Page 1 of 1

All of my levels on one simple page

Posted: Sat Jun 13, 2009 6:09 pm
by Lobber
I just finished uploading all of my levels to Snipers Descent Level Database HERE.

I put a brief description after each level, along with a screenshot of the level. Most of these levels are sub par, and I bar no holds on my own criticism of the poor levels I made.

But a few levels are good.

However, the best judge of my levels is everyone else. So, please feel free to visit, and rate each level. I think you need to be a member to rate levels though, the only negating thing about it.

On the other hand, you can try these levels out. There's a couple new ones, like Penumbra for D2 and Rock-Paper-Scissors (D2).

I will update this page when I release more new levels.

Posted: Sat Jun 13, 2009 7:15 pm
by Sapphire Wolf
Wow, you've got alot of levels that you've built.

Posted: Sat Jun 13, 2009 7:15 pm
by Zantor
Post in the DXX forum; you'll reach more old school Descenters there.

Posted: Sat Jun 13, 2009 9:21 pm
by Lobber

Posted: Thu Jun 25, 2009 7:09 pm
by Lobber
New level:

Penumbra - Total Eclipse

Featuring Randomly Disappearing Walls!
See site for a few more details.

Posted: Fri Jun 26, 2009 9:30 am
by Lobber
Here are some images from Penumbra - Total Eclipse:

Before all of the Walls disappear:
Image
After the walls have disappeared: (
Image

Before:
Image
After:
Image

Posted: Fri Jun 26, 2009 12:59 pm
by Duper
the wall problem is an \"easy fix\". The face that is separating the two areas is only 2 dimensional. That is to say there is no thickness and the might be overlapping a bit.

Where the holes are in the floor; re-do it so that there is actually a cube or (cubes - 2 trapezoids together i assume)are extruded and then rebuild the underside again. This will provide some \"thickness\" to your walls.

so, extrude one cube down and then reattach or rebuild the lower pathway structure.
Also, look to see if you can combine some of those cubes. It will help clean up the lines on the floor where the lighting is having trouble.

Looks nice btw!

Posted: Fri Jun 26, 2009 6:00 pm
by Lobber
This level uses up all 256 walls. So no further enhancements can be made.

Posted: Fri Jun 26, 2009 7:29 pm
by DarkFlameWolf
he's talking bout adding cubes to add 'thickness' to your walls, not walls themselves. So Duper's advice still stands.

Posted: Sat Jun 27, 2009 11:16 am
by Lobber
I could do that, fix it. But it ain't broke. It's thin by design. The idea is that the floor is sheet metal and the walls are blastable (remote trigger events). It would require major surgery to fix, and the level isn't popular enough to warrant that amount of effort.

I will, however, keep the thought in mind for the next Morpho Level I make.

Posted: Tue Jun 30, 2009 1:05 pm
by Lobber
[11:33] * Lobber is away (working on Penumbra 2.2 ... Random Disappearing Walls But no Secret Snipers Nests! and it has extra floor thickness! Duper suggested that bit :).
[11:36] <~Jupitersio~> DUper did ?
[11:36] <~Jupitersio~> when was he last on ?
[11:53] <Lobber> viewtopic.php?t=15475
[11:53] <~Jupitersio~> when did you last talk to Duperman lobber ?
[11:53] <~Jupitersio~> ?
[11:54] <~Jupitersio~> ??
[11:54] <~Jupitersio~> nm


Come back to Kali Dupy! :D

Posted: Tue Jun 30, 2009 1:14 pm
by Duper
LOL, perhaps I will. I still have the printout from when I got my original numbers way back. If I have time tonight, I'll reinstall it. tell Jup Hi!

Incidentally, I ran into this problem when I converted Keg Party to D3. The halls that run under the floor and intersect the trench are actually right NEXT to the floor like you have, but because of the door, you don't see it.

When I build the D3 version and I was doing the calculations, I had to adjust for some width between the chamber floor and the hall ceiling. :P I think I added about 3 units.