

v31 UPDATE: April 30, 2020

LEVEL 1:
-- Some people were missing the 2-switch secret to get the chainsaw at the very beginning of the map, and thus also missing out on the secret Berserk pack. I decided to add small ramp stairs in front of the 2 switches to make them a tiny bit more obvious.

-- In the first Nazi room I pushed the first switch room back a bit so you have to walk in further to touch it. I made the entrance close back up, as I witnessed someone immediately run from the room (when the lights went out) without exploring it out further. And then I added a new switch (in the Chaingunner side room) to hit to escape.

-- Added another room of baddies that opens up in the first Nazi room.

-- Added some rock floor and details to sections of the MAZE to make certain things (like secrets) stand out, and a door to the rocket launcher teleporter room. Love all these little details, and it helps you remember parts of the maze better.

-- Removed 2 black columns in the end section of Level 1 that existed since I designed this map (with wooden textures way back then). I felt they obscured your view of the END PORTAL when you first teleport into the room. Removing them made such a big difference!




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v30 UPDATE: April 29, 2020

"Clippy" from the Doomworld.com Forums did an epic, hilarious playthrough of all 3 maps, and I was able to identify a few spots that should be fixed, and some gameplay loops I want to tweak for fun:

LEVEL 1:
-- Lowered the platform where the minigun sits so that it can't be used to reach the shells high up until you hit the button.

-- Added a low light scare in the eastern nukage floor room.

-- Added a few more Pinkies and health vials near the beginning of the maze.

-- Moved the health vials at the very beginning from the edge of the black wall to the center of the M and W shapes.
 

LEVEL 2: 
-- A few spots where the floor is damaging (and should not be) were fixed.

-- Made the ammo collection room that you teleport to a secret.


LEVEL 3: 
-- There was an issue with the blue key where sometimes a wall won't drop down to reveal it, so I moved the key pedestal out beyond the wall for more visibility.

-- Added a Revenant in the 4-roomed secret area with the Invisibility sphere, but only on Hard.

-- Added a Hellknight (Hard) and some imps (Easy) guarding the teleporter that takes you to the secret Invisbility sphere just outside of the BFG room.

-- Fixed the missing inside textures when the crusher comes down in the BFG area trap.

-- Two spots where the floor is damaging (and should not be) was fixed.

-- Decided to put a set of walls between the Soulsphere trap room and the final boss battle room, and they lower down when you solve the Soulsphere trap. This is so that people don't run right ahead to the end, and skip the Soulsphere and possibly also miss the single Imp cage Berserk room.

-- Change the position of the first switch so that you are facing the wall that it will bring down, adding a little rocket ammo alcove, and moving a few bits of ammunition around.



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v29 UPDATE: April 23, 2020

LEVEL 3:
-- Added "M" and "W" shapes on the walls of the final boss battle, and some health vials. Tweaking a few textures and wall shapes.




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v28 UPDATE: April 21-22, 2020

LEVEL 3:
-- Right before the final boss battle, the Invisibility spheres would get crushed as you run towards them (a bait and switch) but it made 100% completion impossible. I added a room and a switch to have them get UNcrushed, and a way to get back up above the boss, which adds another bit of tension to the finale! Also swapped the Invisibility spheres for cell charge ammo (since you can grab an Invisibility sphere earlier in the level). And added some more effects to the final boss area.




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v27 UPDATE: April 21, 2020

-- Did an epic playthrough of each level trying to 100% everything! I found an issue with a step near the end of Level 1 that was too low, and can't be passed without jumping (which I don't require anywhere else in the levels). Fixed. 



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v26 UPDATE: April 20, 2020


LEVEL 3:
-- The FINAL BATTLE area got a makeover! I removed the "arrow" exit, and also repurposed the "W" shape from the very beginning of Level 1 ("W"RATH!) into a final puzzle!




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v25 UPDATE: April 15-19, 2020

-- Got some AMAZING feedback from "RevRaven" on the Shacknews.com Chatty, and also uploaded my .WAD to the gamers.org/pub/idgames/ FTP site for approval!

