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Monster Media 1996 #15
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Monster Media Number 15 (Monster Media)(July 1996).ISO
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rings200.zip
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RINGS200.TXT
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1996-05-16
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Title: Rings 2.00
Author: Jon Barnhart (aka Kilroy)
Dave Bielawa
Email: jon@inmind.com
Other: Conversion and rework of my first Descent 1 level.
Description: Three rings set at right angles, set around a large fuel
sphere. Due to its nature, there are no robots, since
adding them would guarantee the player getting swarmed the
first time he did anything. The main goal of this level
is to support 4-8 players on an office LAN. It has also
been shown to run well on Kali. (At least as well as
anything runs on Kali.) Team games and flag are definately
supported.
Gameplay: When the level starts, there are missle-ainous items
strewn in the rings with all available primary weapons
stacked in the center. Note that whoever flies into the
center to get all the weapons will get stuck briefly and
give everyone a free shot at them. It is best just to
brush the edge and get a few items instead of all of them.
This gradually disperses during normal gameplay until it's
gone.
All D2 items exist on the level except for the omega
cannon, which was causing the game to lock up. To get the
more powerful items you must shoot a switch in the reactor
room. This will unlock a door and allow you to get an
item. To pace the game, every item you get will allow you
to shoot one more switch in the reactor room. Once an
item is available, all occurrences of that item are
available (e.g. when the helix room is open, all helix
cannons are in that room for everyone to get.)
Getting into the reactor room requires afterburners. You
must go to the "top" end of the water pipe (Where the
water is coming from) and afterburn to the door, which
will open when you enter the pipe. Avoiding the items in
the middle of the level would be a good idea while doing
this.
Kali setup: For larger games (5+ players), the following parameters
seems to work best for 28.8 modems. 5 packets/sec (Yes,
5.) with short packets engaged. More than 5-6 packets/sec
can cause severe packet loss which raises havock with the
game play. For smaller games, more packets, or non-short
packets should work fine. For players with faster
connects, or with better ISPs can try higher settings, but
for most this seems to be the best compromise among lag,
packet loss, and playability.
(The main reason for the few packets/sec is when several
people start firing weapons, the number of packets
increases dramatically and will cause loss and/or lag.
Thus that missle you fire may very well may never
be seen by your target, or by the time your target
gets the fire weapon packet, it's moved too far to be hit.)
Another solution to the loss/lag problem is to turn off
the rapid firing weapons in the game setup. The Omega,
Vulcan, Phoenix, Helix, and Plasma all send lots of
packets and can create trouble. This is true of any D2
Kali game, really.
Level Info:
Single Player: You must be kidding
Coop: You're still kidding, right?
Anarchy: YES!
Team Anarchy: YES!
Flag:YES!
Editor: Devil 2.1f
Time: 35-40 hours (This version only)
This level MAY be used as a base for other levels, so long as credit is
given for the parts used. Note that I customized Devil slightly in
order to do the lighting so don't expect the "mine lighting" command to
reproduce the lights as they appear in this level.