New D2 Level Notification Thread
New D2 Level Notification Thread
Hello fellow D2 level designers,
Feel free to use this thread for presentation of new D2 levels you make.
Diedel
Feel free to use this thread for presentation of new D2 levels you make.
Diedel
D2 Level: Fire And Steel
Fire And Steel is a larger level with both space for dogfighting and tunnels for ratting.
Download here.
Download here.
D2 Level: TombZ of DeZtruKtion
I've built a new D2 anarchy level. It's rather large, well suited for 4 and more players.
Download here.
Feedback welcome.
(C'mon ppl, there's more than Neptune, Vamped, Minerva and Keg Party ... )
Download here.
Feedback welcome.
(C'mon ppl, there's more than Neptune, Vamped, Minerva and Keg Party ... )
D2 Level: miKro TombZ
I've been tinkering with my level editor again, and this is the result (basically, it's TombZ Of DeZtruKtion pruned to a small level suited for 2 - 5 players. It has only one "floor", that should make for fast gameplay.):
Download here.
Download here.
D2 Level: With Flying Colors (CTF)
I have revamped my recently built CTF level "With Flying Colors" for D2: It has new flag rooms and some minor improvements and fixes.
The level is symmetrical, big enough for 8 players and has numerous accesses to the flag rooms. There are only two choke points though, so while there are enough ways to sneak into the enemy's flag room, there is still a good chance to stop the thief.
It's a bit heavy on the architectural side, but that should be none of a problem with today's hardware and one of the D2X program versions.
Download here.
The level is symmetrical, big enough for 8 players and has numerous accesses to the flag rooms. There are only two choke points though, so while there are enough ways to sneak into the enemy's flag room, there is still a good chance to stop the thief.
It's a bit heavy on the architectural side, but that should be none of a problem with today's hardware and one of the D2X program versions.
Download here.
D2 Level: Circus Maximus
Circus Maximus built for up to 8 players. Lasers, Plasmas, Fusions, Mercury, Flash, Concussion Missiles, 1 Prox Bomb (the red one).
It's meant for ratting, stalking, camping, so it has a lot of pillars and tunnels, but a big dogfighting area to duke it out isn't missing either. Custom textures by Midgard.
Download here.
It's meant for ratting, stalking, camping, so it has a lot of pillars and tunnels, but a big dogfighting area to duke it out isn't missing either. Custom textures by Midgard.
Download here.
D2 Level: Dogfight!
The level mainly consists of two large halls with pillars giving a lot of space for maneuvering. They are connected with pretty wide tunnels. It's spacious enough for 8 players.
The weapon loadout is Super Lasers, Plasmas, Fusions, 2 Gauss, 2 Phoenix, Mercury, Flash, Concussion Missiles, 1 Smart Mine (the golden ones), 1 Cloaking device (for hanging out in that dark corner ), 1 Mega, 1 Earth Shaker (the last two locked away and somewhat hard to access).
Unreal and Midgard custom textures.
Download here.
The weapon loadout is Super Lasers, Plasmas, Fusions, 2 Gauss, 2 Phoenix, Mercury, Flash, Concussion Missiles, 1 Smart Mine (the golden ones), 1 Cloaking device (for hanging out in that dark corner ), 1 Mega, 1 Earth Shaker (the last two locked away and somewhat hard to access).
Unreal and Midgard custom textures.
Download here.
New Entropy level
When looking for a quick way to get a playable Entropy level, I found that my recently released CTF level With Flying Colors should lend itself pretty well to that game mode. So I have slightly reworked it and created an Entropy version named "Bio Hazard". Download it here.
D2X-W32 1.3.2 or above required, as this level contains more than 900 segments.
D2X-W32 1.3.2 or above required, as this level contains more than 900 segments.
D2-Level: Glass House
Glass House is a medium sized anarchy level featuring advanced D2X-W32 properties. As the name already suggests, Glass House is an attempt to build a very "transparent" level: Many rooms are simply separated by colored windows, so you will always see where the action is. It is another story to get there though: Lots of interconnections are by teleports with multiple destinations, and you will never know where they will get you: Into safety, or in the middle of a firefight ... You will need some maneuvering skills in those lit corridors though.
I think it looks really cool, but see for yourselves (more images on my Descent Site):
Unreal and Descent 1 textures.
Download here.
I think it looks really cool, but see for yourselves (more images on my Descent Site):
Unreal and Descent 1 textures.
Download here.
Here's another one: Speed!
