MAP13 for FreeDoom Wesley D. Johnson john <obfuscate> son 24 12 @ usgo <dot> net Release Revision 2.01 June 6, 2010 Change: 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. HAS BEEN DONE: Play tested at 1,2,3,4. Finished at level 4. Play tested on Legacy, prboom. Not all combinations tested. Level is large, 1035 sectors, 6000+ sidedefs. 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, 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.