409737
seit 24.09.2000
Tora Bora
mn3-Name:
torabora.mn3
Mission-Pack:
N/A
Spielerzahl:
N/A
Symmetrisches Level:
N/A
Checksum-Bug (Linux):
N/A
Hits:
163
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torabora.zip
Textfile
Welcome to Tora Bora! by DwnUndr Filenames: torabora.txt, torabora.mn3 Author: Lawrence Britt [RIP]DwnUndr on PXO E-mail: dwnundr@naxs.net Misc. Author Info: Everyone thinks that I am from Australia, but DwnUndr refers to caving. I have been caving in Virginia for many, many years. I also love four wheeling and game playing! Check out my previous work! * Canyon Siege A Descent 3 level * The WET Spot A Descent3 level * Canyon Aftermatch Additions to Siege * Worlds Apart A Descent3 level * RIP Duel A Descent3 level * RIP Hall A Descent3 level * Gauntlet A Descent3 level (with Shark) * Mad.zip (Mad Decorator) A Descent 1 level * BootHill.zip A Descent 1 level (when I was a Descent 1 Online beta tester..at 9600 Baud)! ...and many other in-house-only levels. I made some of the above levels under the handle Critical Edge on GEnie. * Murder2.wad A Doom 1 level * Alcatraz.wad A Doom 1 level I am also an "Official" Doom GURU! Description: Originally to be named Arteries, this level is loosely modeled after Veins. [RIP]Wyno suggested the name Tora Bora after flying through it in the first beta. Tora Bora is the underground bunker/cave system that Osama bin Laden used as a hideout. I made a few mods to the level after changing the name. Designed for use in Team Anarchy, CTF will work as well. "SAFE" spawn rooms allow you to gather a few weapons and make a choice of three entry points into the level. Compatible with: Anarchy, Team Anarchy, Hyper Anarchy, Capture the Flag, Hoard, Team Hoard, Guardian (in Basic mode) and the TEAMS mod. If there is enough interest in a full version for Guardian, let me know and I will modify it. This level contains the following (briefly): 67 objects 24 unique textures (including lights) 86 rooms 4467 faces 3 energy stations 1 red goal (CTF) 1 blue goal (CTF) 18 player starts ------------------------------- HOW TO BUILD SAFE SPAWN ROOMS 38 of the 86 rooms in this level are actually part of the "safe spawn" scheme I used. This leaves 48 actual playing rooms. For those level builders interested, here is an explanation of how it works... I chose (because of the level layout) to have the spawn rooms above the level. The simplest type of safe spawn room would be to have a room that opens up horizontally into the level with a solid face at the end (facing away from the spawner). This way, no one from inside the playing area can see or shoot into or enter the spawn room. I wanted, however, the ability to choose one of three entries into the level. Above seemed to work the best with each entry "throwing" the player down into the level (while maintaining their horizontal flying position). So, I used a combination of winds and lures to fool the player into maintaining a level flying attitude. At the end of each tunnel is a four pack of concussion missiles, the lure. This gets the pilot to fly in a horizontal plane and angles them left & right and up & down for correct entry. From Room 0 (Red spawn) lets look at the forward entry (down into the upper middle room). The first room (2) the pilot flies into is normal. I didn't combine this room with Room 0 for a reason. From below, as pilots navigate through the large chamber, they can't see up through the entry point because the face is solid from below. The game engine (Boa vis) CAN see through it though. If the room had been combined, then the pilot would get a rush of packets from the spawn room weapons and any players flying around up there. The next room (5) has 20 to 50 units of wind (depending on how far down the floor is) throwing the player down into the next room (10) which throws them down into the level itself. Room 10 (below it) has a slower wind of 10 so the pilot isn't slammed into the floor. The 10 units of wind should be sufficient to keep pilots from wedging themselves into the tube and being a nusiance. The next room (7) has 80 units of opposing wind preventing pilots from ever reaching the concussion missiles (heh). The final room (16) is normal (no wind or the missiles would get propelled into Room 0 or down into the level thereby losing the lure). During beta testing, Wyno was able to angle his magnum in the upper ceiling of Room 7 and propel himself to the concussions (opposing wind was 20 at the time). So, I fixed this by increasing the wind to 80 and adding another 1 unit high room (81) above that had a downward wind of 100 units (thereby removing the friction he used). Problem solved. The floor of Room 5 and 10 and the ceiling of Room 7 have the palmleaf (flythrough) texture on them and I extracted the nearby floor texture and custom applied it to the palmleaf to give the effect of a solid floor and solid ceiling. ------------------------------- I sorta made a tactical error when I made this level. I built it to have the upper levels look like Veins, the lower to look like a cave, and to not have any spawning near the flag bases (in CTF mode). So, it turned out that someone noticed (during the second beta test) that the RED base had access to both two energy stations and the BLUE base had access to both weapons rooms. Oops! So, to compensate, I placed a third weapons room (for RED) just down the stairs in the upper middle and a third energy room (for BLUE) downstream. All Rooms are named in case someone wants to host the GUARDIAN or the TEAMS mods in here. CREDITS: Usually my levels have a "first" in them. I have to give a nod to Testiculese, though. With him converting Luke Schneider's VEINS to Team Veins, he was the first to create a level built for Team Anarchy. So, this will be the second level for Team Anarchy. I emailed Luke Schneider from Outrage (who made the original VEINS) and he graciously gave me permission when I told him I was modeling this level loosely on Veins. Many thanks Luke! Thanks to the following people for their tutorials, wisdom, utilities, assistance and/or beta testing! Outrage Entertainment Interplay (By Gamers. For Gamers.) GWAR (for the editor) Otherone (for editor improvements) Schplurg (Gameedit.com) & hosting worldsbeta.zip ZappaFan (Zappafans Hangout) DescentBB (for good info!) BETA testers:(who actually found bugs or made suggestions) [RIP]..., well, all of them! Wyno and Grim Reaper made several suggestions and found a few places to make improvements. All total there were five beta tests.
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