Thoughts on a 50 level (now 25) Descent 1 set
Posted: Tue Jan 27, 2009 10:37 pm
This is a long post, readers beware:
Now due to the modular nature of Sniper's Descent Database, I could release preliminary copies of the level set before all 50 levels are finished and have people test them as I make them, or I could simply wait and release them all at once. Furthermore, I'm not entirely sure I'll be able to come up with ideas for 48 unique levels (Sirius is taking care of two). So this modular setup may work well with other designers who are willing to submit a few levels to the set.
Problem is, the last time this happened, my 'Vignette' idea was misinterpreted and we got much larger and less concept focused ideas. Although this ultimately turned out good for the Enemy Within, it fell short of what I wanted for the set. So for anyone who thinks a modular level set made by many authors is a good idea and wants to submit a level for the set, they must first play through all the levels currently in the set now to get a FIRM idea of what exactly I'm looking for when I mean \"SMALL, CONCEPT LEVELS.\"
There are also some guidelines when it comes to making these levels, one cannot simply just make whatever and have it be a part of the set, there are a few things that unify the entire set amongst the levels, here are some basic rules I've established in the 14+ levels already completed:
-1 Must be for Descent 1, obviously. So all Descent 1 limitations to level design probably apply.
-2 When played through without any robots, you should be able to complete the level in less than 2 minutes, preferably one minute. REASON: These are called Vignettes for a REASON, they are supposed to be short and sweet, no big or medium sized levels. Make a level to fill an idea or concept, nothing more. (play my levels to see what I mean)
-3 No bosses, just the reactor at the end, Sirius is handling the two boss levels.
-4 Once reactor is blown, we'll have fully developed exit tunnels. The exit tunnels must be, in some way, connected to the overall level. For people wanting to make a level, please play through the set currently to see plenty of examples to see exactly what I mean by this. NOTE: Remember that the last cube, the player must exit the mine THROUGH side 5, so make sure side 5 has the 'end of exit tunnel' flag on it.
-5 There must be one energy center in each level, nor more and no less. This is not to say that the energy center can't be comprised of more than 1 cube or that the cubes are separated within the room. It just means there must be 'one energy room' per level. Also, the door leading to the energy center MUST have door 08. Its a unifying feature of the entire set.
-6 There must be at least one robot matcen, but you can have as many as you'd like in the level, within reason based on where the level will fall in the 50 set line-up. Furthermore, the more 'secret doors' that open revealing robots after a key is taken, etc., the better. I'd like more than just resorting to a robot maker to punish players, but having actually level geometry revealed as you play is nice.
-7 There must be one hostage cell (or cells) in the level with a total of 4 hostages, no more, and no less. This is more of an 'on a whim' number I picked, but I'm sticking with it throughout the levels.
-8 Whenever there is a blue, yellow, red key in the level, there must be a specific Metl098 texture applied somewhere behind the key in its cube. This is more of a unifying aesthetic in the set.
-9 There must be EXACTLY one secret area per level. The secret level can be as simple as a single box cube behind a hidden door to a grand detailed, involved secret area, its all up to you and the design of the level.
-10 Quality is a must, I cannot stress this enough. For anyone curious as to the type of quality I'd prefer in the set, you are free to look through the levels I currently have created to get a taste of what I'm expecting. We want this set to be a cohesive whole, not something disjointed. Just because a level is short, simple and sweet doesn't mean your architecture has to be.
Now as for other rules of the set, I'm breaking down the key setup, item placement and robot placement for the set. As a general rule, I set up robots to be spawned from Matcens, place blue, yellow, red keys in their respective areas, the reactor and player 0. Beyond that, I've kept all levels empty of all other items and robots pending final level order, etc.
Key placement:
the set is divided up into 5 sets of 10 levels. With each set being a single theme. Levels 1-2 of each 10 part set ONLY has a red key. So these should be relatively short. Levels 3-5 only have the blue and red keys. So they are just as short, but take a bit longer. (Although Sirius didn't get this memo when he started work on level 25 boss level.) Levels 6-10 of each part will have all three keys. So keep these in mind when designing each level. Remember also that each level must be beaten without robots, just plain flying through, in around 2 mins max. (Vignettes, remember!)
