Avder wrote:Just went through this in cheat mode, and I have a few thoughts.
I feel that the texturing needs some work. As Fox said, your transitions are rather jarring, which leads to a lot of the rooms looking like they have a lot of clashing textures. Green and red rock textures probably should not be used in a Baloris Prime themed level. I would also go over this level with a fine tooth comb and make sure everything is properly aligned.
Red textures are actually fine for Baloris Prime levels, if you remember Counterstrike, actually most of them were red. Not the "Fire" variety of red, but red nevertheless. Especially Gytowt Station. As for green, I haven't used any green textures in the level. It's possible that the green one was just a
placeholder for one of the custom textures, so the issue is with your source port. It should be the descent 1 jail texture, if I'm not mistaken. I wouldn't deliberately place a Puuma Sphere texture in a Baloris Prime level, duh
As for te alignment, believe me - I've spent like the most time overall on it. I've even aligned some textures in cubes placed diagonally to each other, so non-adjacent ones. And believe me, that's hard, mostly due to the lack of an automatic function to do it for you. Most of the mismatched textures came from the fact that I tried to place lights in tunnels, and the tunnels deviated from the "standard cube" geometry, therefore aligning the texture with a light added to match its neighboring walls would scramble the rest of the lights. So I needed to reset and move the lights anyway... an example are the hub room energy center ceiling lights... lots of trouble.
I would also make any required puzzles a little more obvious to solve, and instead increase difficulty by putting some choice bots in the way of the switches, rather than hiding the switches in dark areas behind grates all over the place.
True. I think I'll remove the secret door to unlock the blue door corridor altogether. The switch will be readily visible without it. I don't recall any other mandatory puzzles though.
I'd also look at using vanishing walls rather than doors to hide some of the traps you have obviously set.
If you mean the tunnel from the reactor room to the exit - I've tried, but I couldn't get the walls to vanish upon reactor detonation, so I had to go for doors. They look identical to the floor texture anyway, and that's the way it's done in Descent 1 a lot. And there are no more traps I'm aware of in this level.
I'd also think about the robots youre going to have coming out of the matcens. Especially that one near the blue key that spawns super hulks AND drillers. That one is aligned such that the player WILL be killed the first time he comes back through that door. So I would do one of two things with it: either move it to a different part of that room so that the player has one more corner to turn before he runs into the mob thats going to be spawning out or tone down the robots that come out. Instead of red hulks and drillers, maybe guass destroyers and BPERs?
Good point, that one's a death trap, so reducing the threat will have to be done. But keep in mind that this level will be late in game, so the difficulty will have to be high. You're right though.
Also I would make sure that when you put weapons in, that you give the player either a quad laser, guass (+ plenty of ammo), plasma, or spreadfire before they obtain the blue key, so that they do not have to face that mob with stock level 1 non quad lasers.
Well, that's also an issue for later.
I'd also consider toning down the traps around the reactor area. The driller trap was allright, but a red hulk could be pushing it. I'd also think about making the trigger that sets off the matcens in the reactor room a one shot trigger, and make the one when entering the reactor room the only trigger that sets those matcens off.
Oh come on. Descent 1 level 23 has not 1 but 2 Super Hulks (if memory serves) coming out after you blow up the reactor. And it's not like you can't use a smart missile or two to blow him up. As for the matcen activation points, I'm quite content with them actually. It's not like you can't back up into the corridor and deal with the robots anyway. And the robots aren't really hard either. The triggers when leaving the invulnerability room are also well placed in my opinion.
I'd also put some more energy centers in, probably one either in the reactor room or very near it
One in the reactor room wouldn't hurt I guess.
Also that one way, white colored secret door better have something incredibly valuable behind it considering that I had to jam three doors open and fly a guided missile almost to its fuel limit to be able to open it. Either that or I missed the way you're supposed to open it. Also if that is how you are supposed to open it, you should really change that mesh grate to an X grate because its very very hard to thread a guided missile through a mesh gate any way but head on.
No, that's not the way to do it. Actually the intended secret area is the part of the circle that's barred away. You unlock the white secret door by shooting a trigger hidden underneath the lava in the yellow and red door hub room.
I'd also change the square grates in the lava room near the blue key to mesh grates, as they'll look better I think with the lava running underneath them.
I've tried it with several see-through textures, but in the latest version i've settled for the long D2 bars. Mesh grates aren't really very prevalent throughout Baloris Prime from my experience, so I tried to use them sparingly.
And it looked like you still had a fair amount of default grey rock in there. Might want to change that to better fit the theme.
That was deliberate. The Parallax Baloris Prime levels also used the grey rock, but of the D2 variety - the one with more black spots. It practically gets spammed throughout the whole Counterstrike, which I don't like. And I don't like the texture itself either, I prefer the smoother one.
To NaphthaTurisas:
As for inserting custom D1 textures: you choose a texture you know you won't use in the level, open to edit it, and replace it with another file. I had the D1-exclusive textures extracted and stored as BMP files. The extraction was done using DTX or something, can't remember.