The Enemy Within Descent 2 Mission Release Thread!!!
- DarkFlameWolf
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- DarkFlameWolf
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- DarkFlameWolf
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- DarkFlameWolf
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- CDN_Merlin
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I forget the level number all i do remeber is that the boss room has several doors, each of which when you open them you are greeted with a wall of omega and boss homing flash missiles/and or 3 to 4 player megas(which are so kind as to home in on you in a nearly 360 degree arc). I was unfortunate enough to have most of my missiles trapped in the room itself with the boss and the dozens of minibosses....
All i could think to myself was...\"overkill much?\"
Youve got some pretty dammed interesting maps, but going around blind corners only to be greeted by a salvo of player smart missiles gets very old very quickly...
if your going to have the bots with uber buttrape Weps at the very least have them drop some higher end stuff more often..i have NEVER in my entire time playing descent run completely out of EVERYTHING untill I played these maps. I (and quite a few other pilots) have shied away from your newer stuff fearing starting level 1 and getting spammed by some ITSC with player gauss and earthshakers....Yeah shure its an interesting challenge, but when you have that and player smarts, flash missiles and some energy drain bots up the wazoo and a matcen making God knows what it becomes pretty dammed frustrating
All i could think to myself was...\"overkill much?\"
Youve got some pretty dammed interesting maps, but going around blind corners only to be greeted by a salvo of player smart missiles gets very old very quickly...
if your going to have the bots with uber buttrape Weps at the very least have them drop some higher end stuff more often..i have NEVER in my entire time playing descent run completely out of EVERYTHING untill I played these maps. I (and quite a few other pilots) have shied away from your newer stuff fearing starting level 1 and getting spammed by some ITSC with player gauss and earthshakers....Yeah shure its an interesting challenge, but when you have that and player smarts, flash missiles and some energy drain bots up the wazoo and a matcen making God knows what it becomes pretty dammed frustrating
The BP Pilot.
- DarkFlameWolf
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well Bahagad Outbreak and Lost Levels are still reasonable in difficulty. And my latest set: Descent Vignettes is for Descent 1, so there isn't too much there that could make it harder than Enemy Within. So yes, I agree with you, Enemy Within is my hardest set made. (I still must give credit to other designers who helped, I didn't make all of it) If we were to make an overhaul revamp of the robots, I'd have to get Sirius back on the job since he did such a fine job of doing each level's HXM file. I'd mess up somewhere with the animated textures for each robot and they wouldn't animate in-game. So he'd have to be the one to help me out with redoing each HXM file.
- DarkFlameWolf
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Well I'm posting up videos of all the levels of Enemy Within, revealing all secrets and secret levels!
So far only levels 1-4 and the first secret level are up, but over the course of the week, more will be coming!
http://www.youtube.com/user/Darkflamewo ... 8D6ED1754E
So far only levels 1-4 and the first secret level are up, but over the course of the week, more will be coming!
http://www.youtube.com/user/Darkflamewo ... 8D6ED1754E
- DarkFlameWolf
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Well, I hope the videos have been enlightening so far on the various secrets you may or may not have found in the early levels. As for you liking the set, thanks! A lot of work was poured into it. Kudos to everyone who contributed, it is THE biggest level set out that for Descent that I know of.
As far as other sets go, if you're into Descent 1, try Descent Vignettes, its brand new (newer than Enemy Within anyway) and has some good solid gameplay that isn't near as hard as Enemy Within is.
As far as other sets go, if you're into Descent 1, try Descent Vignettes, its brand new (newer than Enemy Within anyway) and has some good solid gameplay that isn't near as hard as Enemy Within is.
- gameaddict11707
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- DarkFlameWolf
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Geez, after a long break in not uploading any videos due to Youtube's annotation server going down, They've finally fixed the problem and I can resume uploading and annotating! Level 23 Part 1 finally has commentary to it and parts 2 and 3 will be uploaded tonight! The rest must wait for later though.
Oh well.
Oh well.
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- DarkFlameWolf
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Yeah, the only thing that doesn't quite work in any version OTHER than d2x-xl is probably the music soundtrack. You really won't be able to hear music from level 25 onward that's new. Since the original game cuts it at level 24. It is something Zico is pondering over if he wants to alter for rebirth, but its probably not going to happen and so your soundtrack will reload itself back to level 1's music. Level 25 and 26 have different music than the rest of the set, which loops on a 6-track set.
Re:
Yes, I was planning on running D2X. I'll play it through D2X-XL if I can get it to work right, but the installation was very complicated. With D1X, I just had to copy and paste 2 or 3 files. I got XL to work for a while, but it started...I don't know, not working quite right. I'll take another look at it.Sirius wrote:You don't need D2X-XL to play TEW - any version you can get to run should work. XL does look better of course.
