Search found 234 matches

by Naphtha
Mon Jan 06, 2014 10:36 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 928722

Re: Descent 1 1/2

All, okay. So in that case: 1) Set the "evil twin see" and "fade" sounds back to their defaults. 2) Swap out one of the unused boss death sounds for the the Fusion Hulk's cry. 3) Whichever sound you swapped out in Step 2 should be both the "see" and "attack" s...
by Naphtha
Mon Jan 06, 2014 7:14 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 928722

Re: Descent 1 1/2

Come to think of it, there's also the individual "boss dying" sounds that never got used, but are in the archives as well. Since there's only the one boss death sound that got used in D2 but there's files that were left unused, one of those could be used as well and the fade sound effect c...
by Naphtha
Sun Jan 05, 2014 5:10 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 928722

Re: Descent 1 1/2

EDIT: Oh, only now I got what you meant. The sound swapped out for the Fusion Hulk's cry conflicts with the Fiddler. Ok. Feel free to switch out another file so that there is no conflict. And please try to keep the Guide-Bot's sounds intact too, if that's possible! Well, looking at it in DTX2, I th...
by Naphtha
Sun Jan 05, 2014 4:30 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 928722

Re: Descent 1 1/2

Just looking over the sound file replacements using RBotEdit to analyze the updated HAM at the moment. Looks pretty good for the most part, but if we're going to include Vertigo robots, you might need to find a different sound to replace with the Fusion Hulk's sound. The "evil twin" sound ...
by Naphtha
Sun Jan 05, 2014 10:51 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 928722

Re: Descent 1 1/2

That's very odd... Well, if this direct link to the RL2 doesn't let you download it, I did mirror the upload on my own personal Dropbox just now so maybe that second link would work. It hasn't failed me before, at any rate. :P
by Naphtha
Sun Jan 05, 2014 10:34 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 928722

Re: Descent 1 1/2

Huh, maybe I did something wrong with trying to sync the folders then. If this link doesn't work for you, maybe you could walk me through what I should've done?
by Naphtha
Sat Jan 04, 2014 12:36 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 928722

Re: Descent 1 1/2

Now see, LightWolf. it's nice that you're giving permission for us to use whatever it is you come up with. But with the ones I pointed out, you directly copied from other levels and did nothing to indicate that it wasn't an original creation (unless you count changing the textures, but that's more l...
by Naphtha
Mon Dec 30, 2013 6:48 pm
Forum: Descent Level Spotlight
Topic: Plutonian Shores - Vertigo Single-Player development thread
Replies: 55
Views: 21217

Re: Plutonian Shores - Vertigo Single-Player development thr

I guess it is overdue for an update, huh? :P So I've got nine levels completed, and I actually got Darkhorse to help out with meeting the quota. He's apparently been working on and off on two levels which he says should hopefully be completed in about a week's time, so then all that's left would be ...
by Naphtha
Thu Dec 26, 2013 11:59 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 928722

Re: Descent 1 1/2

You know, at first I thought those levels weren't all that bad aside from being kind of small and jam-packed with robots, but then it hit me that some sections were pretty much just copy-pasted from other levels, recolored and placed in these. I've seen at least a knock-off from Counterstrike Level ...
by Naphtha
Tue Dec 24, 2013 1:06 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 928722

Re: Descent 1 1/2

Well, today was the first time in a while that I picked up the Brimspark level I started a couple months ago to add onto it. I needed a bit of a break from Plutonian Shores and from studying more natural cube structures in Parallax's D2 levels, I might be able to add a couple more areas onto what I ...
by Naphtha
Tue Nov 19, 2013 6:26 pm
Forum: Descent Level Spotlight
Topic: Plutonian Shores - Vertigo Single-Player development thread
Replies: 55
Views: 21217

Re: Plutonian Shores - Vertigo Single-Player development thr

I'd be happy to test them for you, definitely. :) The first eleven levels should be the perfect testbed as well, since you won't get much of the D2 primaries until later on. I'm building the levels with the default weapons balance in mind, but if the HAM works perfectly, I'll encourage it as an alte...
by Naphtha
Thu Nov 14, 2013 11:57 pm
Forum: Descent Level Spotlight
Topic: D1 and D2 Team Anarchy: Hunting Grounds
Replies: 0
Views: 2122

