Some Pics:
![Image](http://home.ripway.com/2004-9/172350/eleldee11screenset2.jpg)
![Image](http://home.ripway.com/2004-9/172350/eleldee11screenset1.jpg)
From the Readme:
*****************************************************************************************************************************
============
Eleldee v1.1
============
Author: Slowguy (aka Max/{RS}Max)
Date: 8-6-05
Mods Supported: 2-team CTF (recommended), Anarchy, Team Anarchy, Hyper Anarchy, and Hoard
E-mail: Slowguy8503@yahoo.com
================
Changes From 1.0
================
-BOA Vis Table recalculated to fix ship disappearing bug.
-Sound portal bug fixed.
-Lighting redone (with high quality settings --lightmap spacing of 1, iterations 9999999, lightmap spacing of 0.000005, and ambiance set to 0.02--) on both the mine and terrain portions of the level.
-Satellite moved to cast large shadow areas on the terrain, and also to provide better lighting on the inside of the connecting bridges between bases.
-changed and aligned a few textures.
-New level loading screen.
![Wink ;)](./images/smilies/icon_wink.gif)
==========================================
Background, and level description
==========================================
I started this level shortly after the Descent IV project was canceled. I had been on the team as a level designer and was focusing on creating high-poly rooms and objects for the level that I was assigned to. Once the project ended I continued working on the level I was assigned in hopes of someday releasing it, but I ended up loosing all that work when a virus infected my computer. Once I fixed the computer I decided that I would build a new level. A singleplayer level that was inspired by my previous work on the DIV project. I didn't get far on this new level though. I had very big ideas and not enough time, so I eventually ended up loosing interest.
Recently though, I decided to make some use out of what I had started long ago. I wanted to take what I had and build a symmetrical CTF level. The end result is this: A large high-poly CTF level with a simple layout that is very easy to learn and should make for a fun game with 4 to 16 players.
================
Level Statistics
================
55 Rooms (14 external)
32601 Faces
40495 Vertices
135 Portals
59 Polygon objects (59 inside, 0 outside)
5 Energy Centers
2 Doors
1 Red Goal
1 Blue Goal
16 Player Starts
=============
Weapon Layout
=============
2 4 Pack Concussion Missiles
2 Afterburner Coolers
1 EMD Launcher
2 Frag Missiles
2 Fusion Cannons
6 Homing Missiles
2 Impact Mortars
2 Mass Drivers
2 Mass Driver Rounds
2 Mega Missiles
2 Microwave Cannons
2 Napalm Rockets
2 Omega Cannons
2 Plasma Cannons
2 Quad Laser Powerups
2 Shield Orbs
2 Superlaser Cannons
2 Vauss Cannons
2 Vauss Clips
=============
Modifications
=============
-Missile trails have been modified.
-A recoil effect was added to the Fusion Cannon.
-Added in Hostile's Plasma mod. (Sound adjusted so as not to cause problems).
-Mass Driver starting ammo was reduced to 4 rounds, and the MD ammo power-up was reduced to 1 round.
-1 Custom door.
-2 custom light textures.
(Table entries for the missile trails, and Fusion recoil were taken from "The Long Run" by Nick, and table entries for the Plasma and MD mods were taken from "Damage" by Otherone).
==========
Annoyances
==========
-This level has very high polygon counts at times, and this results in poor framerates (especially in outdoor areas, and with the rearview window turned on) so a fairly decent computer with a good video card is recommended.
-When running under Direct3D (or in some cases OpenGL) you may notice strange lines running along the terrain. (This is not a problem with the level, it could be a problem with newer drivers and Descent 3).
-Lighting is not always smooth between the internal and external rooms (noticeable when you see a ship going through the portal between the rooms). This, as far as I know is a problem with the way lighting is done in D3.
===========
Server Note
===========
Servers hosting this level may need to extract the custom door file (http://home.ripway.com/2004-9/172350/Fastlpsdoorv1.oof) and place it in D3's main directory to prevent the game from crashing when the level resets.
*****************************************************************************************************************************
Download here: http://www.koolbear.com/Descent/levels/d3/eleldee11.zip
or here: http://www.gameedit.net/modules.php?nam ... tit&lid=27
Thanks to Sergent Thorne and Thunderbird for uploading the level to Planet Descent.
![Smile :)](./images/smilies/icon_smile.gif)
Problems?, Comments, Suggestions... Post them here!