> c u r v e s 3 < curtis sorenson 10-16-00 last revision: 10-16-00 Curves3 is a Descent II level that is smaller than curves1 or curves2. It's also smaller than Minerva3, by quite a margin. The general structure consists of two same-sized spheres, about which tunnels and hallways wrap. One of the two provides an interesting access to the reactor room. At it's center is a special portal that slips you into a 4th dimensioned (larger, concentric and circumscribed) reactor sphere. A tunnel leaving the reactor room carries you back to the mine's main dimension (or you can return via the same portal). Examinining the strategic options should prove stimulating. Armored "birthing pods" have been added to protect newly spawned pyros. The eight pods cannot be infiltrated by mature pyros. Lasers, gauss fire, bomb shrapnel and other destructive elements cannot penetrate the protective enclosures. The employment of this strategy will hopefully eliminate the common (...and senseless...) cry, "don't mine the starts!" Before exiting your shielded shell, take Mom's advice and, "look both ways before crossing the street". In curves3, the pods have been batched in two sets of four. Like the birthing pods, the reactor has been fitted with a transparent armored shell that prevents it from being accidentally blown. Go ahead and shoot all you want at it. The shield can be disarmed, if you really want to blow the game to end. As always, for the most satisfying gameplay, it is recommended that "Bright Player Ships" be set. It is, by the way, the default setting when you start a multi-player game on Kali. Access to the Mega has been made a little bit more difficult. If you really want it in your game, you can get it. Hopefully, though, this will keep the otherwise talentless player from bringing it out as soon as the game starts (because they can't otherwise get a kill). In curves3 flash missles are equally hard to get. Have fun figuring out how... There are two (equally spaced in the mine) sealed pods containing high-level resources: earthshakers, cloaks and invulnerability powerups. These items CANNOT be removed during the normal course of the game. When the reactor is blown, however, it's a "first come, first serve" situation. The doors blow off the pods and allow full access. It should make the race to the exit pretty chaotic. Have a blast! cursor _______________________________ r e v i s i o n h i s t o r y _______________________________ 10-16-00 Initial release _______________________________ [ M I N E D A T A ] 1585 Vertices 484 Cubes 110 Walls 39 Textures 3 Fuel Centers 1 Reactors 8 Players (0 coop) 0 Robots 0 Hostages 0 Robot Makers [ W E A P O N S ] 6 Afterburner 5 Quad Laser 7 Super Laser 2 Gauss Cannon 4 Plasma Cannon 6 Concussion Missiles (4-packs) 3 Flash Missiles (4-packs) 7 Mercury Missiles (4-packs) 10 Smart Missile 2 Smart Mine 2 Proximity Bomb 12 Shield Boost 8 Energy Boost 8 Vulcan Ammo 5 Cloaks 5 Invulnerability 5 Earthshakers [ C O P Y R I G H T ] This level design is copyright 1998 by Curtis "cursor" Sorenson. You may not use any part of it without first obtaining written permission from the author. You MAY distribute this level, provided you include this file, with NO modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact.