CrystAlien Conflict is a strategy game that involves the use of units and buildings to survive. It is based on the Lego Mars Mission theme. It is somewhat similar to the Rock Raiders Game.
Units
This section covers the units available in CrystAlien Conflict.
Astronaut Units
*Crystal Miners are moderately fast moving vehicles that collect energy crystals for money.
*Infantry are slow moving assult units .
*Engineers are the slowest units on the battle field, but they can repair damaged buildings and units.
*Jet-pack Explores are the third fastest units on the battle field. They carry a slow firing laser weapon. They can fly over hills and crystal pools.
*Trikes are fast moving week scout vehicles. They carry the same weapon as the infantry but it fires at a faster rate.
*Claw-Tanks move about as fast as the Crystal Miners. They have a large laser cannon.Vechile matches
*Astro Fighters are fast, short range ships. The weapon fires a rapid sucsession of lasers at enemy units. They must refuel back at the radar station soon after they reach their target. Also, if the Radar Station is destroyed the Astro Fighters will be destroyed.
*Recon Dropships are slow moving flying craft that can carry Infantry, Engineers, and Jet-Pack Explorers. The are not armed.
Alien Units
*Crystal Extractors are slow moving craft that mine energy crystals for money.
*Drones are weak slow moving units that carry a semi-powerful weapon.
*Infiltrators are the slowest unit in the battle field, but they can repair damaged units and buildings. They also can take over enemy buildings.
*Vipers are the semi fast flying craft that carry a slow firing gun. They can fly over crystal pools and hills.
*Speeders are fast moving machines that have a cannon like the Drones, except that it is faster firing.
*Dragon Cruisers are moderately fast moving vehicles. They carry a powerful cannon.
*Strike Fightersare fast speeders. They will be destroyed it the Sonar Station is distroyed.
*Hyper Carriers are slow moving, unarmed, heavy transports designed to carry Drones, Infaltrators, and Vipers.
Both Sides
*EM:4T2 Pulse Beam is an extremely destructive one use weapon. A beam of energy comes from the sky destroying nearly every thing in its blast radius. It must be repurchased after every use.
Buildings
This section covers the known buildings in CrystAlien Conflict. The farther the building is put in means that it must have the buildings above it in order to be built.
Astronaut Buildings
*Eagle Command Base this building can not be removed from the battle field. If it is destroyed the Astronauts lose.
**Power Plant this building is the second one you can build it generates power so that other buildings stay operational.
***Training Camp is a building that is available after a Power Plant is built. It allows you to train Infantry and Engineers.
****Defense Station is a building designed to defend your mission. When aliens come nearby it will blast them with its laser cannon.
****Vehicle Factory is a building that can produce Trikes and, if a Radar Station is built, Claw-Tanks.
****Radar Station is a building that shows the terrain that you have uncovered so far in a map. It also allows you to build Astro Fighters.
*****Technology Center is a building that allows you to build Jet-Pack Explorers and Recon Dropships.
******Satelite Up-link is a building which will show you the entire map, but if its destroyed the map will return to the terrain that you have discovered. They unlock the EM:4T2 Pulse Beams.
Alien Buildings
*Mothership is the building that can't be removed from the battle field. If it is destroyed the aliens lose.
**Energy Generator is a building that produces power for other buildings such as Assault Turrets.
***Breeding Pit is a building that can make Drones and Infaltrators.
****Assault Turret is a building that will attack any unit that comes near it.
****Battle Foundry is a building that can produce Speeders and, with the presence of a Sonar Station, Dragon Cruisers.
****Sonar Station is a building that shows you all your revealed terrain. It can also produce Strike Fighters.
*****Experiment Lab allows for the construction of Vipers and Hyper Carriers.
******Orbital Uplink this building functions the same way as the Astronaut's Satelite Up-link. It unlocks the EM:4T2 Pulse Beam.
Units
This section covers the units available in CrystAlien Conflict.
Astronaut Units
*Crystal Miners are moderately fast moving vehicles that collect energy crystals for money.
*Infantry are slow moving assult units .
*Engineers are the slowest units on the battle field, but they can repair damaged buildings and units.
