Search found 219 matches

by Naphtha
Sun Nov 19, 2017 11:15 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 1286
Views: 81494

Re: Descent 1 1/2

To be honest, Xfing, I'm sick of trying to humor someone who still acts like he didn't even read the guidelines for your project. Between my own set's development and spending time applying for a new job, I haven't had a whole lot of time for this admittedly. I think I'm going to free up Secret Leve...
by Naphtha
Fri Oct 27, 2017 4:20 pm
Forum: Descent Level Spotlight
Topic: Plutonian Shores - Vertigo Single-Player development thread
Replies: 55
Views: 5574

Re: Plutonian Shores - Vertigo Single-Player development thread

The problem I usually have with item placement is that if I can't really strike the balance between the right amounts for cold-start and front-to-back players, I prefer to give enough weapons for a player cold-starting each level. But I see what you mean that I've gone a bit too far into allowing th...
by Naphtha
Mon Oct 02, 2017 6:38 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 1286
Views: 81494

Re: Descent 1 1/2

3. The symmetry overload. I like Entropy Experiment as much as the next guy, but to be quite frank, your designs aren't quite awe-inspiring enough to pull off a symmetrical design without making it look lazy. Try to do something about the other points and the symmetry will feel a bit more like it b...
by Naphtha
Mon Oct 02, 2017 5:00 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 1286
Views: 81494

Re: Descent 1 1/2

The situation cleared itself up much quicker than expected. Zandura II It's better than your previous works, but I'm still not convinced enough to call it "good." For a few reasons: 1. A lot of the paths feel forced or lazy, such as forcing the player to go through hostage cells. It almost feels li...
by Naphtha
Sat Sep 02, 2017 2:11 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 1286
Views: 81494

Re: Descent 1 1/2

I tried looking through all the palette choices myself, and surprisingly, the D1-exclusive textures held up pretty nicely. I think it really comes down to how bright or muted you want the bluish textures to look (including the dark purple tile-like wall texture from D2). If we're only to choose betw...
by Naphtha
Mon Jul 10, 2017 11:55 am
Forum: Descent Level Spotlight
Topic: Plutonian Shores - Vertigo Single-Player development thread
Replies: 55
Views: 5574

Re: Plutonian Shores - Vertigo Single-Player development thread

I've tried to ensure it's still compatible with DOS by avoiding things like the higher object limits set by Rebirth and XL, but I haven't tested if it actually does work. Almost all of the testing has been done on Rebirth so far, but I think the biggest possible issue I can predict is if it doesn't ...
by Naphtha
Fri Jun 30, 2017 9:24 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 1286
Views: 81494

Re: Descent 1 1/2

Trying to get back into the swing of level building for this project, and I think I'm going to take a D1 level next. Preferably Ganymede Outpost, since I have some ideas for getting started on it already. I have some pieces for Secret Level 3, but I'm trying to remember how I wanted everything to fi...
by Naphtha
Wed Jun 28, 2017 5:46 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 1286
Views: 81494

Re: Descent 1 1/2

I feel like the zigzaggy sections can be replaced with larger cubes of similar dimensions. The level's kind of missing those open spaces I associate with D2, so that's just my suggestion for Coolyard. You mean expansion in all directions? Sure, noted. Still, I'd be taking out some portions of the z...
by Naphtha
Wed Jun 28, 2017 12:41 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 1286
Views: 81494

Re: Descent 1 1/2

I feel like the zigzaggy sections can be replaced with larger cubes of similar dimensions. The level's kind of missing those open spaces I associate with D2, so that's just my suggestion for Coolyard.
by Naphtha
Tue Jun 27, 2017 12:07 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 1286
Views: 81494

Re: Descent 1 1/2

Either way, if one single person continues the trend of being unable to fix anything, give someone else a shot. Don't just scrap an entire level off of one person's opinion. But you've continued making these half-hearted maps that are then left for someone else to fix. If the project leader tells y...
by Naphtha
Sun Jun 25, 2017 2:51 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 1286
Views: 81494