Robot placement in order of their appearence:
Level 1 - Class 1 Drone / Class 2 Drone
Level 2 - Small Hulk
Level 4 - Medium Lifter
Level 5 - Medium Hulk / Cloaked Lifter
Level 7 - Class 3 Gopher / Secondary Lifter
Level 8 - Supervisor Bot / Cloaked Hulk
Level 10 - Super Hulk
Level 15 - Class 1 Platform / Class 1 Driller
Level 18 - Spider / Small Spider
Level 20 - Cloaked Driller / Advanced Lifter
Level 23 - PTMC Defense
Level 26 - Class 2 Platform
Level 30 - Class 1 Heavy Driller
Level 31 - Fusion Hulk
Item placement - These will be heavily controlled throughout the set to create a sense of progression through the entire fifty level set. Since there is only one secret area per level, it further helps 'control' just how far 'ahead' a player can get in the set. Also, whenever a item is in paranthesis in the list below, that means the player can get that item EARLY in the set via a secret area, and it will later be listed without the paranthesis when the player can get that same item normally outside of a secret area. Also, just because an item (eg. Fusion Cannon) shows up in Paranthesis in a level 5 levels earlier than the player would normally get it, doesn't mean it only shows up in secret areas on just that one level, it could show up anywhere between the first time it become available to the time its received outside of a secret area.
Level 1 - Concussion Missiles (Level 2 Laser)
Level 2 - Level 2 Laser (Proximity Bomb)
Level 3 - Proximity Bomb (Level 3 Laser)
Level 4 - Level 3 Laser
Level 5 - Homing Missile (Level 4 Laser)
Level 6 - Level 4 Laser (Vulcan Cannon / Vulcan Ammo)
Level 7 - Vulcan Cannon / Vulcan Ammo
Level 9 - (Spreadfire)
Level 10 - Spreadfire
Level 12 - (Quad Laser)
Level 14 - Quad Laser (Smart Missile)
Level 15 - Smart Missile
Level 18 - Plasma Cannon (Mega Missile)
Level 20 - (Fusion Cannon)
Level 25 - Fusion Cannon / Mega Missile
Level List:
Here is a comprehensive level list of levels completed, levels in progress and levels unclaimed:
Metal/Base levels -
Level 1 : Shaft Complex (100%)
Level 2 : The Pit (100%)
Level 3 :
Level 4 : The Crescent Moon (Post-Poned)
Level 5 : Jail Compound (100%)
Level 6 :
Level 7 :
Level 8 :
Level 9 : Dropshaft (100%)
Level 10 : Grated Catwalk (100%)
Water/Green Levels -
Level 11 : Submerged (100%)
Level 12 : Inner Tubing (100%)
Level 13 : The Crossing (Post-Poned)
Level 14 :
Level 15 : The Sewers (100%)
Level 16 : Sprial Falls (Post-Poned)
Level 17 :
Level 18 : The Riverbed (100%)
Level 19 :
Level 20 : The Great Escape (5%)
Fire/Lava/Red Levels -
Level 21 :
Level 22 : Under Tuck (100%)
Level 23 : Roundabout (100%)
Level 24 : The Black Rock (85%)
Level 25 : Into The Fire (100%)
Level 26 : Stalagtite Volcano (100%)
Level 27 :
Level 28 :
Level 29 :
Level 30 : To The Top (100%)
Ice/Blue/Water Levels -
Level 31 : Observatory Row (70%)
Level 32 :
Level 33 : Ice Tower (100%)
Level 34 :
Level 35 : Stack the Deck (Post-Poned)
Level 36 : The Central Pillar (100%)
Level 37 : Command Post (100%)
Level 38 :
Level 39 :
Level 40 :
Purple/Alien/Rock/Weird Levels -
Level 41 :
Level 42 :
Level 43 : Vertigo Tube (100%)
Level 44 : Alien Tunnels (100%)
Level 45 : The Funnel (Post-Poned)
Level 46 : Grand Hall (100%)
Level 47 : Spiked Exterior (Post-Poned)
Level 48 :
Level 49 : Forgotten Fortress (100%)
Level 50 : Sirius Boss Level (?%)
So there you have it. I'm still not sure if I should make this public and upload it to the database as a ongoing community project or keep it close to the vest and have it be solely mine. But the reason I want to entertain this idea is because due to my upcoming move due to military and the upcoming baby I'm going to have, I highly doubt I'll have time to finish this ambitious project. I'll try to finish all the ideas I've set up above that are still 0%, but the unclaimed/unnamed levels inbetween, I'm not entirely sure about that. Regardless if all 50 levels are completed or not, the work will get released to the public. So Sirius, keep plugging away at those boss levels, they will NOT go to waste. So ideas, thoughts, comments?
