409330
seit 24.09.2000
AFTERBURNER CITY
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N/A
number of players:
N/A
symmetrical Mission:
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277
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afbrcity.zip
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Descent 2 level - Afterburner City Supports Single player, Flag, and Anarchy Designed for Anarchy play specifically, but is challenging on single player also level: Afterburner City creator: by Colin Krawcyk (ckrawcyk@dave-world.net) time: 20 hours Created using Devil 2.1f and g This level may not be used in whole or in part, including macros, without permission of the author!!! Designed for anarchy play. Alot of weaponry is hidden, along with the multiplay starts, behind one-way walls. This includes 3 shakers (I love em) so if you're a real pilot you'll want to start this one without shakers. The one way walls are to reduce the cheap-shots by pilots who leave bombs all over the start points. They are not sniper points, you cannot see through them one-way. And can you ever have enough burners in a large level for anarchy? Partial Inventory: Three shakers One cloak Six afterburners four megas and four smarts Two of each: Smart mines, phoenix, plasma,gauss Other minor weapons also See you at Central................. --Castig8r-- THE FOLLOWING IS A COMMENTARY ON GAME SPEED AT KALI CENTRAL, TAKEN FROM THE DDL MAILING LIST (Descent Developers List) and is attributable to a guy named Kevin Bentley. To Summarize, CHAT at Kali Central, but go play games elsewhere!!! I'm including it in all my .txt attachments, feel free to do the same if you believe LAG SUCKS! As another note, when you start a game in multiplay, there are two things you can do about lag (assuming you're not part of problem!) On the message line, type PING:(pilot name) to find the lagger. then type KICK:(pilot name) to boot them!! ------------------------------------------------------- Descent Developers' Mailing List--Direct all subscription inquiries to "majordomo@dns.globaltrav.com" ------------------------------------------------------- From: Kevin Bentley I did a little experimenting Sunday, and set up a lanalyzer on our network, while Aaronb was playing a kali game. He had 6 packets per second, and was playing pandemonium level 1 D2, v1.1. I was watching all tcpip packets to, or from his ip address. He did have short packets enabled. What I found is that before he started the game, he was receiving 6-10 packets a second, and sending 2-3. Of these, as far as I could tell, one of these packets that he was sending was a query from the kali server, and one he was sending was the reply. The rest were people querying games (ie. looking at all 12 games, trying to decide one to choose.). Once he started playing, and 3 others joined, he was averaging 30 incoming packets per second, and peaked out at about 45. Most packets were around 100 bytes, but some were as large as 400 bytes. What I learned from this is that a 28.8 modem on a good ISP should be able to support a 4 player game (as far as bandwidth), and if you play on a socket that doesn't have a bunch of newbies staring at the games list, you should be fine. BUT.... where I am going with this is that the REAL cause of major lag on modem games is not bandwidth, but CPU time reading the com port. The next phase of this project is to check my framerate on a 4 player 28.8 modem game, and compare that to my framerate on a 4 player game using a network card, and a small linux box connected to the internet at 28.8. I think that will prove to be perfectly playable, but I will let you know.
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