*Jet-pack Explores are the third fastest units on the battle field. They carry a slow firing laser weapon. They can fly over hills and crystal pools.
*Trikes are fast moving week scout vehicles. They carry the same weapon as the infantry but it fires at a faster rate.
*Claw-Tanks move about as fast as the Crystal Miners. They have a large laser cannon.Vechile matches
*Astro Fighters are fast, short range ships. The weapon fires a rapid sucsession of lasers at enemy units. They must refuel back at the radar station soon after they reach their target. Also, if the Radar Station is destroyed the Astro Fighters will be destroyed.
*Recon Dropships are slow moving flying craft that can carry Infantry, Engineers, and Jet-Pack Explorers. The are not armed.
Alien Units
*Crystal Extractors are slow moving craft that mine energy crystals for money.
*Drones are weak slow moving units that carry a semi-powerful weapon.
*Infiltrators are the slowest unit in the battle field, but they can repair damaged units and buildings. They also can take over enemy buildings.
*Vipers are the semi fast flying craft that carry a slow firing gun. They can fly over crystal pools and hills.
*Speeders are fast moving machines that have a cannon like the Drones, except that it is faster firing.
*Dragon Cruisers are moderately fast moving vehicles. They carry a powerful cannon.
*Strike Fightersare fast speeders. They will be destroyed it the Sonar Station is distroyed.
*Hyper Carriers are slow moving, unarmed, heavy transports designed to carry Drones, Infaltrators, and Vipers.
Both Sides
*EM:4T2 Pulse Beam is an extremely destructive one use weapon. A beam of energy comes from the sky destroying nearly every thing in its blast radius. It must be repurchased after every use.
Buildings
This section covers the known buildings in CrystAlien Conflict. The farther the building is put in means that it must have the buildings above it in order to be built.
Astronaut Buildings
*Eagle Command Base this building can not be removed from the battle field. If it is destroyed the Astronauts lose.
**Power Plant this building is the second one you can build it generates power so that other buildings stay operational.
***Training Camp is a building that is available after a Power Plant is built. It allows you to train Infantry and Engineers.
****Defense Station is a building designed to defend your mission. When aliens come nearby it will blast them with its laser cannon.
****Vehicle Factory is a building that can produce Trikes and, if a Radar Station is built, Claw-Tanks.
****Radar Station is a building that shows the terrain that you have uncovered so far in a map. It also allows you to build Astro Fighters.
*****Technology Center is a building that allows you to build Jet-Pack Explorers and Recon Dropships.
******Satelite Up-link is a building which will show you the entire map, but if its destroyed the map will return to the terrain that you have discovered. They unlock the EM:4T2 Pulse Beams.
Alien Buildings
*Mothership is the building that can't be removed from the battle field. If it is destroyed the aliens lose.
**Energy Generator is a building that produces power for other buildings such as Assault Turrets.
***Breeding Pit is a building that can make Drones and Infaltrators.
****Assault Turret is a building that will attack any unit that comes near it.
****Battle Foundry is a building that can produce Speeders and, with the presence of a Sonar Station, Dragon Cruisers.
****Sonar Station is a building that shows you all your revealed terrain. It can also produce Strike Fighters.
*****Experiment Lab allows for the construction of Vipers and Hyper Carriers.
******Orbital Uplink this building functions the same way as the Astronaut's Satelite Up-link. It unlocks the EM:4T2 Pulse Beam.
Topographical Improvising is an aleatoric music technique invented by young avant-garde music composer, Andrew Grathwohl. It is classification "Level II" in Grathwohl's personal music system. It lies above "Level I" (Sub-Reality Musics) and below "Level III" (Kaufman Symmetry Musics - still in development as of Q1 2007) within the system. It is described by Grathwohl as, "a humanitarian approach to structured improvisation", adding that "it is my hope that, through topographical improvising, I can combine the qualities of accessible pop music with the musical genius to be heard through structured improvisation." The technique has been praised by John Zorn, off whose work the project is based.
