Awesome D2 levels from the IDLC ...

A forum just for you old time Descent and Descent2 players.
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KoolBear
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Awesome D2 levels from the IDLC ...

Post by KoolBear »

Browse the IDLC or Internet Descent Level Contest Multiplayer levels for some great dogfighting levels created by Descent'rs for Descent'rs

Made for Internet Play ...
http://www.koolbear.com/IDLC/IDLC-catag ... ernet.html
Sup
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Post by Sup »

Wow

Now that brings back some memories

:)

Sup <-- spent countless hours on that contest ..
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Sirius
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Post by Sirius »

Yeah... doesn't have the results up there though.

SOME of the levels are pretty well-known, and some are quite good... although a number of hopefuls just shouldn't have had any. :)
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Post by akula65 »

In October 2000 Interplay still had some pages devoted to a Descent II Level Design contest that occurred in 1996:

"2. CONTEST DEADLINES:

The contest begins on Thursday, August 1, 1996. To be eligible for prizes, entries must be received by midnight Pacific time, on Saturday, August 31, 1996. Winning entries will be announced on Interplay's Web site approximately 60 days after the completion of the voting and judging period scheduled for September 25 through the end of 1996. Prizes will be delivered to eligible winners within 60 days after the end of the judging period."

Here are the winners in that contest:

"The Judging Is Over!
And The Winners Are...
Single-Player
"Normal" Levels: Multi-Player
"Anarchy" Levels:
First - Aqua Chasm by Jason Gimba First - Pyro Pilots Guild Hall by Jesse Cameron
Second - Foxy at D2 by Martin Fuchs Second - Wetlands by Doug Blair
Third - Boiling Point by Owen Evans Third - EarthShaker 3 by Doug Blair

And the winners in the voters drawing are:

Josh Lehman of Cypress, TX - Simuleyes Stereovision glasses
Aric Lanfor of Fort Lewis, WA - GameLan Networking kits
- Assorted Joysticks, Throttles and/or Pedals from CH Products, Thrustmaster and Act Laboratory products.
Evan Maxwell of Great Neck, NY
Gene Davis of Tacoma, WA
Trevor DeVille of Buhl, ID
Copies of Descent to Undermountain when it releases
Mike Miller of Lake Elsinor, CA
Charles Kelso of Portland, OR
Larry Scott of Valdese, NC
Alan Hayes of Englewood, CO
Mark Sadler of Fort Worth, TX"
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Post by akula65 »

In October 2000 there was also a page on the Interplay site for a Descent and Descent II Level Design contest in 1997:

"2. CONTEST DEADLINES:

The contest begins on Friday, March 19, 1997. To be eligible for prizes, entries must be received by midnight Pacific time, on May 30, 1997. Winning entries will be announced on Interplay's web site within 60 days after the completion of the voting and judging period on July 29, 1997. This date is subject to change. Prizes will be sent out to eligible winners within 60 days after the end of the voting period. Interplay reserves the right to substitute prizes of equal value."

The winners for that contest were as follows:

"The winners have been announced...

Descent I

Solo
1. Dragon
by Karl T. Zickler
2. Volcano
by Mladen Radakovic

Multi
1. Megahall
by Nathan Taylor
2. Kolumns
by Nick Herres

Descent II

Solo
1. Avalanche Corridor
by Jeremey Poparad
2. Chamelion Mine
by Michael Irschick

Multi
1. Kolumns2
by Nick Herres
2. React
by David Scalia

Most votes for a level- Dragon
by Karl T. Zickler Special winner of a Canopus Total 3D video system!"
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Post by Kyouryuu »

Aqua Chasm sucked balls. Who was the moron who designed that thing?
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Post by Sapphire Wolf »

Kyouryuu wrote:Aqua Chasm sucked balls. Who was the moron who designed that thing?
Uhhh... Didn't you created the Chasm series?
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Post by Sirius »

Yes, he did. :) Just that his later work completely put the Chasm series to shame.

At the time they weren't so bad though.
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Post by Sup »

Yeah, what people dont know was the inside scoop on some of the DRAMA that went on behind the scenes in that contest!


KB and I planned the thing. Built an entire website. Formulated the rules and invited judges.

Ok ...

Some of the judges (*AHEM* will not mention names - but not us) were actually prima donnas about the whole thing. :? :D

Like ... it wasnt enough to just have fun picking cool levels for a game? It had to get complicated.
The details dont matter. But it ended up dragging out the contest longer than it should have.

I just remember the feeling like ...

"oh my god man, its just a GAME. Pick some freaking levels and help us out here so we can be done with it already" ;)

Ahh the memories
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