D1 and D2 Team Anarchy: Hunting Grounds

I meant to release more of my multiplayer levels back-to-back, but I didn't get to coordinate testing nights for a while so most of them have been put off after releasing Hole in the Sky. But this one was made around the same time, and inspired by playing enough squad matches with the Red Dragons in...
by Naphtha
Sun Nov 10, 2013 6:05 am
Forum: Descent Level Spotlight
Topic: Plutonian Shores - Vertigo Single-Player development thread
Replies: 55
Views: 21217

Plutonian Shores - Vertigo Single-Player development thread

So basically, building various D1 and D2 levels over the last year and a half taught me that concept levels really aren't my thing when it comes to single-player, which is kind of why my previous mission idea got scrapped. XD;; It's also kind of taken my focus away from Descent 1.5, but at the rate ...
by Naphtha
Sat Oct 19, 2013 6:23 pm
Forum: Descent Level Spotlight
Topic: Descent 1,5: first 10 levels control thread.
Replies: 8
Views: 3154

Re: Descent 1,5: first 10 levels control thread.

I'm sorry for taking so long, my creative attention span's been pretty split lately. ^^;; I did get back to finishing the tweaks to the Sedna level and chopped things down to 713 cubes, simplifying the starting/yellow area quite a bit and fixing the grate issue while leaving the boss room intact. I ...
by Naphtha
Sun Sep 15, 2013 12:47 am
Forum: Descent Level Spotlight
Topic: D1 and D2 Anarchy: Hole in the Sky
Replies: 0
Views: 1736

D1 and D2 Anarchy: Hole in the Sky

Finally releasing another multiplayer map, the first of several that have been undergoing testing lately. It's more cavelike than several of my recent facility-like offerings, but still follows a carved minelike model so there won't be too many weird jagged edges or such to deal with. The D1 version...
by Naphtha
Fri Aug 23, 2013 2:51 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 928722

Re: Descent 1 1/2

Well, I've been working on-and-off on a Brimspark level which I'd probably like to submit as the first one for the system (though how well it'll fit the name of "Grandcrisp Oven" is debatable). Eventually I'd like to do one level for each of the other D2 systems, but like Sirius, I'm only ...
by Naphtha
Sun Aug 18, 2013 9:06 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 928722

Re: Descent 1 1/2

I suppose I'm thinking along the lines of D1 Level 10 versus D1 Level 7, heheh. Level 10 having big rooms with a smaller number of cubes, Level 7 having relatively smaller structures which cost a lot more cubes to make. And actually, my computer doesn't render more widespread or cube-heavy sections ...
by Naphtha
Sun Aug 18, 2013 4:50 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 928722

Re: Descent 1 1/2

I do really like the areas and designs, Xfing, but I can understand how the cube count can be a problem. Hell, the level looked a bit overloaded with cubes when I booted it up in Rebirth, so now I'm trying to chop down on the number of cubes in certain areas without changing the level structures too...
by Naphtha
Thu Aug 15, 2013 4:45 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 928722

Re: Descent 1 1/2

Actually, DLE has a built-in limit where the level is converted to D2X-XL automatically once you hit the old vanilla D2 cube limit. If you want the thing to be playable on both source ports, you'd either need to keep the levels under 900 cubes or learn SDLDevil. ^^;;
by Naphtha
Thu Aug 15, 2013 2:43 pm
Forum: Descent Single Player
Topic: Favorite D2 Single-Player Campaigns
Replies: 75
Views: 11378

Re: Favorite D2 Single-Player Campaigns

WTF is that zippity bot that fires a a technicolor arsenal at me? Good lord. Getting my ass kicked on ace here. According to the wall-of-texty story, there's a mercenary ship from an enemy organization in almost every level. Very fast, very likely to pursue, as durable as two Fusion Hulks and their...
by Naphtha
Thu Aug 15, 2013 10:10 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 928722

Re: Descent 1 1/2

Well, point taken. If it still bothers me, I might use a secondary texture break around the grate or the switch, but I suppose it wouldn't be that bad after all. :P I did get started on a Brimspark level, but inspiration for side areas and whatnot ran kind of dry so I've put it on hold for a while. ...
by Naphtha
Wed Aug 07, 2013 6:15 am
Forum: Descent Multiplayer
Topic: Is It Over?
Replies: 36
Views: 11367

Re: Is It Over?