-- Doing some real fine tuning stuff, like applying "Block sound" to certain linedefs where Boss monsters hide, so players don't hear them ahead of time.

-- Removing almost all of the "arrow" shapes throughout the levels, except for the one in the ceiling (at the start of Level 1) and the pointy triangle shape at the end of Level 3. After adding the fireblue teleporter walls, and establishing those early in the game, it no longer felt necessary to provide the arrows for guidance on where to "go". The "4-way" teleporter arrows in Level 2 also got deleted and the teleporter moved to a new spot.

LEVEL 1:
-- I found one ledge on the very last section that I didn't realize you could run over to, so I added a little secret behind there and tweaked a few teleporter and wall placements.


LEVEL 2: 
-- Before the first teleporter wall, I hid the green armor a tiny bit. Also added a little bit of rock to walk on at the start where the first armor secret room is. 

-- At the end of the level where the hidden floor teleporter was that took you to the special ammo room, I made it a fireblue teleporter wall instead of a plain floor teleporter.


LEVEL 3:
-- Adding some bloodfall effects to the final boss battle, and a little blood room and effects around the waterfall.

-- Remember that BFG you could walk up to and, if you were fast enough, basically steal from the Mancs? Wellll... I've added a slight trap twist. Pick the wrong switch, and you're in trouble! What have you learned throughout my levels... will you hit the right switch???

-- Added one more switch trap surrounding the Soulsphere near the end of the level. 9 switches to choose from... only 1 won't crush you!




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v24 UPDATE: April 11-14, 2020

LEVEL 3:
-- I couldn't resist adding one more cool setpiece between the entrance to the yellow bars (near the end), one more secret, and THREE optional areas to visit!

-- Tweaking textures in the very last section, adding a few ammunition items only reachable by dropping from above, and adding more tiny little details.

-- IT'S DONE! I've replayed "Thy Wrath Unleashed" hundreds of times in the last 3 months. It's still FUN! I hope people enjoy it. Anything I tweak after this point is frosting. Incidentally: I finished on VERSION 24... and I was 24 YEARS OLD when I finalized the first version of "Thy Wrath Unleashed" in the Spring of 1997. I might put this out to the DoomWorld and Shacknews communities just one more time for a playtest before I call it "DONE".




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v23 UPDATE: April 10, 2020

LEVEL 3:
-- Added another hidden room in the Imp cages right near the end, giving you a little power to clear out those Imps.

-- Finalized "THE END" (the actual end)  :)




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v22 UPDATE: April 9, 2020

LEVEL 3:
-- Added another secret area above a wooden structure. Originally this area was even more open but I had closed part of it off by simply raising some walls. I noticed that it left a nice upper ledge (and a perfect spot for another secret for those who explore just a little). 

-- Adding some more lighting effects and adjusting the shape of some areas near the BFG area.

-- As a call-back to the Nazi zone in Level 1, I added a secret Nazi room with a very special power-up that can ONLY be found this one time between the 3 levels (and is also very well guarded!)

-- Adding "THE END 1996 / 2020" for fun! 



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v21 UPDATE: April 8, 2020

LEVEL 3:
-- I've nearly finished the gameplay loop for LEVEL 3! Just tweaking items and monsters placement and doing a lot of playtests on all the skill levels. As always you can play LEVEL 3 from a pistol start.

-- Added one more secret (backpack and ammo) behind the super shotgun! 



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v20 UPDATE: April 7, 2020

LEVEL 3:
-- Working on the gameplay loop for the 2nd main section (right after you teleport from the first boss battle). Adding some wall traps and Cacodemons and switches. Still a work in progress but coming along nicely!



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v19 UPDATE: April 6, 2020

LEVEL 1:
-- At the very start, I got rid of all the Imps and redid the placement and number of Former Humans / Sargeants. And they no longer start with their backs to you! When you play on Ultra-Violence I want you to WORK for those blue health vials, not just have them as decoration.

