                               Konflict at Karon
                                     (KaK)

                                    by Kruel

                         	 April 3, 1999

	KaK kontains:
	4 challenging levels with non-standard mission goals.
	10 new robots and 4 from the KKR (one of them was redesigned).
	Briefings with backgrounds rendered in Bryce3D.
	The midis for levels 2-4 are from D1.  Level 1 music is from D2.
	All game modes supported.

				***Important!***

	* You must have Descent2 version 1.2 in order to see the custom
	  textures and robots.  If your not using D2 ver1.2, things may
	  seem a bit weird.
	* If your using D2_3dfx you may get a warning screen in between
	  levels... It's nothing to worry about.  Just hold down on the
	  enter key untill it starts loading the next level.
	* When playing a co-op game, make sure all players exit levels
	  1 and 3 at roughly the same time, otherwise the game may split.
	  I suggest playing in solo first so you know where the exits are
	  and what your objectives are, otherwise things may be confusing.


	Some interesting things about KaK:
	
	It was partially inspired by the levels in Half Life.
        It was made over the period of one month by just one person.
        I was gonna make this for D3, but couldn't wait!
	Instead of fighting for PTMC, your are fighting against them.
	Level 2 has some enemies that aren't your ordinary robots (PTMC
	employees in space suits).
	Robots aren't dark after reloading games in KaK.
	The ventilation system in level 1 is completely blocked off in
	multiplayer games, as is a large part of level 3.  However, there
	are many new openings and passages in multiplayer games.
	Levels 1 and 3 don't have the usuall blow-the-reactor and
	countdown... instead you just exit when you reach your destination.
	In fact, part of level 3 (the part that isn't accessible in anarchy)
	is also part of level 4.
	Insane difficulty is about 2x harder than Ace.
        The brownish texture with the moving lights in the Main Generator is
        a modified texture from Unreal.  All other custom textures were made
        by me, usually by modifying Descent2 textures.
	All custom robots were made with PolyTron from scratch, or by
	modifying existing robots that I created.
	All of the levels in KaK were made using Devil.  Creating the fallen
	rocks in level 3, and the Main Generator in level 4 was easy with
	Devil's cube splitting feature.
	Kak is a bad word in Dutch (I won't say which >=).

	
	Mucho thanx to everyone who participated in beta testing KaK,
	especially Gordon Pedley, WOLF, Tricord, and Lothar for all the
	helpfull feedback.  Also, extra thanx to WOLF for helping with 
	the ending briefing.
	
        ---------------------------------------------------------------
                                Copyright stuff
                        (I hate doing this but I gotta :P)

        All levels and custom polymodels contained in this mission are
        copyright of Nick Herres, 1999.  This mission for Descent2 is
        not to be distributed or used in any one elses projects unless
	it is done in private (that means you can take out the robots
	and levels to do with as you please, as long as it stays on your
	computer).  The textures are public domain as far as I'm conerned.
	Briefing renderings are not.

        
