And that level is in progress!
(Yes, I am referring to the salt level.)
P.S. More facility-y areas should have a fair amount of water where ice would be. (See if you can figure out why
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OkayAlter-Fox wrote:I've started on the boss room for Frosted Minerals Abyss so I guess you can put me down for that one now.
Donezo! Just make sure you use plenty of those Lunar Scilab white textures and doodads, we all love that stuffAlter-Fox wrote:I might as well claim Quartzon 2 while I'm at it, since I've got some interesting ideas for how to combine an underground river and a lab.
Holy cow, you're a fast worker. Guess that's inspiration for youAlter-Fox wrote:Ah... yeah.
The ice level is over 500 segments already.
Perfect. Just another lovely distraction from writing my master's thesis ;__;Alter-Fox wrote:Actually don't have too much idea what I'm doing besides parts of the boss room. I'm just working hard.
EDIT: And it's nearly done -- just needs some secrets.
That is not a bad suggestion at all. But the thing is, that would make the level too similar to Vertigo Research Station. I was thinking more along the lines of D1 L 26, which in my opinion had the crudest, vilest and most unfriendly, purely industrial appearance. So I'm thinking a lot of gray, a lot of X grates, a lot of pink metal "exit" floors and the mesh-over-metal "exit" texture. Also lots of the mesh on its own, the yellow tape, the gray door from D1L12/26/27 etc. Purple and red accents would probably be cool, but I dunno - overall I'm thinking about my Eris level, but without restrictions on the D2 stuff, obviously. There are ways to give even such a <drab>, to call it something, texture scheme its own unique twist.LightWolf wrote:A low-secret level doesn't bother me. Just increases my odds of finding more than a few
Edit: Did you mean Quartzon 1? An Aqua Distillata Factory makes more sense than Planetary Life Research for a river and a lab.
Edit 2: Alternative theme suggestion: Doomsday to include red/black (as opposed to just grey/metal). I think this would look a little more... evil? A fitting theme for the final level. (Obviously not excluding grey/metal - the red/black are more for large details.)
Makes sense to me that a research station would have a lab in it!LightWolf wrote:Did you mean Quartzon 1? An Aqua Distillata Factory makes more sense than Planetary Life Research for a river and a lab.
Hey Light! I'll build the level how I see fit, but thanks!LightWolf wrote:Just realized: one level to the half-way point for main levels!
And that level is in progress!
(Yes, I am referring to the salt level.)
P.S. More facility-y areas should have a fair amount of water where ice would be. (See if you can figure out why)
I used to do that, but you can see the results above with my Makemake map - you can still see the HUD. I think Lightwolf has something going on with that HUD removal trick, though I haven't tried doing a printscreen after hiding it yet.Kaizerwolf wrote: Also, Xfing, I can't find it to quote it, but I just press the Printscreen button, and it saves a .TGA with just the DXX Rebirth logo.
Ctrl+ 8 or 9 lengthens one side of the tunnel along a straight axis. Space changes your working perspective between the two ends of the tunnel (marks green either of the walls where the tunnel is attached), Alt+8 or 9 reduces or increases the number of cubes the tunnel consists of. G lets you accept or discard your tunnel. P rotates the tunnel by changing the point of reference and O fixes up the texuring on the tunnel. I'm not sure there are any more. That part with Alt I learned the other day completely by chance. I've never seen a list of curve generator commands anywhere online.EDIT: Anyone have a list of controls for DLE-XP's Curve Generator? The tooltip only says CTRL-8 or 9, but I know I remember more controls than that...
Alt+8 or 9 was what I was looking for, thank you sir!Xfing wrote:I used to do that, but you can see the results above with my Makemake map - you can still see the HUD. I think Lightwolf has something going on with that HUD removal trick, though I haven't tried doing a printscreen after hiding it yet.Kaizerwolf wrote: Also, Xfing, I can't find it to quote it, but I just press the Printscreen button, and it saves a .TGA with just the DXX Rebirth logo.
Ctrl+ 8 or 9 lengthens one side of the tunnel along a straight axis. Space changes your working perspective between the two ends of the tunnel (marks green either of the walls where the tunnel is attached), Alt+8 or 9 reduces or increases the number of cubes the tunnel consists of. G lets you accept or discard your tunnel. P rotates the tunnel by changing the point of reference and O fixes up the texuring on the tunnel. I'm not sure there are any more. That part with Alt I learned the other day completely by chance. I've never seen a list of curve generator commands anywhere online.EDIT: Anyone have a list of controls for DLE-XP's Curve Generator? The tooltip only says CTRL-8 or 9, but I know I remember more controls than that...