LEVEL 2:
-- Decided to change the secret Berserker item to a rocket launcher, and not make it a "secret". But only a few rockets are sprinkled around the level, so make 'em count.

LEVEL 3:
-- Added some Imps in the area that overlooks the first hidden area, and adding some stairs. Adjusting some item balance and textures.

-- Redid the lighting and some structure stuff in the very beginning of Level 3.




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v18 UPDATE: April 5, 2020

-- Still going through all 3 levels and doing cosmetic touch-ups and adding lighting effects. 


LEVEL 3:
-- Starting to add more gameplay elements to Level 3, more rooms and secrets, and making the opening section more interesting.

-- Added a closet Mancubus and Pinkies ambush before you can press the first switch, and an area to walk and glimpse the first secret.



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v17 UPDATE: April 4, 2020

-- I accidentally deleted "WRATHv16.WAD" and kept the ".DBS" file instead! Freak accident! DOH! Spent all last night and today trying to recover my deleted files. Finally found one using the file recovery program Disk Drill. Thankfully it found one with my last updates so I didn't lose any of the next designs.

-- Just going through all 3 levels and doing cosmetic touch-ups, like fixing all the ends of the TEKGREN 5 lights in the eastern bright section.


LEVEL 2:
-- Added another secret stairway (up to a Berserk powerup) after the 2nd switch is hit on an area that already existed but was previously inaccessible.



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v16 UPDATE: April 3-4, 2020

-- MORE lighting effects and cut-out ceilings throughout! 

-- MORE texture aligning.

-- REDISCOVERED the "scroll texture left" option after realizing I forgot to apply it to most of my new teleportation walls. 


LEVEL 1:
-- Adding a few more teleporter platforms under where the player arrives after going through. 

LEVEL 2:
-- Redid the first teleportation wall as I never loved the small-ish look to it.

-- Redid the very end of Level 2 to make it match the look of Level 1's end (Nazi teleporters!)

LEVEL 3:
-- Changed all of the light values in the first boss battle area to set a better mood, and deformed more of the terrain.



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v15 UPDATE: April 2, 2020

After "Suitepee" streamed on Twitch, I took notes and fixed the few errors he found:

LEVEL 1:
-- In the arachnotron arena, a small part of the wood floor did damage; fixed.

LEVEL 2:
-- Near the end you cannot access the stimpak on a ledge because of player height. Works in vanilla Doom 2 but apparently not in other "ports". Made the ledge wider and taller.

-- Some lava is missing pain sectors (on the right wall where the red switch is); fixed.

LEVEL 3: 
-- Fixed an issue where you can fall at the start and not teleport correctly.

-- In the first boss battle, some of the blue floor has pain sectors, and also in the very back of the room some plain rock has pain sectors; fixed.




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v14 UPDATE: April 2, 2020

-- Extra special  T H A N K  Y O U  to "Suitepee" from the DoomWorld forums for streaming the latest build TODAY! Not only did he stream an earlier version back in late February (and offer some great criticisms), but he's done it AGAIN! I'm honoured. \m/

-- CHECK OUT HIS TWITCH CHANNEL:
https://www.twitch.tv/johnsuitepee

LEVEL 1: 

-- After replaying the entire level again in Ultra Violence, I wanted to sprinkle a tiiiiny bit more ammo around in the very last section.


LEVEL 3:

-- Fixing texture alignment in the opening section, and completely reworking the first boss battle section! I already like the gameplay loop much better. Everything after the first boss battle 



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v13 UPDATE: April 1, 2020

-- How funny to have lucky v13 on April Fool's Day! Just tweaking textures and adding more lighting effects today.



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v12 UPDATE: March 30-31, 2020

LEVEL 1:
-- The maze now has teleportation walls which (a) help to introduce the bigger teleportation walls you see later in the levels, and (b) can shorten the maze time significantly. You can now zip through the maze fairly quickly (using teleport walls) or explore deeper for goodies.

-- Changed the entrance to the maze and added a teleportation wall (and added a monster guardian) to it.

-- Lots of little stylistic touches and lighting effects added.



