403718
seit 24.09.2000
Martian Craters
mn3-Name:
Mrscrt2.mn3
Mission-Pack:
N/A
Spielerzahl:
N/A
Symmetrisches Level:
N/A
Checksum-Bug (Linux):
N/A
Hits:
306
Download
mrscrt2.zip
Textfile
"Martian Craters" "Martian Craters" was designed for CTF but plays equally well in Anarchy mode. There are two, symmetrical craters, each with a symmetrical team base, connected by a tunnel. It supports two teams and up to 14 players. Due to a heavy scripting load (there are 170 scripts) the level plays best with six players. Players must have their HUD and controls configured to display and use "inventory items". Ever since D3Edit was released I have wanted to build and script a multi-player level that was dynamic and interactive; one that gave players a measure of control over the level and that changed with their actions. When I played PlanetX for the first time I was duly impressed and newly inspired. Until then I hadn't seen any multi-player levels like that. They all seemed rather static to me. So I've obsessed for the last month to create "Martian Craters". I hope you'll give it a try. Each flag base is housed in a three story building that has only one way in, the Gauntlet. There is an additional way out, once you've made it in. Each base also has a Command Room with Motion Indicators associated with the six main areas of the base. As players move from room to room the indicators will change from green to red and then back to green. Under each indicator is a crank which will produce some defensive "effect" in that room. My favorite is the Electro-magnetic Pulse Generator that will hit a player with a beam of light and briefly freeze his/her controls. Only the area around the Gauntlet, the Command Room itself and another small area are unmonitored, all good defensive positions. Each Command Room also houses a variable-setting switch that controls the timing of the Powerup Spewer located outside. (Almost half of the powerups in the game will come spewing out of these two buildings every one to three minutes.) In addition there are three switches that control the Intelligence Gathering feature. If Intelligence Gathering is ON then the Commander (the one in control of the command room) will get HUD messages alerting of the entry and exit of players throughout the crater and base. Another switch will allow the Intel Reports to be broadcast to the entire player population or restricted to the commander's eyes. A third switch will produce (or destroy) a Recon Interface. The player who possess a Recon Interface will get the same Intel Reports as the Commander, assuming that Intelligence Gathering is ON. There are also two Command Keys, one red, one blue. (Don't know why but in multi-player they take a couple of seconds to pick up.) With the command key you can lock or unlock the base's Command Room from the outside, allowing you to secure your Intel switch settings. And BOTH command keys are required to gain entry (AND exit - don't trap yourself) to the Master Command Room. The Master Command Room has a duplicate set of motion indicators for each base as well as indicators for the Connection Tunnel. It also contains switches to activate or deactivate the motion indicators and the Transporter Room for either base. Additionally there is an energy/shield refueling station and a matcen which will produce three types of weapons VERY slowly. Each crater also has a Transporter Room with a switch that will set your destination to either the opposite transporter room or the middle of the Connection Tunnel. And finally, my coup-de-grace, the Remote Transporter! The first person to make it in to the Master Command room will be rewarded with the Remote Transporter and its two companion devices, the Remote Transport Selector and (my favorite) the Remote Transport Target. The Remote Transport Selector toggles through the Remote Transporter's options: set destination to Blue base, Red base, the Connection Tunnel, OR to the location of the Remote Transport Target. In addition there is an option to Retrieve the remote target, since no one can ever pick it up. The Remote Transport Target is a little box (Covert Transmitter) that can be dropped ANYWHERE. If you have the Selector set to Remote Target and then "use" the Remote Transporter you will be instantly beamed to the remote target! Great for getting into and out of those hard to reach places! The remote transporter, both command keys and recon interfaces are spewable upon the player's death and can then be picked up by another. To prevent a command key from ending up inside a LOCKED command room there is a script which will return the key to the flag room and alert the entire population if it is not picked up within three minutes. The motion indicators (if they are ON) are controlled not only by triggers at each room portal but also by a Room Check script which corrects for player deaths and the use of the remote transporter. And for those of you who like to hold open my locked doors with camera markers, ha!, just try it! :) And for any cowards who would abuse the personal security of occupying a command room for too long, beware! Also beware of entering any command room without the key(s). Someone may just lock you in there! I suggest you brush up on how to select and use "inventory items" as in single-player mode in order to take advantage of these objects. And you'll find that flares work much better than guns to hit switches. Thanks to Feller, DwnUndr, Fichlein and ZappaFan. See you in the mines, Starman
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