As for the songs, will it be possible to make soundtracks switchable from within Rebirth? There are options such as midi music, redbook cd music etc. I was of course thinking about including an optional midi soundtrack comprised of the original 22 D1 level midis and 4 D2 level midis. Since the mission will be played in D2, we're also free to use the Descent 1 intro and credits midis, and Descent 2's briefing midi as level tracks (we'll obviously be using D1's briefing track for the briefings, duh!), which gives us 29 original, classic midi songs. And we'll definitely need to select carefully, since in my experience, the background song not only greatly influences the atmosphere of the level, but also becomes associated with it very closely in people's minds the more they play the level with the song in the background.Alter-Fox wrote:Upload will be today.
I was testing out some ideas with robot placement to see if I could make some rooms possibly "memorable"...
And also to test out some ideas Parallax only really got the most out of in Descent Maximum.
EDIT: from the upload speed or lack thereof, I may have forgotten to remove the ogg song I was testing from Frosted Minerals' HOG...
What I usually do to avoid this is set the move rate in DLE to 2 units instead of one (so that extending a normal side 10 times doubles it, because my metric mindKaizerwolf wrote:don't you just hate it when you're working, you've made something look really cool, only to find out the dimensions don't match from left to right, so you have to scrap it and start again? Apparently I can't tell the different between 40 units extended on one side, and 60 on the other.
I agree, and I did tryXfing wrote:...the river should be fixed.
Descent 2 did occasionally have more than one door type in a level, and that was done most obvious in Limefrost Spiral (level 15, I think, used both the doors from 13 and 14 plus the ones from level 3 in the yellow area). I thought it would fit, and make it more obvious how you're meant to get to the exit from the boss arena by making all the doors that lead from one to the other look different. Plus, the hatch door was used in a Limefrost Spiral level by Parallax in Descent Maximum.Xfing wrote: This time I don't think there's anything that needs to be changed, but perhaps the hatch doors could be replaced with secret doors, since they break the "1 regular door type per level" convention. There conveniently happens to be a secret door type melding perfectly with either of the walls where these doors are set.
Well that's why there's two soundtracks. I find the same thing with the redbook music sometimes and I have to turn down the volume. Unless I'm playing Dosbox in which case I can't.Xfing wrote: And yeah, the background song was cool, though I felt it took too much of my attention to focus on the robots for some reason
Descent 2 has robots leading shots and overall much better able to slowly wear any player down. Even introducing Medium Hulks is bound to screw people up good. Also, we're not gonna put in Ice Spindles anytime soon, as they drop Helix, which is very powerful - keep in mind that a lot of the difficulty will come from restricting available weapons. I think there's nothing wrong in making the levels until the first boss "baby" difficulty, they can serve as a tutorial of sorts. Then we can bring on the difficulty spike, like Level 6 and then Level 8 did in Descent. But overall, the Solar System portion should be way less difficult than it is in Descent. A more organic difficulty curve would be nice.Alter-Fox wrote:As for difficulty I wonder if the ramp up should be that much slower than the first game, for one thing that would make the first bunch of levels pretty boring and for two you could end up giving the players so many extra lives basically for free that when the difficulty does ramp up it won't matter.
Something to think about, anyway.
I was thinking more along the lines of one huge robot pool all together, without separating it into "games". that would still leave us with enough robots to be able to introduce several every few levels all the way up to the very last levels of the game. Though when I think about it, Descent introduced its final robot in level 23 out of 27, so since our mission is exactly twice as long, we could do the same in level 46. And that is just perfect, since I was hoping for N'Tala Shadowy Corridors to be a very Fusion Hulk-heavy level (probably the most in the entire game). Yeah, the Fusion Hulk has to be the last one, both because of its threat rating and because it drops the Fusion Cannon on death.Alter-Fox wrote:Restricting equipment is a good idea too -- afterburner in particular makes a lot of difficult situations less difficult.
While we're talking about introductions, I had this idea it might be good to leave off introducing any D2 bots until level 5 (where you have to put PEST and diamond claw cuz they'll be there anyway) and to save the vertigo bots until near the end of the solar system. Y'know, the sort of thing that would keep players interested.
Yeah, but N'tala is 47, and so I was thinking of introducing the fusion hulks in 46 anyway, so we're thinking the same thoughtAlter-Fox wrote:I think that's all of them.
Yeah I'd just thought that using the enemy types that way would make it feel a little more like you were going through the solar system, then zeta aquilae and beta ceti instead of having them all mashed up together.
It would be weird to introduce fusion hulk with a level full of him. Maybe putting a few of them in the level before in places where they aren't particularly big threats, for a sort of taste, and then in N'tala put him in bad places and pair him with deadly guys like MAX.
Energy converter is another piece of equipment that would be good to hold off on until later in the extrasolar sections.