> c u r v e s 2 < curtis sorenson 07-28-00 last revision: 10-06-00 Curves2 is a Descent II level with a fairly large layout, designed for 5 to 8 Pyro pilots. The general layout of this level stems from Minerva3. Additionally (as the level name implies), the walls have been curved and the ceilings vaulted. This creates a more interesting overall architectural appearance, while maintaining the time-proven Minerva3 layout. The backbone consists of Three same-sized spheres that are equally spaced along the center of the mine. The most remote of the three provides an interesting access to the reactor room. At it's center is a special portal that slips you into a 4th dimensioned (larger, concentric and circumscribed) sphere where you'll find dual reactors. A tunnel leaving the reactor room carries you back to the mine's main dimension (or you can return via the same portal). Examinining the strategic options should prove stimulating. Armored "birthing pods" have been added to protect newly spawned pyros. The eight pods cannot be infiltrated by mature pyros. Lasers, gauss fire, bomb shrapnel and other destructive elements cannot penetrate the protective enclosures. The employment of this strategy will hopefully eliminate the common (...and senseless...) cry, "don't mine the starts!" Before exiting your shielded shell, take Mom's advice and, "look both ways before crossing the street". It is recommended that "Bright Player Ships" be set. It is, by the way, the default setting when you start a multi-player game on Kali. Access to the Mega has been made a little bit more difficult. If you really want it in your game, you can get it. Hopefully, though, this will keep the otherwise talentless player from bringing it out as soon as the game starts (because they can't otherwise get a kill). There are three (equally spaced in the mine) sealed pods containing high-level resources: earthshakers, cloaks and invulnerability powerups. These items CANNOT be removed during the normal course of the game. When the reactor is blown, however, it's a "first come, first serve" situation. The doors blow off the pods and allow full access. It should make the race to the exit pretty chaotic. While normal access to the high-level resources is denied, the two smart missiles in a grated cube (at the rear of the mine) CAN be retrieved. Have fun figuring out how... Have a blast! cursor _______________________________ r e v i s i o n h i s t o r y _______________________________ 10-06-00 Added more weapons Adjusted object (player & weapons) brightness to 100% 09-29-00 Changed the overall color scheme (now called curves2) Fixed "sticky" and "grabbing" curved walls Allow visibility into the birthing pods through a transluscent panel Redesigned the reactor room Added the 4th dimension portal Added sealed, high-level resource pods (see text above) 07-29-00 Made some lights unbreakable Corrected some textures' (mis)alignments Changed the single Invulnerability to Smart Missile Added a tunnel connecting the two spheres Adjusted some corner lighting _______________________________ [ M I N E D A T A ] 1820 Vertices 570 Cubes 142 Walls 45 Textures 21 Fuel Centers 2 Reactors 8 Players (0 coop) 94 Powerups 0 Robots 0 Hostages 0 Robot Makers [ W E A P O N S ] 6 Afterburner 5 Quad Laser 7 Super Laser 2 Gauss Cannon 4 Plasma Cannon 5 Concussion Missiles (4-packs) 2 Flash Missiles (4-packs) 7 Mercury Missiles (4-packs) 10 Smart Missile 2 Smart Mine 2 Proximity Bomb 12 Shield Boost 7 Energy Boost 7 Vulcan Ammo 6 Cloaks 6 Invulnerability 6 Earthshakers [ C O P Y R I G H T ] This level design is copyright 1998 by Curtis "cursor" Sorenson. You may not use any part of it without first obtaining written permission from the author. You MAY distribute this level, provided you include this file, with NO modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact.