Plutonia II map24 - annegieren pritzelary (complete) Author(s): S. "Metabolist" Woodman at the request of various people -- THIRTEEN NEW ADDITIONS IN THE NEW EDITION :- * Proper skill levels implemented (so skills 1 and 2 are a pushover for someone like me) A few constants remain; the hellknights trap, the fact that there are two cybers in the double-cyber room, and that there is a cyberdemon at the end. I admit I did go overboard a bit with the cyberdemons. ;-) * Rocketlauncher and plasmagun at the start in skills 1 + 2 (cell packs throughout the map at these skills) * Rocketlauncher at the start in skills 1 - 3 (cell packs throughout the map at these skills) * Monsters at the very start reduced; six cacos instead of ten cacos and two painelementals. Painelementals really really get on my nerves (that is to say, if I haven't got a plasmagun ):-) * Moved an unreachable berserk pack to near the start (it was in an area that I had intended to be a secret) * Changed the invulnerable monsters to shotgunners (easier to deal with) You can now kill them when you return to the map. * SSG at the blue door, in case you miss the secret at the start. * BFG + 40 cells at the barons / imps traps in all skills * Removed the pillars in the double cyber room (Gemini will be pleased) * Changed the barons past the blue door to hellknights (so that trap is far easier now than it was before -- it will take sixteen fewer SSG shots to kill the hellknights) * Teleporters back to the rest of the map at the final Cyber-fight. ("a way back to the rest of the map would be better than an exit." -- Opulent. My response: you really need both ;-) * Because of the above, 100% kills is now possible. * 40 cells at the final Cyber-fight (so a player can have a shot at killing the Cyberdemon) ---- Well, it's done. And not before time! Around 10 times the size it was at alpha 1. It's very hard, too. My hardest. Heheheh... but not to worry, I did it in 09:24 in UV... That was in godmode. I can't survive it myself. Somebody will, even if it's only FX. ;-) Oh yes, a little note to Paul here - make the end of map23 in this way so as to get the most out of this one: Make a Plutonia teleporter that appears to do nothing when you walk over it, but make it trigger an off-map crusher that crushes the player and blows up a boss brain. This will make the player exit the level and re-start completely fresh without any weapons or ammo. ;-) And BTW that last bit WAS inspired by Eternal Doom's map13.