Amg! It's on every post and it WON'T GO AWAY!!
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I'm on level 25 at the moment, and I'll like to send kudos to all the level designers. I love the story, the level designs are creative, unique, and enjoyable, and the bots look good.
I *loved* A Road That Leads. Simply amazing.
Only a couple critisms to make:
1) The first 4 bosses are impossibly easy. You give the player an invunrability, which turned my strategy into gauss\\plasma + flash missles + charge into bosses face. Since I'm invincible, it takes no skill and works every time.
2) Effectively every robot has an energy pulse, this gets old really fast and is more frusterating then fun.
3) Several levels had annoying triggers in order to continue your progress, or hard to find hidden doors. \"Into The Deep\" for example, was incredibly frusterating to find the door that led down to the bottom half of the level. Secret doors are for powerups and secret levels, not the level itself. I also remember a level (6-8, somewhere near there) that hid the reactor behind 3 walls, and could only be opened by a control panal on the underside of a small overhang on the opposite side of the room. There was no indicator that a trigger was there, so I spent a long time wandering around trying to find it. Again, this was more frusterating than fun.
4) Too much stuff dropped shields, not enough dropped vulcan ammo\\energy. I'm playing through on Rookie, my usual difficulty, and I keep slingshotting between low health and 200 because so many bots give me shields. In addition, I find myself without any primaries a lot of the time.
5) I'm at level 25 at the moment, and am getting more frusterated with each attempt. I'm all for hard boss rooms, it's the best aspect of Descent in my opinion. But because Kalki attacks home, and the boss fires half a dozen megas, coupled with the insane homing abilities of everything in D2, it's unplayable once you run out of cloaks\\invunrabilities. Maybe the boss is only weak from a certain area or to certain weapons, but even after killing most the kalki's in the room I still can't blow him up.
6) I thought the theif was a dumb idea anyway, but I understand wanting to have a small, superfast one. Giving him an energy pulse was a bad idea. He's attackable only with gauss now, and since he drops no ammo for the gun, his only purpose is to waste your ammo when he steals your quad lasers (is that the only thing he takes?, that, plus your afterburner?)
I *loved* A Road That Leads. Simply amazing.
Only a couple critisms to make:
1) The first 4 bosses are impossibly easy. You give the player an invunrability, which turned my strategy into gauss\\plasma + flash missles + charge into bosses face. Since I'm invincible, it takes no skill and works every time.
2) Effectively every robot has an energy pulse, this gets old really fast and is more frusterating then fun.
3) Several levels had annoying triggers in order to continue your progress, or hard to find hidden doors. \"Into The Deep\" for example, was incredibly frusterating to find the door that led down to the bottom half of the level. Secret doors are for powerups and secret levels, not the level itself. I also remember a level (6-8, somewhere near there) that hid the reactor behind 3 walls, and could only be opened by a control panal on the underside of a small overhang on the opposite side of the room. There was no indicator that a trigger was there, so I spent a long time wandering around trying to find it. Again, this was more frusterating than fun.
4) Too much stuff dropped shields, not enough dropped vulcan ammo\\energy. I'm playing through on Rookie, my usual difficulty, and I keep slingshotting between low health and 200 because so many bots give me shields. In addition, I find myself without any primaries a lot of the time.
5) I'm at level 25 at the moment, and am getting more frusterated with each attempt. I'm all for hard boss rooms, it's the best aspect of Descent in my opinion. But because Kalki attacks home, and the boss fires half a dozen megas, coupled with the insane homing abilities of everything in D2, it's unplayable once you run out of cloaks\\invunrabilities. Maybe the boss is only weak from a certain area or to certain weapons, but even after killing most the kalki's in the room I still can't blow him up.
6) I thought the theif was a dumb idea anyway, but I understand wanting to have a small, superfast one. Giving him an energy pulse was a bad idea. He's attackable only with gauss now, and since he drops no ammo for the gun, his only purpose is to waste your ammo when he steals your quad lasers (is that the only thing he takes?, that, plus your afterburner?)
Amg! It's on every post and it WON'T GO AWAY!!
- Alter-Fox
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The level design in the set reminds me of the Sonic games (especially Sonic Heroes)... I even made my own soundtrack for it with some of the OSTs from Sonic Heroes and Sonic 2006.
It seems the thief only steals my afterburner when I chase him with it... then he'll come up to me and I swear there's an evil gleam in his eye just before he steals it.
It seems the thief only steals my afterburner when I chase him with it... then he'll come up to me and I swear there's an evil gleam in his eye just before he steals it.
