408017
seit 24.09.2000
Callisto3
mn3-Name:
callisto3.mn3
Mission-Pack:
N/A
Spielerzahl:
N/A
Symmetrisches Level:
N/A
Checksum-Bug (Linux):
N/A
Hits:
201
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callisto3.zip
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Callisto3 a Descent3 Anarchy level by stanmuffin Completed 12 June 2000 Here it is--my first Descent3 release. This level is an experiment in different styles--from brick Gothic to cheesy futuristic--and it's also an exercise in DALLAS scripting. It's best suited for 3-6 players. Supported multiplayer modes include Anarchy and its variants as well as Hoard. There are a few tricks to this level, which I shall explain below. Force fields: Both force fields in this level have a way of turning on when it's most annoying. One of them attempts to keep you away from some weapons, while the other traps you after you take the bait (which is, of course, another weapon!). Both traps can be defeated in more than one way...and it will be much more fun for you if you figure out how yourself. :) Transporter: This level contains a "transporter" object which will, when you fly into it, "beam" your ship to a random location in the level. I've included some Transporter Tips to help you understand how this thang works: 1. Once you fly into the transporter, your ship will be frozen for 1.5 seconds while the transport phase begins. This means if a yahoo with a Mega follows you into the transporter room, you probably won't survive to see your destination. 2. Every 30 seconds, the transporter picks a new target. Therefore, if you follow an opponent through the transporter, you'll probably materialize right behind him (or, if he knew you were following, right in his sights!). 3. Just to prevent the transporter system from being abused, I threw in a 25% chance that the device will malfunction and set your ship on fire. It's unlikely to kill you unless you have low shields, but it should prevent a player who is losing a dogfight from beaming away in a cowardly fashion. 4. If you don't like the transporter, you can disable it by disallowing the "Mystery" powerup. Notes: * A portion of this level (specifically, the low red tunnel area) was borrowed from my Descent II level by the same name. However, I quickly discovered that the conversion process was more trouble than it was worth; therefore, the vast majority of this level is brand new. * The force fields and transporter probably won't work on any version of Descent3 other than the PC version, since I don't have access to a compiler for any other platform. Anyone out there who wants to compile my scripts on the Mac and/or Linux, please e-mail me and I'll send you the source. Enjoy the level! Send comments or questions to stanmuffin@byu.edu Download my other Descent levels at www.bitcorp.net/~jstanley/descent.html
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