Now due to the modular nature of Sniper's Descent Database, I could release preliminary copies of the level set before all 50 levels are finished and have people test them as I make them, or I could simply wait and release them all at once. Furthermore, I'm not entirely sure I'll be able to come up with ideas for 48 unique levels (Sirius is taking care of two). So this modular setup may work well with other designers who are willing to submit a few levels to the set.
Problem is, the last time this happened, my 'Vignette' idea was misinterpreted and we got much larger and less concept focused ideas. Although this ultimately turned out good for the Enemy Within, it fell short of what I wanted for the set. So for anyone who thinks a modular level set made by many authors is a good idea and wants to submit a level for the set, they must first play through all the levels currently in the set now to get a FIRM idea of what exactly I'm looking for when I mean \"SMALL, CONCEPT LEVELS.\"
There are also some guidelines when it comes to making these levels, one cannot simply just make whatever and have it be a part of the set, there are a few things that unify the entire set amongst the levels, here are some basic rules I've established in the 14+ levels already completed:
-1 Must be for Descent 1, obviously. So all Descent 1 limitations to level design probably apply.
-2 When played through without any robots, you should be able to complete the level in less than 2 minutes, preferably one minute. REASON: These are called Vignettes for a REASON, they are supposed to be short and sweet, no big or medium sized levels. Make a level to fill an idea or concept, nothing more. (play my levels to see what I mean)
-3 No bosses, just the reactor at the end, Sirius is handling the two boss levels.
-4 Once reactor is blown, we'll have fully developed exit tunnels. The exit tunnels must be, in some way, connected to the overall level. For people wanting to make a level, please play through the set currently to see plenty of examples to see exactly what I mean by this. NOTE: Remember that the last cube, the player must exit the mine THROUGH side 5, so make sure side 5 has the 'end of exit tunnel' flag on it.
-5 There must be one energy center in each level, nor more and no less. This is not to say that the energy center can't be comprised of more than 1 cube or that the cubes are separated within the room. It just means there must be 'one energy room' per level. Also, the door leading to the energy center MUST have door 08. Its a unifying feature of the entire set.
-6 There must be at least one robot matcen, but you can have as many as you'd like in the level, within reason based on where the level will fall in the 50 set line-up. Furthermore, the more 'secret doors' that open revealing robots after a key is taken, etc., the better. I'd like more than just resorting to a robot maker to punish players, but having actually level geometry revealed as you play is nice.
-7 There must be one hostage cell (or cells) in the level with a total of 4 hostages, no more, and no less. This is more of an 'on a whim' number I picked, but I'm sticking with it throughout the levels.
-8 Whenever there is a blue, yellow, red key in the level, there must be a specific Metl098 texture applied somewhere behind the key in its cube. This is more of a unifying aesthetic in the set.
-9 There must be EXACTLY one secret area per level. The secret level can be as simple as a single box cube behind a hidden door to a grand detailed, involved secret area, its all up to you and the design of the level.
-10 Quality is a must, I cannot stress this enough. For anyone curious as to the type of quality I'd prefer in the set, you are free to look through the levels I currently have created to get a taste of what I'm expecting. We want this set to be a cohesive whole, not something disjointed. Just because a level is short, simple and sweet doesn't mean your architecture has to be.
Now as for other rules of the set, I'm breaking down the key setup, item placement and robot placement for the set. As a general rule, I set up robots to be spawned from Matcens, place blue, yellow, red keys in their respective areas, the reactor and player 0. Beyond that, I've kept all levels empty of all other items and robots pending final level order, etc.
Key placement:
the set is divided up into 5 sets of 10 levels. With each set being a single theme. Levels 1-2 of each 10 part set ONLY has a red key. So these should be relatively short. Levels 3-5 only have the blue and red keys. So they are just as short, but take a bit longer. (Although Sirius didn't get this memo when he started work on level 25 boss level.) Levels 6-10 of each part will have all three keys. So keep these in mind when designing each level. Remember also that each level must be beaten without robots, just plain flying through, in around 2 mins max. (Vignettes, remember!)
