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seit 24.09.2000
vampyro
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Interview with a Vampyro Around mid May of '97, I ran across an old friend of mine, Rob Dunlop. Just about to graduate school, he was anxious to work on something new, fun and creative. Together we discussed what would end up becoming our after hour obsession. So it was with our combined efforts that, for the next 2 months, we built what we felt was the definitive "custom" Descent level; breaking all boundaries of my previous designs. I began working on preliminary level designs, as Rob began making textures. It was after a week of work that we came upon the eventual theme of our new level. We both agreed that Infograme's "Alone in the Dark" was among our all time favorite computer games, and we wanted to create an environment completely out of the futuristic realm of the now famous Descent universe... a haunted house level. The ideas flourished with the ability to modify in-game objects using the recent addition of add-on enhancements available for Descent2. Within the second week I had the basic level design finished, and only then did the real work begin. Each area in Vampyro underwent at least 5 major revision changes. Since our target audience was multiplayer, high framerate was extremely important. But we also had to consider single player, since it nested alot of interesting potential as well. Virtual "props" were designed within the limitations of the segment based editor. Above all, each area had to stand on it's own, while the combination had to flow intuitively, so that the single player experience was just as enjoyable. Meanwhile, Rob piled up what became approximately 200 hand drawn textures over the next several weeks. Each week we would go over the entire layout and make notes of what needed to be improved. I can honestly say, that after making 60+ levels on 3 commercial releases based on the Descent engine, none has been as enjoyable to make as this single level. I only hope that you, the player, will also enjoy it. - Dan Wentz ----------------------------------------------------------- I'd just like to add: The internet still amazes me. Dan and I have never met or even spoken over the phone, we don't know what each other look like (except that severed head was modeled on mine so he probably thinks I'm green and bald), and there is 6 hours between our time zones. Even so, we worked well together and were totally on the same wavelength. It's been a truly remarkable summer. I had a lot of fun working on Vampyro. Have fun with it too. - Rob Dunlop ----------------------------------------------------------- Level Specifications: Required: Descent2 ver 1.2 (Vertigo series installed to play "Hoard") Recommended: 3D Accelerated Video Board Game modes: single/coop/anarchy/robo anarchy/flag/hoard Level specs: 400 segments, 220 custom textures, 152 objects, 92 power ups, 48 robots (including 4 custom) Man hours: approximately 500, over 2 months. ----------------------------------------------------------- Credits: Dan "Ebola" Wentz:
Level design MIDI music Misc textures Rob "Picasso" Dunlop
Custom texture design Intro stills and plot Level texture/lighting consultant Garry Knudson Custom bot design Bryan Aamott Design consultant Beta tester Creative input Gary "Sikahema" Herod Beta tester Rob "16Volt" Wentz Beta tester Don "DrDon" Tulloch Beta tester Special thanks to: Toby Gebhart for putting a quick page together for the release. Stefan Nilsson for making "DTX2" Luke Schneider for helping Rob with the briefing code John Slagel for his enlightment on the Descent ][ game code Everyone at Volition & Outrage for their support and interest. Visit the following sites: Parallax: http://www.pxsoftware.com Brainware: http://www.lnx.net/~baamot/ DTX website: http://www.cybertrash.com/shareware/dtx/ Cue the lawyers... ----------------------------------------------------------- SOFTWARE LIMITATIONS AND LIMITED LICENSE This Descent II Level (the "Software") is intended solely for your personal noncommercial home entertainment use. You may not decompile, reverse engineer, or disassemble the Software, except as permitted by law. Interplay Productions and Parallax Software Corporation retain all rights and title in the Software including all intellectual property rights embodied therein and derivatives thereof. The Software, including, without limitation, all code, data structures, characters, images, sounds, text, screens, game play, derivative works and all other elements of the Software may not be copied (except as provided below), resold, rented, leased, distributed (electronically or otherwise), used on pay-per-play, coin-op or other for-charge basis, or for any commercial purpose. You may make copies of the Software for your personal noncommercial home entertainment use and to give to friends and aquaintances on a no cost noncommercial basis. This limited right to copy the Software expressly excludes any copying or distribution of the Software on a commercial basis, including, without limitation, bundling the product with any other product or service and any give away of the Software in connection with another product or service. Any permissions granted herein are provided on a temporary basis and can be withdrawn by Interplay Productions or Parallax Software Corporation at any time. All rights not expressly granted are reserved. Oh... And if we see any of the Vampyro textures show up in ANY of your home brews you won't be fooling anyone but yourself! :)
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