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v11 UPDATE: March 29-30, 2020


LEVEL 1:
-- Made the NW triangle pit area set in the dark, with an optional switch to turn some lights on. Removed all the explosive barrels from this area. 

-- Made some adjustments to the doorway into the maze, and the floor/ceiling heights of the maze, and moved the maze more separate from the main areas.

-- When you enter the eastern section (with the hidden BFG) it closes off behind you, and then opens up after you walk  to the switch area.

-- Lots of misc. texture tweaks and changes.

-- Removed the duplicate exit arrow and room in the northern Nazi area, and removed the matching duplicate teleportation room in the first part of hell, after realizing it was an issue that kept people from being able to get to all of the monsters (for 100% kills). 

-- Made the entry close behind you in the first hell area and adjusted the layout in the darkened hallway so both sides have different stuff, and only 1 side has the teleporter now. And once you teleport out of here, the way is blocked off for good.




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v10 UPDATE: March 25-27, 2020

-- I've spent most of March 25th "fixing" the over 2,700 errors that Ultimate Doom Builder's Map Analyis Mode has found. Keep in mind this type of feature wasn't around when I originally made these maps with the MacDoom "Kali" editor. 99% of these errors weren't visible unless you opened the maps in an editor, but I fixed them all. And most of them were "unused texture" errors that were easily fixed. Thanks to the DoomWorld crew for bringing this error-checking feature to my attention. Done!

-- Level 1: I added the BFG! Late into the level. Behind a puzzle. See if you can find it.

-- Level 1: Dropped the wall height of the SE triangle pit area to 0 (same height as the main floor) right from the start. With the new layout you can't get this triangle area "too soon" anyways so there was no more need to have its wall up.

-- Level 1: I added a WHOLE NEW AREA at the end of the level, and a 3-switch combo at the end of the level to make you stay and explore (and FIGHT!) just a little bit longer before you can exit. Getting to each switch is a different challenge: Crusher. Burning lava. Climbing. "Push forward combat", indeed!

-- Level 2: Just tweaking geometry and some of the teleporters and some textures.

-- Level 3: Can be started and finished, but is still very much a work in progress. After the first boss battle you only have a set of Mancs to fight, and then a final boss battle at the very end. There's a side room with a BFG that was always meant to be a secret area. The blue key you find in the star pit serves no purpose and it's a placeholder for now.




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v9 UPDATE: March 2020

LEVEL 1:
-- I've spent this month tweaking the gameplay in certain sections of each level, making things easier for "Easy" skill level and also balancing out the numnber of shotgun shells.

-- Added some more secrets, hidden doors, and walls that drop, and a "Computer Area Map" item early in Level 1 that can only be had with a keen eye for switches.

-- Level 1's end section has been revamped with a hidden area, more structures to walk on, and a button to hit that opens the end level (instead of letting players just run to the end...but it is very protected!)

-- Level 1's main triangle area has been sectioned off now with specifically-placed columns, so it is more obvious in the beginning which way you need to go. And then as you hit triggers it drops those columns to open the area up.

-- Level 1: In the maze as soon as you walk thru the darkness, the door closes behind you and you also teleport into a "locked" maze. This serves to make the player feel more trapped, but also serves to let them realize that once they've teleported out of the maze, they no longer need to go back into the maze because of the closed door.

-- Level 1: Adjusted the item and ammo placement in the Arachnotron arena. When you teleported in here before, it wasn't obvious that you were surrounded by rocket boxes and automatically picked them up without knowing. So I gave the player less boxes and more spread out items.

-- Level 1: Finally decided to add a CHAINSAW at the beginning, if you're keen to find it.

-- Level 1: Added a hidden plasma rifle room and adjusted the layout of the eastern-most ammo room.

-- Level 1: For the first time ever... I added crates! Crates to block areas, crates to give enemies different levels to shoot from, and crates to hide goodies and secrets. 



