Descent II: First Strike -Beta 1.1-

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Descent II: First Strike -Beta 1.1-

Post by LightWolf » Sat Nov 18, 2017 3:51 pm

It's finally here!
http://www.enspiar.com/dmdb/viewMission.php?id=1444

-CHANGELOG-
Beta 1.1: Fixed a bug that rendered level 5 uncompletable.
-----------------

Fly through the familiar levels of Descent 1 - but with each level having several twists not possible outside of Descent 2.

Beware the two levels that lost their reactor in favor of a boss. Also watch out for boss AI tweaks. :wink:

Notable changes from the demo from years ago:
- The focus of the entire project has changed.
Rather than a direct conversion with D2 robots, each level has been "Descent 2-ified". This comes with weapons, textures, and mechanics.
- Portals are no longer on every level. They are only on select levels.
Where did I get the idea to have a portal on each level anyway?

Hope you enjoy! Leave your comments below - especially where difficulty and use of D2 content are concerned.
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Re: Descent II: First Strike -Beta 1.0-

Post by Xfing » Sat Nov 18, 2017 4:27 pm

I'ma take a look. A well-done First Strike in D2 is something I'd happily play :)
Descent 1,5: Level layouts done: 33/54 Secret level layouts done: 1/6
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Re: Descent II: First Strike -Beta 1.0-

Post by Xfing » Sat Nov 18, 2017 4:56 pm

2 levels in - gotta say I like the gameplay changes brought to the table by D2. That said - the switches and puzzles necessary to advance create needless linearity, especially in level 1 ( I actually liked the forcefield in level 2).

What's disappointing is that you've changed so little geometry - this new floor texture begs for secret caches! As for the texturing - I quite like it, but I'm surprised you didn't use Pumo's D1 PIG, which you should have access to - it was made for these levels after all, and looks better than GroupA. Another thing you should have full access to are pre-exported D1 textures, so I'm disappointed that you often went with the textures (and especially monitors) that the conversion automatically changed the original textures to, that's kinda lazy.

From a texturing standpoint; if I was doing this, I'd first get the level to look identically to D1 in D2, and only start adding D2 aesthetic elements from then on.

I can respect sticking only to D2 textures though, if that was your intention. But with D2 accepting custom textures and file size not being a factor, I don't see a reason for this kind of purism :P
Descent 1,5: Level layouts done: 33/54 Secret level layouts done: 1/6
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Re: Descent II: First Strike -Beta 1.0-

Post by LightWolf » Sat Nov 18, 2017 5:05 pm

Ironically the direct conversion was what levels 1-9 did before I switched plans. As for the lack of PIGs and POGs, I wanted to keep it as vanilla as possible save the boss tweaks.
I'll see if I can cut down the linearity on some levels though.
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Re: Descent II: First Strike -Beta 1.0-

Post by Xfing » Sat Nov 18, 2017 5:22 pm

I suggest you set matcens that have multiple activation points to one-shot - one activation per trigger point, since in D2 there is no activation limit on Insane. Like the ones in level 3 for example - there are three or even four activation points for them, and without the one-shot flag every time you fly out of the red room towards the exit in the yellow room, they start spawning again. Not fun.
Descent 1,5: Level layouts done: 33/54 Secret level layouts done: 1/6
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Re: Descent II: First Strike -Beta 1.0-

Post by LightWolf » Sat Nov 18, 2017 5:57 pm

Find the secret levels yet? I suggest you find a portal before level 10 for... reasons.
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Re: Descent II: First Strike -Beta 1.1-

Post by vision » Sun Nov 19, 2017 12:43 am

So, are you going to make more changes to this campaign? I'm interested in playing it, but not if it's a beta in disguise. I'm not into that easy-access shit, haha.
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Re: Descent II: First Strike -Beta 1.1-

Post by LightWolf » Sun Nov 19, 2017 1:21 am

I am going to be making changes for sure. And it's not a beta in disguise - the thread title literally says it's in beta. I would like your feedback though.
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