pl2-06.wad
Filenames
pl2-06.wad
Size
239.03 KB
MD5
a7869bfb7569150857802df9d33227e6
SHA-1
9190c22b14de9385eca03cb44d2ceaaaae0ef15f
SHA-256
c73e3bfe8dff023eafbcea3da7d5a26611b4973e0ef829bef84aba9accae63cf
WAD Type
PWAD
IWAD
Doom II
Engines
Unknown
Lumps
11
Maps
MAP06
Download
Read Me
Plutonia II map06 - House of Pain (complete) Author(s): S. "Metabolist" Woodman, Joe Pallai Here's the list of changes, etc. for map 06. Hope you like it. Fixes: Removed 4 duplicate vertices from the "Bathroom" sector (formally sector 225) Closed sector 211 (formally sector 225) Removed Visplane Overflow in upper hallway outside of bathroom It turns out that it was the super-detailed lighting, along with the doorways and far window that was causing this. The lighting now matches the north-south hallway. Texture alignment complete: too numerous to mention, you'll see the difference. Changes: Changed the imp room reading room's Megasphere into an Invisibility Moved the two boxes of rockets closest to imp reading room into the Revenant clostes so that there would be a reason to go in there. the sectors have been renumbered because of my eliminating the VPO. don't worry everything works as it did before. Added: Three cacos to the eastern sea, so that they will wake up and attack the player while in the upper hallway. It adds a nice crossfire/surprise Chaingunner at bottom of first stairs. Three chaingunners and an Arch-Vile atop the exit platform to beef up the fight. Two imps and a caco to outside ledge. Two Hell Knights and eight(?) demons/spectres that teleport in. A 25% Health near green armor for skill levels 1-3. Well that's about it, I think. Joe
Plutonia II map06 - House of Pain (complete) Author(s): S. "Metabolist" Woodman, Joe Pallai Here's the list of changes, etc. for map 06. Hope you like it. Fixes: Removed 4 duplicate vertices from the "Bathroom" sector (formally sector 225) Closed sector 211 (formally sector 225) Removed Visplane Overflow in upper hallway outside of bathroom It turns out that it was the super-detailed lighting, along with the doorways and far window that was causing this. The lighting now matches the north-south hallway. Texture alignment complete: too numerous to mention, you'll see the difference. Changes: Changed the imp room reading room's Megasphere into an Invisibility Moved the two boxes of rockets closest to imp reading room into the Revenant clostes so that there would be a reason to go in there. the sectors have been renumbered because of my eliminating the VPO. don't worry everything works as it did before. Added: Three cacos to the eastern sea, so that they will wake up and attack the player while in the upper hallway. It adds a nice crossfire/surprise Chaingunner at bottom of first stairs. Three chaingunners and an Arch-Vile atop the exit platform to beef up the fight. Two imps and a caco to outside ledge. Two Hell Knights and eight(?) demons/spectres that teleport in. A 25% Health near green armor for skill levels 1-3. Well that's about it, I think. Joe