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
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:
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:
- 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 |