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 Post subject: Re: Descent 1 1/2
PostPosted: Tue Jul 11, 2017 1:02 pm 
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Sometime today, or before the week is over, I'll upload my progress on Reactor Ohm to see how you guys feel about it. I'm afraid I'm doing too much symmetry with it, so I'm hoping to branch off of that (pun intended), but I'm having a tough time figuring out how.


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 Post subject: Re: Descent 1 1/2
PostPosted: Tue Jul 11, 2017 4:18 pm 
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Kaizerwolf wrote:
Sometime today, or before the week is over, I'll upload my progress on Reactor Ohm to see how you guys feel about it. I'm afraid I'm doing too much symmetry with it, so I'm hoping to branch off of that (pun intended), but I'm having a tough time figuring out how.


Sometimes a concept can be too all-encompassing and produces an overly themed, symmetric design. Oh well, I'm sure you'll figure something out.

To go out on a bit of a tangent - just found this song I made back in high school. Parts of it have a decidedly Descent feel, but overall it is probably a bit too uplifting for a Descent level, lol. Check it out dudes. It's called "Shagadellic" (I'm a big Austin Powers fan)
https://www.sendspace.com/file/wktdq9

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 Post subject: Re: Descent 1 1/2
PostPosted: Tue Jul 11, 2017 8:01 pm 
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mmm... Descent had a few lighter songs. Especially a couple of Ogre's tracks, which still worked.
And there was that level 1 track from Descent 2 we all like to pretend never happened... :P

Now you've got me exploring a few of my five- and six-year old tracks to see if anything fits.

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 Post subject: Re: Descent 1 1/2
PostPosted: Wed Jul 12, 2017 3:36 am 
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Well IMO all Descent music should be inhospitable, foreboding and dark, exemplified best by the D1L22 tune :P

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 Post subject: Re: Descent 1 1/2
PostPosted: Wed Jul 12, 2017 8:56 am 
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Xfing wrote:
Well IMO all Descent music should be inhospitable, foreboding and dark, exemplified best by the D1L22 tune :P


D3L14 would like to have a word with you about sending you to an abandoned psych ward


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 Post subject: Re: Descent 1 1/2
PostPosted: Wed Jul 12, 2017 3:08 pm 
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Sorry for the double post. Level 48's WIP is up on Dropbox. The filenames are "Soros Vela" but the mission will show as Reactor Ohm in the game. Let me know what you think so far, it's very early stages.


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 Post subject: Re: Descent 1 1/2
PostPosted: Wed Jul 12, 2017 5:12 pm 
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Kaizerwolf wrote:
Sorry for the double post. Level 48's WIP is up on Dropbox. The filenames are "Soros Vela" but the mission will show as Reactor Ohm in the game. Let me know what you think so far, it's very early stages.


Nvm the double post, I do it all the time :D

Checked the level so far, looks splendid as always, your style is unmistakable, but still you manage to be anything but predictable. Getting definite Entropy/late Vertigo vibes from this level too. Just about enough symmetry for the entire level as it is though, and some tighter areas to counterbalance the open spaces would be nice too, not to mention there's a dearth of secrets thus far, but I know you're on it.

Some textures need aligning in the WIP room for sure, the grays on the walls with the light strips need to be compressed so as to not feel so stretched - the lights will be unaffected due to them being pretty much pure white. This is done either by using the compress button or by moving the texture in line mode rather than side mode. Also, the coolant water textures could be fused, right now the sections feel jarringly separated. If you don't know how to do it, there are examples of seamless and natural-looking connections between water sections flowing in different directions in LightWolf's level, "Dacol Futyl Caverns", ironically enough :D You could probably glean the method from examining that level.

Also, make sure to put cubes behind the starting hatches and make them proper doors, so that you get the usual "you cannot open this door" message when shooting them. I'd also suggest making the starting position face away from one of the hatches, as is the case in pretty much every single D1, D2 and Vertigo level out there.

