KoolBear's Descent  
  
  
  
  
  
   
   
"Once you've gotten hooked on Descent it is like a drug,
each time you find yourself wanting the rush to be even better"
Lobber
Lobber
Lobber was interviewed October 11, 2005

Lobber
 

Lobber

Motto: "Suicide is not the answer."

 

  Lobber
  Fav Game: Descent
  Versions: D1, D2
  Age.: 33
  Home Page


Paw Print So, Lobber tell us a little something about yourself. You know BIO type stuff the usual age, location, motto and shoe size. No wait forget the shoe size
L  My name is Eric Myres. I live in Antioch, CA. It's called the Gateway to the Delta, in the far east side of the San Francisco Bay. My motto in Descent has always been "Suicide is not the answer." I used to operate the Lobberworks Descent Levels Factory, but that was years ago.

 
Paw Print What nickname have you flown under from the earliest days (those you care to share)
L  I've always flown as Lobber. Although, one time, the only time, I did join the Fusion Fighters clan, and was known as {FF}Lobber, but that's not important now.

 

 

Paw Print 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!
L  No, I'm single, no kids. I haven't spent as much time on the DBB as I used to. I've retired from playing Descent and making levels.

 
Paw Print What are your Other Hobbies?
L  Right now I play some Massive Multiplayer Online Games such as Eve-Online where I fly around the Galaxy destroying my enemies with my Corp-mates, and also City of Heroes.

 
Paw Print 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.
L  Thanks, although I don't presume to believe that my levels were widely enjoyed. I made most of my levels as artistic expression. That's why so few of them are actually played.

 
Paw Print You've been around about as long as I have it seems. What/Who influenced you to try Descent and when was that?
L  Two of my cousins got me into the game. First, I played Descent when it first came out on his computer, and didn't like it at all, got me all space-sick. A year or two later my other cousin told me about Kali, and gave me descent on floppy disks. The rest is history.

 
Paw Print What has playing Descent done for you?
L  It's shown me humility, since I always believed I was the best at everything I do, and obviously I'm not the best descent pilot out there. I'm mediocre at best.

 
Paw Print OK, well let's get this party on the road! Speakin' of road/mines how many levels have you developed?
L

I have created and released 20 D1 levels and 45 D2 levels (or level sets) for a total of 65 levels for D1 and D2. I have never created any D3 levels. Since you asked for it, here is a complete list in alphabetical order of all the levels I've made along with a brief description of each:

20 D1 levels:

Clash500 - "Clash 500!" A revision of "Clash of the Titans," This is an interesting level where everyone starts out with 500 shields. There is a bug where occasionally a player will have 900 instead. The original boosted your shields to 1000, but that was simply insane. This is a mega level, where a direct hit does not mean an automatic kill. I created this level based upon the design I saw in a dream, of an underground parking garage with vertical pillars. It was a fun level, but simply too large for two. (Date Created: 4-2-98) download

Cressida - A standalone level that was also a part of the "Moons of Uranus" series. This one featured the first and only level built with a securty alarm system, where doors in a secret room opened whenever your opponent entered a new area of the level. (Date Created: July 19, 1998) download

DoH - Duel of Honor. A concept level designed for a minimun of three players. Two players enter a cage match room, with one player acting as a 'controller.' He allows the fighters into the cage, and he can open the door to the reactor below them. Two pilots enter, they are reduced to 5 shields, and are only allowed to use flares as weapons. (Date Created: 5-26-99) download

Icarus - A remake and replacement for the level AWOL, since that name was taken already. This level was designed for ladder play, but obviously that was just another dream. It has a simple design, with a huge dark secret built within it. The story of Icarus relates to a man who built wings with feathers and wax, and flew to escape an island prison, but flew too high and the sun's rays melted the wax, and he fell to his death in the sea. In this level, you can fly as high as the sun in a figurative sense, and gain almost unlimited shields, but if you are too greedy, then your wings will melt, and your shields will reset to zero. (Date Created: 04-21-2003) download