LEVEL 2:
-- Level 2: As per Steve's request I finally got rid of all the light amplification and radiation suits and adjusted the light balances in all of the level to make it even moodier. I love it. You fall in lava, you better run and find a way out.

-- Level 2 has a new hidden area for a plasma rifle that you'll need to fight an Archvile for.

-- Level 2: I lowered some of the walkways to slow things down a bit and force the player to fight (instead of plow ahead) and then advancing ad the walkways raise.

-- Level 2: More adjustments to how much damage the lava floors do (generally less damage) and removed quite a few items as requested by playtesters on the DOOMWORLD forums. Also changed the type of enemies you face at the teleport triangles.


LEVEL 3:
-- Still completely reworking how you advance through Level 3 and what monsters you encounter. I've removed nearly every mmonster and item in the big part of the map, and I am still working on ideas. I still really like the overall layout of Level 3, but I need to rehink it's gameplay and try new things.



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v8 UPDATE: February 26-28, 2020

LEVEL 1:
-- Moved the ammo box on Level 1 that was in front of a switch
-- Removed SECRET when you teleport to Arachnotron arena
-- Added SECRET to the Berserk powerup in the eastern section 
-- Changed the brightness of the room guarded by 1 Arachnotron to +10 brighter
-- Removed all of the monsters in the NAZI area to the north, and put in tougher monsters (Archvile) for more variety
-- Changed the chaingunners in the eastern section to a Baron Of Hell for more variety
-- Added lit areas to the western area by each switch
-- Changed all the monsters at the beginning of the maze (right-side area) and made that area more open
-- Changed all the textures in the maze
-- Changed height of 2nd area of maze to match the 1st

LEVEL 2:
-- Added Baron Of Hell guarding the exit on harder skill levels
-- Hid the blue armor as suggested 
-- Changed all of the monsters in one area to Lost Souls instead of Pinkys
-- Added a tougher monster near the exit

LEVEL 3:
Completely reworking every monster encounter and item on this level.


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v7 UPDATE: February 20-21, 2020

-- Changed all the wall textures in the pits to grates
-- Added more Lost Souls, items
-- Aligned more textures
-- Made all of suggested changes to Level 1 from kknot5889 (DoomWorld forums) 
-- Replaced missing tech textures (only using the Doom2.WAD as a resource now going forward, so this should fix the missing texture issues)
-- Swapped waterfall texture
-- Replaced some chaingunners with shotgunners on Hurt Me Plenty skill
-- Maze switch now not a secret
-- Added some lost souls in the Arachnotron arena to spice it up 
-- Changed all of the lava textures on the outer rim of the main area (before you get to hell) to nukage
-- Raised the height of the maze ceiling by double
-- Changed ceiling in the maze to sky to make it feel less claustrophobic




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v6 UPDATE: February 5-7, 2020:

-- Special thanks to Steve Duff from the DOOMWORLD forums for helping me out ages ago and inspiring me to do this! I thought I was going to be done at v6 but my editing journey continues...


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v5 UPDATE: February 4, 2020:

-- Swapped all the textures on the far-right room (Level 1) with tech textures, and also swapped a bunch of misc. textures as well.

-- Replacing all the skull button textures on Level 1 with tech buttons.


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v4 UPDATE: January 31, 2020:

-- Added more rocket ammo to beginning of Level 3, and removed the extra stimpaks

-- Added tags for when you find 'secrets'

-- Changed more textures and removed more damage from floors.



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v3 UPDATE: January 31, 2020:

-- Added two more arrows in Level 2 pointing to the exits and changed the falling lava texture to something even more contrasty

-- Adjusted weapon placement and ammo boxes on final part of Level 3

-- Added a connecting hallway in Level 3 between the two final walkways

-- Added brick texture and lights to highlight a hidden area in Level 3 that opens later



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v2 UPDATE: January 30, 2020:

-- Because of feedback, I removed ALL of the damage inflicted when you're just walking around the "hell" levels on wood on all 3 levels. 

-- Lowered the damage in the poison pits on Level 1, from -10 to -2 (way less damaging).

-- Tweaked a few textures.









