New level and misc. questions
Posted: Mon May 20, 2019 6:12 pm
Hello Descent fans! After seeing some of the very impressive projects people are making in the level spotlight category I decided I would post this here instead since I have some DLE questions as well.
I've been hard at work on a level, and while it is finished, I did hit a couple of hurdles I wasn't sure how to get past. I've uploaded it to the Descent Mission Database:
http://www.enspiar.com/dmdb/viewMission.php?id=1730
I've been playing Descent for ~20 years and while I'm pretty proud of how it turned out, this is the first level I've made. Any feedback, positive or negative, is very welcome. Playtesting your own levels can be tough since you know where everything is. Is it too difficult? I like a solid challenge playing on Ace, but I have the advantage of knowing the layout. Feel free to send me a demo of your playthrough, it would be enlightening to see. Primary weapons are limited, but missiles are plentiful, so don't feel like you need to conserve your ammo. It uses Descent 2 stuff, but I left out anything Vertigo because I wasn't sure how many people would have access to it. Made in DLE with vanilla assets and tested in DXX-Rebirth with no issues. I'm sure I'll still tweak it here and there. The next step I suppose would be to try to add more secondary textures and play with the lighting. I have a couple other levels in the works, and I plan to eventually make a mission of 8 to 10, but doubt I'll have many ideas beyond that.
ANYWAY on to the actual issues I encountered. Possible level spoilers, but not really because these things weren't implemented, haha.
1. Why are the the hostages so small? Every other object loaded in the proper size just fine.
2. I can't seem to get object triggers to work. Not a huge problem, as I can workaround with standard and overlay triggers.
3. Is it possible to make one side of a wall blastable, but make the other side appear normal? I got it to work where the texture was removed, but the other side of the wall remained impassible.
4. Is it possible to make a blastable wall appear from a trigger? I tried to set it up, but the walls couldn't be destroyed despite being labeled blastable.
5. Can you reduce how much the robots roam? Not super problematic, but it can create bottlenecking which is a lot less fun than maneuvering a room.
6. The final room is large enough that the robots in the back don't notice the player. Is there a way to set their visual range? I messed with the FOV setting, but that didn't seem to effect it. The Vertigo missions have some much larger arenas and don't seem to encounter this issue that I've noticed.
If you can help me with any of these, it would be greatly appreciated! Feel free to send any messages about it. Thanks for your time.
I've been hard at work on a level, and while it is finished, I did hit a couple of hurdles I wasn't sure how to get past. I've uploaded it to the Descent Mission Database:
http://www.enspiar.com/dmdb/viewMission.php?id=1730
I've been playing Descent for ~20 years and while I'm pretty proud of how it turned out, this is the first level I've made. Any feedback, positive or negative, is very welcome. Playtesting your own levels can be tough since you know where everything is. Is it too difficult? I like a solid challenge playing on Ace, but I have the advantage of knowing the layout. Feel free to send me a demo of your playthrough, it would be enlightening to see. Primary weapons are limited, but missiles are plentiful, so don't feel like you need to conserve your ammo. It uses Descent 2 stuff, but I left out anything Vertigo because I wasn't sure how many people would have access to it. Made in DLE with vanilla assets and tested in DXX-Rebirth with no issues. I'm sure I'll still tweak it here and there. The next step I suppose would be to try to add more secondary textures and play with the lighting. I have a couple other levels in the works, and I plan to eventually make a mission of 8 to 10, but doubt I'll have many ideas beyond that.
ANYWAY on to the actual issues I encountered. Possible level spoilers, but not really because these things weren't implemented, haha.
1. Why are the the hostages so small? Every other object loaded in the proper size just fine.
2. I can't seem to get object triggers to work. Not a huge problem, as I can workaround with standard and overlay triggers.
3. Is it possible to make one side of a wall blastable, but make the other side appear normal? I got it to work where the texture was removed, but the other side of the wall remained impassible.
4. Is it possible to make a blastable wall appear from a trigger? I tried to set it up, but the walls couldn't be destroyed despite being labeled blastable.
5. Can you reduce how much the robots roam? Not super problematic, but it can create bottlenecking which is a lot less fun than maneuvering a room.
6. The final room is large enough that the robots in the back don't notice the player. Is there a way to set their visual range? I messed with the FOV setting, but that didn't seem to effect it. The Vertigo missions have some much larger arenas and don't seem to encounter this issue that I've noticed.
If you can help me with any of these, it would be greatly appreciated! Feel free to send any messages about it. Thanks for your time.