Icarus1 - Icarus 1.1. This level replaces Icarus, it has a few tweaks that were suggested by 'Mongoose' and 'Kirian'. There was also a texture alignment error that was repaired as well. As you may know, I expect perfection of my levels, and having even the slightest error drives me nuts. Icarus and Icarus1 have something new, a Secret area, surveyed by an even more secret area. Within this level is a door so secret and tricky that a simple search will not reveal it even to a seasoned pilot. I must give kudos to the first one who did, Theftbot, but only because he analyzed the level in an editor beforehand. To date, I consider this level my Opus, the best of the best of my creations. (Date Created: 04-21-2003) download

Icaruslt - Icarus Lite. This level is a truncated version of Icarus 1.1. It has no secrets, shield triggers, or puzzles, save one, and that single door trigger is fairly easy to find. The reactor is available to kill, and the exit is plainly lit. I created this to have a pure version of the Icarus open design, for true ladder play potential, with no wildcard secrets.(Date Created: 04-24-2003) download

Just4Lan - The original text for this level goes as follows: "Just4Lan was made while at the Califest D3 Lan party, and was made out of boredom. It was hacked together in less than 2 hours, and therefore is quite asymetrical... lets see who will want to try it out with me." To set the record straight, no one ever played it with me, and I retired this level as a complete failure. (Date Created: 8-12-2000) download

Jysla - This is the second plagiarism of a 'Spaz' level, based upon NYSA. I made this level at the request of 'JediLuke', in his long quest for a perfect home level. Like the others, it never quite met his satisfaction. It should have the same feel as the NYSA level, with my signature. {Date Created: 8-8-2001) download

Loberva - This is my first plagiarism of a 'Spaz' level, based upon Minerva, if you haven't guessed already. It is a lobberized version. If you don't know what that means, then you've never played any of my levels. Basically, I've added secrets galore; Extra tunnels and phantom walls with secrets within secrets, and a ton of vulcan as well. (Date Created: 12-09-97) download

Miranda - Tired of trying to get people to stop playing Minerva in favor of my levels, I tried a new tactic: Designing another Minerva. This time, it was larger, broader, and more complex. However, that complexity was its ultimate undoing, as most people don't like levels where you have to hunt for your opponent. It mimicks Minerva in many ways, and embellishes on its features, using a quadrangle design. However, it flopped despite being voted 4th most popular level of 1998. (Date Created: May 5, 1998) download

Mothball - Inspired by the fusion level "Ugh," this level was finished by me, using a Geodesic Sphere designed by 'Cursor.' The name of this level is a play on the word, since you don't want to move towards the fusion gun like a moth to a flame, and the fact that its a ball shaped level. Suprisingly, this level did have some popularity for a period of time. (Date Created: 8-9-2002) download

Oberon - This level was hated by all who played it. The reason was the center terrace. The level was built upon a hexagonal cube structure, with three floors, or terraces. The middle floor features an intricate circuit board design with flowing arrows. The trick here is, that the space above those flowing power lines is filled with shield modification triggers. Go with the flow, and slowly increase your shields, go against, and your shields are quickly zapped to zero. You can understand why no one wanted to play this a second time. (Date Created: July 22, 1998) download

Ophelia - One of the few pure Four Dimensional levels ever created, Ophelia looks very simple. It has Four rooms, the only catch is, they are in the same space. Each of the rooms links to two of the other rooms thru "Telecube Portals." These portals hang in empty space, four two a room, with one extra doorway that leads "Across" thru a hyperdimensinal transtube, with no textures on the outerwalls giving the pilot a strange ethereal experience while traveling thru it. Images of other rooms appear and disappear as the pilot nagivates the curvature of hyperspace. One of more popular levels I have created, many people love the explosion radius effect. Any explosive concussion can do damage to any nearby ship regardless of what room they are in. Homing missiles will follow invisible ships that aren't there, and good luck finding the exit should someone blow the reactor! (Date Created: August 2, 1998) download

