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Filenames
pl2-13v.wad
Size
199.44 KB
MD5
fb84200e9baa892c096303a9708332c8
SHA-1
8769a8ad796695cbdbdfd715e682c2544b46b4b0
WAD Type
PWAD
IWAD
UNKNOWN
Engine
UNKNOWN
Lumps
11
Maps
1
 
MAP13
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...
MAP13

MAP13

DM Spawns
4
Co-op Spawns
4
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