I think we've played a couple times, Leon, but definitely not enough. I fly for the Red Dragons in the Descent Rangers and I've gotten a lot of practice in Rebirth multiplayer through them, but I think I've taken to Descent 3 more naturally and I just can't get anywhere near as many games in that. T...
by Naphtha
Thu Jul 25, 2013 7:27 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 928722

Re: Descent 1 1/2

The switch could easily be centered, but there would be another weird alignment with the lava grate being misaligned (or centered and standing out because of that). I admit it's not the best solution, but I really would not have put a switch on that wall if you couldn't at least see all of it on the...
by Naphtha
Thu Jul 25, 2013 2:55 am
Forum: Descent Development
Topic: Counterstrike-style level naming
Replies: 5
Views: 1845

Re: Counterstrike-style level naming

The best solution I can come up with would either be abbreviating the names a bit ("Solar System" to "Sol," "Baloris Prime" to "Baloris," "Ku'thaaz G'herb-ilk Station" to "Ku'thaaz G'herb-ilk"...) in the automaps and having some sort of bri...
by Naphtha
Wed Jul 24, 2013 10:47 pm
Forum: Descent Development
Topic: Counterstrike-style level naming
Replies: 5
Views: 1845

Re: Counterstrike-style level naming

I do know that the full titles still show up on the bonus screens in The Lost Levels. Level 13, for example, was "Mineral Dig 1: Frost Kru'eng," and that entire name shows up in both the automap and the bonus screen.
by Naphtha
Wed Jul 24, 2013 9:24 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 928722

Re: Descent 1 1/2

What version of Rebirth are you using? You mean DLE. Oh man, did I actually type that by mistake? Nap time! *Head falls on top of the Z key* All kidding aside, it's definitely cool that the D1 reactors can be used now. I've seen them in a couple levels before (multiplayer level Judith being one of ...
by Naphtha
Wed Jul 24, 2013 6:42 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 928722

Re: Descent 1 1/2

What version of Rebirth are you using? I'm using 1.11.62 and renaming levels is not a problem. I know it was when I first started building for The Outer Reaches last year, but it has been fixed since and I think it might at least help to have two or three different versions to alternate between if y...
by Naphtha
Wed Jul 24, 2013 10:27 am
Forum: Descent Single Player
Topic: Going Rambo on D1 level 6 (And other levels)
Replies: 409
Views: 690367

Re: Going Rambo on D1 level 6.

Definitely too much potential for robots to wander in Level 9... and wander they do, because most of them are set to Station IIRC. Sounds like it's partly a game of chance, so I'll wish you good luck on improving your time.
by Naphtha
Wed Jul 24, 2013 10:26 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 928722

Re: Descent 1 1/2

No offense LightWolf, but Xfing's had a clear idea for this mission set for three or more years now and I don't think he's about to change the vision he had in mind so drastically. And since he's the project manager, it's probably best to go by what he says he has in mind rather than suggesting out-...
by Naphtha
Tue Jul 23, 2013 12:50 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 928722

Re: Descent 1 1/2

I'm actually thinking there might be random difficulty spikes if the individual level authors placed items in their own levels, so if it's easier to keeps things consistent, I might just pass each of my levels over to you when the layout is done to have you decide what items to place.
by Naphtha
Mon Jul 22, 2013 9:07 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 928722

Re: Descent 1 1/2

Welp, after looking over the level list again, inspiration struck me and now I've been making progress on my first level for the set. This kind of level design I can really get behind, especially for the D2 and Vertigo-based levels. Expect a Dropbox link to Level 16 through PM in the next couple day...
by Naphtha
Sun Jul 21, 2013 3:00 pm
Forum: Descent Single Player
Topic: Going Rambo on D1 level 6 (And other levels)
Replies: 409
Views: 690367

Re: Going Rambo on D1 level 6.

