408264
seit 24.09.2000
Hydra
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level name: Hydra author: Dietfrid Mali e-mail: dietfrid.mali@ptv.de type: solo, anarchy, robo anarchy, flag, hoard players: 8 editor: DMB2 date: 22 jan 1998 version: 1.0 changes: 13 april 1998 Fixed some textures. Fixed one grate to a goal exit tunnel that was illusion. Fixed red door direction. Overview ======== Huge round central hall surrounded by two wide, interconnected corridors. Special goal construction. Special escape aid force field constructions. Goals can only be reached through bottleneck. Lots of bots. Description =========== Most of my levels I create after having had sort of a "vision" or day dream seeing a part of a level design I hadn't done before. Hydra is a result of such a vision and I think a typical level of mine: Huge round and rectangular, liquid filled halls (yuck - look at that green stuff all around!) with some elevated grateways leading to the halls periphery seem to be kind of a brandmark of mine. I don't quite know why I called this level Hydra - maybe because a Hydra resembles a dragon very much, and dragons in my imagination are green (crocodiles?) ... The central hall is surrounded by two wide, interconnected ring tunnels containing fuel centers and some surprises. The goals are in the "Clover Room" below the central hall. See the sophisticated lighting there - I stretched DMB2's lighting options as far as I could. The central hall is surrounded by two huge rings wide enough to evade from enemy shots and missiles. There are lots of connections between the two rings, and two of them have a special "escape aid" feature: These connections have force fields at each of their ends. If you enter such a connection, the force field behind you will be switched on, and the force field at the opposite side of the connection will be switched off, thus allowing you to continue your flight and stopping any opponent chasing you dead in his tracks. You can use the escape aid alternatingly from one side and the other of the connection. I also tried to make sure that level utilization would be spread evenly (see section "Specials"). 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 0you 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 mercury missiles - 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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