Conception
Grathwohl conceived topographical improvising after first experiencing a performance of John Zorn's "Cobra" piece, a structured improvisation piece based off of cues given by a conductor and the performers. Regardless of his huge appreciation for Zorn's music, Grathwohl thought that many people would feel an artistic disconnect from the performance, since the audience was "left to guess" what the cues were and what they were related to (inner thoughts, a story, et cetera). While visiting his birthplace of Manhattan in New York City, Grathwohl spent many hours in Washington Square Park, and knew immediately that this would be his location for change.
The first performance of topographical improvising appeared at Washington Square Park during the summer of 2006. It was performed by a duo comprised of a clarinetist/saxophonist and a cellist. A third special guest performer was West-African kora musician, Adama Dembele. The project was titled Broken Hearts On Ice: A Topographical Improvisation (Broken hearts on ice is the name of Grathwohl's musical project, under which all topographical improvisations will occur).
Musical Theories
Topographical improvising deals with the accessibility factor which Grathwohl says "plagues" otherwise brilliant works of improvised music. He believes that the reason why most find structured improvisation, and other aleatoric music, so difficult to appreciate, is due to the audience's lack of understanding of its musical processes. Topographical improvising, according to Grathwohl, seeks to provide a "mutual understanding" between the conductor of the piece and the audience observing the performance. Grathwohl, in an early essay regarding topographical improvising, laid out the groundwork for performing the technique:
Performance
The performance of a topographical improvisation often resembles that of other structurally-improvised pieces. The music will often vary significantly in style, theme, and texture. Improvisations can be either long and chaotic, or brief and fun. Grathwohl's topographical improvisations are well known for their odd implementations of vocals and less conventional instruments (such as electronics, laptops, bird calls, bullhorns, slide flutes, and, in one composition, a doorbell). Topographical improvisations often require a high level of concentration, so musicians may appear to be extremely focused and uninterested in stage presence. This effect is often substituted by the incorporation of other sensory presentations (either the surrounding performance environment, such as a public park, or a visual presentation along with the music).
It is Grathwohl's hope that, in the future, topographical improvising can include other performance arts (such as free-style film, opera, or dramatic plays). This can in part be accomplished by implementing topographical improvisation compositions in higher-level musical theories of Grathwohl's unique music system.
Musical System Implementation
Topographical improvisations are able to incorporate all of the aspects of the "Level I" (Sub-Reality Musics; electronic compositions involving mathematical algorithms or other systematic composition methods) system in Grathwohl's musical hierarchy. Furthermore, topographical improvisations (and, thusly, Sub-Reality musics) can be incorporated into Grathwohl's highest musical level, "Level III" (Kaufman Symmetry Musics).
The musical system which houses all of these theories is in fact able to implement all of these musics simultaneously, meaning that certain quadrants of the performance ensemble can play different pieces of music at the same time. Although, it is important to note that only one type of the "base composition level" can ever be played at one time. So, for example, if a "Level III" system is being performed as the chief composition, then it is possible to have as many "Level II" and "Level I" systems occurring simultaneously as the conductor(s) wish, but never could more than one "Level III" system occur.
Conception
Grathwohl conceived topographical improvising after first experiencing a performance of John Zorn's "Cobra" piece, a structured improvisation piece based off of cues given by a conductor and the performers. Regardless of his huge appreciation for Zorn's music, Grathwohl thought that many people would feel an artistic disconnect from the performance, since the audience was "left to guess" what the cues were and what they were related to (inner thoughts, a story, et cetera). While visiting his birthplace of Manhattan in New York City, Grathwohl spent many hours in Washington Square Park, and knew immediately that this would be his location for change.
The first performance of topographical improvising appeared at Washington Square Park during the summer of 2006. It was performed by a duo comprised of a clarinetist/saxophonist and a cellist. A third special guest performer was West-African kora musician, Adama Dembele. The project was titled Broken Hearts On Ice: A Topographical Improvisation (Broken hearts on ice is the name of Grathwohl's musical project, under which all topographical improvisations will occur).
