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How about a level or two first maybe? Please? Pretty please?DarkFlameWolf wrote:I've always been good at robot placement and I'd love to take a shot at balancing the mission provided you give me guidance what you are looking for so I don't go off on my own doing it.![]()
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I dunno, I only really have vague plans or visions for maybe 3 or 4 more levels, or at least sections thereof - the Solar System mostly (though ironically I've already made several levels for this section myself)... Most levels which aren't claimed thus far are fair game as of this moment, though. I'd only like to have a say in the texturing scheme of the final level and that's basically it, you've got plenty slots to choose fromDarkFlameWolf wrote:I'm pretty flexible. But if you don't want me touching your 'babies' (your levels), I fully understand.
The only person I would have asked is too busy to build 20x20x20s... And if you think that arena was plagiarized, then tell me the level and ask if I've heard of it. I may also taken one of Sirius' suggestions...Xfing wrote:First of course I'll have them run for plagiarism, though, as everything seems just too good about those two levels, especially U'denyor. The brilliant idea for the boss arena makes me think someone might have helped you...
So you can conclude that I have been working on my design skills and improving to make those better designs that are "too good".Sirius wrote: There is, arguably, such a thing as too much detail, but when you're developing single-player mapping skills it's probably best to pretend there isn't at first.
Dravis and Pigmy can both easily be found on facebook and on the Descent Rangers mumble server.Xfing wrote:I also had to remove Dravis Black and PygmyRhino from the list of claimed levels due to no contact with them whatsoever
Link me to the latter please! I'd really like to find out what's up.Lothar wrote:Dravis and Pigmy can both easily be found on facebook and on the Descent Rangers mumble server.Xfing wrote:I also had to remove Dravis Black and PygmyRhino from the list of claimed levels due to no contact with them whatsoever
Thanks a lot, I'll do that when I have a free while.Lothar wrote:Download Mumble here: http://mumble.sourceforge.net/ then connect to server address mumble.descentrangers.com on port 31393
Ok, no problem! I'll get you right back on those levels. I'll try to install Mumble and maybe keep track there.PigmyRhino wrote:Just read your posts about removing me, Xfing. I have to be honest, DescentBB is one of the last forums I check when I do Descent stuff online. If you'll have me, I'd love to still design levels 10 and 11 for you. I'm on mumble a lot, and you can even add me on Facebook if you have one![]()
https://www.facebook.com/matt.cusworth
again, sorry for the lack of communication, but this is one of the last places I look. (Definitely going to check back here often)
Thanks so much! I'll hopefully see you in mumble (or even in the mines) from time to timeXfing wrote:Ok, no problem! I'll get you right back on those levels. I'll try to install Mumble and maybe keep track there.
Problem is, now that I'm working I go to sleep at 10 PM every day, which is 3 PM back in North America ;xPigmyRhino wrote:Thanks so much! I'll hopefully see you in mumble (or even in the mines) from time to timeXfing wrote:Ok, no problem! I'll get you right back on those levels. I'll try to install Mumble and maybe keep track there.
Don't worry about the powerups and the robots - most if not all of these will get overhauled anyway once we've got all the levels for the set, so we can plan populating them with robots and including power-ups accordingly. I'll check out the levels later today.LightWolf wrote:Well then, I think you'll approve of Coolyard Station (not the one from a while back, though it has similar concepts). I tried to give it a slightly Ahayweh-ish feel. It also contains a sneaky guided missile puzzle for a Super Laser, the missile being hidden inside the red door. The smart missile puzzle was actually a solution to a problem with the forcefeild trap near the blue key.
http://www.enspiar.com/dmdb/viewMission.php?id=1034
I'll make the necessary changes to S'tlo in order to convert it into Wing, and that may be my last thing for 1.5 for a little while (unless I decide to incorporate the solo level Icikal Caverns into the project), though I probably can't stay away for too long. And I will stay in the loop for sure.
P.S. All of my levels probably need quite a few more powerups since they aren't my strong suit.
Edit: Here are the changes to S'tlo N'drsaedt (get what I did there?)
http://www.enspiar.com/dmdb/viewMission.php?id=1035
Yes, I recycled the reactor room from the old Wing. I also fixed a bug with trap in front of the yellow door.
I'll do that... and to be honest, I never even looked at the Puuma Sphere levels while designing that (with one exception, level 23, I think), so I honestly had no idea. I will fix it though.Xfing wrote: EDIT: I just felt like playing the Puuma sphere levels from the original game to compare, and guess what I found out. You stole the blue key area from level 22 of Counterstrike, down to the last cube. How many times have I told you not to do that? Guess that would explain the speed with which you make levels, lol. At any rate, next time you steal an area from another level at least don't be so shameless about it and tinker with the geometry a bit. I was beginning to trust you, mind you. You need to remake that entire area, or else I'm pulling the level from the mission pack, no matter how good it is.
Well, you'll have to admit though, that thisLightWolf wrote:Xfing wrote: I'll do that... and to be honest, I never even looked at the Puuma Sphere levels while designing that (with one exception, level 23, I think), so I honestly had no idea. I will fix it though.
