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 Post subject: Re: Descent 1 1/2
PostPosted: Thu May 18, 2017 2:47 am 
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It's queued up behind another level I'm working on. Thankfully that one is nearing completion though (it'll have to be, I only have about 190 cubes of space left...).


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 Post subject: Re: Descent 1 1/2
PostPosted: Thu May 18, 2017 6:18 am 
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Sirius wrote:
It's queued up behind another level I'm working on. Thankfully that one is nearing completion though (it'll have to be, I only have about 190 cubes of space left...).


Sweet :)

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Descent 1,5: Level layouts done: 30/54 Secret level layouts done: 1/6


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 Post subject: Re: Descent 1 1/2
PostPosted: Thu May 18, 2017 12:37 pm 
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Sirius wrote:
My guess is that the hostage rescue count increments until you reach an end-level score screen, whichever that happens to be. How full rescue is determined is another interesting question - it might just trigger if you have hostages on board and there are none left in the level, but I couldn't be sure it doesn't count how many you have versus either the base or current level.


From playing through D1 and 2 on a livestream, I learned that a full rescue bonus occurs only if you have all hostages on board when the level ends. If you die at all before that, the hostages are lost, and so is your bonus!


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 Post subject: Re: Descent 1 1/2
PostPosted: Thu May 18, 2017 2:58 pm 
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Kaizerwolf wrote:
Sirius wrote:
My guess is that the hostage rescue count increments until you reach an end-level score screen, whichever that happens to be. How full rescue is determined is another interesting question - it might just trigger if you have hostages on board and there are none left in the level, but I couldn't be sure it doesn't count how many you have versus either the base or current level.


From playing through D1 and 2 on a livestream, I learned that a full rescue bonus occurs only if you have all hostages on board when the level ends. If you die at all before that, the hostages are lost, and so is your bonus!


I know that, I was wondering how secret levels factor into this, if at all. Counterstrike does have some hostages in the secret level in Limefrost.

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Descent 1,5: Level layouts done: 30/54 Secret level layouts done: 1/6


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 Post subject: Re: Descent 1 1/2
PostPosted: Thu May 18, 2017 3:22 pm 
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Well I know if you go through the level "normally" (so that it's always on countdown) you get the rescue bonus after you leave the secret level. Which is probably all Parallax had in mind since IIRC that was the only secret with hostages.
If you do the guided missile trick then I'm not sure. Relatively easy for someone of your caliber to test I imagine. :)

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 Post subject: Re: Descent 1 1/2
PostPosted: Sun May 21, 2017 2:09 am 
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Alter-Fox wrote:
Well I know if you go through the level "normally" (so that it's always on countdown) you get the rescue bonus after you leave the secret level. Which is probably all Parallax had in mind since IIRC that was the only secret with hostages.
If you do the guided missile trick then I'm not sure. Relatively easy for someone of your caliber to test I imagine. :)


For some reason I totally can't be arsed to do it :P

(I like the word "arse" a lot, it's realy badarse) :D

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Descent 1,5: Level layouts done: 30/54 Secret level layouts done: 1/6


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 Post subject: Re: Descent 1 1/2
PostPosted: Sun May 21, 2017 1:15 pm 
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Did you ever make a decision on whether Spike can be introduced in Frosted Abyss?
I thought he fit that level pretty well especially if Fusion Hulk will be held off for so much later

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The eyes of the plush lobster stared deep into my soul. I touched it, made as if to pick it up, and then I was a panther.
BEWARE RAZZADOON'S SNOUT!!
...

Also beware my original music, at http://soundcloud.com/snowfoxden and http://vertigofox.bandcamp.com


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 Post subject: Re: Descent 1 1/2
PostPosted: Sun May 21, 2017 4:01 pm 
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Screens from progress on level 48, currently codenamed "Reactor: Ohm" at this time.

Image

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 Post subject: Re: Descent 1 1/2
PostPosted: Sun May 21, 2017 4:10 pm 
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I really like the texturing! Reminds me of my own N'tala, except there are reds instead of purples.

As for Spikes - yeah, maybe they can be introduced in that level, since the Omega Cannon they drop isn't really among the most powerful weapons in the game. Other than that, I just want the difficulty progression to be linear.

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Descent 1,5: Level layouts done: 30/54 Secret level layouts done: 1/6


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 Post subject: Re: Descent 1 1/2
PostPosted: Sun May 21, 2017 6:49 pm 
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Well, difficulty wise there's definitely at least one thing using omega on you in that map anyway, and spike doesn't have homing flash missiles. :P

BTW, I realized today that I've been sitting on a pretty big collection of midi versions of the same NIN songs that were used as inspiration by many of the guys who wrote D1's and D2's midis. If we do end up with a level where none of the Descent midis seem to fit well enough I could try and find one in there. Some of them might need some adjustments but those shouldn't be difficult.

_________________
The eyes of the plush lobster stared deep into my soul. I touched it, made as if to pick it up, and then I was a panther.
BEWARE RAZZADOON'S SNOUT!!
...

Also beware my original music, at http://soundcloud.com/snowfoxden and http://vertigofox.bandcamp.com


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 Post subject: Re: Descent 1 1/2
PostPosted: Tue May 23, 2017 6:11 am 
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Alter-Fox wrote:
Well, difficulty wise there's definitely at least one thing using omega on you in that map anyway, and spike doesn't have homing flash missiles. :P

BTW, I realized today that I've been sitting on a pretty big collection of midi versions of the same NIN songs that were used as inspiration by many of the guys who wrote D1's and D2's midis. If we do end up with a level where none of the Descent midis seem to fit well enough I could try and find one in there. Some of them might need some adjustments but those shouldn't be difficult.


I wouldn't worry about that too much. There are so many midis to choose from that every level should have something that fits. Using the assets from the original two games is a big part of the nostalgia factor this mission needs to have.

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Descent 1,5: Level layouts done: 30/54 Secret level layouts done: 1/6


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