Re: Descent 1 1/2

On the off-chance you're just some kid that's genuinely desperate to fit in, LightWolf... I get it, and I've seen people like you around before, but this isn't how you go about it in a creative environment. If you really want your stuff accepted, you have to rise to meet Xfing's standards, not halfa...
by Naphtha
Sun Jan 15, 2017 1:32 pm
Forum: Descent Level Spotlight
Topic: D1 and D2 Anarchy Set: The Gathering
Replies: 1
Views: 384

D1 and D2 Anarchy Set: The Gathering

These levels were a while in the making. I actually premiered a beta version of the D1 set back in October 2014 at the Descent in Denver LAN, but it took a very long time before I came back and completed the set. So here you have it, a seven-level set with both D1 and D2 versions. Like "The Duellist...
by Naphtha
Sat Jun 18, 2016 4:07 am
Forum: Descent Level Spotlight
Topic: Plutonian Shores - Vertigo Single-Player development thread
Replies: 55
Views: 5574

Re: Plutonian Shores - Vertigo Single-Player development thread

Taking some of the unfinished and unsorted levels into account, I think there's room for three open slots in the last part of the set (basically the level 23-28 realm). Make sure you're submitting a reactor level if you do want to provide one, because all the boss levels are at least conceptualized ...
by Naphtha
Mon Apr 25, 2016 6:27 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 1286
Views: 81494

Re: Descent 1 1/2

I do like the idea of a supercollider-like area in the map, though. It'd be really interesting to see it done in a D1-style level... ;)
by Naphtha
Sat Apr 02, 2016 2:03 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 1286
Views: 81494

Re: Descent 1 1/2

Well, the themes in that set (moonbase, fire, green/alien, ice, "desert"/mineral and purple/virus) were all Dravis's idea from the start. I was more on board for supplying detail in some parts to make things look a bit more orderly without changing the cube structure. :P
by Naphtha
Fri Mar 11, 2016 7:44 am
Forum: Descent Development
Topic: Glass window texture for walls like on TEW
Replies: 23
Views: 2049

Re: Glass window texture for walls like on TEW

From what I know, the Descent 2 engine allows for glass walls by putting in a "cloaked" wall with a transparency setting. If you're using DLE, you just have to open the "type" menu on the Walls tab, and select "cloaked" from there to get the glass effect. It will look the same no matter what texture...
by Naphtha
Fri Jan 08, 2016 12:09 am
Forum: Descent Level Spotlight
Topic: Plutonian Shores - Vertigo Single-Player development thread
Replies: 55
Views: 5574

Re: Plutonian Shores - Vertigo Single-Player development thr

Yer level list in the OP. It looked to me like it was meant to be the whole thing. Oh, I see. I'm just giving myself a short-term goal to clear before heading on to the last set of levels. I'm basically following similar episode/chapter divisions to what Doom 2 did (where the text interludes come i...
by Naphtha
Thu Jan 07, 2016 12:45 am
Forum: Descent Level Spotlight
Topic: Plutonian Shores - Vertigo Single-Player development thread
Replies: 55
Views: 5574

Re: Plutonian Shores - Vertigo Single-Player development thr

Alter-Fox wrote:Wait a minute Naptha... you say this is pack is 20 levels but that the first 11 is the first third?
Did you mean to say half or did you extend the mission?
No, my goal is 32 levels in all. I can't even find the part you're referring to so I can fix the typo ^^;
by Naphtha
Mon Jan 04, 2016 9:43 pm
Forum: Descent Level Spotlight
Topic: Plutonian Shores - Vertigo Single-Player development thread
Replies: 55
Views: 5574

Re: Plutonian Shores - Vertigo Single-Player development thr

I'm not sure level 6 works the way you wanted it to Naptha, it's possible to complete it entirely without the blue key, and there's a trigger with blue lights (screaming I'm important shoot me!) that doesn't seem to do anything. Actually, that one was entirely intentional. I liked how Parallax trie...
by Naphtha
Mon Jan 04, 2016 12:31 pm
Forum: Descent Single Player
Topic: Fair Robot Scores
Replies: 6
Views: 1144

Re: Fair Robot Scores

The Green Spider from D2 should be added to that. Faster than the Green Platformer, even has a higher payload on Insane (6 concussion missiles per volley!) and the ability to leave offspring doesn't help at all. 1500, perhaps?
by Naphtha
Sun Jan 03, 2016 5:40 am
Forum: Descent Single Player
Topic: Scariest single player levels?
Replies: 5
Views: 890

Re: Scariest single player levels?

