This is a sprawling complex that fans of Descent: First Strike might recognize. This was intended to be the first in a short series of levels exploring SP-spaces-as-CM-levels, but the build and results aren't spectacular (since everything in D1 is off-axis ever-so-slightly, making a quality conversion impossible) so I think this will be the only one. Still, fun project, good trial by fire for learning the editor. Probably could have put down some wind tunnels where marked but I'm too lazy and the level flows fine without them. I took this out to ~120 kills on hotshot cd, could probably hit 150 if I optimized it a bit. Since it's so huge, it's a bit slow. Powerup spawning was a bit of an issue, I found -- there are a fair number of logically-placed item spawns, but it feels empty a lot of the time.
This level doesn't run spectacularly, but performance was generally ~100fps+ at 1080p with most visual stuff off on a GTX 1070, 16G of DDR3, and an i5-4590.
Some stuff I'm really proud of getting off the ground, (lighting in the big room especially using non-emissive decals, the red side hall, and the lava chute), others I'm just too lazy to keep trying (must've redone the warning stripes 20 times because they keep moving).
Packaged in this .zip file is a blank version of the map, the CM data file, the map with a few minor fixes and entities placed, and the .cm file itself.
Overload currently has a bug where it won't index descriptions correctly -- expecting to see this fixed at some point but in any case, the description is as follows:
"Construction stopped on this lunar dig site after its last proprietor, AKH Enterprises, went bankrupt. Triton Dynamics, the current owner of the facility, has re-purposed it into a training ground and weapons testing facility for its security forces while seeking a buyer for the property."