Ironically codenamed "Simplicity", this asteroid offers incredibly rich veins of rare ores making this a very lucrative and highly contested place for competing corporations. The unusual quantities of rare resources have lead scientists to believe that this asteroid may be of alien origin.
A much quicker build than Malevolence (4 or so days opposed to a week), this level features that dome I was so stoked about a while back. Otherwise this is a pretty simple one -- four colors, four corners, four large hallways, etc,. Also returning are my favorite cheesy geometry additions: decorative five-ways! Although very prominent in Pyroclastic, there's only a small pile of them here to sp...
Non-suffixed version better-optimized for gameplay purposes, -G is closer to the original vision.
Hoping I've learned a thing or two since publishing Heirloom a few months ago. Happy to take constructive criticism and may make some small tweaks eventually, including to the lore. The blue side's a little tight due to decaling and how the geometry came together, and there are a few minor AI nav ...
I'm hoping to have preserved a bit of the momentum I had coming out of putting Meridian together -- this is a very small and quite tense pressure cooker of a CM level. The spawn rates are untested but ~20% lower than those that I initially played on. I think I had one brief purple reflection issue, but as far as I could tell this has no chunking issues. It might be a little taxing on the hardwa...
Malevolence
Similar to Houndstooth, I'd intended for this to be a lot more horizontal, but it's...really vertical. I'd also wanted a lot more cave structure to take after the stock CM Labyrinth, but going with the flow makes stuff like this one. Could be interesting for MP, so I've exported a version that divides it into red and blue sides -- probably good for duos/trios, but a quiet 1v1 might...
Continuing my everlasting struggle with sizing things appropriately and making them conform to some kind of grid structure, Conduit is a much larger challenge mode level than Meridian, Pyroclastic, or Houndstooth. Inspired by the stock map Pipeline, this level is strongly focused on open sight lines and maintaining a sense of speed.
There are a ton of decals in this level -- lots of repeats to...
Work started on this almost immediately after finishing Pyroclastic -- had a really cool idea for a visual effect that I wanted to try out, and hence the bottom room was born. Not quite sold on the whole thing as a level, and it all feels a little off-grid since the hexagonal stuff propagated outward a bit (getting all the grate decals on the bottom floor passably lined up took a few hours betw...
2nd draft of a 4-level WIP. Currently contains 2 levels: Callisto Port & Callisto Transfer, each with a secret level. Zip also contains the CM levels so they can be played separately as well.
Once serving as a private long-term Cryosleep facility, Freezer provided a secure site for those who could afford it. The facility has since been taken over by hostile Autonomous Operators. Use choke points to your advantage, and be sure to clear them before moving from room to room.
*Challenge Mode*
Turbine features several tightly interconnected rooms, tunnels between them and a large turbine hall.
Special thanks:
DE description: derhass
ES description: Pumo
This is the first level I've made for any game. Smelter is an industrial facility with several rooms above a large interconnected cave.
*Challenge Mode*
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 l...