Robot placement in order of their appearence:
Level 1 - Class 1 Drone / Class 2 Drone
Level 2 - Small Hulk
Level 4 - Medium Lifter
Level 5 - Medium Hulk / Cloaked Lifter
Level 7 - Class 3 Gopher / Secondary Lifter
Level 8 - Supervisor Bot / Cloaked Hulk
Level 10 - Super Hulk
Level 15 - Class 1 Platform / Class 1 Driller
Level 18 - Spider / Small Spider
Level 20 - Cloaked Driller / Advanced Lifter
Level 23 - PTMC Defense
Level 26 - Class 2 Platform
Level 30 - Class 1 Heavy Driller
Level 31 - Fusion Hulk
Item placement - These will be heavily controlled throughout the set to create a sense of progression through the entire fifty level set. Since there is only one secret area per level, it further helps 'control' just how far 'ahead' a player can get in the set. Also, whenever a item is in paranthesis in the list below, that means the player can get that item EARLY in the set via a secret area, and it will later be listed without the paranthesis when the player can get that same item normally outside of a secret area. Also, just because an item (eg. Fusion Cannon) shows up in Paranthesis in a level 5 levels earlier than the player would normally get it, doesn't mean it only shows up in secret areas on just that one level, it could show up anywhere between the first time it become available to the time its received outside of a secret area.
Level 1 - Concussion Missiles (Level 2 Laser)
Level 2 - Level 2 Laser (Proximity Bomb)
Level 3 - Proximity Bomb (Level 3 Laser)
Level 4 - Level 3 Laser
Level 5 - Homing Missile (Level 4 Laser)
Level 6 - Level 4 Laser (Vulcan Cannon / Vulcan Ammo)
Level 7 - Vulcan Cannon / Vulcan Ammo
Level 9 - (Spreadfire)
Level 10 - Spreadfire
Level 12 - (Quad Laser)
Level 14 - Quad Laser (Smart Missile)
Level 15 - Smart Missile
Level 18 - Plasma Cannon (Mega Missile)
Level 20 - (Fusion Cannon)
Level 25 - Fusion Cannon / Mega Missile
Level List:
Here is a comprehensive level list of levels completed, levels in progress and levels unclaimed:
Metal/Base levels -
Level 1 : Shaft Complex (100%)
Level 2 : The Pit (100%)
Level 3 :
Level 4 : The Crescent Moon (Post-Poned)
Level 5 : Jail Compound (100%)
Level 6 :
Level 7 :
Level 8 :
Level 9 : Dropshaft (100%)
Level 10 : Grated Catwalk (100%)
Water/Green Levels -
Level 11 : Submerged (100%)
Level 12 : Inner Tubing (100%)
Level 13 : The Crossing (Post-Poned)
Level 14 :
Level 15 : The Sewers (100%)
Level 16 : Sprial Falls (Post-Poned)
Level 17 :
Level 18 : The Riverbed (100%)
Level 19 :
Level 20 : The Great Escape (5%)
Fire/Lava/Red Levels -
Level 21 :
Level 22 : Under Tuck (100%)
Level 23 : Roundabout (100%)
Level 24 : The Black Rock (85%)
Level 25 : Into The Fire (100%)
Level 26 : Stalagtite Volcano (100%)
Level 27 :
Level 28 :
Level 29 :
Level 30 : To The Top (100%)
Ice/Blue/Water Levels -
Level 31 : Observatory Row (70%)
Level 32 :
Level 33 : Ice Tower (100%)
Level 34 :
Level 35 : Stack the Deck (Post-Poned)
Level 36 : The Central Pillar (100%)
Level 37 : Command Post (100%)
Level 38 :
Level 39 :
Level 40 :
Purple/Alien/Rock/Weird Levels -
Level 41 :
Level 42 :
Level 43 : Vertigo Tube (100%)
Level 44 : Alien Tunnels (100%)
Level 45 : The Funnel (Post-Poned)
Level 46 : Grand Hall (100%)
Level 47 : Spiked Exterior (Post-Poned)
Level 48 :
Level 49 : Forgotten Fortress (100%)
Level 50 : Sirius Boss Level (?%)
So there you have it. I'm still not sure if I should make this public and upload it to the database as a ongoing community project or keep it close to the vest and have it be solely mine. But the reason I want to entertain this idea is because due to my upcoming move due to military and the upcoming baby I'm going to have, I highly doubt I'll have time to finish this ambitious project. I'll try to finish all the ideas I've set up above that are still 0%, but the unclaimed/unnamed levels inbetween, I'm not entirely sure about that. Regardless if all 50 levels are completed or not, the work will get released to the public. So Sirius, keep plugging away at those boss levels, they will NOT go to waste. So ideas, thoughts, comments?