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
Awesome D2 levels from the IDLC ...
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"
"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"
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!"
"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!"
- Sapphire Wolf
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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.
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
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.
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