408586
seit 24.09.2000
Higher Thinking
mn3-Name:
HigherThinking.mn3
Mission-Pack:
N/A
Spielerzahl:
N/A
Symmetrisches Level:
N/A
Checksum-Bug (Linux):
N/A
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154
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higherthinking.zip
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////// *****************General Info************************************************************************************ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////// This is a two level set containing: "Ring-Finite" level 1, by Starkiller "Though-Required" level 2, by Skyalmian Mission Briefing: These are both 4th dimensional facilities--this means that two points in the level occupy the same space at once. As this is an experimental environment, wierd stuff's gonna happen. Known "wierdnesses" include Omega and BlackShark effects--they appear to operate between dimensions. Also observed is the apparent dimensional pass-through of light from objects such as flags, flares, and weapons. There have even been unconfirmed reports, mostly during the experimental phase of this technology, of weapon fire actually jumping completly between dimensions. Also of note is your ships automap--we havn't been able to come up with an effective means of reprogramming it to display 4D coherently; it will output map information with the overlapping space overlapping. You will see all the possible layers interwoven with each other. The goal of you, as a pilot in this environment, is to use conventional, and 4D, techniques to blow the crap out of the bad guys--whoever they may be. Notes and info about/from the architects are as follows: ///////////////////////////////////////////////////////////////////////////////////////////////////////////////// **************Starkiller's section (Ring-Finite)***************************************************************** ///////////////////////////////////////////////////////////////////////////////////////////////////////////////// 1. Ring-Finite. Proper Noun. Pronounced: Ring. Fine. Ite. -> Ring-Finite. A ring like facility with ringfinite properties. 2. ringfinite. Adj. Pronounced: Ring. Fine. Ite. -> ringfinite. Having or displaying the characteristic of a non-ending, non-repeating ring, circle or torus. NOTE: Assuming the ring is not undergoing physical change, it is impossible to exist within 3 dimensions. Thus, Ring-Finite is ringfinite. by Starkiller starkiller@gameedit.com Every weapon availible is in this level--only place you'll see BlackSharks or Omega... Or Napalm, among others. As Omega and Sharks have unusual effects in this level, server ops are advised to evaluate the 4D properties of these weapons before deciding to ban them. (There is only one of each.) Napalm and it's canister have been modified--Napalm does slightly more damage, and the canister gives you a full 50.0 liters of fuel per powerup. Note, there is NO ENERGY CENTER in this level. You must ration your energy carfully--standard lasers and plasma are energy-efficient weapons. There are, however, 5 E-Stars scattered throughout the level. An effective technique is to run your opponent out of energy, and then pluck off a helpless target. While it may appear that Frags and Napalm Rockets have been modified, they have not. The level has extreme negative gravity--things will fall violently upward. The gravity is so strong, that smaller frag particles are pulled up and out of sight instantanously. (For people w/o weapon effects, you won't notice the difference.) Napalm Rockets, as they are normally under the influence of gravity, fall up. Fast. Instantly. Place one of them directly under a ship and it's toast. Navigation around this level is intended to be done by identifying landmarks--specifically the crates, tanks, and barrels throughout this facility. Learn their locations relative to the goal rooms, and each other, and you won't have any trouble finding your way around. While it is not particuarly apparent, this facility is comprised of 3 overlapping rings. Bases are 1.5 rings away from each other. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////// ****************Skyalmian's section (Thought Required)*********************************************************** ///////////////////////////////////////////////////////////////////////////////////////////////////////////////// [Level Name] - Thought Required [Author] - Skyalmian [Description] - 4D level with a unique design and no theme. [Notes] - First level I've actually planned out (meaning didn't make it up as I go along). - The four tunnels to the bottom level were intentionally made upside down, as was the cylinder rooms connected to them. The rest was made right-side-up on purpose. TR is a level meant to intentionally confuse people. - Monsterball room is located on the middle floor in the room where you spawn. - Blue Base is top floor; Red Base is bottom floor. - Gravity is -32.2, so ships will "fall"
when they die, not down. - Level supports EAX. [Special Note] - The second "4D" Descent 3 level built. [Object Information] - All Player spawns -- middle floor. - Vertical shaft: - 4 Quads - 1 Fusion - 2 Plasma Cannons - 4 Super Laser - 2 Cyclone - 2 Impact Mortars - Homing Missiles are near the lights in the cylinders on the middle floor. - EMD cannons are near the water drains in the cylinders on the middle floor. - Vauss cannons are in the connector tunnels on the middle floor. - Single concussion missiles are in the rooms that connect to the cylinders (meaning 8 total). - Single Frag missiles are found in the cylinder rooms of both Red and Blue floors (meaning 8 total). [Object Statistics] Weapons: 4 QuadLaser 8 Concussion 1 Fusion Cannon 8 Homing 2 Plasma Cannon 2 Smart 4 Super Laser 2 Impact Mortar 8 Frag 4 Vauss 2 Cyclone 4 EMD Launcher Player Starts: 8 Red 8 Blue 8 Total [Bugs List] - Levels with 4D come at a cost. The following zones *usually* "eat" primary weapon fire when fired at. 1) Bottom floor tunnels (all four) to red-base cylinder rooms above. 2) Top floor tunnels (all four) to blue-base cylinder rooms below. 3) With all three duplicate floors, in the middle of the long square tunnels, the floors.
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