408240
seit 24.09.2000
Anarchy Strike!
Mission-Pack:
N/A
Spielerzahl:
N/A
Symmetrisches Level:
N/A
Checksum-Bug (Linux):
N/A
Hits:
449
Download
a-strike.zip
Textfile
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ A N A R C H Y S T R I K E ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Version 1.0 README.TXT Written by Randy "FUMIGATOR" Whitaker 75562.732@compuserve.com ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Anarchy Strike is a collection of Descent: First Strike levels that have been modified slightly for Multiplayer play. The quality of the levels has been preserved, while adrenalin levels in Anarchy mode have been increased. The levels included are 8, 11, 14, 17, and 20. Now before you say "Dude, those levels are too huge for multiplayer!", read on. WHY WE DID IT ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ My circle of friends has become completely addicted to playing Descent via modem throughout the year. We have enjoyed blasting each other as often as we can. The perfect childhood fantasies have come alive with this game. But, as we so often do, we saw things we could change in the original Descent levels that would increase our enjoyment of our battles, and Devil made that possible. These levels represent those changes. WHAT WE DID ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ The first and most obvious thing we had to do is remove the Invulnerable power-ups. We could see no good reason for these beasts in multiplayer play. Nothing is worse than wasting a good missile on a guy that is invulnerable. Next, we balanced the weapon availability on each level (for 2 players). That means if there is one Plasma, there is another somewhere else. This cuts down on the "I got the big weapon and I kick your butt for 4 or 5 kills before you finally get me" routine. Next, we removed entire sections of the levels to make the levels smaller and increase the chances of seeing the other guy. We tried to take out the sections that we never play in, keeping the exciting parts in. The removed sections have a "closed" barrier (provided you patch the included DTX patch) indicating which parts were removed. On some levels, we added a few tunnels here and there to eliminate bottlenecks and make the level more exciting. We might have gone overboard on this one in a few places. One pet peeve of mine with custom-made levels is the prevalence of false walls, one-way mirrors, and invisible walls. These effects are unrealistic, and distract from the art of pounding your opponent. We have made a few exceptions in these levels, however, as much as I hate to admit it, and threw in a limited number of false walls. One-way mirrors only occur in one spot, and there are no invisible walls. We have made sure these exceptions aren't too flagrant; in fact we think they actually add to the levels, despite our feelings toward them. The level details explain where they are. We made every level different in terms of strategy and weapon availability. Some levels contain Megas and Plasmas, others just Quad Lasers and Smarts. This provides variety which put a great twist on the game. The last thing we did you might balk at. In order to preserve each level's "variety", as stated above, we couldn't be carrying weapons from one level to the next; it would spoil the balance of it all. So... the mine engineers have installed grates over all of the exits (except the last level). This way each level becomes a new experience, and you don't have to quit the game and restart to achieve this balance. WHAT YOU CAN DO ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ You can try these levels out. They're boring in single-player mode because we've removed all the robots. The key combinations have been hammered and are meaningless in Anarchy play anyway. All three keys are positioned at the beginning of the levels to make it easy to explore. They may not be much alone, but they're rippin' fun with other players. If you find something that you absolutely hate and want changed, let me know about it. I will make the change you want (provided it's not too extravagant), E-mail you a copy, and we can play the level with the change. If we all agree the change improves game play, I will be happy to include that change in the next version (if there's enough interest in a next version). You don't get that kind of flexibility from just anyone, you know.