Musical Theories
Topographical improvising deals with the accessibility factor which Grathwohl says "plagues" otherwise brilliant works of improvised music. He believes that the reason why most find structured improvisation, and other aleatoric music, so difficult to appreciate, is due to the audience's lack of understanding of its musical processes. Topographical improvising, according to Grathwohl, seeks to provide a "mutual understanding" between the conductor of the piece and the audience observing the performance. Grathwohl, in an early essay regarding topographical improvising, laid out the groundwork for performing the technique:
Performance
The performance of a topographical improvisation often resembles that of other structurally-improvised pieces. The music will often vary significantly in style, theme, and texture. Improvisations can be either long and chaotic, or brief and fun. Grathwohl's topographical improvisations are well known for their odd implementations of vocals and less conventional instruments (such as electronics, laptops, bird calls, bullhorns, slide flutes, and, in one composition, a doorbell). Topographical improvisations often require a high level of concentration, so musicians may appear to be extremely focused and uninterested in stage presence. This effect is often substituted by the incorporation of other sensory presentations (either the surrounding performance environment, such as a public park, or a visual presentation along with the music).
It is Grathwohl's hope that, in the future, topographical improvising can include other performance arts (such as free-style film, opera, or dramatic plays). This can in part be accomplished by implementing topographical improvisation compositions in higher-level musical theories of Grathwohl's unique music system.
Musical System Implementation
Topographical improvisations are able to incorporate all of the aspects of the "Level I" (Sub-Reality Musics; electronic compositions involving mathematical algorithms or other systematic composition methods) system in Grathwohl's musical hierarchy. Furthermore, topographical improvisations (and, thusly, Sub-Reality musics) can be incorporated into Grathwohl's highest musical level, "Level III" (Kaufman Symmetry Musics).
The musical system which houses all of these theories is in fact able to implement all of these musics simultaneously, meaning that certain quadrants of the performance ensemble can play different pieces of music at the same time. Although, it is important to note that only one type of the "base composition level" can ever be played at one time. So, for example, if a "Level III" system is being performed as the chief composition, then it is possible to have as many "Level II" and "Level I" systems occurring simultaneously as the conductor(s) wish, but never could more than one "Level III" system occur.
Quasiland (est. 1974) is a small community east of Moscow, Idaho. It is difficult to find because the residents purposely leave it off of local maps. However, it can be found if you take the second right after you go under the Kilkenshire Bridge. Some people argue that it is east out of Moscow about 23 minutes and 13 seconds, but this has not been verified.
Onur Decani better known as Dj.onur, born April 2nd,1988 is a Dj. and works as a director at DMC Music Company.
Early Life
He was born in the metroplitan city of Turkey,Istanbul.He started the school in Istanbul, but didn't finished it because he moved at the age of 9 in Peja,Kosovo with his family.
He finished the secondary school at the school Asdreni and the high school in the Bedri Pejani, all these in Peja.
Starting the career
He was in love with music(mostly rap) and wanted to be a Dj.In 2004 he started to work as a Dj. in the pubs of Peja.He started his career officially in 2005 , when he started working at the DMC too.From thar year made 89 remixes to rap,hip-hop and R&B songs.He worked with many albanian singers in Kosovo, wrote songtexts, composed songs.
The University
He now is going to the University of Prishtina, the computing faculty. He says that even he becames a computerist he will not leave the music.
Discography
He worked with many singers in Kosovo and some in Turkey.
Early Life
He was born in the metroplitan city of Turkey,Istanbul.He started the school in Istanbul, but didn't finished it because he moved at the age of 9 in Peja,Kosovo with his family.
He finished the secondary school at the school Asdreni and the high school in the Bedri Pejani, all these in Peja.
Starting the career
He was in love with music(mostly rap) and wanted to be a Dj.In 2004 he started to work as a Dj. in the pubs of Peja.He started his career officially in 2005 , when he started working at the DMC too.From thar year made 89 remixes to rap,hip-hop and R&B songs.He worked with many albanian singers in Kosovo, wrote songtexts, composed songs.
The University
He now is going to the University of Prishtina, the computing faculty. He says that even he becames a computerist he will not leave the music.
Discography
He worked with many singers in Kosovo and some in Turkey.