I made it after some game play experience with Glass House, where I found that the only two areas of the level that really got used where the big energy tube and the large hall that is crossed by two hallways.
So speed is attempt to put teleports and speed bosts to such a use that every corner of the level is a good place to be.
The level uses almost (:P @ Sirius) exclusively D3 textures, which makes for a pretty big file size (255 KB zipped). Look neat though.
I would love to receive some feedback and improvement ideas for this level.
Download here.
I made it after some game play experience with Glass House, where I found that the only two areas of the level that really got used where the big energy tube and the large hall that is crossed by two hallways.
So speed is attempt to put teleports and speed bosts to such a use that every corner of the level is a good place to be.
The level uses almost (:P @ Sirius) exclusively D3 textures, which makes for a pretty big file size (255 KB zipped). Look neat though.
I would love to receive some feedback and improvement ideas for this level.
Download here.
You are violating the implied understanding of "Old Skool" - this is seriously heady stuff for us ol' D1/D2 geezers - more eyecandy than is legal, what with all the D3 textures, colorized transparent walls, camera views - my pacemaker needs a new battery!Diedel wrote:Here's another one: Speed!
No LAN buddies to whoop on at the moment, but even a solo tour of all the teleport stations, uni-directional speed tunnels, and energy/repair bi-directional speed tunnels, was surprisingly disorienting.
Nice balance of weapons for the level size, with emphasis on precision (gauss, mercury) and surprise (flash), rather than spray (no megas or homers).
A big cavern (connected via teleport, or energy/repair tunnels) would be great for pyro's like me = happiest when moving in all 6-axis! As it is, corkscrewing 'round the outside of the energy/repair tunnels is the only place for skilled use of banking/sliding - and they're on the short side for much of that ... just a personal preference from this cave bat ...
A very good looking level, with the full range of technology - far beyond what would be expected of the legacy D2 engine - well done!
As a side note, since it isn't clear to me if it is level specific, level editor / transparent wall "feature", or d2x engine glitch, but I was able to snuggle up against the transparent walls with quad lasers firing, and at some specific angles, able to get a single canon firing _through_ the wall! _That_ would certainly surprise those on the other side!
jehu,
thanks for the feedback. I will check the laser-through-wall issue.
Ways were kept intentionally short in this level - you should be able to reach every spot of it in a short time to make for intense action.
The weapon loadout in this level is my usual one, with the addition of phoenix cannons, which I have gotten to appreciate recently: They're pretty powerful, yet to be handled with care, so imo a weapon for a precise rather than a frantic use.
If you're seriously into 6dof maneuvering, take look at my levels "Fire and Steel" and "Dogfight!" (see my Descent site, multiplayer section). You might also like "TombZ of DeZtruKtion".
Diedel
Edit: The "shoot through wall" problem is a general one. I have worked around it in my levels Speed! and Glass House.
thanks for the feedback. I will check the laser-through-wall issue.
Ways were kept intentionally short in this level - you should be able to reach every spot of it in a short time to make for intense action.
The weapon loadout in this level is my usual one, with the addition of phoenix cannons, which I have gotten to appreciate recently: They're pretty powerful, yet to be handled with care, so imo a weapon for a precise rather than a frantic use.
If you're seriously into 6dof maneuvering, take look at my levels "Fire and Steel" and "Dogfight!" (see my Descent site, multiplayer section). You might also like "TombZ of DeZtruKtion".
Diedel
Edit: The "shoot through wall" problem is a general one. I have worked around it in my levels Speed! and Glass House.
What engine handicaps? What do you miss in D2, compared to D3? Overpowered weapons like the MD? Or the Napalm missile? Bloody homing weapons in almost every level? Extremely high speed, forcing the levels and structures therein to be unrealistically large compared to the ships (everytime I see a D3 Pyro against a wall, I feel a strange urge to reach for my fly swat ... )
Well, whatever, I am building D2 levels, and all I want is them to look good and play good. Imo D2 gameplay > D3 gameplay. D3 somehow sucks.
Well, whatever, I am building D2 levels, and all I want is them to look good and play good. Imo D2 gameplay > D3 gameplay. D3 somehow sucks.
Are you joking? I despised that wireframe map! D3's is infinitely more natural, considering the fact that you're actually able to fly through the level as you would normally. I still prefer D3 to D2 personally; I find D2 to be too sluggish, and I can never pick out the ships amongst the massive amounts of weapon fire. That's not to say that the D2 Revivals aren't a blast, though.jehu wrote:D3 automap is _unusable_! They should have just stuck w/wire frame.