The Pit and The Exit
    A two-level mission for Descent

Creator   : Eric R. Meyer
E-mail    : erfull_2@hotmail.com
Build time: Around 72 hours(?) all told for both levels, using 
            Descent Mission Builder II.
Level type: Single Player
Files     : exit.hog, Exit.msn, exit.txt

If you like these, e-mail me. If you hate these, e-mail me.
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There are not my first attempts at level-building. I created
a Descent II mission that contained over 10 small levels. But these
two levels are by far my best and most complete.

The Pit is a major military base deep within in a molten planetoid 
outside the Solar System. Before it was lost to rogue robots, it was
the military headquarters for all extrasolar operations and a research
base for lava-tunneling and lava-containment technology. Because of 
all this, it contains many and powerful robots, and numerous corridors 
that are underneath lava.
There are many traps to foil intruders and spies, and the robots are 
accostomed to combat. Special care should be taken while fighting 
underneath lava - a stray shot will create a lava explosion
and could mean the destruction of your ship.

The Exit is, as the name implies, a complete mine with its own reactor
that is contained within the Pit's emergency exit. Once you leave the Pit, the
emergency exit door shuts, sealing you in the Exit and protecting you from
the Pit's reactor overload. Before you can escape to the surface and to
safety, however, you must destroy the reactor powering the Exit.
The Exit also contains traps - it is, after all, a construct of the 
rogue robots designed to make sure that anyone who destroys the Pit (you)
doesn't live to tell the tale.

The Exit utilizes the 4-D effect at one point, because I wanted it to.

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Special notes: 

THE PIT - Don't rescue the hostages until you're sure you can beat the level 
without dying. You wouldn't want to lose that fat full-rescue bonus, would you?

If the automap tells you there's a door, that means there's a door.

Many of the features/puzzles/powerups of the Pit are set up in a specific way
so that you can pull a nifty move. It's not necessary to pull those special
moves in order to win, but try to figure out what they are. It's more fun!

THE EXIT - If you get hit by a homing missile in an empty corridor, don't worry.
It's just the 4-D effect.

Don't get discouraged in either of these levels - they're perfectly beatable. 
I think. Maybe not on Insane.

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Legal Stuff: Descent, etc. copyright Interplay, etc.
These level copyright to me (mine, all mine!)
You may by all means distribute this level as long as you leave it intact
and unmodified and include this file. In other words, please tell all your 
friends to play these but please don't change anything, unless:
You may use anything in these levels to build something of your own, as long
as you tell me and give me a copy of what you've created.

 -ERM, October '03