Another [WIP], designed 12 years ago, built today

All about modding, mapping and modeling for D2X-XL

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Yokelassence
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Another [WIP], designed 12 years ago, built today

Postby Yokelassence » Mon Jul 21, 2008 4:19 am

Looking at what Pumo and Alter-Fox has done with their projects was quite an inspiration. As such, effort on my own project continues.
At this point I have made enough progress to have something to show now. The Sphere is past the halfway point, 2 levels plus briefings remain to be made.

For a first attempt I dont think its too bad

Image

Image

Image

Image

Theres a sence of Descent 1 throughout it. But I am experimenting with all D2X-XL features with particular attention to consistency. I have also revised the role each robot variety plays; they are more unique now. There is less 'key-key-key-reactor-exit' linearity too.

More information will be revealed later

PS: before anyone mentions it; I am well aware of the overabundance of caution signs on the fourth image, I normally have hires textures off so those werent there when I made the level. Will fix.
Last edited by Yokelassence on Wed Dec 10, 2008 12:48 am, edited 1 time in total.
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Postby Sapphire Wolf » Mon Jul 21, 2008 4:35 am

Hot biscuits!
It looks really good!
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Postby Wheeze87 » Mon Jul 21, 2008 8:07 am

wow! That looks awesome, i especially like the second screenshot. I wish you good luck with this. I think it's brilliant how d2x-xl is inspiring so many talented people to create more missions!
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karx11erx
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Postby karx11erx » Mon Jul 21, 2008 8:10 am

I have to say that I find it very "blocky" or "flat". Some more detail wouldn't hurt.
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Postby Sirius » Mon Jul 21, 2008 9:31 am

First one ok, second one fairly good I think, third one I quite like in concept even though it does look really simple, fourth one ... not so much, it is a bit square. Still. Awesome levels don't happen all the time... figure out what worked well and build on it, as always. :) I take it you haven't designed all that many levels, or you'd have done this one long ago...
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Postby Yokelassence » Mon Jul 21, 2008 10:01 pm

Neither Sirius, this is my first attempt.

Karx: a fair critisism, I havent done nearly as much cube edting as you have done with boiling point.

Keep in mind that more detail also means more cubes, more cubes mean less FPS

I am also more worried about gameplay than detail. Thats not to say I wont tone down the squareness a bit.
Last edited by Yokelassence on Mon Jul 21, 2008 10:03 pm, edited 1 time in total.
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karx11erx
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Postby karx11erx » Mon Jul 21, 2008 10:03 pm

No, more cubes don't mean less fps. The few more faces don't hurt much.

More lights may, depending on lighting method chosen.

Many objects (robots, shots) mean.
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Yokelassence
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Postby Yokelassence » Mon Jul 21, 2008 10:10 pm

Very well. I will definetly try to round off some edges in that fourth image. That level could use more cubes
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karx11erx
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Postby karx11erx » Mon Jul 21, 2008 10:22 pm

Try the "split cube" command in the cube dialog. It is very helpful with that.
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Yokelassence
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Postby Yokelassence » Thu Jul 24, 2008 3:37 am

True to my word I have attempted to reduce the amount of 90 degree angles in the one level that was effectively composed of perfect squares, Lets see if it meets karx's tastes a bit better

Image

Thats not a finished layout either, I have much more planned for that area

Also worth noting is the mysterious blue haze that is lighting up areas that are normally dark, I did not make that. The blue tint formed after excessive earthshaker missiles have been fired from both me and robots (Thanks to angry bosses the blue tint always appears so capturing a screenshot of this was not hard), probably a bug but I quite like the effect. I think it makes nice mood lighting.

Heres a few other images:

Image

Image

Image

At this point there is still a strong sence of D1 styling, recent developments have less 90 degree angles but im still alot more focused on good gameplay rather than good visuals
Last edited by Yokelassence on Wed Dec 10, 2008 12:51 am, edited 1 time in total.
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Postby Alter-Fox » Thu Jul 24, 2008 3:15 pm

Awesome!

I've always thought the blocky levels were the most fun to play.
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Postby Pumo » Thu Jul 24, 2008 5:02 pm

:shock: Wooow! It looks superb (specially the last screeenies)
I'm happy to see more new missions for D2!
D2 is really alive with all those new missions spawning everywhere (Anthology,Vertigo Maximum,Vignettes and this one)!

Nice work! :)
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karx11erx
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Postby karx11erx » Thu Jul 24, 2008 7:07 pm

The bot gen texture looks very cool.

Be aware of the fact that huge halls make the ship's movement feel like slow motion.
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Yokelassence
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Postby Yokelassence » Fri Jul 25, 2008 12:20 am

Large open voids are actualy not that common, most serve as just junctions for smaller paths
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Yokelassence
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Postby Yokelassence » Thu Aug 07, 2008 12:54 am

As I mentioned earlier I am not only including every robot in descent but I am also tweaking each and every one in order to make them more unique. For instance nearly every robot has its own set of weapons

Now that PolyTron32 is properly installed I have more flexiblity in making each bot different.
(I know RbotEdit would be better but for some reason HaxMedit would not recognise changes made by RbotEdit)

The first thing I did was retexture the spawn clone and the smelter clone because you could not tell them apart from their normal versions. Here we see the spawn clones new theme:

Image

Some robots had completely new roles altogether and just needed a new theme to suit it: for example the split pot has been changed into a mega missile (guess what it does) and the red fatty is now the blue fatty because it had little relation to the color red:

[edit] just scrapped the blue fatty design, its back to a Red fatty

Image

After I complete my levels I hope I could try remodeling some robots which I think look ugly, because a mere texture edit wont save the hideous water boss.

That wont come in a while unfortunately. The red tape of real life is wrapping around me and I have to take my focus off The Sphere to get other important things done.

So sadly you wont hear any more news for few months but confident I can have a beta release out the door before 2009.
Last edited by Yokelassence on Wed Dec 10, 2008 12:54 am, edited 1 time in total.

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