Title: Battleship Phoenix 1.1 Author: John M. Aldrich (aka Fighteer I) Email: fighteer@cs.com Web: http://www.cs.com/fighteer Editor: Descent Mission Builder II Build time: About two weeks, off and on, plus additions Descent I: No Descent II 1.0: Yes (lights will not blink) Descent II 1.1: Yes (modified robots/textures will not work) Descent II 1.2: Yes! Single-player: Yes (recommended) Cooperative: Yes Anarchy: Yes Flag/Hoard: Yes # of players: 4-8 (not tested) Known bugs: DMB2 seems to have problems with lighting calculations in large levels. Some of the blinking lights I put in near the end don't work at all, and the texture lighting looks odd. I've tried to touch it up as much as possible. Description: This is the first full version of my Battleship Phoenix mission, which is intended as an example of some of the more esoteric level design techniques available to DMB2 users. As always, any comments are welcome. The scenario: You are stuck in a PTMC starship that has been attacked by infected alien robots. You must man your Pyro GX and clear the intruders from the ship before it reaches an inhabited world. There's just one catch - the only way out is the four escape pods on opposite sides of the ship. Only one player can use each escape pod, so once the main reactor is blown, it's a race to see who gets out... and who is trapped in an exploding starship! If you like the concepts I have used, please email me or post on alt.games.descent. If you think something could be improved, I also welcome your suggestions. Thanks! Scoring Contest: At the recommendation of a friend who tested this mission for me, I'd like to announce that there is now an official scoring contest for Battleship Phoenix 1.1. The goal is simple: score 200,000 points at Ace difficulty. The proof: a screenshot of the mission summary screen. The prize: I haven't decided yet. :) By the time somebody wins, I'll have something worthy of the effort to give away. The scoring contest will be held at . As of the writing of this file, the contest page was not up yet, so please be patient. Copyright/License: This mission is a full production version, and as such may NOT be modified or re-released in any form without my express permission. The concepts, however, are yours to play with. :) Level Design Data: I put a little bit of everything in here. If you don't like any of these weapons or powerups, just disable them! - Design - 836 cubes 243 walls 33 triggers 8 players 3 hostages 93 lights 229 objects 3 keys* 3 co-op 2 flags * The red key is hidden in a robot. - Powerups - 15 energy* 17 shields 3 quad lasers 5 afterburners 4 headlights 1 full map 2 ES converters 2 ammo racks 1 cloak 1 invuln 0 extra life* - Weapons - 10 lasers 3 Vulcan 2 Spreadfire 3 Plasma 2 Fusion 6 super lasers 3 Gauss* 1 Helix 2 Phoenix 2 Omega 2 Conc. x4 5 Homing x4 8 Prox. bombs 4 Smart 4 Mega* 5 Flash x4 3 Guided x4 3 Smart mines 5 Mercury x4* 4 Shaker * There are more of these powerups hidden in robots. - Robots - 1 Boarshead 2 BPER* 7 Bulk Destr. 2 Class 1 Drl. 4 Diamond Cl. 4 Cloaked D.C. 2 E-Bandit 1 Evil Twin* 2 Fox Attack 2 Gr. Spider 1 Ice Spider 6 IT Droid 2 Lou Guard 1 Mini Boss* 5+ Omega ? Omega Clone* 5 Omega Guppy* 3 P.I.G. 2 Red Fatty Jr. 4 Seeker* 2 Sidearm 2 Smelter 2 Split Pod* 1 TRN Racer 1 Guide Bot * Modified using DMB2 Robot Editor. Revisions: Version 1.1 - Changed some textures to make it more obvious which robot has the all- important red key. - Moved the multiplayer start positions around a bit to make it harder to ambush people. - Changed two of the Seekers to contain mercuries instead of megas. - Made it just a _bit_ harder to get those earthshakers... :) - Added a cool briefing.