See? What is so hard?LightWolf wrote:Well, I did revise it so it doesn't look like K'wod Ar'ior's blue key area...
http://www.enspiar.com/dmdb/viewMission.php?id=1035
I also made a few minor changes to your room (changed a few textures and added a matcen).
That may be so, but you'll notice the adjoining entry tunnel was copied also - using the same, quite nonstandard ornamentation in the form of those additional cubes on each side, narrowed down to form small alcove-like eye candy sections. Not to mention it's even orientated the same way as in the original level, i.e. you have to fly down to reach the chamberDarkFlameWolf wrote:Xfing, I'm looking at the two images you posted and that seems to be a very common cube layout as far as I'm concerned. It opens up from a 20x20x20 cube hallway into a big square room and then offshoot that back into normal cubes on all sides. Even Descent 1 does this a few times and now that I think about it, Descent 2 utilizes this a few times as well. They copied off themselves!
Alter-Fox wrote:Lightwolf, for what it's worth I liked that map and especially what you did to change up that room. It looks really nice now.
Great catch! That's why I need you, guys! I can't know all that crap myself, hahaNaphtha wrote:I think it's worth mentioning that from looking at it, at least two parts from Udenyor were taken from Vertigo levels. The side with the blue key was lifted from the end area for Level 17, and the blue door area is a slight alteration from Level 15's starting area. I realize they were altered slightly, but I have my doubts about other parts of the level... It doesn't feel like it was all made by the same author, just looking at it.That's not to say you aren't learning slowly, LightWolf, but you'd still be much better off trying to experiment by observing how areas were put together rather than lifting them directly. Reimagining components of levels to make new ideas is more of the approach you should be taking, not just trying to disguise the source material but turning it into something new.
White "laboratory" textures as I like to call them were also used sparingly in the Quartzon levels, I think. Anyway, I don't think they'd be a theme breaker. I'll check out what you have, just upload it to dropbox or make it otherwise available to me.Naphtha wrote:In other news, I've gotten back to work on trying to figure out Secret Level 3. The name kind of had me going for some long tunnels that descend deeper into an abyss, but I think I've come up with an idea where the reactor is somewhat central to the level, but grated off along with a bunch of stronger weapons and powerups. I'm tempted to use some of the white facility/moonbase-type textures if you don't think it's too much of a theme-breaker, but I can't really remember it being used on water levels in Counterstrike (just a few in Maximum and Vertigo). Feedback would be nice on what I have so far.
Puzzles shouldn't be insanely hard or counter-intuitive. Too much frustration simply discourages people from trying more times.LightWolf wrote:I've practically finished Coolyard, and should have it up soon. I also am making good progress on Fata Morgana Tunnels (as usual, if someone beats me to it, they can have it). As for Fata, I went for a Baloris Prime countdown approach (let me know if another texture scheme would be better suited for the level). And no one can forget my simply evil Fusion and Shaker puzzles![]()
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You are very welcome to try, of course! Just check out the level listing and see some slot which hasn't been claimed yet and let me know if you're interested in making a level for that slot. More than one slot to claim is fine too of course, if you intend to deliverKaizerwolf wrote:So I've heard from someone that this project could use some more help. I've been getting back into level editing, and I was wondering, is there anything I can assist with? Any levels that need doing? I'd love to take a shot at it.
Well, it would sure be nice to have an original soundtrack, but I know really well how much work making one takes. I'm thinking of resolving it like Descent 2 did - it did have a built-in MIDI soundtrack, but also music playable from a CD. So the mission will definitely be using primarily the MIDI tracks from Descent 1 and 2. I believe there were 22 level tracks in D1 and 4 in D2 which makes it a total of 26 tracks. The mission briefings will use the iconic D1 briefing tune for sure. (I'm just thinking of where to use the D2 one in that case, hahaKaizerwolf wrote:I also saw earlier in the thread that you were thinking of having high quality music on this? Is someone going to write midi tracks for in-game, and then have high quality tracks produced outside? Or were you thinking along the lines of just original songs?
Zeta Aquilae is not primarily green, it's Puuma Sphere that's primarily green. Zeta Aquilae is a mishmash of Fire, Ice and Descent 1 to make things simple. Gosh, why am I even explaining that, I'm sure you've played the gameIf it's alright, I'd like to take on Level 41: Beta Ceti 5: Sheltem Mech Factory. I've read over the OP, but I still have a couple questions. What texture style would this level be in? I think it's the green selection but part of me thinks Zeta Aquilae is the primarily green style.
Sure. You're free to use the materials I've provided: POG files with D1 monitors for the D2 PIG palettes, and exported D1-exclusive textures. You're encouraged to use a lot of the latter - my personal little dream for this mission is to see the D1 textures all the way through - for example there's plenty of those white doodad textures to spice up the white techbase/lab texture which weren't carried over to the D2 PIGs, but still fit perfectly well when imported.Also, in terms of design, can I get creative with monitors placements, and aesthetic design choices (panels, manufactured-looking corridors, the more robotic/metal textures, etc)? I just want to have all my bases covered before I begin any work.