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_terrain.txt
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1992-10-25
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VGA TANKS V16.0 TERRAIN TYPES
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In response to questions such as "What is that?" and "Why can't I move over
those?" I present this brief introduction to the terrain of VGA Tanks.
TERRAIN 0: Classic Tanks
Areas not obstructing fire or movement:
OPEN TERRAIN - Light gray areas
Areas obstructing fire and movement:
OBSTACLES - Any other objects (black/white/dark gray) are obstacles
TERRAIN 1: Metropolis Tanks
Areas not obstructing fire or movement:
OPEN TERRAIN - Green areas, fields of grass/light vegetation
HIGHWAYS - Light gray lines with yellow stripes
Areas obstructing fire and movement:
CITIES/INSTALLATIONS - Groups of black/white/dark gray boxes
RUBBLE - Groups of black/white/dark gray dots
WOODS - Light green checkered areas
MOUNTAINS - Groups of brown triangles
Areas obstructing only movement:
OCEAN - Light blue areas represent deep water areas nearly always
impassable for Tanks
RIVERS/LAKES - Dark blue areas represent shallow water
TERRAIN 2: Lunar Tanks
Areas not obstructing fire or movement:
OPEN TERRAIN - Light gray areas, smooth lunar plains
SHUTTLE RAILS - Yellow lines, means of transport between colonies
Areas obstructing fire and movement:
COLONIES/INSTALLATIONS - Groups of black/white/dark gray boxes
RUBBLE - Groups of black/white/dark gray dots
ROUGH ROCK FORMATIONS/UNEVEN TERRAIN - Black/light gray checkered areas
LUNAR HILLS - Groups of white triangles
Areas obstructing only movement:
CRATERS/RAVINES - Dark gray areas and irregular lines
TERRAIN 3: Desert Tanks (Registered Version)
Areas not obstructing fire or movement:
OPEN TERRAIN - Brown areas, open desert
ROADWAYS - Light gray lines
Areas obstructing fire and movement:
VILLAGES/CITIES - Groups of black/white/dark gray boxes
RUBBLE - Groups of black/white/dark gray boxes
SAND DUNES/SAND FORTIFICATIONS - Irregular yellow lines, black outline
SPARSE VEGETATION/TREES - Groups of light and dark green dots
MOUNTAINS - Groups of black triangles
Areas obstructing only movement:
RIVERS/COASTLINE - Dark blue areas
TERRAIN 4: Urban Tanks (Registered Version)
Areas not obstructing fire or movement:
PAVEMENT - Light gray areas (streets/parking lots/sidewalks/etc)
with dark gray details and yellow painted markings
LAWNS/FIELDS - Green areas
Areas obstructing fire and movement:
OUTER BUILDING WALLS - Thick brown/purple lines
BUILDING INTERIOR - White with black stripes or black with white stripes
FENCES - Brown and black dotted lines
TRAFFIC SIGNAL POLES - Black squares
SHRUBS/TREES - Light green checkered areas, sometimes with brown center
OTHER - Various other colored areas (vehicles/road hazards/etc)
Areas obstructing only movement:
PONDS/FOUNTAINS - Dark blue
TERRAIN 5: Wilderness Tanks (Registered Version)
Areas not obstructing fire or movement:
LAWNS/FIELDS - Green areas
DIRT ROADS - Irregular brown lines
HIGHWAYS - Light gray areas with yellow painted markings
Areas obstructing fire and movement:
HIGHWAY DIVIDERS - White lines between highway lanes
SHRUBS/TREES - Light green checkered areas, sometimes with brown center
Areas obstructing only movement:
SWAMP - Green areas covered with dark dashed lines
STREAMS - Light blue, swift and deep, usually impassable
FORD - Dark blue areas across streams, tanks may cross here
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VGA TANKS V16.0 SCORING
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For those who need to know EXACTLY how their score is arrived at, here is
a brief summary:
The base score is your hits on the enemy times your hit percentage.
This base score is modified by a factor based on your total number of hits.
Your score is then reduced according to the number of hits you received.
You are then awarded bonuses or penalties as follows:
Used Homing Shells......... PENALTY
Used Maximum Ammo.......... PENALTY for human players
Opponent Invisible......... BONUS for humans with human opponent
Used An Emplacement........ BONUS if human opponent
Used Normal Shells
With No Attributes,
Were Not Invisible,
AND Had Limited Ammo....... BONUS
Program, documentation, and data (C) Copyright 1992 by Joe Scoleri