408135
seit 24.09.2000
Worlds Apart 3: Arena
mn3-Name:
wa3.mn3
Mission-Pack:
N/A
Spielerzahl:
N/A
Symmetrisches Level:
N/A
Checksum-Bug (Linux):
N/A
Hits:
257
Download
wa3.zip
Textfile
Welcome to Worlds Apart 3: Arena Modified by Lacquier In light of the signs of WA2 being considered a newbie level, I, Lacquier a heavy Quake and Half Life player, have decided to create a version of WA reminising levels of Team Fortress: -Alternate routes have been created, complete darkness for sneak attacks on campers and good for sniping -Omega has been removed -Gravity Induced Napalm Blobs, this eliminates the invisible napalm -Added The BearCaves styled Black Shark, but only appears like one for every five other powerups respawned. -Widened the narrow hallways leading to flag, this ensures less camp killing. -Custom Stargate texture removed, replaced with transparent Water texture, none can hide in teleporter with flag now. -The Bear Caves styled Napalm Cannon has been introduced. -More realistic blue sky, looks like Quake 3 mapping -Fixed Ugly terrain -Made underwater abilities Notice, this level was made and approved by people who wanted to see WA be a better level. It would be nice if servers give this one a chance and take a break from WA2. This has the intensity that WA lovers love and the camp free environment WA2 haters will love. I have gotten permission from Dwnunder, he has seen the level and gladly accepts it. He has requested that I put the original text information below this and this I have. +++++++++++++++++++++++++++++++++++++++++++++++ Welcome to Worlds Apart 2 by DwnUndr Filenames: worldsapart2.txt, worldsapart2.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! * Worlds Apart * Canyon Aftermatch Additions to Siege * The WET Spot A Descent3 level * Canyon Siege A Descent 3 level * Murder2.wad A Doom 1 level * Alcatraz.wad A Doom 1 level * 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. I am also an "Official" Doom GURU! Description: This is an update to Worlds Apart. After months of prodding, I finally caved in (hehe) and made the two bases symmetrical. The Red base interior was removed and the Blue base was duplicated in it's place. I found and fixed a major error on the Red base side just hours before this release. I still had one room clicked as External inside the Red base (where it goes through the terrain). That is now fixed so the transit from the Artifact into the Red base proper no longer has a major frame-hit. I also fixed the one-way viewing windows inside the bases. For no reason that I can fathom, they wouldn't work properly. Sometimes you could see powerups through them, but not ships. The "window" has been combined with the interior room in each base and they work correctly now. Minor weapons changes were made. Seventeen player starts have been inserted for two-team CTF. After the beta test, I took the intro picture and "posterized" it for a smaller file size. Thanks to GWAR for this suggestion. When I was halfway through the construction, I realized the level was coming out fairly similiar to the layout of Nightmare Castle (B-side CTF). Since I had just played this level for the first time recently (and liked it) I went ahead and continued the similiarity. The lower bases are where the Magnums will lurk in flag defense mode. This level is built for the following types of game play: Anarchy Team Anarchy Hyper-Anarchy CTF (Capture the Flag) Hoard This level contains the following (briefly): 74 objects 23 unique textures (including lights) 60 rooms 1390 faces Energy stations inside the stargate 1 red goal 1 blue goal 17 player starts Additional credits to: 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!) Parallax And all of the Clans on PXO who make CTF popular! BETA testers:(who actually found bugs or made suggestions) Mob-Wolf (for the Stargate idea) Spotty Dog (for the far-off mountain range idea) [RIP]Shark (for the one-way viewing windows idea) [RIP]One [RIP]Animal (for hosting the beta test) [RIP]Menace (for hosting the beta test) [D3k]Kyle (for wanting a fusion cannon BAD) Aaron (for INSISTING I include guided missiles) [D3k]Starkiller Zoa ^BoTs^ [TA]PFG [RIP]Wyno [RIP]Iceman Plus the other 134 pilots who flew in worldsbeta test! A few of the beta suggestions I didn't fix. One of these (from [RIP]One) was that ships would seem to disappear at the upper edges of the terrain. This is due to terrain texture "popping" and I don't have a clue how to remedy it. Another comment (from [D3k]Starkiller) was that I had contrasting colors on the terrain walls that didn't blend together well. However, because of the way the terrain is constructed (with squares) there isn't a way to do a "blending" of colors. I decided to keep the contrast so that all the walls weren't the same blase colors.
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