- DarkFlameWolf
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Re:
Stroodles wrote:I'm on level 25 at the moment, and I'll like to send kudos to all the level designers. I love the story, the level designs are creative, unique, and enjoyable, and the bots look good.
I *loved* A Road That Leads. Simply amazing.
Only a couple critisms to make:
1) The first 4 bosses are impossibly easy. You give the player an invunrability, which turned my strategy into gauss\\plasma + flash missles + charge into bosses face. Since I'm invincible, it takes no skill and works every time.
On higher skill levels, they can be quite deadly. I remember boss 2 and boss 4 being pretty brutal.
2) Effectively every robot has an energy pulse, this gets old really fast and is more frusterating then fun.
Well be glad I took away the pulses from the Mantids, they original had them too. And I think there is far less robots with energy pulse than you think. I know the Warlord, Golem, Fulcrum have pulses. Maybe Kalki? The higher end robots do.
3) Several levels had annoying triggers in order to continue your progress, or hard to find hidden doors. "Into The Deep" for example, was incredibly frusterating to find the door that led down to the bottom half of the level. Secret doors are for powerups and secret levels, not the level itself. I also remember a level (6-8, somewhere near there) that hid the reactor behind 3 walls, and could only be opened by a control panal on the underside of a small overhang on the opposite side of the room. There was no indicator that a trigger was there, so I spent a long time wandering around trying to find it. Again, this was more frusterating than fun.
That would be level 6. Sirius made that level...blame him. >_>
4) Too much stuff dropped shields, not enough dropped vulcan ammo\\energy. I'm playing through on Rookie, my usual difficulty, and I keep slingshotting between low health and 200 because so many bots give me shields. In addition, I find myself without any primaries a lot of the time.
Really? I felt I didn't have enough shields...
5) I'm at level 25 at the moment, and am getting more frusterated with each attempt. I'm all for hard boss rooms, it's the best aspect of Descent in my opinion. But because Kalki attacks home, and the boss fires half a dozen megas, coupled with the insane homing abilities of everything in D2, it's unplayable once you run out of cloaks\\invunrabilities. Maybe the boss is only weak from a certain area or to certain weapons, but even after killing most the kalki's in the room I still can't blow him up.
He is basically a boss 6, you have to shoot him from behind. So Shaker missiles work great here, as do Smart Missiles. Cloaking helps too.
6) I thought the theif was a dumb idea anyway, but I understand wanting to have a small, superfast one. Giving him an energy pulse was a bad idea. He's attackable only with gauss now, and since he drops no ammo for the gun, his only purpose is to waste your ammo when he steals your quad lasers (is that the only thing he takes?, that, plus your afterburner?)
Well the thief is a wily bastard. But with D2X-XL, you can turn off the thief!
- DarkFlameWolf
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:)
Stroodles wrote:I'm on level 25 at the moment, and I'll like to send kudos to all the level designers. I love the story, the level designs are creative, unique, and enjoyable, and the bots look good.
I *loved* A Road That Leads. Simply amazing.
Only a couple critisms to make:
1) The first 4 bosses are impossibly easy. You give the player an invunrability, which turned my strategy into gauss\\plasma + flash missles + charge into bosses face. Since I'm invincible, it takes no skill and works every time.
On higher skill levels, they can be quite deadly. I remember boss 2 and boss 4 being pretty brutal.
2) Effectively every robot has an energy pulse, this gets old really fast and is more frusterating then fun.
Well be glad I took away the pulses from the Mantids, they original had them too. And I think there is far less robots with energy pulse than you think. I know the Warlord, Golem, Fulcrum have pulses. Maybe Kalki? The higher end robots do.
3) Several levels had annoying triggers in order to continue your progress, or hard to find hidden doors. "Into The Deep" for example, was incredibly frusterating to find the door that led down to the bottom half of the level. Secret doors are for powerups and secret levels, not the level itself. I also remember a level (6-8, somewhere near there) that hid the reactor behind 3 walls, and could only be opened by a control panal on the underside of a small overhang on the opposite side of the room. There was no indicator that a trigger was there, so I spent a long time wandering around trying to find it. Again, this was more frusterating than fun.
That would be level 6. Sirius made that level...blame him. >_>
4) Too much stuff dropped shields, not enough dropped vulcan ammo\\energy. I'm playing through on Rookie, my usual difficulty, and I keep slingshotting between low health and 200 because so many bots give me shields. In addition, I find myself without any primaries a lot of the time.
Really? I felt I didn't have enough shields...
5) I'm at level 25 at the moment, and am getting more frusterated with each attempt. I'm all for hard boss rooms, it's the best aspect of Descent in my opinion. But because Kalki attacks home, and the boss fires half a dozen megas, coupled with the insane homing abilities of everything in D2, it's unplayable once you run out of cloaks\\invunrabilities. Maybe the boss is only weak from a certain area or to certain weapons, but even after killing most the kalki's in the room I still can't blow him up.
