home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
SPEL 3
/
spel3.iso
/
add-on
/
descent
/
ncc1701g
/
ncc1701g.txt
< prev
Wrap
Text File
|
1995-10-26
|
3KB
|
60 lines
This is my first attempt at making a level for descent. It was a
learning experience to say the least. To play this level, just place
the .rdl and .msn files into the descent directory. Run descent. Choose
new game, and select NCC1701G from the list (If, after playing the level, you
can't figure out where the name comes from, you haven't been watching enough
television!) I'd suggest "rookie" or "novice" for the first go around. The
level is quite tough. There are a lot of monsters, but most of them are of the
easy variety--they just wear you down. I've never won this level on one guy but
it's relatively easy to do on two (Hey! That's why you get more than one--right?)
If you happen to win this level the first time, drop me a line--I'd like to know
about it.
I've found that it's really hard to make a balanced level when there
have been no previous and will be no later levels. Some of the better
weapons and items need to be hand fed to the player before you can put in
some of the nasty monsters. In this level, there are just enough tough guys
to keep you on your toes.
Devil Hints:
These are some hints and tricks I stumbled across while working on
this level. I mention them hoping that they'll help some of you out there
develop your own levels.
1) Work with small rooms. Working with small rooms allows you to
move around a little faster, keeps the screen a little less complicated, and
allows you to select all the walls and change their textures easily. I found
that by working with small rooms one at a time, I could first define the shape,
then easily select all sides (shift-space when in side mode) and paint them
all one texture. Then one can go back through and put in floors and ceilings
and the odd "detail" texture.
2) Use as few cubes as possible. I dropped the ball on this one
until late in the game. If you have a hall that is seven standard cubes
long and straight, make it with one large cube if possible. This allows you
to make larger areas with little effort. Also, as I found out, there is a
limit on the number of cubes you may use. If you plan on having a couple of
complex rooms, you had better use cubes sparingly.
Devil/Descent does a good job of tiling textures onto larger sizes,
or you may fit a single texture cell onto nearly any size wall for some
interesting effects (picture a seventy foot warning sign blinking in the
players face as he rounds a corner!)
I also suspect that descent will run faster with a long hallway made
out of one cube than with a long hallway made out of a hundred cubes.
3) Plan your doors carefully. Descent only allows you to have 170
or so walls. That sounds like a lot until you realize that each wall is
actually two walls (it has two sides). Switches, shoot through textures,
and fly through walls are also walls.
Please feel free to pass on any or all of this level to other descent
freaks so that they may loose a little sleep as well!
Anyway, those are my thoughts. If you'd like to, you may reach me
at "102530.447@compuserve.com" or "Tieman@anlphy.anl.phy.gov". I prefer the
Compuserve account.
Brian Tieman