level name: The Factory
    author: Dietfrid Mali
    e-mail: dietfrid.mali@ptv.de
      type: solo, anarchy, robo anarchy, flag, hoard
    editor: DMB2
      date: 25 aug 1997
   version: 1.1
   changes: 
        Fixed some textures.
        Changed the Boss robot to an ordinary, though very mean robot (try
        insane, hehehe!).
        Built in a reactor, so if playing non-robo anarchy games, there
        will not be a boss spoiling the lower hall for the game.

Description
===========

This level is my third Descent level. I tried to keep it small enough so that
even only two or three players might have fun with it while making it capable
of holding a large game as well. The theme for this level is a factory, so I
tried to make it look technical by giving it some large halls and adding
lots of fans, air vents and shafts. I also built in quite a lot of triggers
blocking the ways to some powerful weapons and some connections between the 
rooms. In order to release some locks, you will have to go through a sequence 
of triggers to be set off. I added some hints how to do the job, so it should 
not be too hard to release everything.


Hints
=====

I built a few switches into this level. If you want to find out on your own how
they work, stop reading this paragraph here.

Basically, these switches do two things. Some of them deactivate the force fields
blocking the way to some weapons and rockets. These switches are found in The
Factory's basement at the ends of the lava channels. Just shoot them and the
force fields will be deactivated. These switches are quite hard to hit.

Another set of switches unlocks the doors to the level's central shaft and the
reactor and remove the wall blocking the exit. The switches from this switch set
form a sequence in which each switch frees the way to the next switch. The switch
finally unlocking the shaft's and reactor room's doors and opening the wall sits
in a short tunnel and cannot be reached until two walls are opened. In order to
reach the tunnel, fly through the grate door in the central hall's corner. You
will enter a wide corridor making a 270 degree turn and leading to the lower hall.
At the end of the corridor, fly through the fan at the left side and follow that
tunnel to its end. Fly upwards until you reach the ceiling. Having reached there,
again follow the corridor. After a few "meters" you will see a branch through
a grate. Behind the grate you will see a wall with a wrench symbol on it. All
locked doors and the hot spots leading to their opening switches are marked with
these wrenches. In order to remove the grate, turn and fly back to the corridor
descending from the middle hall. Fly upwards to the middle hall until you have
just passed the wrench symbol at the wall. There is a fly through switch opening
the grate whichs blocks the corridor behing the grate. Don't fly to far up the
corridor, or the grate will be closed again! Now, turn back and fly straight
to the corridor behind the grate which should now have disappeared. Enter the
corridor. As soon as you approach the wall with the wrench, it will disappear,
giving way to the final switch. Shoot it and - Voila! After having removed the
grate in front of this corridor, everybody else in the level should make sure
not to pass one of the wrench symbols in the corridor descending from the
middle hall, or the grate will appear again, blocking the way to the main
switch. fswitch.dem will show you how to do the trick.


Weapons
=======

Every player will find a good basic set of power ups in his vicinity when the
game starts. Since you can prohibit any power up from multi player games, I
added quite a lot of the more powerful weapons to the level (though not as
much as to my previous levels). Since I think that some weapons are rather
boring, you will NOT find every weapon in this level. (Just my opinion. But who 
would want concussion missiles if he can have mercuries - at least not me. ;-))


Known Problems
==============

Sometimes, some walls might not be displayed at certain angles of view. You 
can't shoot or fly through them though. Probably this is a problem of
Descent's graphics engine (too many optimizations).

In the big hall right above the basement, the back side of the moving texture
to the right of the fuel center (facing the wall in front of the fuel center)
will be visible from the front side. This does not happen with the same
texture on the other side of the wall, and I was not able to fix that. I think
one can live with that. You will hardly notice most of these effects when in
play anyway.


So far. The following section is because this level is for everybody's fun and
not for somebody to make money with my work. Don't take it personal.



Software Use Limitations and Limited License
============================================

This special add-on level for Descent (the "Software") is intended solely for 
your personal noncommercial home entertainment use. You may not decompile, 
reverse engineer, or disassemble the Software, except as permitted by law. 
Dietfrid Mali (the "Author") retains all rights and title in the Software 
including all intellectual property rights embodied therein and derivatives
thereof.

The Software, including, without limitation, derivative works, may not be
copied (except as provided below), resold, rented, leased, distributed
(electronically or otherwise), used on a pay-per-play, coin-op, or other 
for-charge basis, or for any commercial purpose.  You may make copies of the 
Software for your personal noncommercial home entertainment use and to give
to friends and acquaintances on a no cost noncommercial basis.  This limited
right to copy the Software expressly excludes any copying or distribution of
the Software on a commercial basis, including, without limitation, bundling
the product with any other product or service and any give away of the
Software in connection with another product or service.  Any permissions
granted herein are provided on a temporary basis and can be withdrawn by
the Author at any time.  All rights not expressly granted are reserved.

Dietfrid Mali
