INCUBATION WILDERNESS MISSIONS LEVEL
To play this mission you will need to have an installed
copy of 'Incubation:The Wilderness Missions'.


Name of level: Bomber
Type of level: Single Player
Version : 1.0
Date : 18 October 1998

Author: Russell Pearson (rddp)
E-mail: rddp@duellist.net
URL: http://www.duellist.net

Zip file name: rddpinc6.zip

Files Needed: Bomber.txt, Bomber.lcl and Bomber.lev



Install:

1) Unzip Bomber.lev and Bomber.lcl in incubation/missions
2) Unzip Bomber.txt in incubation/data/txt/english/briefing
3) start the game in instant action (1 player only)

Known bugs:
  • There are two areas on the map which have been 'corrupted' by the design editor. These areas (occupying 1 grid space each) can be found under the two flood lights on the eastern side of the main construction platform. This causes two main problems.
        Firstly, your marines will not be able to enter these two spaces. Secondly, these 'corrupted' spaces can effect the screen display in 'Set User View' veiwing mode (this is the angular 45degree view). In this mode, if the camera is positioned over either of these two spaces, the viewing screen will shake slightly and a collection of small graphics will appear in the center of the screen. If this happens don't panic, simply hold the right mouse button down and move the mouse slightly (this will move the camera away from its current position and stop the problem).
        This 'corruption' has happened before on previous maps that I have designed. However, in the past this has only occured at the edge of the map and has not produced the screen shaking that is evident in this map. I can only assume that this bug is due to a problem with BlueByte's mission editor. As far as I can see, nothing I have done in the design process could have caused this and the editor will not let me correct the details for these spaces :-(

  • There is also a problem with the south-east generator switch. When you activate this switch it will not move to the 'down' position, thus giving the appearence of having not been activated (even though it has).

  • Both of the above mentioned bugs are purely cosmetic. This does not stop them from being extremely irritating (well, they're irritating to me anyway).
Distribution:

You may freely use and distribute this map as long as you distribute the zip file (with all files intact and unaltered). This level is copyright rddp (1998)

Last note:
  • It has been tricky to make this level challenging but not overly difficult. The main reason is due to the nature of this level. The large open spaces mean that a number of differing tactics can be employed by the player, making the design process more 'demanding'. Let me know what you think. If you find it too easy try it on difficulty level 3.
  • If you have comments or suggestions, feel free to send them to me I will be glad to hear them.


Description: Bomber

    Scay'Ger have invaded a secret manufacturing base where a prototype stealth bomber is currently under construction. They have damaged several systems, including a cloaking field generator whose purpose was to conceal the base from enemy spy satellites. Your squads main priority is to reactivate the generators before any satellites pass within observation range.

Objective: Reactivate the cloaking field by using the four switches in the north-east before the end of turn 20. Destroy all the air vents used by the Scay'Ger as entry points. Eliminate any remaining Scay'Ger.

    Before the mission commences your squad will rendezvous with two marines (details below) who were forced to evacuate the base when the invasion occured.

Recommended Difficulty: Play this at difficulty level 2     :-)

Note: You will find explosion packs in two of the supply crates on the eastern platform.



Squad Design Details:
  • Maximum squad size: 8 marines
  • Equipment Points: 2500
  • Techical Level: 2
  • Skills Level: 12 per marine


Your squad will rendezvous with:
  • Lt. Simpson - mine thrower (out of ammo), scan module, target system, servo system, standard armour, light stimulants
  • Lt. Cartman - mine thrower (out of ammo), scan module, target system, servo system, standard armour, light stimulants

This level is copyright Russell Pearson (1998)
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