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			Disintegration
			
A 6-level anarchy series by *SiriuS* and DarkHorse
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Table of Contents

1: Game Modes

2: Introduction

3: Level Overview

4: Level Statistics

5: Further Information







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1: Game Modes

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Normal: Possible, but not much point, except for looking   |
                                                           |
Anarchy: Yes                                               |
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Robo-Anarchy: Yes, but the same as Anarchy                 |
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Cooperative: Possible, but rather pointless...             |
                                                           |
Capture the Flag: Yes, but on level 1 scoring is effortless|
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Hoard: Yes                                                 |

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Authors: *SiriuS* and DarkHorse                            |
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Editor: DMB2 v2.6                                          |
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Build Time: Approx. 1 month                                |

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2: Introduction

Most levels usually have rooms no more than two cubes high -
that is, 40 units. The most common examples of these are
Minerva, Nysa 2, Gigadeath (surprisingly), Ultra-Earthshaker,
and, more recently, Kegparty 1 and 2, which have custom
textures in addition.

Disintegration is far different. The average room here could
be around 100 units high - 60 at the least. The levels also
make good use of the textures in Descent II - without using
too many (I can't stand levels that have over 150 different
textures - and just a moderate size). They have a good weapon
balance, and even weapons such as Homing missiles aren't
particularly common until the last two levels.

Capture the Flag would also be excellent here - except in the
first level, due to its small size.
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3: Level Overview

Level 1: Bloodstone

This level isn't the best for flag, but due to its design, it
is exceptional in 1 on 1 - especially for dogfighters.

It has no homing, super-fast or powerful weapons at all. The
level is mainly one room with an energy centre at either side
and the reactor out of the way in the middle of the room.
There are four grate-covered passages that come upwards at
the sides of the main room, making sniping possible (but only
to a degree).

You can play this level with up to 4 players, but as
mentioned earlier, 1 on 1 is the best.

Level 2: Riverbed

This level is based on a force-field gate in the centre of
the level. There are tunnels connecting various areas of the
level, including the entrance to the reactor room and the
sniping turrets, in which the bases are located.

Riverbed is essentially tunnel based, with a few grates for
separation. There are quite a number of one-way gates here,
including the force-fields and the upper doors.

Riverbed is probably best for 4-6 players, considering its
size. The sniping turrets are rather claustrophobic, and
probably more of a disadvantage to the person inside.

Level 3: Emerald

Emerald is based on a large room in the centre, and two rooms
at both sides, with a few other sections to connect. The
large room should make dodging your opponents weapons a
breeze, and there are also some interesting effects on the
walls here.

This level should support 4 to 6 players, or possibly 8, but
I don't think I'd try it. Snipers would probably like it,
mainly because there are a few dark corridors in the level
where it is harder for other people to see.

Level 4: Reversion

Reversion is quite a small level, but it seems to be a
reasonable size due to the number of grates through the
level. There is a Full Map (and a secret area) located here.

Reversion is probably best for 4 or 5 players. Snipers would
have the best luck here.

Level 5: Frostcore

Frostcore is mainly a number of vertically sorted rooms in the
centre (the "core") with two spiral tunnels at either side.
The tunnels were at first too dark because there were no
lights. There wasn't any place to put the lights - so I set
the lighting on the floor to 100%, and the effect created
looks quite interesting.

The Omega Cannon makes its first appearance in this level, but
even so, you'll find that it's hidden. Flag would play well
here, but the level is quite complex, so I wouldn't recommend
it for two players. Nevertheless, it's still possible.

The ring around the middle of the level has grates at two
sections - this would be a good place to nail other players
with your Gauss. This level is recommended for 4-8 players.

Level 6: Polarity

Polarity's central tunnel is reminiscent of a tunnel in
Polaris, a D3 level (also named after Polaris).
The level is quite large, with most areas connecting at the
centre. There is a Phoenix Cannon in this level, but it could
mean suicide for those who aren't used to using the weapon.
The only real advantage of the Phoenix Cannon here is using
it in the outer hallways, due to their curved shape. Note that
they aren't flat.