I'd been thinking of D2 speedruns as well, but I'd probably just exclude the secret levels because of their setup and only do the standard 24. It just seems hard to regulate otherwise just because of all the quirks of how D2 secret levels are set up, so it's easier to just bypass them for the sake o...
by Naphtha
Sat Jul 13, 2013 6:22 am
Forum: Descent Multiplayer
Topic: D1/D2 Coop vs Singleplayer differences?
Replies: 5
Views: 2165

Re: D1/D2 Coop vs Singleplayer differences?

From what I gather, some of the issues in D2 co-op are because the robots have some sort of targeting AI. In single-player, there's only one target, but when it can switch back and forth in co-op, some robots seem to get confused (take the Omega Spawn for instance, it doesn't even chase anyone at al...
by Naphtha
Fri Jul 05, 2013 4:29 pm
Forum: Descent Level Spotlight
Topic: Descent 2 mission in the works - Mod and misc help wanted
Replies: 11
Views: 7192

Re: Descent 2 mission in the works - Mod and misc help wante

I suppose this was due for a status update... and yeah, it ain't finished, but it's not in the works right now either. ^^;; What happened was I ended up getting distracted by another inspiring idea and now I'm working on levels for a collaboration with MD-1224. The mission will be called "Frant...
by Naphtha
Sun Jun 30, 2013 4:35 pm
Forum: Descent Level Spotlight
Topic: D2 Single-Player: Enemy Vignettes
Replies: 13
Views: 4494

Re: D2 Single-Player: Enemy Vignettes

Now that you mention it, I might as well give the soundtrack a listen and include it as an alternative. I didn't know there was custom OGG content for Vignettes, but why not? Send a link my way and I'll definitely check it out. :)
by Naphtha
Sun Jun 30, 2013 3:06 pm
Forum: Descent Level Spotlight
Topic: D2 Single-Player: Enemy Vignettes
Replies: 13
Views: 4494

D2 Single-Player: Enemy Vignettes

Attention Deficit Creativity Disorder at its best. The mission set I was going to be working on has been put off for quite a while now that I have multiple project ideas to precede it... but this was actually one I wanted to release first. With permission from DarkFlameWolf, Sirius and DH, I've take...
by Naphtha
Wed Jun 26, 2013 2:42 pm
Forum: Descent Level Spotlight
Topic: Descent 2 Level Contest!
Replies: 33
Views: 6806

Re: Descent 2 Level Contest!

I would strongly suggest you find some way to change your name though. Make it something unique to you, not a differently-elemental copy of somebody else's name. Especially not somebody as popular, level design wise, as Darkwolf, because then your work will always be in her shadow. And the same wit...
by Naphtha
Sat Jun 22, 2013 8:36 am
Forum: Descent Level Spotlight
Topic: Descent 2 Level Contest!
Replies: 33
Views: 6806

Re: Descent 2 Level Contest!

But that's the thing. You even admitted you already know there's some great designers out there and yet you're still asking others to create more levels for you, but if you really want to make yourself known, stop ripping off other people's ideas and start showing some of your own. You'll get critiq...
by Naphtha
Thu May 16, 2013 10:57 pm
Forum: Descent Single Player
Topic: RetroChallengeGamer, New LP'r on the Market!
Replies: 59
Views: 10754

Re: RetroChallengeGamer, New LP'r on the Market!

Try playing on Ace or Insane, you'll hate missile-launching robots more. Trust me. :lol:

I've played First Strike 1298731287 times through, but the terms of the challenge sounded interesting so I'll probably end up watching it anyway. Should be entertaining in some way, shape or form... :P
by Naphtha
Thu May 16, 2013 10:52 pm
Forum: Descent Level Spotlight
Topic: D1 Anarchy: Sound of White Noise
Replies: 0
Views: 2218

D1 Anarchy: Sound of White Noise

Two new multiplayer levels back-to-back yet again. I don't know how things keep happening like this, but there you have it! :lol: Actually, this level was a very quick build that was inspired by a 1v1 with Birddog in Arbiter Grounds, with an observation about a particular section that had several fa...