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seit 24.09.2000
Nautilus
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level name: Nautilus Station author: Dietfrid Mali e-mail: dietfrid.mali@ptv.de type: solo, anarchy, robo anarchy, flag, hoard players: 8 editor: DMB2 date: 29 apr 1998 version: 1.4 changes: 27 feb 1998 Added a second (red) goal and flags to allow for flag games. 4 mar 1998 Changed textures and lighting in "basement" and "dropship landing". Succeded in persuading DMB2 to correctly calculate *all* blinking lights. Locked Shakers and Mega Missiles behind force fields and added triggers to open these. 5 mar 1998 Fixed some misaligned textures. Fixed a switch removing the force fields to one of the shakers in the level's basement that was leaving one of force fields in operation. Extended the two side canals of the river to the level's right con- taining the switches unlocking the force fields in the level's base- ment in order to prevent the triggers being set off by direct gun fire thus enforcing the use of guided missiles for the job. 13 apr 1998 Fixed misaligned water texture in shaker tunnel. Fixed open grate in front of green lights in basement. Added fuel station in basement and marked grate before its entry. 16 apr 1998 Added some switches in the goal room so you can leave the goals other than through the hollow pillars leading to the level's basement. 23 apr 98 Added keys, key-coded doors, and hostages. 28 apr 98 Changed illusory grates in front of basement's fuel center to mesh doors. 29 apr 98 Realigned flashing lights around dropship loading platform. Overview ======== Large asymmetrical water level with a blend of halls, large tunnels and maze of corridors. Special goal construction. Lots of bots. Description =========== This level is based on an old, never brought to reality idea of mine of a huge hall with a central pillar based on a big postament and some elevated bridges, complemented by some well proven existing structures and new ideas like the twisted corridor system below the central hall and the subterran rivers. There is plenty of space and opportunity for dogfighting, dodging missiles, escaping and pursuing, surprising and ambushing other players in this level. I called this level Nautilus because it is a dimly lit subterran water world - just like I imagine the underwater world in Jules Vernes' classic "10000 Miles Below The Sea" featuring the famous Nautilus submarine. Nautilus has a truly unique design and special layout. Together with its natural look you can easily relate to these make it probably my best level yet. Layout ====== Huge sqare hall with water-covered ground, central pillar and grate shaft leading to goal room. Two wide rivers branching of a large half sphere with second access to goal room at it's zenith lead to central hall through barrel-vaults, sending water falls down to it's ground. One river branch leads to the "dropship loading", a huge sphere containing a spaceship landing platform with sophisticated lighting. Below central hall, accessible through central hall or dropship loading, there is a two-floor basement: A complicated maze of barrel-vault tunnels. The basement's floors are color coded: Red - top, blue - bottom. Another narrow tunnel connects the two wide river tunnels. All in all a very asymmetrical and *very* 3D design, featuring not just some more or less flat halls with lots of narrow tunnels in between, but extending into every direction and giving room for fully 3D manoevering. Specials ======== Playing some of my levels, I found that most of the fighting occurred close to the goals since everybody always tried to catch an opponent trying to score there. The other rooms, though carefully designed and well suited for battling each other, were hardly ever used. Another effect was that you were very likely to get killed right after having scored. After I had read something about "force field protected goals" in a level description I had downloaded from the Internet, the idea of creating "oneway goals" came to my mind. Here's how it works. As soon as you enter a goal cube, access to all goals will be closed by force fields. You can neither leave them on the same way you entered nor can any other player enter. The only way to leave the goal leads through a hidden escape passage ending in some remote part of the level. The escape passage's entry will be revealed when you enter the goal or pass a fly-through trigger inside of it. After the player having scored has left through the escape passage, it's entry will be closed and the force fields blocking the goals will be switched of. The force fields will be switched off also when triggering fly-through switches in the entrances to the goal room. There are several exits you can choose from so it is less predictable where you will reappear. This way, a scoring player has some protection and the action will be moved to a far away part of the level thus increasing its overall frequentation. Weapons ======= Every player will find a good basic set of power ups in his vicinity when the game starts. Since you can prohibit any power up from multi player games, I added quite a lot of the more powerful weapons to the level (though not as much as to my previous levels). Since I think that you can do without certain weapons, you will NOT find every weapon in this level. (Just my opinion. But who would want concussion missiles if he can have mercuries - at least not me. ;-)) Robots ====== Plenty, if you want some. Known Problems ============== Sometimes, some walls might not be displayed at certain angles of view. You can't shoot or fly through them though. Probably this is a problem of Descent's graphics engine (too many optimizations). So far. The following section is because this level is for everybody's fun and not for somebody to make money with my work. Don't take it personal. Software Use Limitations and Limited License ============================================ This special add-on level for Descent (the "Software") is intended solely for your personal noncommercial home entertainment use. You may not decompile, reverse engineer, or disassemble the Software, except as permitted by law. Dietfrid Mali (the "Author") retains all rights and title in the Software including all intellectual property rights embodied therein and derivatives thereof. The Software, including, without limitation, derivative works, may not be copied (except as provided below), resold, rented, leased, distributed (electronically or otherwise), used on a pay-per-play, coin-op, or other for-charge basis, or for any commercial purpose. You may make copies of the Software for your personal noncommercial home entertainment use and to give to friends and acquaintances on a no cost noncommercial basis. This limited right to copy the Software expressly excludes any copying or distribution of the Software on a commercial basis, including, without limitation, bundling the product with any other product or service and any give away of the Software in connection with another product or service. Any permissions granted herein are provided on a temporary basis and can be withdrawn by the Author at any time. All rights not expressly granted are reserved. Dietfrid Mali
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