These are my levels for use with Ambrosia's game Avara. Many of them are experimental in nature, as they explore different ways to exploit the third dimension in level design and incorporate symmetry into levels. Some are also influenced by my own circumstance: as I'm 10,000km away from most players most of my games are laggy, even with only a couple of players, and very complex levels can be unplayable.
Despite this they are all designed to be playable, and hopefully among them you'll find something you like. I welcome feedback on any or all of the levels, especially constructive criticism which gives me ideas which can be incorporated into new levels.
This is the third release of this map. The first one had red and green teams, but for some reason I've still not worked out yellow and green teams work better. In this release I've slightly lightened some of the walls so they can be more easily seen, and have added a teleport to teleport out the winning team.
There was a problem with the initial release of this level, in release 1.7 of these levels: you could be any colour you liked as long as it was green. This is fixed in release 1.8.
It also has eight pills. Shoot a pill a few times to subdue it, then quickly pick it up (before it recovers) and after a few seconds it changes colour and is on your side, and will shoot other players/teams but not you/your team. The pills start in locations where they can't see very much, you can move them elsewhere once you've subdued them, though you move a lot more slowly while carrying a pill.
The above two levels are graphically fairly complex. I've noticed a slight slow down on my PPC 604/132 Mac, at 832 x 624, when standing where I can see most or all of the platforms, and you may fare worse on a slower machine. One tip for these maze levels: use a light HECTOR without any ammo, as you'll then be lighter and will find the jumps easier.
It's a more traditional solo level, hopefully not too easy. It started as a Pyramid, but after doing just one level it was obvious that Avara wasn't going to cope with what I had in mind, so I stopped there. Even so it's geometrically fairly intricate, and taxes Avara's rendering capabilities. I've added some optimisations to the interior of the tomb to speed rendering, and switching to 'Short Range View' also helps a lot when you're outside. As I've only tested it on my 640/132 PPC I'm not sure how well it will work on slower Macs. I suspect it will not run very well on '040 Macs.
To create them all I did was use ResEdit to add the line
gravity = 0.166
to the TEXT resource with ID 1000 in a copy of the level set. This is easy to do and will work on any level set, including the bundled net levels, so in theory you could vary the gravity (or any level parameter - see the Level Design Manual for details) of other levels. But because of the way Avara looks for levels you can only play net games against other players if their copies of the levels are exactly identical to yours, even down to the file modification dates. This means that unless level authors release low g versions of levels you'll only be able to play such modified levels if one player does the modifications and distributes the modified files to others.
Releases
1.0 - first release of 'The Wall'.
1.1 - Added 'Maze No. 1', improvements to 'The Wall'.
1.2 - Added 'Maze No. 2', more improvements to 'The Wall'.
1.3 - Added 'Pit Ball Terror'.
1.4 - Added 'A Small Desert Town'.
1.5 - Added 'The Tomb', changed resource IDs of PICTs to conform with Ambrosia's docs.
1.6 - Added 'Maze No. 3', 'Arena' and 'Dance Floor'.
1.7 - Added 'Maze No. 4', 'Walls', 'Arena II' and 'Platforms'; re-arranged the levels so net levels come first and related levels are grouped together (previously they had been organized in order of creation); added recenter teleporters to most net levels (as most were missing them).
1.8 - Fixed problem with 'Walls'.
1.9 - Fixed a minor problem with 'Maze 3' & a very serious problem with 'Maze 4' (which meant you would see Maze 3 instead, unless you hacked the 'LEDI' resource in 1.8); added 'Lava Pit' and low gravity set. Also 1.9 is the first version where the version number is part of the level set name, which should make it easier to identify and to keep multiple releases to hand.
2.0 Added 'Valley of the WHAT ?!'.
© John Blackburne, johnb@hk.super.net, 1st February 1998