Descent: The levels of the World
I found this DLOTW folder on the Descent 1 CD, it contains lots of fan made levels.
I don't promise I will beat them all on 100+, because players (compared to Parallax) can be very evil when designing levels...
I only barely skimmed over them, haven't played all, but lot of them involves glitches. The Descent engine allows strange things:
- Mines that intersect themselves: yes a tunnel can go through itself without you noticing it. The WTF happens when mechs come up of the walls from nowhere or when missiles quietly come from the wall...
- Texturing is glitchy: especally in huge rooms made of a single cube. Makes is very easy to get lost and quite annoying.
- Red tetrahedron mech: it's a hidden mech, worth 100 points and it's blindingly fast bomber. I already encountered the first two in the first two levels. This third is only a rumor so far.
-----------------
Original contest TXT:
ABOUT THE CONTEST
When we announced the Descent: Levels Of The World Contest in August
of 1995, we certainly expected some response. At most, we thought we'd
get 50 submissions, some of them would be really cool, we'd give away the
prizes and have a great time.
Imagine our surprise, then, when received over three times that many
submissions, and that over 120 of them would be of a high enough quality
to be included on the disk. The task of simply playing each level for 15
or 20 minutes was incredibly daunting. Judging them was even harder; some
of you guys are INCREDIBLE designers. Some of you are also incredibly
twisted; I admire that trait in a designer. My hat is off to each
and every one of you.
That's not to say some of the levels don't have some problems; there
were around 15 we considered not putting on this disk. But, darn it, so much
work had been put into the levels, we felt the designers at least had the
right to let the public judge the results. We've included the EMail
addresses for the designer of each level; please drop them a line and let
them know that their hard work and creativity are appreciated.
So, we didn't try to fix any of the obvious faux pas. We'll let the
work of the designers stand on their own merits. If you have problems
with a level on this disk, drop the designer an EMail; they know their
design far better than we ever could.
Rick Mulligan, Producer
Descent: Levels Of The World