don't you just hate it when you're working, you've made something look really cool, only to find out the dimensions don't match from left to right, so you have to scrap it and start again? Apparently I can't tell the different between 40 units extended on one side, and 60 on the other.
What I usually do to avoid this is set the move rate in DLE to 2 units instead of one (so that extending a normal side 10 times doubles it, because my metric mind
-- if I need something ridiculously precise I change it back) and I turn on some rhythmic sorts of music which makes counting the length of the sides as I extend them easier. It's not just Descent's editor where that part helps either.
...the river should be fixed.
I agree, and I did try
. I think I may need the help of a more talented texturer such as Naptha to get the rivers right. This is... not my forte. As for the loop energy center, again if it's shortened I may need somebody's help to align the secondary "border" texture that makes it not-obvious that the energy center texture is impossible to align to the walls where it ends. I couldn't figure out which of the custom POG's was which -- all their textures seemed to be messed up on water.pig no matter which one I used -- so I used the default spider monitor in the meantime. There are many more secondary textures in that level I'd like to change to the D1 monitors and signs once I figure it out.
I fixed the light in the hostage cell and uploaded again.
This time I don't think there's anything that needs to be changed, but perhaps the hatch doors could be replaced with secret doors, since they break the "1 regular door type per level" convention. There conveniently happens to be a secret door type melding perfectly with either of the walls where these doors are set.
Descent 2 did occasionally have more than one door type in a level, and that was done most obvious in Limefrost Spiral (level 15, I think, used both the doors from 13 and 14 plus the ones from level 3 in the yellow area). I thought it would fit, and make it more obvious how you're meant to get to the exit from the boss arena by making all the doors that lead from one to the other look different. Plus, the hatch door was used in a Limefrost Spiral level by Parallax in Descent Maximum.
I had considered making all the doors that type but I thought the "limefrost" door needed to be used as the main door for at least one level and Kaizerwolf's uses a different one.
And yeah, the background song was cool, though I felt it took too much of my attention to focus on the robots for some reason
Well that's why there's two soundtracks. I find the same thing with the redbook music sometimes and I have to turn down the volume. Unless I'm playing Dosbox in which case I can't
There are a few structures in both levels that glow in particular colours if you play them with D2X-XL -- I'd appreciate if you made sure to keep the clr files intact so that keeps working in the final mission.
I know E-Bandits won't be used on Quartzon, he just felt like the best way to round out the Neptune Storage Depot level of difficulty I was going for in the meantime
-- curious do you think level 36 is too early for SPIKE? I think his occasional popping up fits into that map very well.
I think we might even start to see things speeding up now once designers see how far along we are and think "hey maybe we can actually do this".