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1993-10-18
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Phil's Worms Levels, version 1, 21st January 1996.
These levels were all created by me (Philip Kaulfuss).
I've been experimenting with Worms levels since my friend got it at Christmas.
I haven't actually got the game myself yet. Shame on me, eh, Team17? =)
However, I plan to get it soon. I've been refining these levels until they were
in a reasonably playable state, and now I've decided to release them on AmiNet
and the Team17 web site, if they want to put them on, that is. I think they
should get in, judging from some of the ones they've let on there. =) I know
these aren't the best thing since sliced bread, but they are of reasonable
quality, so I reckon I should be alright. ;) This is the first release of them,
and I plan to update and add new ones every so often, so this is version 1.
You can E-Mail me at phil@boehme.demon.co.uk if you want to ask or tell me
anything about these levels, or you can sometimes find me as PhilK in the
UnderNet IRC channel #AmigaCafe (If you haven't tried this one before, go there,
it rules!) =)
All work by me, and made with DPaint 4.5 AGA and ImageFX 1.52 unless otherwise
stated. Thanks to those whose work I used.
Here are the descriptions of the levels.
'Amiga'
Version 1, 21st January 1996.
The Amiga Technologies and the Escom logos were taken from the Amiga
Technologies web site.
The Worms logo was taken from the Team17 web site.
The Amiga was taken from the Brilliance demo picture 'Amiga Lagoon', by Jim
Sachs.
This one is quite fun, what else can I say? Try swinging underneath the Amiga
with the ninja rope, and try to land on the mouse. The logos are the top were
not originally outlined in white, but this had to be done, because it was near
impossible to see them against the mountains in the background.
'BB'
Version 1, 7th January 1996.
This level sucks, uh huh huh. Well, it's OK, but there's not much to do. It
usually ends too quickly with worms getting blasted off the screen, so disable
all of the heavy duty weapons. E-Mail me if you want the original (as yet
unfinished) picture.
'Dark'
ImageFX not used
Version 1, 7th January 1996.
My favourite one. It was inspired by David Eady's City level, although I have
not used any of his work. This level also took the longest to draw. Try to get
onto the roofs without using the teleport. It's a good vantage point for
blasting all the little worms below. Use the shotgun and the ninja rope to make
your way around the 2 buildings. Bungee jumping off the roof of the warehouse
is cool. Also, try to go through the underground passage without drowning.
There is something like 1 or 2 pixels between the ground and the water. I plan
to make this a bit more, because it makes crossing very hazardous. Could
someone tell me actually how many pixels there are at the bottom that are used
up by water? I think it's 25, but I'm not sure. It would be a help for when I
start new levels.
'Fish'
Version 1, 7th January 1996.
DPaint not used
Fish taken from clip art supplied with the program 'Aqua'
This is a good one for the ninja rope. If you know how, try changing the gravity
and friction attributes of the level for a better underwater effect! =)
'Garden'
Version 1, 21st January 1996.
ImageFX not used
The worms in their natural habitat. ;) This one is cool with cluster bombs,
sheep, and all the other explosives. Try knocking worms into little holes and
then obliterate them!! =) Again, watch out for the extremely thin ground in the
tunnels near the bottom.
'Jag'
Version 1, 7th January 1996.
The fastest commercial car in the world. Well, until the McLaren F1 came along.
This one is also pretty ordinary, but at least you don't really have to worry
about falling into the water. Try to get underneath the car if you want to hide
somewhere. You might have to make some room. The original picture was a joint
effort by me and Barrie Hogg. If you want it, you know what to do. =)
'Skull'
Version 1, 7th January 1996.
Skull taken from the title screen to 'SteroMaster' (and diddled by me quite a
lot)
This one is quite fun, to avoid getting drowned, hide in his eyes and nose. =)
I might add some bones at the sides to make it more fun. Can anyone send me a
realistic looking (preferably digitised) bone or two?
'Stupid'
Version 1, 27th December 1995.
I couldn't think of anything else to call this one. I haven't really played on
this one much either, so I can't give any hints on it. See for yourself.
Vista
Version 1, 7th January 1996.
Vista also used
DPaint not used
This one is OK, and little else. I'm probably going to redraw the girders in the
near future. I'll study the ones used in the game and see if I can make ones
that look the same. Hey. That rhymes. =)
WB
Version 0.8, 7th January 1996
Most art taken from Martin Huttenloher's Magic Workbench.
This level is going to get a major overhaul. Basically I just slapped everything
down with little thought for layout. The bottom tunnels are at the moment
unaccessible. I can't really give any hints for it either.
Well, I hope you have fun with these levels. Distribute them wherever you will,
but don't pass them off as your work. I would like to hear your comments, be
they good or bad about my levels. If you want any of the pictures and stuff
that I used to make them, just write to me and I'll see what I can do. =)
_______ _.,---------------.._ _______
`-.____`.-'" Philip Kaulfuss "`-,'____,-'
`-.___\ phil@boehme.demon.co.uk /___,-'
`-._>-.._________________.,-<_,-'