the big stair lowering switch blink.
  150. - Changed the contents of the starting secret from rockets to cell charges + a backpack.
  151. - Changed the music to something [hoepfully] less repetitive.
  152.  
  153.  
  154. MAP04
  155. - Made the walls in the north-eastern~ish RL location lower a little bit faster.
  156. - Pulled the rocket ammo away from the central RL pillar in the same room mentioned above (they hovered in PrBoom+).
  157. - Moved the cell ammo in the RSK room into the Chaingunner cages (so its accessable only after the floors lower).
  158. - Added a full-bright ceiling light transfer in the RSK room that I forgot about.
  159. - Made the Plasma close to the start a little more dangerous by adding an Archvile to the trap.
  160. - 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.
  161. - 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.
  162. - 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.
  163. - 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.
  164. - 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).
  165. - In the northern part of the map with the Cell Pack in front of the IoS teeth, the Imps were changed into Revenants.
  166. - 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.
  167. - Made the double-lowering wooden pillar RL wider so that it can help act as cover against the Mancs/Chaingunners.
  168. - At the switch which lowers the first wall leading into the YSK area, the two Cell Packs were changed to 4 Cell Charges.
  169. - Changed the Cyber crusher at the YK trap into a fast crusher.
  170. - The Arachnotrons to the far north, near the BSK area, now appear after you lower the BSK pillar.
  171. - Attempted to give the northern Arachnotron's better firing angles by rounding off the corners of the flesh pillars.
  172. - 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.
  173. - 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.
  174. - Added some COOP Revenants and a COOP UV Archvile to the area that I mentioned above.
  175. - 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.
  176. - The old RSK BFG has been moved to just behind the 6-key door at the start of the level.
  177. - Added some Demons that spawn in from the nearby buildings after you lower the YSK.
  178. - 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.
  179. - Grabbing the Soulsphere near the BK (the one on the bookcase) now triggers some Chaingunners/Imps to appear from a nearby lowering wall area.
  180. - The Imps in the double crusher room should all awaken now when you make a noise in that room.
  181. - 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.
  182. - 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.
  183. - 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.
  184. - The switch near the Archvile/bookcases (which raises the platform near the BK) should now glow.
  185. - Changed the midtexture fences in the area which opens up part of the YSK area to something thats easier to see through (so you can more clearly see the blocking wall lower after pressing the switch).
  186. - Added a few Cell Charges to the area just beyond the 6-key door.
  187. - Added semi-circular alcoves to store the box of rockets in the final area fight.
  188. - Added some lighting effects to the decors at the far south part of the final arena so you can see the Cell Packs in front of them.
  189. - Added two more Cell Packs to the final fight.
  190. - The triggers to build the stairs to the exit switch and to lower the floors (leading back to the rest of the map) have been moved to a pressable switch on the column in the very final area.
  191. - Moved the teleport destinations from the lower hallway in the final arena to what I hope are safer destinations (inside the Manc/fire area in each southern corner).
  192. - Added some blocking bars to the 6-key door fight. They open back up after the player presses all 4 of the fire switches.
  193. - Added a switch to the exit stair builder instead of it being a walkover action.
  194. - The Revenent traps in the final fight now have their sectors unlinked, so the ones still trapped shouldn't wake up when one set is released.
  195. - The monsters in the switch alcoves in the final fight are now non-deaf. When the walls lower, they should wake up all at once whenever the player makes a sound.
  196. - Fixed a broken light transfer on the exit sign.
  197. - Tweaked the textures and lighting in the hallway leading to the exit arena.
  198. - Hopefully fixed the possiblity of breaking the raising floor in the hallway leading to the exit arena.
  199. - The two switches which opens up the Archvile/BSK arena now glow.
  200. - The Revenents which pop out after pressing the BK switch (near the derp demon/SSG) are now non-deaf, and should all wake up once the walls lower and the player makes a noise.
  201. - Fixed the hanging medikits on the perpetual Arachnotron lifts near the BSK/derp demon head.
  202. - At the northern most part of the map, swapped the Arachnotrons for Chaingunners on the lifts because the Arachnotrons were just too unweidly for them.
  203. - Moved the shootable Soulsphere secret switch over to a different bookcase so it isn't as easily accidentally shot.
  204.  
  205.  
  206. MISC
  207. - Five new maps were added: MAP05, MAP06, MAP30, MAP31, and MAP32. MAP30 is half a joke and half as a way to keep certain ports from potentially crashing because of the DeHACKED work. MAP06 is there for story purposes and is not completable.
  208. - Fixed the MAPINFO to reference the correct sky names.
  209. - Updated the MAPINFO, EMAPINFO, and DEHACKED lumps.
  210. - Added CWILV graphics for the new maps.
  211. - Updated the TITLEPIC.
  212. - Added a CREDIT graphic.
  213. - Added new music for the new maps.
  214. - Added new sky textures for the new maps.
  215. - Added a new BOSSBACK graphic.
  216. - Added three new monsters - a final boss, some supporting monsters for MAP05, and a secret enemy.
  217. - The three monsters were defined in DECORATE as well, allowing them to have obituaries.
  218. - Created the readme file.
  219. - Added a few misc. textures and graphics.
  220. - Updated the WADINFO lump with the w.i.p. readme.
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