home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
ftp.team17.com 2014
/
2014.05.ftp.team17.com.tar
/
ftp.team17.com
/
pub
/
t17
/
worms
/
custom
/
amiga
/
pjdworms.lha
/
PJDWORMS
/
Doc
next >
Wrap
Text File
|
1996-02-10
|
10KB
|
292 lines
Docs for Custom Worms Levels by P.J.Dodd, BA (nearly)
- DOD2471L@UEL.AC.UK - (until July 1996)
Correct as of 13th Feb 1996
Technical Bit
*************
The following levels were created using the following programs:
- DPaint AGA (especially the spray paint function!)
- ImageStudio 2.3 (praise be for the Stucki dither!)
- ImageFX 1.51 Coverdisk version
And using the following equpiment:
A1200
+ 4 meg fast mem
+ 60MB hard drive
+ multisync montior
+ Blizzard IV accelerator (ú180 - what a bargain !!)
It's in the name
****************
These levels were previously releases as naff.lha...
but now are released as PJDWorms.lha.
Dig the 8 colour Drawer icon for the levels...
Moan
****
Ignore the previous whinging pile of cack and look at the Worms.doc
file courtesy of Andy Davidson on WWW for information on the prod
move, custom message, SHEEP mode and the ability to choose the land +
sea + gravity + friction settings (prior to loading worms of course).
Where appropriate I have specificed some perferred attributes and you
will see the filename has not been changed - you must do this.
However, saving the options would still be a divine gift from the
spods and even selecting the custom attributes from within Worms.
And a couple of slide gagdets wouldn't go un-noticed.
Nice to hear about the AGA upgrade though :-)
But, Team17, I said it was time for a FREE upgrade. Yes, FREE, as in
Patchus gratis.
Levels
******
*NEW* denotes new for this version
*BIG* Might not work with 512K Chip mem machines or 1M
Chip mem machines without fast mem due to size of
the file. I heard about this problem from some
people who were designing levels on these (naff)
machines only to find they wouldn't load. As a
very rough guide, anything approx 50K or above is
risky.
*AGA* denotes a level designed with the AGA palettes but
I'm unsure whether Worms only loads these on AGA
machines only or if it converts them to shat ECS
colours. A bit of enlightenment would be extremly
appreciated.
Note: Those levels without the *AGA* marker were specifically designed
with the ECS palette and so must work 100% fine with older (shittier)
ECS machines. Because the *AGA* levels naturally work with my machine
(A1200), most new levels from now on will be *AGA* only and thus
guarenteed to work on AGA machines (A1200, A4000)
Gridlock - Should now work on low mem machines.
This is more of a deep strategy level :-)
Best if you turn the move time down to 10 or 20 seconds and
set the game time to infinite and start the level with each
team clustered together. Also try turning mines to infinite
but teleport off. Try (if poss) to play against other human
opponents because computer opponents are dithering asses!
(Hint: the blow torch can burn through *two* vertical bars
in one go)
Attributes = 1 4 2 2 for extra fun.
Rainbow - *BIG*
Apologies to the makers of Rainbow Islands! This level is
ideal for those who hate use of air strikes and the
annoying accuracy of the computer players with the bazooka
in a wind. The mines are a funny combimation of blue and
purple so it is best to disable them - they also blot the
landscape. Allow for a long turn of either 30 or 60 seconds
and a game length of 15 mins. Boring if played with only two
players, especially if they are both human.
Attributes = best left to defaults although a gravity
setting of 2 might be more appropriate.
City - Thanks to D. Eady for the majority of the brushes in this
level. I included a bridge, Canary Wharf, bus stops, rats in
the underground tunnels and a subway to try and make the
city more London-ish.
Attributes = More friction if you like.
Wire - Simple but dastardly (surely bastardly?). Turn the time per
move down to 10 seconds and disable air strikes. Don't be a
thicky and start with all your team members together!!!
Perhaps better with at least one computer player.
Attributes = More friction perhaps.
Booze - Inspired by Miss C. Gregory - party gal.
This level has no real speciality except its theme is not
surprisingly alcoholic drink. Bottoms up.
Attributes = More friction perhaps.
Possible Bug: Sometimes a worm gets placed in the ice bucket
or on the falling fag ash !!!???