Oh, and a stray observation - I think D1's lava texture would look quite good in that large area that looks like half a doughnut and has the porous red texture on its floor areas on both sides. I know it would probably look weird bordered by a light strip, but oh well, it's just a thought :P

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 Post subject: Re: Descent 1 1/2
PostPosted: Wed Jul 12, 2017 7:38 pm 
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Xfing wrote:

Checked the level so far, looks splendid as always, your style is unmistakable, but still you manage to be anything but predictable. Getting definite Entropy/late Vertigo vibes from this level too. Just about enough symmetry for the entire level as it is though, and some tighter areas to counterbalance the open spaces would be nice too, not to mention there's a dearth of secrets thus far, but I know you're on it.


Yep, I tend to add secrets last. I'll make sure to leave some room for them! Tighter areas were also on the menu as well.

Quote:
Some textures need aligning in the WIP room for sure, the grays on the walls with the light strips need to be compressed so as to not feel so stretched - the lights will be unaffected due to them being pretty much pure white. This is done either by using the compress button or by moving the texture in line mode rather than side mode.


That stretched grey isn't permanent, don't worry. I just got lazy :lol:

Quote:
Also, the coolant water textures could be fused, right now the sections feel jarringly separated. If you don't know how to do it, there are examples of seamless and natural-looking connections between water sections flowing in different directions in LightWolf's level, "Dacol Futyl Caverns", ironically enough :D You could probably glean the method from examining that level.


Okay, I can check that out. Still need to figure out how to bridge those two coolant rooms together too.

Quote:
Also, make sure to put cubes behind the starting hatches and make them proper doors, so that you get the usual "you cannot open this door" message when shooting them. I'd also suggest making the starting position face away from one of the hatches, as is the case in pretty much every single D1, D2 and Vertigo level out there.


Of course! This isn't my first rodeo, I say at my second rodeo...

Quote:
Oh, and a stray observation - I think D1's lava texture would look quite good in that large area that looks like half a doughnut and has the porous red texture on its floor areas on both sides. I know it would probably look weird bordered by a light strip, but oh well, it's just a thought :P


I'll look into that, see how it plays out. Removing those side lights probably isn't the worst idea.


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 Post subject: Re: Descent 1 1/2
PostPosted: Thu Jul 13, 2017 10:18 pm 
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Noticed that Reactor Yoga has a stretched black texture if you enter the red door on the right.

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 Post subject: Re: Descent 1 1/2
PostPosted: Fri Jul 14, 2017 8:26 am 
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LightWolf wrote:
Yoga


Ohm is actually a unit of measurement for electrical resistance!

I'll look into that texture though, thanks.


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 Post subject: Re: Descent 1 1/2
PostPosted: Fri Jul 14, 2017 11:05 am 
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Kaizerwolf wrote:
Ohm is actually a unit of measurement for electrical resistance!

Reactor Reactor, got it :P
-------------------------------------------------------------------
Don't feel like double-posting, so I'm gonna put some stuff here.

I was listening to some of the music from D1, and I have decided that D1 level 14 music is a quite good boss track. I think it would even be fitting for Frosted Minerals Abyss.

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 Post subject: Re: Descent 1 1/2
PostPosted: Sun Jul 16, 2017 4:31 am 
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LightWolf wrote:
Kaizerwolf wrote:
Ohm is actually a unit of measurement for electrical resistance!

Reactor Reactor, got it :P


You mean "Resistor Reactor". At least do your research before you try to be funny with puns :lol:

Quote:
-------------------------------------------------------------------
Don't feel like double-posting, so I'm gonna put some stuff here.

I was listening to some of the music from D1, and I have decided that D1 level 14 music is a quite good boss track. I think it would even be fitting for Frosted Minerals Abyss.


Probably not such a bad idea, that track is quite ominous. I would know, since I'm stuck on level 14 again, because I decided I needed demos for full Insane runs of every level. Made it past 9 and 11, now 14 is kicking my ass. Definitely an under-appreciated level when it comes to difficulty, that mofo's hard.

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 Post subject: Re: Descent 1 1/2
PostPosted: Sun Jul 16, 2017 7:58 am 
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I love the metal version of that song, yeah. It's the only place D1 deviates from 4/4 time unless you count Glut and Haunted on the PSX soundtrack.
But I think since Frosty's got the final level of the Zeta Aquilae planetary systems portion of the campaign it would be more appropriate to use the Descent 2 level 4 track.

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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 Jul 16, 2017 12:29 pm 
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I was actually thinking of D2L4 as Falls of Truth

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