409785
seit 24.09.2000
HIME'S HEX NIGHTMARE
Mission-Pack:
N/A
number of players:
N/A
symmetrical Mission:
N/A
Checksum-Bug (Linux):
N/A
Hits:
334
Download
nigtmare.zip
Textfile
======================================================= Descent: Anniversary Edition Levels Contest Entry Form ======================================================= This level was created by Gustavo Hime Feel free to send comments to the author at hime@centroin.com.br This is a anarchy level (single play capable - NOT COOPERATIVE CAPABLE!) fully disigned from scratch. There are several interesting features in it, some of them never seen anywhere, which I will now call your attention to: cool environment, hidden weaponry, exit track, starting room, balance between modem, single player and net play, docking energy center, working exit corridor. For a more thorough description, read on: but beware, there are LOTS OF SPOILERS if you want the surprise. - Cool environment. The whole level is very cool to play, just because of the environment. By this I mean it would still be cool if all else stank. The maze of hex prismatic tubes and the octahedron dome are specially great for dogfighting (as a matter of fact, I made those turns in the maze so that they correspond to the ship's maneuverability. It is possible to go through the maze with cruise 100% without hitting any walls). The maze is small, but well built: you can get lost easily, but it wont be hard to find your way again. This can't be described, has to be seen. What CAN be described is: all textures have been carefully looked after, chosen and aligned, as well as lighting has been well made. No cheap thing. And, one last thing, I have designed those rooms in order to make them fast, not only cool. What good is a cool room if your frame rate drops below 0? It all runs reasonably well on a 486/66, and perfectly well on a 486/100 & above. - There is the following weaponry in the level: 8 lasers 2 quad laser * 1 vulcan 6 vulcan ammo 2 spreadfire cannons 2 plasma cannons 1 fusion cannon lots of concusion missiles 16 homing missiles 4 prox. bombs 3 smart missiles 2 mega missiles * 1 cloaking device 1 invulnerability *: not sure... - Most heavy weapons are well hidden (maybe Interplay should cut this before distribution...) . The fusion cannon is behind a secret blow door. . The second plasma cannon is accessible only once the first has been picked up. To that end, the player must circle between the exit and the door with the tool figure REALLY fast, so he can enter it. This is time consuming, and leaves you rather vulnerable. Once this cannon has been picked up, the door near the exit will open and the other will be readily available for the other player. Question is, who has more patience? :) . The first mega missile is hidden under the lava, four homings and the bombs are in another such niche. The second mega will be available only after the reactor is destroyed. . The smart missiles are tricky, you must blow the fusion door, enter the room with the plasma cannon and HURRY to the secret door that opens below the place of the fusion cannon. - If a player decides to blow up the reactor, he is probably either a bad loser (wants to finish the game once and for all) or a bad winner (wants to finish while he is winning). But... the reactor room entrance has been designed so you can't get out once you get in (at least not through the same door). The switch that opens the door to the reactor room is as far as it can be, so that you will cross the door just as it closes. When the player blows up the reactor, another door will open for him, where he will find a special path to the exit, divided into three segments: green, yellow and red. The green is fairly easy to cross: its a long helicoid. At the end of it, there is a sharp turn leading to the yellow section, where he will have to be a good pilot to maneuver through the lava. The red section will work only in robo-anarchy, there are some tons of monsters there, fairly difficult (at least for me) to get through without the mega missile, or without blowing them first through the see-through gate or without using the invulnerability hidden in the yellow section. For the player that blows up the reactor, I believe it is possible to cross this corridor in 30 seconds in standart anarchy (I myself can manage that) and in 35 seconds in robo-anarchy and single player. The mega missile behind the see-through gate can be used to kill the player coming from the corridor, but the robots will come after anyone who tries. So, this exit track makes a great addition to both single and anarchy playing. - The floating octahedron has eight doors, each one with a startpoint and two shield chargers inside. The door can only be shot open from inside, but they will all open when a major weapon is picked up, to make the shields available (this is more likely to be useful in net play, since there will be greater chances of a player beeing there at the right moment. The fact that all start points are in the same room increases the hunting aspect and the chances of players finding each other in the level. - The level is for all single, modem and net play. Some may say there are too many weapons for two and/or two little for eight. I like playing in both large and small places, with either lots or few weapons. The level is goodly balanced for that, I think. The weapon count is much like the Chaos levels' supplied with Descent. As for single player mode, note that the level has been designed mainly for anarchy. The robots layout has been designed for robo-anarchy; but I have added card-keys to make it single-playable, and it has been proven to be very nice, much to my surprise, in single player mode. If the jury is going to judge it only in one aspect, judge it as a anarchy level, of course. (but I suggest you take a look at it in single player mode anyway, it is cool... :) ). - The energy center is very small, more like a energy beam, on top of the octahedron. This means the players will have to carefully DOCK their ships to reload, making them very vulnerable. It would be advisable to first attempt to lose your opponents in the maze, and then dock. - Finally, the exit corridor WORKS, and it has been designed by myself (I haven't just stiched my level to a exit corridor suplied in Descent). It is very cool, too. - Here is a single player solve: go to the room below the dome and get the blue card from the blue supervisor, near the vulcan cannon. Go to the door with the tool in the maze, and circle to and fro the exit to that location, until you eventually make it fast enough to get past the door and grab the yellow card. (the switch that opens the door is near the exit). Go past the yellow door on top of the maze and get the red key from the red supervisor. Go to the red door below the dome and cross the long corridor to the reactor. Blow it away and get the track that leads to the exit. ================================================ 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. Interplay Productions and Parallax retain all rights and title in the Software including all intellectual property rights embodied therein and derivatives thereof. You are granted a revocable, nonassignable limited license to create derivative works of this Software solely for your own personal noncommercial home entertainment use and may publicly display such derivative works to the extent specifically authorized by Interplay in writing. A copy of this authorization, if any, will by provided on Interplay's World Wide Web site, and may also be obtained by contacting the legal department at Interplay at (714) 553-6655. The Software, including, without limitation, all code, data structures, characters, images, sounds, text, screens, game play, derivative works, and all other elements of the Software 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 Interplay Productions at any time. All rights not expressly granted are reserved.
Back