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Shadow Guard

for Descent II

Download the Final Version (214K)

Download (outdated) Version 0.7 (212K)

Current Version: 1.0
Last Updated: 5/30/97

I created this mission in response to someone's newsgroup posting questioning the purpose of flares. The whole thing is designed around darkness with very little illumination. It's solely an anarchy mission, with goals for flag and hoard play (though there are single and co-op starts). There are four levels, each built around a theme. The first ones are smaller and good for a two-person dogfight, while the latter ones get a bit bigger for larger group games. The strength of the weapons available also increases as the levels progress, so don't be surprised if there isn't a lot on the first level, you'll find it later on (no Shakers, though).

The final version is at last released (these spent about 3 months in beta). If you really like it, send me your comments/suggestions. If you really hate it, tell me and I'll see what I can do to appease players like you (I may eventually release a fully illuminated version, but not until I get some free time and finish my own lighting editor). I may also release a Pro version with more textures/custom music, etc...(possibly a fifth level?), but that runs into the time thing again. If you're generally indifferent, I'm sorry.

Keep in mind, these are not designed to be easy levels. The thing I find about most anarchy levels is that there is no challenge to navigating them. These are not designed that way. They're not made to be totally impossible (I mean after all, it's still just flying), but it's a bit more than smoothly gliding along until you see something to shoot at. And if you really feel the need to complain about the light, look at the screenshots below. Once the action gets going, the illumination's fine.

The Specs

   type=normal
   briefing=shadowgd.txb
   num_levels=4
   stonhall.rl2
   aquabast.rl2
   aliencit.rl2
   firewell.rl2

   author=Eidolon
   email=sundance@sprintmail.com
   date=5/30/1997

   custom_textures=Yes
   custom_robots=No
   normal=Testing Purposes Only
   anarchy=Yes
   robot_anarchy=Yes
   coop=Testing Puposes Only
   capture_flag=Yes
   hoard=Yes

   build_time=70 hours or so, who's counting?
   known_bugs=See below for level by level break-down
   game_version=Descent II v1.2 or above suggested
   level_version=1.0
   editor=Descent Mission Builder II by Bryan Aamot / Brainware, Devil v2.1h by Achim Stremplat
  
Stone Hall Map

Level 1: Stone Hall

This level was designed with the idea that you're never sure exactly where the ground is. Orientation changes quickly and if you get caught in the corners while in the sights of your enemy, you don't last long. The flag goals are specifically designed to be hard to get to, but sometimes those walls surrounding them do disappear. Try flying straight through the energy center.


Stone Hall Screen Shot

Files: stonhall.rl2, stonhall.pog
Primary Weapons:
4 Lasers 2 Spreadfires 2 Quad Lasers
2 Vulcan Cannons 1 Plasma Rifle 4 Loads of Vulcan Ammo
Secondary Weapons:
8 Homing Missles 8 Proximity Bombs 2 Smart Missles
Accesories:
2 Afterburners 1 Headlight (for wimps!) 2 Flags (Blue/Red)

Level 2: Aquatic Bastion

Aquatic Bastion Map

There are not quite as many traps/puzzles, and the geometry is a bit more regular, but instead I've added a few more illusions and a lot more hiding places (though who needs them in the dark?) and slightly more powerful weapons. And if you managed to get the headlight in the last level (good luck), it'll be a lot brighter now.

Aquatic Bastion Screen Shot

Files: aquabast.rl2, aquabast.pog
Primary Weapons:
6 Lasers 2 Spreadfires 1 Fusion Cannon
2 Vulcan Cannons 1 Plasma Rifle 2 Quad Lasers
Secondary Weapons:
8 Homing Missles 2 Smart Missles 8 Mercury Missles
4 Proximity Bombs 8 Flash Missles
Accesories:
2 Afterburners 1 Energy->Sheild Converter 2 Flags (Blue/Red)

Aquatic Bastion Screen Shot


Alien Citadel Map

Level 3: Alien Citadel

This level has a lot more open space in it, and not nearly as many illusions as the last. It's made for an all out dogfight, preferably with three players or more (it's just too big for two players, but that's what the first two levels are for). It's central design is two concentric circles, linked together in several places, but of course it's more complicated than that...

Alien Citadel Screen Shot

Files: aliencit.rl2, aliencit.pog
Primary Weapons:
8 Lasers 2 Plasma Rifles 2 Quad Lasers
2 Vulcan Cannons 1 Gauss Cannon 2 Loads of Vulcan Ammo
2 Spreadfires 4 Super Lasers
Secondary Weapons:
8 Homing Missles 8 Flash Missles 8 Mercury Missles
16 Proximity Bombs 8 Guided Missles 8 Smart Mines
4 Smart Missles
Alien Citadel Screen Shot
Accesories:
3 Afterburners 2 Flags (Blue/Red)

Fire Well Map

Level 4: Fire Well

Hmm, lava in the dark? Well, watch out for the floor, where ever it is. Not quite the size of the last one, but should hold eight people nonetheless. The twisty tunnely section in the middle should be fun to chase people through, if you don't blow yourself up in it ("Uh, who'd be dumb enough to do that?" "Shut up!" :). The force-field walls in the tunnels at the top should be interesting, as well. The heavier weapons include a mega missle and a pheonix cannon, plus my all time favorite, the fusion! <g>


Fire Well Screen Shot

Files: firewell.rl2
Primary Weapons:
2 Vulcan Cannons 1 Fusion Cannon 2 Quad Lasers
2 Spreadfires 6 Super Lasers 4 Loads of Vulcan Ammo
3 Plasma Rifles 4 Gauss Cannons
Secondary Weapons:
8 Homing Missles 1 Mega Missle 4 Guided Missles
8 Proximity Bombs 4 Flash Missles
3 Smart Missles 4 Mercury Missles
Accesories:
4 Afterburners 1 Cloaking Device
1 Ammo Rack 2 Flags (Blue/Red)

Fire Well Screen Shot