Polarity is probably best for 6-8 players. Considering that
none of the areas are very large, dogfighters might not like
this level.

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4: Level Statistics

Level 1: Bloodstone

Designer: *SiriuS*

Cube Count: 67

Texture Scheme: Red, brown, metal

Weapons included:
Shield/Flag:    2
Laser:          2
Vulcan:         2
Spreadfire:     2
Plasma:         2
Concussion:     2x4
Flash:          2x4
Proximity:      1x4
Vulcan Ammo:    4
Headlight:      1
Afterburner:    3

Energy Centres: 2

Level 2: Riverbed

Designer: DarkHorse

Cube Count: 167

Texture Scheme: Stone

Weapons included:
Shield/Flag:    2
Laser:          2
Super Laser:    1
Vulcan:         2
Spreadfire:     1
Plasma:         2
Fusion:         1
Concussion:     2x4
Flash:          1x4
Guided:         2
Proximity:      2x4
Headlight:      2
Afterburner:    4

Energy Centres: 1

Level 3: Emerald

Designer: *SiriuS*

Cube Count: 128

Texture Scheme: Green

Weapons included:
Shield/Flag:    2
Energy:         4
Laser:          2
Super Laser:    2
Quad Laser:     1
Vulcan:         2
Gauss:          2
Spreadfire:     2
Plasma:         2
Fusion:         1
Concussion:     2x4
Flash:          2x4
Homing:         2x4
Proximity:      1x4
Smart:          1
Mercury:        2x4
Vulcan Ammo:    4
Afterburner:    4
Converter:      1

Energy Centres: 2

Level 4: Reversion

Designer: DarkHorse

Cube Count: 218

Texture Scheme: Green Ice

Weapons included:
Shield/Flag:    2
Shield:         2
Laser:          4
Super Laser:    2
Quad Laser:     2
Vulcan:         1
Gauss:          2
Spreadfire:     1
Plasma:         3
Fusion:         2
Concussion:     4x4
Flash:          2
Homing:         4
Guided:         1x4
Smart:          2
Mercury:        2
Vulcan Ammo:   12
Afterburner:    2
Ammo Rack:      1
Full Map:       1

Energy Centres: 1

Level 5: Frostcore

Designer: *SiriuS*

Cube Count: 214

Texture Scheme: Blue Ice

Weapons included:
Shield/Flag:    2
Laser:          2
Super Laser:    3
Quad Laser:     2
Vulcan:         2
Gauss:          1
Spreadfire:     2
Plasma:         2
Fusion:         1
Omega:          1
Concussion:     2x4
Flash:          1x4
Homing:         2x4
Guided:         1x4
Proximity:      3x4
Smart:          1
Mercury:        1x4
Vulcan Ammo:    4
Headlight:      1
Afterburner:    4
Converter:      1

Energy Centres: 2

Level 6: Polarity

Designer: DarkHorse

Cube Count: 246

Texture Scheme: Sapphire

Weapons included:
Shield/Flag:    2
Laser:          4
Super Laser:    4
Quad Laser:     2
Vulcan:         2
Gauss:          2
Spreadfire:     2
Plasma:         2
Phoenix:        1
Fusion:         2
Omega:          1
Concussion:     4x4
Flash:          4
Proximity:      4x4
Homing:         2x4
Smart:          1
Mercury:        4
Vulcan Ammo:    4
Afterburner:    4
Converter:      1

Energy Centres: 4

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5: Further Information

Visit the Descent Nebula at:
http://homepages.ihug.co.nz/~jenlogix

Visit the Ellusion Design Website at:
http://www.descent-3.com/ellusion

Visit the Descent Network Homepage at:
http://www.descent2.com

Other Descent Network Sites:
http://www.descent-3.com
http://www.descent-4.com
http://www.descent-freespace.com

Our names on Kali are:
{FlyD}*SiriuS*
(DNet)DarkHorse

E-mail: keymer@jenlogix.co.nz

No part of these levels may be copied in any way
without permission, written or otherwise.

Thank you for playing Disintegration.