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Plutonia 2 map13 revision by Virgil specs: Medium-small level, plays longer than you'd expect now, no save buffer overruns. I'm actually quite pleased with this level now. I really liked the layout, as it was both linear and partially non-linear, a lot like in Plutonia. revisions: I re-textured almost every part of the level with the plutonia textures instead of the METAL2 texture and added some (actually quite a bit) of detail. I also aligned everything properly, etc, etc. It took me a helluva long time to remove all (ALL) the visplane and r_find_plane errors once I was finished adding detail, but it finally works. The unholy light effects tended to disappear as the number of sectors grew, but that was solved by re-numbering the sectors with the light effect to the highest numbers (the higher-numbered sectors always get the 1st privilege to an effect, since doom can only provide certain effects to a limited number of sectors per level). Anyways, this thing now works perfectly and as far as I'm concerned is a lot like a Plutonia level. However, I also modified the gameplay, since I think it didn't play like Plutonia at all. It was just WAY too easy and there weren't enough Plutonia-like traps and monster hordes. So I added some *evil grin*. The path(s) the player has to take to finish the level are still the same. I also implemented difficulty settings so that even the worst players can finish it. On UV, health may seem plentiful, but conserve it well, as it can quickly run out. I wouldn't get hit by those archviles too often, even though there is quite a lot of them after you grab that red key. And thats not ALL that teleports in...