D1 Level 20 still has a bit of scariness to it on Insane for me. It's the music and the way you have to approach the later parts of the level slowly to clear them out... Not being aware of your surroundings at all times while searching for those key-holding bots could easily lead to a Class 2 Platfo...
by Naphtha
Sat Jan 02, 2016 1:41 am
Forum: Descent Level Spotlight
Topic: Plutonian Shores - Vertigo Single-Player development thread
Replies: 55
Views: 5574

Re: Plutonian Shores - Vertigo Single-Player development thr

*Blows some dust off the thread* Things have been a bit quiet... well, for a long time, actually. But I've been slowly working on the later levels of the set and the 11-level starting demo is now officially out and ready for download here: http://www.enspiar.com/dmdb/viewMission.php?id=1103 http://i...
by Naphtha
Tue Nov 24, 2015 2:24 pm
Forum: Descent Level Spotlight
Topic: I don't think I ever posted these here
Replies: 29
Views: 2792

Re: I don't think I ever posted these here

I didn't get to fly through all of them yet, but I did take a quick look at each of the levels in the editor. Some of the levels had a bit of a "new designer" feel to them with an awful lot of 20x20x20 cubes, but some had areas that are extremely well-crafted and look more like the mark of a veteran...
by Naphtha
Fri Oct 16, 2015 3:00 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 1286
Views: 81494

Re: Descent 1 1/2

I do really like a lot of that level and the similarities to Level 38 in terms of theme are really nice. One thing I don't really care for, though, is that sharply curved 20x20 tunnel (obsidian walls, pink ceiling, tiled floor) in the area near where the blue key is. It's a little too pinched and di...
by Naphtha
Tue Aug 11, 2015 5:05 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 1286
Views: 81494

Re: Descent 1 1/2

Looking at the D1 palette again, there might need to be some re-adjustments for certain texture imports. Part of the light strips on the switch animations is transparent in the palette, so that definitely should be fixed if nothing else. Otherwise, I'm trying to have a look at the D2 textures which ...
by Naphtha
Sat Aug 08, 2015 2:48 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 1286
Views: 81494

Re: Descent 1 1/2

I'm impressed by it, honestly. One of the only things I have to comment on is there are some very sharp angles on some walls that can be easy for a player to get caught on, such as just above the blue door. I know deleting the thin walls might interfere with the "pipeline" design you were probably g...
by Naphtha
Sat Jul 25, 2015 2:03 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 1286
Views: 81494

Re: Descent 1 1/2

A chronic problem I've been seeing on all the vertigo levels so far is a that there're too many types of vertigo bots all over. Most of the vertigo series levels were themed around three or four of them, with only one or two actually appearing frequently. I think the way to solve this is for most o...
by Naphtha
Tue Jun 30, 2015 5:45 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 1286
Views: 81494

Re: Descent 1 1/2

In other news, I've gotten back to work on trying to figure out Secret Level 3. The name kind of had me going for some long tunnels that descend deeper into an abyss, but I think I've come up with an idea where the reactor is somewhat central to the level, but grated off along with a bunch of strong...
by Naphtha
Sun Jun 28, 2015 5:46 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 1286
Views: 81494

Re: Descent 1 1/2

I think it's worth mentioning that from looking at it, at least two parts from Udenyor were taken from Vertigo levels. The side with the blue key was lifted from the end area for Level 17, and the blue door area is a slight alteration from Level 15's starting area. I realize they were altered slight...
by Naphtha
Fri Sep 05, 2014 1:46 am
Forum: Descent Level Spotlight
Topic: (WORK IN PROGRESS) D2 Singleplayer: Substance (It's Back!)
Replies: 11
Views: 2188

Re: (WORK IN PROGRESS) D2 Singleplayer: Substance

I only survived with one life out of three on Insane, so it does have the difficulty down. However, I think it's for the wrong reasons, because the level didn't play much like the original Plutonia. It's very rare for Plutonia to overload the player with enemies (can't think of much other than Go 2 ...
by Naphtha
Wed Aug 20, 2014 12:18 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 1286
Views: 81494

