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So, Diedel tell us a little something about yourself. |
| D |
I am 42 years old and live in Karlsruhe in southern Germany.
I cannot think of a special motto of mine, but maybe I can
say about myself that if I do something, I try to do it right. |
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Are you married, do you have any children? I
can't see how with all the time you must spend on the DescentBB
and developing new toys for us Descent'rs!  |
| D |
Yes, I am married and a child is finally underway. So in
about 4 weeks, everything will change - weeeeeeeeeeeeee! |
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What are your Other Hobbies? |
| D |
I am very much into sports: I do regular road cycling tours,
work out, go inline skating; snowboarding in winter. I also
used to do white water kayaking. Apart from that I like to
do some craftsman type of work (my last project was case modding
my computer). |
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I think I probably speak for most Descent'rs on the NET
when I say THANKS FOR your time spent to create the levels
we enjoy. |
| D |
Hey, you're welcome! It's always a pleasure to share a common
interest with other people.  |
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How did you start playing Descent, Descent 2, and D3? |
| D |
The first time I saw Descent was when a work colleague brought
a demo of Descent 1. I was fascinated at once. The total freedom
of movement and the scifi theme were a computer gamer's dreams
come true for me. It was only logical that I would play D2
and D3 as well. |
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What has playing Descent done for you? |
| D |
Giving me good times in the mines, heavy sleep deprivation
and day-long visual flashbacks when closing my eyes after
a battled-through night ...  |
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Why do you continue to play Descent? |
| D |
I still love the feel of this game, and as I am a coder
and level builder too, I find the easy access to level building
and coding around Descent very attractive (D1/D2, that is). |
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OK, well let's get this party on the road! Speakin' of road/mines
how many levels have you developed? |
| D |
I have built 38 levels (all for Descent 2). 7 of them are
single player levels I have bundled into one big single
player mission. I have lost two of my levels, but built
3 new ones this year as a replacement ... 
| D2 Mission Name |
Details |
| multi player (the better and good ones): |
| Dogfight! |
(textures by courtesy of Midgard) |
| Circus Maximus |
(textures by courtesy of Midgard) |
| 1999 |
(textures by courtesy of Midgard) |
| Diedel's Playground |
(D2 and Unreal textured versions) |
| FUBAR |
(Unreal textures) |
| Heat Of Battle |
(Quake and Unreal textures) |
| House Of Descent |
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| Pyrodrome |
(Unreal textures) |
| Pyromaniac |
(D2 and Unreal textured versions) |
| Hunting Halls |
(Quake textures) |
| Styx |
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| Tankboy |
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| Toxic Quake |
(Quake textures) |
| Unreal-D2 |
(Unreal textures) |
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| older mp levels: |
| Hydra |
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| Infinity |
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| Minas Tirith |
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| single player missions: |
| Warp Shockwave |
(V1.9) huge 6+1 level mission with briefings |
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| experimental levels: |
| Alhambra |
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| Rumble In The Box |
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That makes 27 levels, counting only the structures and
not the
differently textured versions of the same level. Then there
are two more
levels, which are 1 on 1 versions of some of the levels
above (I had
simply removed some rooms to make them smaller). And then
there is some more stuff on my hard disk that's not worth
mentioning. 
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What/Who influenced you to try Descent and when was that? |
| D |
As I already said, it was a work colleague, and it was the
days when the D1 demo was available first. I don't really
know when that was. Summer '96? |
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When did you create your first level, what was it, and was
it "good"? |
| D |
My first level was already pretty complicated. I built it
around august '97. I wouldn't say it was good though, and
it's really hard to say what it was. Maybe an exercise. ;)
I built my first good levels after looking into some of the
best D2 level designers' creations, and my latter works even
made it into what I consider the most exclusive place for
Descent levels: Zappafan's, and I got quite a few very positive
reviews there. |
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Why do you spend countless hours developing Descent Levels? |
| D |
Maybe because I am too stupid to spend my time on more worthy
things ...
or maybe because I am a "constructive" type of person.
I love to build stuff, hence my interest in craftsman type
of work as well as level building or coding. And then I like
the game. |
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Of all your levels can you say hey this is my favorite level
in each of Descent, D2 and D3, come on I know you have a few,
so give me a few then? |
| D |
I only have D2 levels, and I'd say my favorite multiplayer
level is Pyrotechnica, while my favorite single player level
... ooh, that's hard ... well, too hard. I very much like
3 of them. Volcano is the newest one (it even has an outdoor
area.  |
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OK, I really want to know what level designer style sticks
out in your mind, you know every time you get a level from
him/her, you have to stop/unzip/load/look at his/her levels? |
| D |
Grant Hallman has sent me a D2 single player level of his
just recently (built this millennium even), and I am very
impressed. There are couple other very good level designers
around, like Kyouryuu or (LL)Dark, and I always loved Midgard's
levels - but he has stopped building some long time ago
... and then there was this guy who had even built a skull
into one of his anarchy levels , he was kind of *the* anarchy
level designer at that time, I think it was Nirvana.
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Tell us a little something about your current Descent related
project(s). |
| D |
My current project is DLE-XP. It's the successor of Bryan
Aamot's great D1/D2 level editor DMB2, which had been the
official level editor later on. While DMB2 was a very stable
and mature program, I still had a few gripes with it, and
DLE-XP fixes a lot (I hope all) issues DMB2 has. As DLE-XP
is pretty much done and already in beta testing, I have started
to look into D2X, the open source OpenGL version of D2, and
fix a few problems there, too.  |
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What do you want to say to the Descent'rs that use your
levels? |
| D |
Hey, do you really exist? lol. I hope you enjoy them - let
me know.  |
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Where do you see Descent headin in the future? |
| D |
Down - where else? 
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WHEW, long winded huh!
Is there anything you would like to add? |
| D |
Yeah! It's a pleasure to know you guys, even if it's just
by electronic means, and I'd like to thank especially Bryan
Aamot for allowing me to use the DMB2 code, Steve Chamberlain
for his very dedicated work on the DLE-XP logo and icon,
and those of the DLE-XP beta testers who have already provided
very good input. Good work, guys! 
P.S.
What I wanted to say and totally forgot that I was really
greatly
pleased seeing you return to the Descent community. 
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In closing, Descent RULEZ because of people like you that
are reading this and people like Diedel for keeping new
and exciting things coming our way! Just look for his upgraded
verison of the Descent Mission Builder 2 for XP!
Thank you for reading this and Diedel for taking the time
to share some of himself with us!
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