INCUBATION WILDERNESS MISSIONS LEVEL

Name of level: DeathmatchPack 2 (5 variations included)
Type of level: Multiplayer Deathmatch
Version : 2.0
Date : 20 October 1999

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

Zip file name: rddpinc10.zip

Files Needed: Deathmatch 2a.lev Deathmatch 2a.lcl
Deathmatch 2b.lev Deathmatch 2b.lcl
Deathmatch 2c.lev Deathmatch 2c.lcl
Deathmatch 2d.lev Deathmatch 2d.lcl
Deathmatch 2e.lev Deathmatch 2e.lcl

Note: Deathmatch 2b, Deathmatch 2d and Deathmatch 2e require that you have installed the Wilderness Missions.




Install:

1) Unzip all lev and lcl files into incubation/missions
2) Start the game in network mode or instant action (2-4 players).

Known bugs:
  • Deathmatches are slightly different to single & co-op levels. In deathmatch the computer specifies your mission objective (it could be different each time!). It thus also applies it's own set of victory conditions. This creates a slight problem for level 2a and 2b, where everyones mission is intended to be the destruction of the other players. Even if you are killed in a game using level 2a (or 2b) the computer may claim that you were successful. One scenario where this would happen is if the computer stated that you had to stay alive until turn 15 and all your marines died in turn 16. Therefore, when playing level 2a (or 2b) ignore what the computer tells you to do and concentrate on killing your opponents. The winner is the last survivng player (despite what the computer may claim).
  • If you find any other bugs please email me.
Distribution:

You may freely use and distribute these maps as long as you distribute the zip file (with all files intact and unaltered). These levels are copyright rddp (1998,1999)

Last note:
  • Where's the text file? In a single or co-op mission the text file contains the briefing information. In deathmatch the briefing details (mission objectives) are automatically generated by the computer. Therefore, there is no text file needed for a deathmatch level and the editor will not let you create or edit one.
  • Thanks to Stuart for helping me playtest these levels.
  • If you have comments or suggestions, feel free to send them to me I will be glad to hear them.

- Russell (rddp)



Mission Description: Deathmatch 2a

    This level has no 'objective/victory' squares and no equipment crates.

Mission Objective: Ingnore the mission objectives specified by the computer. This level was designed with the intention that the last surviving player is the winner, everyone else loses.



Mission Description: Deathmatch 2b

    This level has no 'objective/victory' squares. It does have equipment crates.

Mission Objective: Ingnore the mission objectives specified by the computer. This level was designed with the intention that the last surviving player is the winner, everyone else loses.



Mission Description: Deathmatch 2c

    This level does have 'objective/victory' squares but does not have equipment crates.

Mission Objective: Specified by the computer.



Mission Description: Deathmatch 2d

    This level has both 'objective/victory' squares and equipment crates.

Mission Objective: Specified by the computer.



Mission Description: Deathmatch 2e

    This level has both 'objective/victory' squares and equipment crates. It also has defense grids (see the note below).

Mission Objective: Specified by the computer.

    Defense grids generally identify and vapourise any target 'painted' by weapons fire. The raised area in this level is basically one big grid, but is set up to be faulty. The grid is only active in certain areas and then only destroys a target very occasionally (this makes the level interesting without getting too annoying).
    It should be noted that a shot does not have to hit a target for the grid to lock onto the target (a 'missed' is good enough). The grids system just needs the general area indicated to it, it's own sensors can do the rest. Due to the limitations of the lcl game elements you should also be aware when firing an area effect weapon the grid only attacks the unit which you targeted, not any other units who happen to be effected by the weapons area effect.
    Defense grids first appeared in my single player mission Computer Core (level 5, file rddpinc5.zip) which can be downloaded from my website at http://www.duellist.net


This level is copyright Russell Pearson (1998)
www.doublefire.net
www.duellist.net