New Version: Shield drain bug fixed
7-Zip: dinter-1.4.7z via descent2.de (fast)
7-Zip: dinter-1.4.7z via mediafire (slow)
Heres is an extract from the Readme:
To make this mission work you need two things:
D2X-XL: A source port of Descent 2 that introduces enough features to make it
almost Descent 3. This mission is designed to use those features so get the
latest version of D2X-XL from www.descent2.de. It just tastes better.
Please note that the mission requires D2X-XL version 1.15.75 or higher
Descent2: Vertigo: The official expansion set to Descent 2 which you may still
find online. The robots from the Vertigo expansion set are used in this mission.
This mission ran fine on a PC using a Radeon HD4850 but if you have low-end
hardware you will probably have problems.
You should not need to drop some effects or screen resolution but you may need
to disable hi-res textures or models to improve loading time. Per-Pixel lighting with
high lightmap quality will also take a looooooooong time. Either set lightmap quality to
low or use per-vertex lighting.
The automap will also bring your computer to its knees, use wireframe view to fix that
The Dimentional Intersect is a circular lobby of portals, each taking you to a very
different environment. There are 9 worlds in total that you can choose from and you
may tackle them in any order you like. Each world has ranging difficulties, different
strategies, different "wildlife" and a boss at each end.
Only when you destroy the world-specific boss will you be able to leave the world
and enter another. Each boss destroyed opens one of the 9 locks leading to biggest,
nastiest boss of them all.
An entire 10 level mission packed into one.
A central "lobby" that lets you choose the order you wish the play the missions in.
Usage of available D2X-XL effects anywhere applicable. Sounds included.
Usage of available cube and trigger types to introduce new game mechanisms.
Distinct themes and outdoor environments, traps, puzzles and battlefields
Usage of all available D2 robots, each one has been revised to give each robot a
unique role/behavior or specific theme. Even scoring has been adjusted so that the
score earned per robot is more relative to the robots toughness.
Special thanks to Pumo and Irontower for the textures, and future thanks to anyone who can help with suggestions and improvements