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!!  


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  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.
