405926
seit 24.09.2000
Varicose Veins Guardian
mn3-Name:
vveinsguardian.mn3
Mission-Pack:
N/A
Spielerzahl:
N/A
Symmetrisches Level:
N/A
Checksum-Bug (Linux):
N/A
Hits:
1776
Download
vveinsguardian.zip
Textfile
Welcome to Varicose Veins..the way Veins was meant to be! This version of Varicose Veins is optimized for Advanced Guardian. It will also function well in Anarchy, Team Anarchy, CTF, Instareap, Team Instareap and Hoard, but will NOT function correctly in Entropy or Monsterball (there are separate versions for those). Things changed from the original Outrage Veins: 1. Spawn points are out of the line of fire 2. Spawn points are facing weapons 3. Rooms are all named, custom text macros will now work 4. Weapon layout and selection is improved 5. The level has been reduced in size to play much faster 6. The level has been rotated 90 degrees so the CTF flags are visible from the hallway 7. CTF textures have been swapped to improve flag visibility 8. Lights have been raised slightly to reduce bumping 9. Gravity has been lessened so napalm acts better 10. Advanced Guardian is now supported! Things changed from the Varicose Veins Entropy version: 1. A Cloak (for normal players) has been added 2. The spawn rooms have been enlarged so pilots won't be trapped by non-responding ships 3. The rooms have been renamed for Guardian so you can use custom text macros 4. New rooms have been placed behind the energy rooms for repair bays ============================================= The current version of Varicose Veins (built to add Entropy) has enjoyed immense response. As promised, I am currently working on Advanced Guardian and Monsterball versions of this level. Why, do you ask, do there need to be three versions? Here is why... * Monsterball...this mod uses the keyword SPEC1 to be launched in monsterball mode. This needs to use the special room type S1 for the ball spawn room (for all mods combined, S1-S6 special rooms exist). The version of Varicose already released, entropy, uses all six special room types and S1 belongs to the RED base, VIRUS LAB. In the large, barrel shaped, middle room in Veins, I "could" have placed a virus room for each team instead of repair bays (entropy mode). However, entropy would be very boring with only one virus lab, no matter how many repair and energy stations I placed. With more than one virus lab, D3 seems to randomly place the ball (in monsterball mode) among the available virus labs. So, since the popluar entropy levels have three virus labs, the red side would, more often than not, have the ball appear on their side, thus giving them an unfair advantage. So I decided not to let the entropy version be monsterball compatible. * Entropy...The special rooms are defined like this: S1 = Red Virus Lab S2 = Red Energy S3 = Red Repair S4 = Blue Virus Lab S5 = Blue Energy S6 = Blue Repair Most popular entropy levels have 3 virus labs, 2 repair bays and 2 energy centers. * Guardian...This mod also uses all six special rooms, but in different ways. Because of this, there are three defined Guardian types of levels: The following three paragraphs are pasted from the guardian rules: ----------------------- Basic mode will work with any CTF-compatible level or mission, for any number of teams. In Basic mode, each team has a goal room and an orb, but there are no repair rooms or cloaking bays. Intermediate mode will function in any level or mission designed for the Entropy mod. This mode supports a maximum of two teams, and each team will have Repair Rooms in the exact places where Repair Bases are located when playing Entropy there. Refueling centers will NOT correspond to Entropy Energy Bases, but rather to normal refueling rooms as they function in CTF or Anarchy. Advanced mode will only operate in levels and missions specifically optimized for Guardian, supporting up to as many teams as the level or mission allows for. In Advanced Mode, teams may or may not have Repair Rooms, and there may or may not be Guardian Rooms or Cloaking Bays, all depending on the level played. ----------------------- If you haven't checked out this awesome mod yet, download it here before you try to enter a Guardian hosted level (unzip it to your descent3\netgames folder): http://sirian.warpcore.org/guardian.html It is somewhat related to entropy, but has different winning strategies and different room types. Read the extensive rules and help files that accompany the mod download and/or read the rules on Sirian's guardian website listed above. Advanced Guardian uses the special rooms like this: S1 = Red Repair S2 = Blue Repair S3 = Green Repair S4 = Yellow Repair S5 = Guardian Repair S6 = Guardian Cloaking Bay As you can decipher from the difference between Advanced Guardian and Entropy, they are not compatible at all. While some entropy levels can be hosted in guardian mode, Advanced guardian levels work out differently. Energy centers, as used in normal anarchy, work in guardian for both teams. Repair bays work only for the team who controls it, like entropy. Guardian ORB rooms are designated by the normal Red Goal, Blue Goal, etc. Winning the level does not mean taking over all bases, rather, winning is all about points earned by length of occupation of repair bays and kills when the timer runs out. Read the rules for the specific points. Special note about Guardian: Servers should host this with a time limit, NOT a goal limit. Most add-on mods have scoring discrepancies between player screens and guardian discrepancies are more apparent because of the higher scoring. A typical guardian match server could wrongly be set for 500 goal, but in fact, would not cycle until there were 500 team kills. Thanks to Sirian for clarification of this. ------------------------------------------------------------------------------ Specifics of Varicose Veins Guardian: 1. Weapons are the same as the Entropy version except one cloak has been added 2. There are two Guardian Cloaking Bays & two Guardian Repair Bays. 3. This level is only for RED and BLUE teams 4. There are two regular Energy centers in the normal places (works for all players) 5. There are eight Repair Bays, initially with four for each side. For each team, there are two in the weapons room, one in the middle of the level and one behind the energy center. 6. Guardian Repair Bays only heal a Guardian to 75 shields max (and will HURT non-Guardians). Guardian Cloaking Bays consume energy during the Guardian cloaking process (3 seconds) plus they simply drain energy from non-Guardians. 7. Guardians can ONLY heal in a Guardian Repair Bay, regular Repair Bays won't. 8. Guardian Cloaking Bays and Guardian Repair Bays will work for the Guardian of EITHER team (and neither type of base can be taken over). ------------------------------------------------------------------------------- Thanks to Sirian and Gwar for creating the Guardian mod! DwnUndr P.S. Thanks to the RIP Team for beta testing. -------------------------------------------------------------------------------- Also thanks to Luke Schneider and Outrage for this level! ------------------------------------------------------------------------------- You have my permission to release your new level. D3's been out so long that you probably don't need our permission to base things on the original levels :) Thanks for asking though, Luke Schneider Outrage Entertainment
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