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It's done!
Posted: Thu Mar 08, 2018 6:19 pm
by Darth Wang
My newest level, the best level I've ever made! It's downright AMAZING, so that's it's name!
It has corridors, cubes, doors, textures, lava, energy centers, powerups, secrets, a red door and red key, a thief, custom weapon and behavior settings on the robots, a reactor, and an exit tunnel!
https://nofile.io/f/KGRuWWxdUPu/amaze.zip
There are some bugs though like the red door only locks from the inside, there's a wall I couldn't get rid off, and some of the robots are unbalanced. But this is just the first version.
Re: It's done!
Posted: Thu Mar 08, 2018 6:45 pm
by LightWolf
It's... better...
Look at how Parallax did some of their stuff. Attempt to create something similar to some of the simpler "Parallaxine" structures. The room just after the start in D2L3 should be relatively easy to recreate. Just don't post something too similar to the original or you won't get too much positive feedback.
Even better, do this (and other editor experiments) offline. Then attempt something original using this style of geometry and post it.
Re: It's done!
Posted: Thu Mar 08, 2018 7:03 pm
by Sirius
Hmm. Needs more # before the name
You're using more tools than before; if you're interested in progressing further, the next step would probably be on the creative side. Lots of tunnels with a few geometric tweaks can only get so interesting; great levels are usually developed from ideas, which cubes are merely used to realize.
Obviously, Descent being a somewhat limited engine, that also limits the ideas that can be built... they will probably be relatively simple. But there is still stuff you can do.
A good way to start with that might be to look through the Parallax-built levels in D1 and D2 - but as you do so, try to figure out how they did what they did. If a room looks particularly interesting - what does the cube structure for that look like? How would you build something like that for your own levels? Might even be a worthwhile exercise to attempt to copy it. I recall doing that myself once, for one level I found interesting - I didn't release the results thankfully (the community takes a dim view of outright plagiarism), but it did teach me a new way to think about building levels.
(P.S. I started writing this before LW's post, but it doesn't surprise me that the feedback is along the same lines... all of us went through this stage.)
Re: It's done!
Posted: Fri Mar 09, 2018 4:36 am
by Xfing
You're like early LightWolf - attitude and all - but taken up to eleven, lol. I was going to suggest that you might be his alt, but looks like you've actually registered earlier
And yeah, LightWolf does listen to feedback and does improve very quickly. You on the other hand have a long way ahead of you...
Re: It's done!
Posted: Fri Mar 09, 2018 10:20 am
by TRUEpiiiicness
it is unplayable for me
you made some bots shoot ridiculous things in ridiculous ways so they crash the game
so yes, some robots are indeed unbalanced like the spawn that breaks the object limit at the start of the level and I died to the thief's flares
Re: It's done!
Posted: Fri Mar 09, 2018 1:30 pm
by Xfing
Yep, the newest version of Rebirth crashes when you reach a certain cube. The level's still godawful tho
Re: It's done!
Posted: Fri Mar 09, 2018 3:16 pm
by Darth Wang
TRUEpiiiicness wrote: ↑Fri Mar 09, 2018 10:20 am
it is unplayable for me
you made some bots shoot ridiculous things in ridiculous ways so they crash the game
so yes, some robots are indeed unbalanced like the spawn that breaks the object limit at the start of the level and I died to the thief's flares
Don't worry, soon I will post an update to fix all of these problems!
Re: It's done!
Posted: Wed Mar 14, 2018 3:10 pm
by Sum0Beatz
ahaha that little green bastard that shoots 100 missiles is hilarious