403780
seit 24.09.2000
Lunar Outpost MN0019 v1.1
mn3-Name:
MN0019_11.mn3
Mission-Pack:
N/A
Spielerzahl:
N/A
Symmetrisches Level:
N/A
Checksum-Bug (Linux):
N/A
Hits:
304
Download
mn0019_11.zip
Textfile
[Notes] - Version 1.1. - Replaced the two Object Frame Interval functions in the script file with Level Frame Interval functions. The two Object Frame Interval functions have been assumed to be the root problem for the Mercury Core Boss not deactivating the Reactor's invulnerability upon its death, and the reactor simply blowing up when shot at instead of triggering the self-destruct end level timer. Each scenario had made the level impossible to complete. - Fixed the non-planar faces (which fixes the Server crashes in Cooperative) on the Medium Lifter model, and retextured it. - Retextured Mercury Core Boss model. [Background] Started on August 18th, 2001, this project was meant to be a test to see if I could port Lunar Outpost MN0012, all 30 floors, all of the robots, and the story itself as it was described [but in my vision] in the novel "Descent" to Descent 3. An impossible task, I knew but went on anyway, probably because of boredom and the desire to make something, and I never finished it because of the way I went about making it -- backwards, and overly ambitious with detail. Starkiller eventually harassed me like I harass him to finish his levels, and so after a while I took a look at the backup files (I lost a lot of my work several times) I had and decided to. Because what resulted kicks butt, I dedicate this level to him. --- This version consists of the first three incomplete floors of MN0012 plus the rooms of other floors tacked on. Originally there were tons of Descent 1 robots in it, but since most were not finished at the time I scrapped all of them except the Medium Lifter* and Mercury Core Boss (of Descent 1 Level 7). The level mainly has the standard stock Descent 3 robots, unmodified. The original plan to keep the level mostly in darkness was kept, though one could navigate easily by the ambient light with their monitor brightness turned up. * - The beta tester, Starkiller, suggested I toss in a D1 robot back, and that's the one I chose. [The Story] Lunar Outpost MN0019 is the Post-Terran Mining Corporation's sixth largest installment on the moon. With four levels dug into the surface and nearly a hundred robots constantly mining, PTMC has excavated millions of global dollars worth of minerals -- until now. The Alien Transmode virus that struck the premier flagship mine Lunar Outpost MN0012 has found its way into this one. More in briefing. [Level Name] New: "Lunar Outpost MN0019" Old: "Lunar Outpost MN0012" [Level Design] - (c) 2001 - 2003 Skyalmian [Scripting] - Skyalmian [Modes] - Single - Cooperative - Robo-Anarchy (not recommended) [Acknowledgements] - (c) 1995 Parallax Software: Level 1 "Lunar Outpost" Parts - (c) 1995 Parallax Software: Level 2 "Lunar Scilab" Parts - (c) 1999 Outrage Entertainment: Level 10 External Terrain Room - (c) 1996 - 2001 Nathan "ThinMan" Padgett / Descent2.com Archive: Descent 1 3D Robot Models* Special thanks to: - Deathwinger, for all the help he gave with .gam table files. - Hawkeye3 (Nick-XB) for explaining on how to do alpha channels with Photoshop. * - Since N. P. was unreachable, permission was asked of H.H. at www.descent2.com and granted to use the models. Edit: Only the Medium Lifter and Mercury Core Boss fall under this. [Tools] The following were used in the development of this level at one point or another: - 2ORF - Adobe Photoshop - BriefEd - D3Edit Beta 8 - Descent II Mission Builder - D3CP - D3Tool - Dtx1 - Dtx2 - GamTool - Hog2WS - HXM Edit - Level View 32 - OGF Tool - OOF2ORF - OOF Editor - Wav Studio [Bugs That Still Exist in This Version] - Because of Descent 3 1.4's incredibly buggy way of paging in custom objects and whatnot even with gamefiles added to try to help fix that, there may be model problems with the Mercury Core Boss, the "PTMC Massive Door," and the Smart Missile and its plasma. They get mixed up when quitting the level and then starting a new game of it. Load/save game issues exist. Loading a saved game of this mission from the D3 menu results in a crash, as it usually does with missions that have custom objects. These are all bugs that are beyond my reach. 1.5 fixes such issues, but, alas, that just ain't coming. - Since not all rooms have portals where one can draw a line from one to the next, the robots, even with a BNode network system in the level, may act stupid and get stuck in some areas. Every Single player level has this in one area or another. Fortunately it probably won't be noticed since the drones never live that long... [Miscellaneous Information] - Stats: 97 rooms 21,321 Faces 23,820 Vertices 130 Portals 22 Doors 445 Objects (394 in, 51 out) 56 Specular Faces 58,869 Object Faces 21 Soundsources 1 Energy Center - Robots: 4 Orbot 2 Turret2 9 RAS1 Light Security Flyer 10 Squid New 1 cons monitr droid 2 Lifttest 16 Old Scratch 27 Thresher 32 Sickle 1 Repeater 107 Pest (big number, eh?!) 2 Lance 3 Flak 11 Scrubber 15 Medium Lifter 30 Joshbot 4 RG Unit 4 Cargoship 1 Mine Cart 1 L10 Swatter 1 Moving Camera 1 Mercury Core Boss - Powerups: 2 Energy 1 Afterburner 2 Quad Laser 7 Shield 2 Fusion cannon 2 Mega 1 Omega cannon 1 Plasma cannon 1 Smart 2 Super laser 1 Mass Driver 1 Rapid fire 1 Black shark 1 Frag 1 Napalm Rocket 1 Napalm 1 EMD launcher 3 4pack Conc 2 4pack Frag 3 4pack Homing 2 Mass Driver Ammo 1 Bivouackey 1 Level0key - This mission may not be modified in any way whatsoever without permission from the author.
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