406269
seit 24.09.2000
Mendelevium Prison
Mission-Pack:
N/A
Spielerzahl:
N/A
Symmetrisches Level:
N/A
Checksum-Bug (Linux):
N/A
Hits:
411
Download
mendlprs.zip
Textfile
Mendelevium Prison: Mendelevium is a radioactive element artificially produced. That seems to sum up the direction of this level in succinct and metaphorical words. A Prison is, of course, a place where someone keeps prisoners. I don't know who, and I don't know for what, or why they are being held, but it seems like a likely scheme given the motif of descent. Therefore, you, the player get a vile mixture of vision and insanity in Mendelevium Prison. The object is to retrieve the prisoners and get the heck out. Unlike most any other level I've player, you are indeed required to retrieve the prisoners in Mendel's Prison or else risk not being able to get out. The mission requires you to retrieve specific operatives who are in danger of handing over secrets or defecting. Without those prisoners, you can not get out. Spoilers: Five basic rooms exist. The first is a very large cavernous area that is meant to seem like space itself, although you start out on a pedastal. Sentries exist everywhere. Some are beligerent and others are only posts. The central depot leads to all of the other rooms. This is the most complex room and will, undoubtedly slow down your computer. I am sorry about this, but to accomplish what I have done here, it was neccesary. I tried very hard to make the room as efficient as possible by eliminating long sight lines and cumbersome voids. In effect though, the room became somewhat gaudy. It's much prettier in the original form. Four torture and holding areas exist. Three of them are major rooms. The first of which is the Pit of Infinite supplication. The name comes from the shape of a hallway over the pit that is shaped like an infinity symbol. The blue key can be found here as well as 2 prisoners. The second major room is Watcher's Perch. A novel concept, but wholly unreal, is that there exists a room below the lava pit from which you can observe what is going on in the other room. To get to Watcher's Perch, you must have the blue key. The perch has a trip switch that opens the next part of the level to you. The third major room is a secondary holding site(Nether Confines). You have to have been to Watcher's Perch to acquire access to the prisoners of Nether Confines. A covert operative has penetrated the confines and is waiting there for you with the yellow access card. He is a bit edgy though and may shoot you before you have a chance to reap his reward. Yellow Zone is intended to be a two way prison with no bars. The prisoner is stuck in a room. He knows the only way out is by shooting his way out, but if he gets the gun, he'll trip the switch and set off the spider producers. This would work well, except devil started eating my levels after I put in more than two producers, so I gave up on more producers(I would have liked many more). Get the gun. Saving this prisoner gives you access to the outside world once again. Destroy the baddies, get the red key and blow the reactor. I worked on this one for a very long time. If it crashes, that's ok. It is very complex and stresses the limits of descent in all categories. In fact, the maximum dimension of a level were not available to me, but I guessed at 800 cubes, 60 walls and God knows how many items. By the way, I like it very dark in all of my levels. When I play them, I turn off the lights. It's a profoundly more exileration experience that way. If it's too dark, just fire some flares. If you run out of energy, the recharge zones are located between the light and the field in the central annex of the Starting Room. I would have put in more field walls, but that would have gone over the 60 wall limit. Fourteen Prisoners exist in all. Not all of them are essential, but I'm sure they will all be gratefull. Later, Arlo...
Zurück