THE PATCH ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ The PIG patch has been provided to put some minor "neato" things in these levels. Pretty minor stuff, really. Everywhere a section was removed, a "closed" barrier shows up. This barrier can be destroyed, like a cell door. Without the patch, it's just a grey wall, but is still destructible. With the patch, it's a cool barrier. There's a wall bitmap that is the same as the "closed" barrier, but it can't be destroyed. Don't waste your ammo. You can tell the difference because you can see past the blowable barrier. There's also one other sign that's been changed that reads "DROP ZONE". This sign shows up in places that can help guide a pilot in deceptive areas. You don't have to worry if you apply the patch. DTXPATCH automatically creates a backup of your original PIG file called DESCENT.~IG. This also means you'll need a little more than 5 meg free on that drive. If you decide to return to the original PIG, you simply move DESCENT.~IG back to DESCENT.PIG and you're good as new. Syntax for the DTXPATCH file: DTXPATCH DESCENT.PIG ANARCHY.DTX Do this in your Descent directory after moving DTXPATCH.EXE and ANARCHY.DTX to it. THE LEVELS ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ LEVEL 8 is fun because it is stretched out. There are plenty of places to fight and to ambush. The different areas all seem to interconnect, but still allow you ambushing capability. "Red Square" is a great dogfighter room. One Inv was removed; a mega put in its place. The section behind the Yellow door was removed, save the hostage room. A door was added connecting the secret Smart room to the double-door red room. The area below the Blue double-doors was shrunk to a couple of devious tunnels, one leading up to the center of Red Square. Weapons: 2 plasmas, 2 spreads, 1 mega, 4 smarts, homings, 1 cloak ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ LEVEL 11 has a lot of vertical areas that make up/down sliding pretty dangerous. There's a plethora of lava in the one section, adding to the danger. Virtually all of the bottlenecks have been eliminated, making this level highly intense. The absence of Megas forces you to rely on Smarts and wits. A long dark hallway was added at the top with 4 different access points; one into a secret cubby hole, two into the orange area and one loops down into the hostage room. This is a cool hallway! The top of the grate-bubble in the yellow key room was removed, connecting those two rooms. A bottom area was added, with three false walls leading to it, appearing to be lava. The "DROP ZONE" signs indicate their location. A fourth way into the bottom is through the main producer on the way to the reactor. Weapons: 2 plasmas, 3 spread, 2 fusion, 5 smarts, lots of homings ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ LEVEL 14 is a Mega party. Even though there are only two megas, this version of 14 is perfect for popping a Mega down a shute and laughing with evil glee at the results. Though it doesn't seem like it, there is plenty of opportunity to escape Megas that seem hellbent on doing you in. This is perhaps the funnest of the levels. No additions were made to this level. Everything beyond the dark yellow chasm was cut out. This makes up a considerable portion of the level. But what is left is a blast! Weapons: 2 plasma, 2 spread, 1 fusion, 2 Megas, 2 smarts, homings ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ LEVEL 17 is our complete change of pace. The part that is left consists of odd angles and small corridors just waiting for a Mega. But there are no megas! You must kill by skill alone. And with the biggest weapon being Quad 4 lasers, your work is cut out for you. But... don't be deceived by their tame appearance! The close quarters of this level makes Quad 4's as deadly as a plasma. The section beyond the first area beyond the yellow doors was removed. The area beyond the first cavern beyond the blue door was removed. Weapons: 2 quads, 4 smarts, 60 homings ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ LEVEL 20 may seem big, but once you get used to it, it is a small level. The tight turns and limited vision of this level make it a venerable killing field-- you just have to get the jump on the other guy before he gets the jump on you! There is a Mega in this level, but you'll probably kill yourself as much as the other guy with it. The first section was removed beyond the blue door. A one-way mirror/false wall (the only one in all the levels) was added in the green section. "Danger" signs mark its location. A dollar-sign shaped tunnel leading to a lava pit with an energy station at the bottom was added to the top; another shaft comes out on the other side. The lava pit also has a vertical drop through the middle. Weapons: 2 plasmas, 1 fusion, 2 spread, 2 smarts, 1 mega, homings COPYRIGHT/DISTRIBUTION INFORMATION ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ I want to make it clear that these levels were originally created by Interplay, and they have exclusive rights to any profits gained by them. This means that I don't intend to sell these edited levels; they are for anyone to use and enjoy but not to sell. I claim no ownership or copyright on any of this stuff. Distribute freely. Thank you so much. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ If you have questions or comments, contact: Randy "FUMIGATOR" Whitaker Compuserve: 75562,732 E-mail: 75562.732@compuserve.com
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Zurück