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seit 24.09.2000
Warp Factory
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wfactory.zip
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level name: Warp Factory author: Dietfrid Mali e-mail: dietfrid.mali@ptv.de type: solo, coop, anarchy, robo anarchy, flag, hoard players: 8 editor: DMB2 date: 28 apr 1998 version: 1.2 changes: Fixed some textures. Changed the Boss robot to an ordinary, though very mean robot (try insane, hehehe!). Built in a reactor, so if playing non-robo anarchy games, there will not be a boss spoiling the lower hall for the game. Added "Safe-Escape" goal construction. 12 mar 1998 Protected the Dropship Landing's lights with grates. Added light texture to Dropship Landing's tube textures. Changed the lighting of the Dropship Landing's platform. Added blue flash light at the Dropship Landing's ceiling. Added some robot generator triggers in the Dropship landing. Added two monitor textures in the basement. Made monitors bullet proof by hiding them behind cloaked walls. Fixed a misaligned texture in one of the goal escape corridors. 17 mar 98 Added blue circulating flash light to elevator shaft in lower hall. Added a few metal ladders to lower hall. 19 apr 98 Unlocked the doors to central shaft. 23 apr 98 Added keys, key-coded doors and hostages. Renamed level to Warp Factory. Changed the wall (barrier) in the corridor leading from the middle to the lower hall to a force field. 28 apr 98 Added two barrel-vault "arsenals" accessible through two of the tunnels leading from the middle to the upper hall. Gauss, Plasma, Smart Missiles and Smart Mines can be found exclusively in these weapon chambers. Access blocked by prison doors. Fixed a door's texture alignment. Removed a useless switch texture. Fixed some more texture alignments. Overview ======== Four vertically stacked rooms plus a huge spherical room with a dropship loading platform. Top room with complicated lava canal system, second room with pillars to duck behind, third large, open hall with hidden fuel station, small basement with special goal construction.. Lots of custom bots. Description =========== This level is an enhanced version of my third Descent level. I tried to keep it small enough so that even only two or three players might have fun with it while making it capable of holding a large game as well. The theme for this level is a factory, so I tried to make it look technical by giving it some large halls and adding lots of fans, air vents and shafts. The doors to the reactor are locked and there is quite a complicted sequence to get to the switch unlocking them. I added some hints how to do the job. If it is still too hard, wath the enclosed demo. 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. Hints ===== The doors and walls blocking the way to the Dropship Landing can be unlocked and removed by shooting the switches in the tunnels leading from the middle to the upper hall, right above each door. See also wfactory.dem on how to unlock the reactor doors, if you cannot figure it out on your own. 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). In the big hall right above the basement, the back side of the moving texture to the right of the fuel center (facing the wall in front of the fuel center) will be visible from the front side. This does not happen with the same texture on the other side of the wall, and I was not able to fix that. I think one can live with that. You will hardly notice most of these effects when in play anyway. Feedback ======== - See also factory.txt. - Is the big sphere a nice addition to the level, or does it get to large? 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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