406202
seit 24.09.2000
Reactor Gamma
mn3-Name:
gamma.mn3
Mission-Pack:
N/A
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N/A
Symmetrisches Level:
N/A
Checksum-Bug (Linux):
N/A
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357
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gamma.zip
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------------------------------------------- Reactor Gamma A Descent 3 Single Player Level by Solrazor E-mail: kyouryuu@myway.com Web: http://www.descent-3.com/solrazor Release Date: January 11th, 2003 Version: 1.0 ------------------------------------------- ------- SUMMARY ------- Reactor Gamma is a single player mission for Descent 3. The CED has been closely monitoring an outbreak of the alien transmode virus at a derelict PTMC fusion reactor. Your mission is to purge the reactor and destroy the facility to stop the infection from spreading. Fully compatible with the Cooperative multiplayer mode. ----- STORY ----- Thirty kilometers west of Tokyo, Japan, there exists a derelict fusion plant known as Reactor Gamma. After the Post-Terran Minerals Corporation was dismantled, the facility was abandoned since the Collective Earth Defense had no interest in keeping it active. However, for the past few hours, the CED has been monitoring suspicious activity here. The reactor was mysteriously brought back on-line and we fear that the alien transmode virus may be responsible. Intelligence reports have concluded that rogue robot activity is present. We are dispatching you onboard the Asagiri, a retrofitted PTMC cargo ship. This should allow us to approach Reactor Gamma without being attacked. Your mission is to destroy the facility. The best method of accomplishing this would be a meltdown of the Reactor core. This would create a systemwide malfunction that would vaporize the complex and all of the infected robots therein. ---------- OBJECTIVES ---------- A self-destruct sequence must be initiated to completely destroy all traces of the alien transmode virus. GAIN ACCESS TO THE LOWER CORRIDORS - Unlock the western generator - Shut down the western generator - Unlock the eastern generator - Shut down the eastern generator DESTROY THE REACTOR CORE - Disable the Reactor core locks - Infiltrate the Reactor core area ESCAPE REACTOR GAMMA ---------- KNOWN BUGS ---------- - On my ATI Radeon 9700 Pro, the fog effect post-detonation looks very strange, especially in the tower room. The effect is even more odd when the fog changes color in the ending sequences. I considered this to be a video card issue rather than a game issue. - On my SB Live! sound card, the "Self Destruct Sequence Activated" and subsequent GBEuphora sound effect are not always heard when the Reactor is detonated. Increasing the sound quantity setting in the Sound options menu, from the title screen, seems to help remedy the problem but does not provide a consistent fix. My belief is that it has to do with the quantity of sound effects that are being heard at that particular point. If the Reactor room is fairly clear of robots, the sound effects are almost always heard. Because the scripting for these sound effects is the same as in my previous mission, Centroid, I believe it is a hardware issue and not a software issue. - In the briefing, some images don't blend in with the background properly. - In a Co-op game, sometimes the camera viewpoint that focuses on the defensive forcefield points in some other direction. - Also in a Co-op game, the Entry Door opens at the beginning then closes. Even though there is no opening cutscene, all of the events carry out as if one existed. In order to prevent players from existing through the open door early on, I put an invisible forcefield in front of it for the duration of time that the door is open. - There is a GAM file for this mission that contains the custom sounds. If you save and reload, you may not hear them due to a bug in version 1.4. If this should happen, please load Reactor Gamma from the New Game menu and then use Alt-F3 to load the saved game. - The level is not Macintosh or Linux compatible. However, I left the CPP and related files in the MN3, so if you want to take the initiative to compile them yourself, be my guest. ---------------- LEVEL STATISTICS ---------------- 108 rooms, 1 external 17,910 faces 21,773 vertices 150 portals 342 polygon objects 15 doors 6 energy centers 4 custom sound effects by Cougar Event-driven soundtrack based on "UD-8" by Cougar MN3 file size: 15.9 megs Approximate time taken: 80 hours ------- HISTORY ------- Some folks might wonder how Reactor Gamma was built so quickly. In reality, there was a lot of planning involved before D3Edit was ever opened. I think the initial seeds for Reactor Gamma were planted back in September of 2002. I had resisted working them because of college and schoolwork, but they sat in my head and fermented nonetheless. The plan was always to go in and destroy the Reactor. The means of achieving this varied over time. As some point, the east and west generators were dubbed cooling systems. The central junction room, the one where the robots are first encountered, changed designs three times. The cutscenes took far too long to design, so much so that I had to inject some humor into one of them. But, you know, if you are working at the rate I was, you fall into a state of trance. The level's structural creation represented about half of the challenge. The other stuff - goal setting, scripting, briefings, sound effects, music regions - gets outright overwhelming sometimes. But when you see the light at the end of the tunnel, you can't help but reach for it. And despite throwing dozens of hours of your time into it, the sweet return of twenty minutes of unhindered gameplay somehow makes it all worthwhile - that and knowing others will have the chance to enjoy it as well. The scripting would have been very difficult had I not bundled the original CPP file in my previous single player effort, the Centroid Military Base. That uncovered a lot of things I had forgotten over time. For that reason, I have left the CPP in this level so it may save me later. At the very least, it might help you if a scripted level is in your future. I wish I had more of these to go by, but unfortunately not too many leave them in the MN3. I don't necessarily promise any more levels like this in the future. I'll just have to see what happens. ------------------------ OTHER LEVELS BY SOLRAZOR ------------------------ You can find my other levels at my website: http://www.descent-3.com/solrazor ----- KUDOS ----- As with any large level project, there are several people I want to extend my thanks to. In particular: - Cougar For designing the soundtrack and segmenting it so that it would work with Descent 3's event-driven music - Hawkeye3 In various posts to the DescentBB, he illuminated some of the more obscure facets of the editor. Also, he gave me some DALLAS scripting help. The author would also like to thank and give kudos to: - Narfig_Agar - Robo - Gwar - OtherOne - Nirvana - Shoku - Luke Schneider - Lars Christensen - Dark Wolf - Lex - Wolf on Air - Stealth and the rest of the Descent 2 Revival pilots - Topher, Stinger, Heiko, and the rest of the Descent Network Team - The #D3Coop channel on irc.shadowfire.org - PlanetDescent, GameEdit, Levels4You, et al - All D3Edit and DALLAS tutorial authors - All of those Shoutcast radio stations who gave me music to listen to Peace, Solrazor
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