                      The Kryllidian Krusade Revised (again)

                                   by Kruel

			       February 10, 1999

		      http://www.tri-century.com/kruels/
		      http://www.planetdescent.com/kruel/

This is version 1.1 of the KKR.
Things changed since 1.0 are:
  - Added co-op and multiplayer starting places in level 5 (oops!).
  - Fixed some missaligned textures and lighting bugs in levels 1, 3, and 4.
  - Did some minor changes to the intro briefing.  I used to have a rendering 
    with a hand drawn picture of Dravis in the intro briefing, but I didn't 
    like it very much so I ripped the one from Vertigo and used it instead.

This is a major revision of the Kryllidian Krusade.  Many things were changed
and added including 2 new levels, a final boss, 7 more additional robots,
fixes and modifications of the original robots and levels, new story line and
mission briefings.


The hype:
	  - 5 puzzling, and architecturally splendid levels plus 1 tricky
	    secret level
	  - Over 20 new badass robots including 3 boss robots
	  - Briefings (short ones)
	  - New player ship
	  - Modified weapons
	  - Custom textures
	  - All games modes are supported
	  - Lotsa fun!

Levels 1 and 2 are pretty much linear, while levels 3, 4, and 5 are more
interconnected and would probly make for some good 8 player network games.
The secret level can not be played in multiplayer games unfortunately.

The midi music is from D1.  I put in the tunes which I felt would set the
mood of the levels.

Note: You will need Descent2 version 1.2 to play this mission the way it's
supposed to be played.  Also, do not use the -nohires option when playing
this, otherwise D2 will crash when it gets to the briefing.

Bugs: If your using a 3dfx version of D2, you will get a Warning screen
between levels - just hold down on the enter key untill it starts loading
the next level.  There are some places where walls, or even robots and items
may dissappear momemtarily, but they're still there - this is a bug in D2.
It only happens when your at just the right angle.  The cause is complex
architecture.  I could fix it if I used more cubes, but I was trying to use
the least possible amount of cubes when making the levels, that way the frame
rate will be good.  If you don't like it, TOUGH! :P

Editors used:
		Devil 2.2lc1 - level design
		DMB2 2.5 - blinking lights
		BriefEd - briefings
		Simply3D - briefing background renderings
		Windows Paint - custom textures
		Corel Photopaint 6 - custom textures
		DTX2 - adding custom textures and hog manager
		PolyTron beta 1 - robot contruction
		PolyTron32 beta 6 - robot texturing and submodel editing
		PmView - preview polymodels
		RobotEd - robot attributes, joints, and insertion into .hxm
		HxmEdit - robot attributes
		HaxMed32 - Polymodel insertion and assignment
		Yahoma - hog manager

Thanx...
Thanx first of all goes to God, for my imagination and all that stuff.  Also 
I'd also like to thank all of you who beta tested this mission for me (Platter,
Nevering, ZappaFan, SBV, McAlpine, Stonewall, Prescience, Nirvana, HH, and anyone
else who I may have forgotten).


Copyright stuff...
All levels, and custom polymodels (excluding the midi, Pyro polymodel, and
any other robots that may appear from the regular Descent2 mission)
contained in this mission are Copyright of Nick Herres 1998.  Do not use
these levels or polymodels without his specific permission.  Blah blah
blah... You may distribute this mission in whatever form you want, as long
as you leave everything in the .zip file intact (krusade.hog, krusade.mn2,
and krusade.txt).