He is basically a boss 6, you have to shoot him from behind. So Shaker missiles work great here, as do Smart Missiles. Cloaking helps too.
6) I thought the theif was a dumb idea anyway, but I understand wanting to have a small, superfast one. Giving him an energy pulse was a bad idea. He's attackable only with gauss now, and since he drops no ammo for the gun, his only purpose is to waste your ammo when he steals your quad lasers (is that the only thing he takes?, that, plus your afterburner?)
Well the thief is a wily bastard. But with D2X-XL, you can turn off the thief!
Well, I played through on Rookie. I could probably do better, as I beat the set without dying at all, but it's always been the most fun difficulty for me. In other news, I finally beat it. Apparently shooting the purple spaceship of death in the back *is* the answer =P.
Loved the sunspire. Grabbed the first cloak, toasted all the kalki's and their spawns on the first level. Then I sniped the golems above them. Then I used guided missles to kill all the warlords up top, so it was just the boss.
Out of curiositiy, what is he immune against? I always got the \"invincibility\" noise when I hit him with earthshakers, but energy weapons seemed to work, and so did lower end missles (I ran out of energy and killed him with flash missles-his earthshaker killed me as he died, but I respawned before he exploded ). How do his immunities work?
One other question is about the homing missle d00ds. I read their \"flurries of missles\" description, and it wasn't until the last couple levels that they started charging and firing off 6 or 7 missles as opposed to the regular two. How did you get *that* to work?
In addition, I loved the ending and the credits. Didn't expect the twist....I always thought Darkhorse was eeeevil though.
Loved the sunspire. Grabbed the first cloak, toasted all the kalki's and their spawns on the first level. Then I sniped the golems above them. Then I used guided missles to kill all the warlords up top, so it was just the boss.
Out of curiositiy, what is he immune against? I always got the \"invincibility\" noise when I hit him with earthshakers, but energy weapons seemed to work, and so did lower end missles (I ran out of energy and killed him with flash missles-his earthshaker killed me as he died, but I respawned before he exploded ). How do his immunities work?
One other question is about the homing missle d00ds. I read their \"flurries of missles\" description, and it wasn't until the last couple levels that they started charging and firing off 6 or 7 missles as opposed to the regular two. How did you get *that* to work?
In addition, I loved the ending and the credits. Didn't expect the twist....I always thought Darkhorse was eeeevil though.
Amg! It's on every post and it WON'T GO AWAY!!
- Alter-Fox
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Re:
Probably just set the AI to "snipe". Try doing that with some robots in your levels... BPer bots and the D2 spiders in particular can be really... brutal. In DLE XP the box is called AI. In DMB2 I think it's called behaviour (it's on the object toolbar/toolbox).Stroodles wrote: One other question is about the homing missle d00ds. I read their "flurries of missles" description, and it wasn't until the last couple levels that they started charging and firing off 6 or 7 missles as opposed to the regular two. How did you get *that* to work?
- DarkFlameWolf
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Well, it could be level 6 or level 7 that he may be talking about Sirius. Both have switches that open up the reactors. So, we really don't know yet.
As for the final boss immunities, he's a Boss 5. Meaning, all material based weaponry does no damage. So your shakers and your awesome missiles do just about jack squat to him. So no use hording those bad boys this far. So either use them all up on level 25's boss or as you're clearing out level 26. Because they are worthless against the final boss. Use your energy based weaponry to kill him.
I thought it was an evil move to make the final boss immune to your most deadliest weapons.
As for the final boss immunities, he's a Boss 5. Meaning, all material based weaponry does no damage. So your shakers and your awesome missiles do just about jack squat to him. So no use hording those bad boys this far. So either use them all up on level 25's boss or as you're clearing out level 26. Because they are worthless against the final boss. Use your energy based weaponry to kill him.
I thought it was an evil move to make the final boss immune to your most deadliest weapons.
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Re:
Excuse me, but didn't Parallax make Earthshakers actually energy weapons?DarkFlameWolf wrote:Well, it could be level 6 or level 7 that he may be talking about Sirius. Both have switches that open up the reactors. So, we really don't know yet.
As for the final boss immunities, he's a Boss 5. Meaning, all material based weaponry does no damage. So your shakers and your awesome missiles do just about jack squat to him. So no use hording those bad boys this far. So either use them all up on level 25's boss or as you're clearing out level 26. Because they are worthless against the final boss. Use your energy based weaponry to kill him.
I thought it was an evil move to make the final boss immune to your most deadliest weapons.
Descent 1,5: Level layouts done: 52/54 Secret level layouts done: 1/6