Re: Descent 1 1/2

Ok, I've tweaked the Falls of Truth and reuploaded it. - Had to change the mission name from "Falls of Truth by Naphtha" to simply "Falls of Truth", else my Rebirth wouldn't run it - Tweaked lighting by changing the luminosity values of the small round lights, small unbreakable lights and door ligh...
by Naphtha
Tue Aug 19, 2014 10:45 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 1286
Views: 81494

Re: Descent 1 1/2

As far as I know, both DESCENT2.HAM and D2X.HAM can be modded and put inside the .HOG, but Rebirth and Retro don't seem to support .S11 and .S22 stashed internally just yet. That's why those ones weren't included and the sounds came out weird, because I had to replace the defaults to test the sounds...
by Naphtha
Sun Aug 17, 2014 12:35 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 1286
Views: 81494

Re: Descent 1 1/2

Just noticed you updated Eris Military Base, Xfing, and I definitely like it more now that I'm taking a second look at it. If there's anything I can recommend, it'd probably be to replace rock021 because using it tends to look very unprofessional in D2 levels nowadays. I could actually recommend roc...
by Naphtha
Tue Jul 22, 2014 1:26 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 1286
Views: 81494

Re: Descent 1 1/2

Actually, I tried incorporating all the files but I couldn't seem to get the S11 and S22 files working inside the HOG. The drones were still making multiplayer sounds regardless, so I think I'll just solve this by removing the HAM files for now. I did shuffle around the POG file, though, and did add...
by Naphtha
Mon Jul 21, 2014 8:56 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 1286
Views: 81494

Re: Descent 1 1/2

FIRE.PIG (of all the D2 palettes is the one that looks closer to D1 colors, so it would be the easiest to make it fit). Hmmm... now that you mention it., you're right. I always thought that Groupa.pig was the logical choice for making D1 levels with, because it's supposed to be the "neutral" and mu...
by Naphtha
Fri Jul 18, 2014 9:43 pm
Forum: Descent Level Spotlight
Topic: D1 and D2 Anarchy: Sanitarium
Replies: 3
Views: 1473

Re: D1 and D2 Anarchy: Sanitarium

The main reason I focused on brown and black texturing was to prevent a lot of ship masking that could occur with other colors, especially the grays, blues and reds since the level is mainly for 1v1's. No ships really blend into the brown all that well and the brick texture is just such a nice one I...
by Naphtha
Wed Jul 16, 2014 10:21 pm
Forum: Descent Level Spotlight
Topic: D1 and D2 Anarchy: Sanitarium
Replies: 3
Views: 1473

D1 and D2 Anarchy: Sanitarium

Subtitle: Welcome Lothar :mrgreen: In honor of LotharBot's birthday, I ended up whipping up a quick level as a nice little gift for him which should be a convenient surprise when he and Drakona arrive at Jediluke's LAN this weekend. :P Concise and to-the-point gameplay and weapons loadout, but with...
by Naphtha
Wed Jul 09, 2014 12:26 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 1286
Views: 81494

Re: Descent 1 1/2

I'm going to be that guy just this once so... more like four ugly levels. I will say this quote's a great one to go by, though: At this point you need to be patient with the map, and figure out what it wants to be even if that's not exactly what you want it to be. That right there is why the complet...
by Naphtha
Sun Jul 06, 2014 4:47 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 1286
Views: 81494

Re: Descent 1 1/2

I really like the idea of levels with a very specific category of robots, since I haven't seen much of that outside of First Strike. If you want a second opinion, is there a copy of the level on Dropbox somewhere that I can take a look at? EDIT: Also uploaded a partial of Falls of Truth. It's nowher...
by Naphtha
Sat Jul 05, 2014 7:14 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 1286
Views: 81494

Re: Descent 1 1/2

Falls of Truth is coming along fine, although I'm having a bit of a harder time connecting certain areas together. I'm trying to bring D2 Level 7 to mind, but with a few D1 textures mixed in. I think while I'm at it, though, I'd like to claim Secret Level 3. And speaking of secret levels, I figure t...