Lips - *AGA*
Nothing special, just load it and see.
WB - A Kickstart 3 inspired level (couldn't do a Windows one, you
would need 8 meg of ram and a P150 to run it - snigger :-)
This should work on ECS machines 'cause it uses the magic wb
colours.
Thanks to the designers of the icons I have used, whose names
I have forgotten - oops.
This level is more suited for lovers of ninja ropes. Dig that
WB background picture !!!!
Glasses - In a way this is similar to Gridlock but with more mobility.
Nothing special, but Dame Edna had to take centre stage, of
course! Disable air strikes.
Attributes = Less friction perhaps.
Music - *AGA*
Ripped off, I mean, inspired by certain levels from the game
Rayman on the Playstation (not mine, I'm no monkey). Dance
along to the tune, remembering your timing, and watch for
the changes!!
Disable air strikes, its no fun otherwise. And set the game
length to at least fifteen minutes if you do.
Attributes = 3 2 2 2 for lots of skidding, average gravity
and a matching blue sea and sky. This is my favourite level.
For a giggle, change the friction to 1.
Beaker - *AGA*
Subtitled 'The Experiment', disable ALL weapons except the
grenades and possibly the cluster bomb and opt to start with
all your team members together. If all goes well, you will
start in one beaker and the other team will start in the
other, and the lobbing of grenades can begin.
I have tried this with three and four players in separate
beakers (computer and human players) and it was incredibly
naff. Stick with one on one. Also, limit a ten second move
time and a five minute game - what is their to think about?
A big thank you to David Eady for the idea.
Attributes = 3 5 8 8 - A high friction value is a must.
SHEEP mode could be funny on this level.
Johnny - *AGA* *BIG*
A 'tribute' to my personal favourite among men in films who
try to be the complete opposite of what destiny had planned
for them. Jean Claude Van Damme, despite being damned clever
and quite cultured, is currently not a comedian and even less
an actor but more of a chisled-jawed bloke with big muscles
who can but look moody and just perform his karate, with the
director hoping that some action/comedy can arise. And the
1993 film Universal Soldier (from which some frames have been
borrowed for this level) is the best example of JCVD's 'work'
to date, with most of the comedy arising at the serious bits!
The level is nothing special, just load it and see.
Pacman - *NEW* *AGA*
It had to be done sooner or later! I think I have got the
position of the eyes correct as well as the mouth expressions
but I am unsure about exactly what fruit there were and so I
just made some up.
This level is nothing special but disabling air strikes and
the landmines might not be a bad idea.
Attributes = More friction perhaps.
Higher - *NEW* *AGA*
Is this level Lemming-Esque or what?
Simple, turn off EVERYTHING, including torches etc but leave
the following on (i.e. infinite):
Grenades, Cluster Bombs, Bungee, Ninja Rope.
Teams random with a short move but a bit of a long-ish game.
For a bit of challenge, start with one teleport and for a
bit of a giggle, start the game in SHEEP mode, thus having
infinite Banana Bombs!
Attributes = 5 5 1 1 for lots of gravity and friction with a
matching sea and sky.
***BUG: When you disable fire punch, why can the computer
teams occasionally do one?
Apologies
*********
Sorry about the lack of new levels (and two amendments) but my final year
project has stolen my precious time. Besides, I am waiting for the AGA
upgrade so hopefully lucky people like me can experience mega-colour
levels! Death to ECS machines.
Copyright + License
*******************
Copy these levels, take bitz from them but DON'T pass them off as your
original work. Nobody likes a plagarist, least of all me.
These levels are not Free-ware but Philosophy-ware. If you play any of
these levels for a number of times then you must send me a philosophical
question that has specifically dogged you and you alone, and a reason
with why it has given you agony. I may answer it and I may not. The
point is you MUST me send a question, or the curse of the bugged game
shall be unleashed upon ye (most recent victim of the curse - David
Braben's Frontier First Encounters *snigger* - but not I hasten to add
invoked by me.)
Universal Soldier remains the exclusive copyright of whoever made it
and to them I extend a pre-emptive thank you for not suing.
Ditto for Rayman and the Playstation.
Happy worming.
P.J.Dodd - DOD2471L@UEL.AC.UK