406280
seit 24.09.2000
Aurora Outpost
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aur.zip
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--------------------------------------------- Level name: Aurora Outpost Author: Solrazor E-mail: kyouryuu@myway.com Web site: http://www.descent-3.com/solrazor Date: April 22nd, 2003 --------------------------------------------- ---------- BACKGROUND ---------- Alright, so it's been what? Almost four years since the release of Descent 3? And yet here I am offering this Descent 1 level. What am I thinking? In all honesty, Aurora Outpost was built to do two things. One, it was an introduction to Descent Mission Builder II which, before now, I have never used for building levels. All of my earlier work - Project: Mandrill, Phobos Encounter, Chasm - was generated using DEVIL. But when Windows XP rolled around, DEVIL became unfeasible. So, it was off to learn DMB2. Fortunately, Dark Wolf was there to teach me the ropes and I quickly mastered this editor. With the exception of its irritating tendency to overwrite the TXB files, DMB2 is definitely a better, more stable editor. However, there was one major qualm I always had with DMB2. The curve generator was not very flexible. Unless cubes were a tremendous distance apart, smooth and graceful curves seemed impossible. Then, I remembered a little program Bryan Aamot and company whipped up back in the day called Descent Block Builder. Yes, this was the solution I was looking for! Now any sort of curve is possible and I feel more empowered with Descent 1/2 level design than ever before. That was the first reason. The second reason was the recent influx of levels on PlanetDescent for the classic Descent games. Although you have to hand it to the newcomers for trying, the levels suffered from the typical fallacies of first attempts. 20x20x20 cube extravaganzas, 4-D special effects, and bizarre overall composition. I built Aurora Outpost with this in mind, attempting to show the newcomers how I feel a Descent level ought be done and to give them something fresh and new to look at and imitate. We were all newbies once and we all had those we looked up to at one point or another. My hope is that Aurora Outpost will serve as inspiration for future generations of Descent level designers. That would be the most fulfilling work I would have ever done for this game. - Solrazor - April 22nd, 2003 ----- FILES ----- AURBRIEF.TXB The briefing file for Aurora Outpost AURORA.TXB Escape sequence data GAME01.HMP Soundtrack file GAME01.HMQ Soundtrack file for FM-synth cards MOON01.PCX Replacement Saturn background for briefing MOON03.BBM Custom planet terrain texture for escape sequence* AURORA.RDL Core level file AUR.TXT This file * = On a side note, BBMs are just graphics files that are a variable on the Amiga Interchange Format. This is a format that Paint Shop Pro 7 can actually read (I think previous versions can as well). While PSP7 may or may not recognize the BBM as a graphics file, it will open it if you ask it to. You can then edit it and save it without problems. I discovered this trick by accident a long time ago. ----------------- LEVEL INFORMATION ----------------- 1792 vertices 472 cubes 4 robot makers 14 fuel centers 120 walls 136 objects 86 robots 4 hostages 8 players 34 powerups 1 reactor 3 cooperative players 49 textures ------------ EDITORS USED ------------ Descent Mission Builder II For making the level Yahoma First phase HOG manager Hoggle Second phase HOG manager Descent Block Builder 2.1 Curve generation utility Paint Shop Pro 7 For BBM file creation ----------------- SPECIAL THANKS TO ----------------- Dark Wolf: For tips on the exit sequence and teaching me how to use DMB2 after having used DEVIL exclusively for so long! Valin Halcyon: For beta testing. Descent Network: For still maintaining a repository of old level design tools. The DescentBB and the PlanetDescent forums: For caring. ;) The Newcomers: Keep on trying! :D
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