Circuit Breaker Reloaded Released

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Nightmare USA
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Circuit Breaker Reloaded Released

Post by Nightmare USA »

Hello all,

I have modified Circuit Breaker and released it. You can get get it here http://www.gameedit.net/modules.php?nam ... load&cid=5 in the Multiplayer section of GameEdit.Net

Currently being hosted at 69.204.214.2:2092

Here is the some of the read me file:

-----Circuit Breaker Reloaded-----

Released July 12 2005

"Circuit Breaker Reloaded"
By Nightmare of [RIP] Clan
AKA David Greaves
Email nightmare at ripteam.com

Based on the design by Outrage Entertainment of the level "Circuit Breaker" May they Rest in Pieces...

This is my remake of the original level by Outrage, which was one of my favorite MonsterBall levels. The original version of this level has several issues that affect game play performance so I set out to optimize this levelsticking closely to its original feel.

OPtimizations:

1. Several rooms were visable via direct line of site creating many more faces to be drawn by our graphics cards. At one corner you could view from a room through three other rooms and see into a fourth. I changed some of the angles slightly and added a few faces to elongate a few of the rooms to correct this issue. Outrages version of this level had 23 rooms and 1712 Faces or about 74.4 faces per room. My version contains 27 rooms and 1873 faces or about 69.37 faces per room. The number of faces per room is almost the same so most of the optimization come from the layout alterations. Gotta love the VisBoa for the big ol array!

2. & 3. All player starts and 7 weapons/powerup pickups were in the main fighting room. I removed 4 player starts and put two for each team in rooms closer to their bases. The remainder of the starts plus one that I added I put in special wind rooms off the main room. The new location for the player starts gives more opportunity for spawning players to grab a weapon before combat in some cases and a running start in others. I also removed all 7 of the pickups from the main room and places 1 in each of the special wind spawn tunnels. This affect causes the the powerups to spawn and then shoot into the main room ending up right near the center. When a player spawns here you can easily fly right through these powerups and put the monsterBall into play as well.

4. For some reason only known to Outrage they placed an animated texture (GlowSlidePanel01) on every wall of the level, 272 faces to be exact. This probably created alot of load on our graphics cards that became evident for some more than others when fighting began. I removed all but 8 of these textures and put 4 into each base just for rememberance really.

5. Removed all Energy powerups and Added 2 Energy rooms at the mouth of each base, which as a side affect are a good indication that someone is coming into your base.

------Items that I changed------

1. Weapons choices and pickup locations
2. Added 4 rooms
3. Change shape and size of existing rooms
4. All spawn locations
5. Many Textures




This level has 0 soundsource objects; 0 have names, 0 don't have sounds, and 0 have no sounds & no name.
There are 12 unique 128x128 textures (excluding lights) in this level:
There are 18 unique 128x128 textures (including lights) in this level:
20 : CloudySky bmp=CloudySky.ogf
2 : Goal Blue Arrow bmp=Goal Blue Arrow.ogf
4 : GoalBlueStripes bmp=GoalBlueStripes.ogf
2 : Goal Red Arrow bmp=Goal Red Arrow.ogf
4 : GoalRedStripes bmp=GoalRedStripes.ogf
154 : P-She Floor2 bmp=P-She Floor2.ogf
84 : P-She Greeb1 bmp=P-She Greeb1.ogf
4 : P-She PipeReveal bmp=P-She PipeReveal.ogf
565 : P-She Pan4 bmp=P-She Pan4.ogf
470 : P-She Plain1 bmp=P-She Plain1.ogf
96 : P-She Plain4 bmp=P-She Plain4.ogf
20 : P-She Ribbed1 bmp=P-She Ribbed2.ogf
9 : RED Grid (Light) bmp=Grid Light.ogf
190 : L10-GridLight1 (Light) bmp=Grid Light.ogf
8 : GlowSlidePanel01 (Light) bmp=GlowSlidePanel01.ogf
2 : PStore-GridLight07 (Light) bmp=Grid Light.ogf
9 : PStore-GridLight09 (Light) bmp=Grid Light.ogf
6 : P-NovLights3 (Light) bmp=P-NovLights3.ogf
Robots:
Powerups:
3 Afterburner
1 QuadLaser
3 Concussion
1 Fusioncannon
1 Guided
2 Homing
2 Mega
1 Plasmacannon
1 MassDriver
3 ImpactMortar
3 Frag
3 NapalmRocket
1 Vauss
1 Napalm
2 Vauss clip
3 MassDriverAmmo
1 NapalmTank
Buildings:
Clutter:
Player Starts:
6 Red
6 Blue
12 Total

27 Rooms
1873 Faces
2264 Vertices
28 Portals
0 Doors
44 Polygon Objects
2 Energy Centers
1 Red Goals
1 Blue Goals


Special Thanks to {LL} Atan for his continued work on improving the editor!
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Grendel
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Post by Grendel »

Uh, bad weapons balance in my opinion. When hosting I would disable at least MegaM, NapalmC, GuidedM, FusionC, MDA, NapalmT & Fusion -- wouldn't want to let it slip into anarchy ;). A 2nd VaussC, PlasmaC & MDC would have been nice, no need for more than 2 ABC or any concM (spew). 2 fragM, 2 NapM & 2 Mortars would be plenty already..

Edit: Thanks ! The above was ment as constructive critics -- looks like that has to be pointed out.
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Kyouryuu
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Post by Kyouryuu »

Why is everyone's reply to a new level "Eew, bad weapons balance! I would use weapons X, Y, Z, but never A!"

A simple "Thanks" works wonders.
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Nightmare USA
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Post by Nightmare USA »

Thanks K

Perhaps a trade of one ab for a vaus the rest I would probably leave up to the server ops.

I did notice a couple of textures in the blue base I banged up.

Is the level too bright? Seems like the way I lighted it washes out some of the colors.

How about the number of weaps?
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Duper
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Post by Duper »

nice simple layout.

there were some texures in both bases that need some attention. It's much worse in Gl than D3d. Also, at the ends of the lights on the cielings are open. Perhaps the faces are reversed. Also the lights right next to base on one face in each base at the same place is kind of orange and not aligned properly. That's splitting hairs i know, just wanted to toss it out tho.

Overall I kinda think it's a bit too bright but I don't think it would effect game play. I like the weapons as they are placed well. At the bases and the center. "Weapon balance" has ment little to me. ...ever. All that matters is that I get to shoot at someone. It's better to have too many weapons that not enough. Particularly in D3 as the power-up spawn in defined points and not random points as in D1 and D2.
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Nightmare USA
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Post by Nightmare USA »

Thanks Duper

Being that I had finished this a month ago I had forgotten to relight it. What a dumb a$$ I am somethimes, heheh. I fixed the lights and textures and relighted the level.

Now released as version 1.2 available here:
http://www.gameedit.net/modules.php?nam ... etit&lid=9
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