An update:
Geometry and texturing are complete (maybe a few minor tweaks required, but no big efforts any more). The entire mission has 5 distinct levels with a total of about 13.350 segments. Doors, walls and triggers as well as robot and equipment makers are in place. The briefing including images is done and just needs some minor polishing (screen layout). Most robots have been placed, too. I also have taken Testi's criticism about full bright areas back to the levels in question and tried to bring some more shadows in. All that is left to be done is some play testing, making sure there's enough stuff to suffiencently equip all players in coop games, and ... publish the mission.
I hope I have been able to create a few areas that will make your jaws drop. The screen shots do not give you more than a taste: The real good stuff has been kept secret.
Some people at the Descentforum.de are claiming my outdoor areas were pathetic and that they had seen stuff like this done better in other Descent 1/2 levels ...
![Laughing :lol:](./images/smilies/icon_lol.gif)
... these guys are totally clueless. I doubt there is a good Descent 2 mission I don't know, and none of them comes even close to what I have built. There's just a tiny little more detail I can create with a segment limit of 6000, hires texture support and environment boxes ... Ofc, this is not the Unreal 3 engine. But for what it is I think I have achieved something.
You will see.
![Smile :)](./images/smilies/icon_smile.gif)