level name: Ice Cavern author: Dietfrid Mali e-mail: dietfrid.mali@ptv.de type: solo, anarchy, robo anarchy, flag, hoard players: 8 editor: DMB2 date: 11 may 98 version: 1.2 changes: Added robots. Fixed some minor distortions in lower (triangular) room. Added rounded ceiling to tunnels leading from the triangular room to the four-pillar-room. Changed the shape of the corridors leading from the triangle room to the four-pillar-room. 12 mar 98 Added a huge PTMC picture in the triangular room. Resized and protected a few monitors. Removed a few superfluous cubes. Moved a bot that had appeared right in front of player one at the start of single player or robo anarchy games to the cube right above the former one. 16 apr 1998 Added cloaked walls in front of lights in upper hall to prevent players from getting stuck in the light niches. Changed shape of the ring tunnel around upper hall. 23 apr 98 Added keys, key-coded doors, and hostages. Renamed level to Ice Cavern. 11 may 98 Enlarged lower hall. Changed reactor access and room. Changed lighting. Added modified boss robot (will not end level). Overview ======== Large water&ice level with several interconnected halls. Rather complicated architecture with pillars and grate bridges in some halls. Very much 3D. Lots of bots. Description =========== Ice Cavern is one of my typical designs: Medium sized to large symmetrical rooms with grate bridges half height. A fair amount of interconnections let Ice Cavern be interesting without making it to complicated. This is not just some more or less flat halls with a maze of narrow tunnels. It's construction makes Ice Cavern a true 3D level: stacked rooms, huge halls with grate bridges branching off towering shafts, tall supporting pillars give plenty of room for weaving elaborate patterns around the structures while manoeuvering wildly to evade incoming missiles or to get into fire position in dogfights. Layout ====== Medium sized hall on top of level with grate bridges leading from central pillar to peripheral ring tunnel containing the goals. Access to large lower hall through three tunnels starting at central pillar's bottom and leading through grate bridges and lower hall's central shaft. Two exits from lower hall leading through longer tunnels to third hall. Alternative connection through goal tunnel and huge vertical tube. Third hall's ceiling supported by huge pillars; basement consisting of water-filled tunnels. Weapons ======= Since you can prohibit any power up from multi player games, I added lots of (almost) everything to the level. Since I think that you can do without certain weapons, you will NOT find every weapon in this level. (Just my opinion. But who would want concussion missiles if they can have mercury missiles - at least not me. ;-)) Known Problems ============== Sometimes, some walls might not be displayed at certain angles of view. This is particularly ugly with the fuel sphere and also happens with the grated corridors at The Box's ceiling. I tried everything to fix the fuel sphere, but to no avail. You can't shoot or fly through such textures though. Probably this is a problem of Descent's graphics engine (too many optimizations). I think one can live with that. You will hardly notice most of these effects when in play anyway. Feedback ======== - Is the general level layout pleasant to play with, or does it give too many or too little opportunities to escape or reach a goal? - Is the level too large? 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