Opiate - "A Level for OPiaTe." This was my first level ever created. It was dedicated to my first Descent Mentor: 'OPiaTe'. It is full of errors, asymmetric corridors, misaligned ship placements, hand shaded walls, and alot of default textures. However, it is also one of the most challenging levels you will ever find. It hosts the famous 14-Door puzzle. A truly challenging puzzle hidden behind phantom walls and dark secret corridors. For a long time, this was my home level, because it housed the Shield Recharge Torus, a donut shaped room that permitted any pilot skilled enough to reach it to power up their shields to almost impossible levels. Love it or hate it, this level has alot of history. (Date Created: 12-01-97) download

Penumbra - Probably my most popular D1 level. I know that aint saying much. However, it has the wicked in your face tunnel vs dog ratting feel that has every pilot on the edge of his seat. It is a modified version of Umbriel, in that it is over three times larger, and more complex. Penumbra has strange sound aura as well, since sound travels alot further thru these hexagonal shaped rooms and down the spiderweb-like tunnels. Penumbra has but one trap that will open up the reactor down a narrow tunnel, to destroy the unwitting pilot. If only all of my levels could have the same high-pitched battles that I've seen in this one. (Date Created: 10-23-2002) download

Portia - Originally created as a Nysa styled level, at the request of 'JediLuke.' This level has one main doggin' room, and a snipers nest, as well as the prerequisite tunnel rat section and side anterooms. Naturally, it never quite met to his satisfaction. He never settled on anything I made for him anyways, yet I kept trying. This is one guy that really needed to learn to make his own levels instead. (Date Created: July 28, 1998) download

Rat-Race - Yet another level requested by 'JediLuke.' This one never even saw gameplay as far as I know. It is a complete failure. (Date Created: 7-27-2001) download

Tempest - This was the first level I created at the request of 'JediLuke.' He wanted something similar to Nysa. You may have guessed by now that Nysa was his favorite level. However, I made this one too large. It was the first level I created that utilized Unorthodox Cube Geometry. One look at this level in any editor will reveal a very efficiant cube usage, especially in the large central room. However, due to the extremely narrow connection cubes, it has some strange visual errors when played. It was mildly popular, but the enthusiasm died quickly. (Date Created: 7-27-2001) download

Tempest12 - Tempest 1.2. "Mega Tempest." As the name suggests, this is Tempest with Megas. 'Nuff said. (Date Created: 03-17-98)download

Umbriel - Created due to the responce I've received from players complaining that the got lost in my other levels. Well, it wont happen in this level, since its one of the smallest most claustrophobic levels I have created. It certainly isn't the smallest, but it is the most cramped with terrorizing narrow intertwined corridors. Penumbra simply broaded this concept by three times the size. (Date Created: July 17, 1998) download

Vault - Another concept level, this one requires the cooperation of two people to access the weapons locked in the Vaults. This level is triangular in shape, and far too large for just two players. It is another failure as a level. (Date Created: 5-22-2000) download

 

46 D2 Levels:

1D-3D - The ultimate Concept level. Containing three levels, named Lineland, Flatland, and Spaceland. As the names suggest, the first level is a narrow corridor, where your pyro can only fly forward or backwards. Extremely long, the exits are on the very ends of an almost unlimited long tunnel. Flatland is considerably smaller in length, but it only allows movement along a flat plane. Exits here are in one corner. Spaceland is by far the largest of all the levels I've ever made. Using extremely large cubes, the Descent engine cannot even properly render each ship, making dogfighting next to impossible. On the other hand, the greatest feature of this level is the exit, in the form of a burning black hole, truly a sight to see. (Date Created: 11-8-98) download

Ariel - This is the 5th in a series of new level type invented by me, called "Bouncer Level." A bouncer level is a level where all of the walls inside use forcefield textures, bouncing both weapons and ship around, except for concussion and particle based weapons. Ariel was the sequel to the very popular bouncer level: "Puck." Essentially you're flying around a sun with sunspots you can fly into, solar flares and prominances that are triggered by removing weapons from the sun. It is extremely cube intensive, and can cause horrible framerate lag on all but the best computers. Fly this one with care. (Date Created: 1-25-99) download

Artofwar - One of my Pentagonal Cube levels, this one is a shaker level like so many others. The theme of this level is based upon the philosophy of Sun Tzu: "Know your enemy and know yourself; in a hundred battles, you will never be defeated. When you are ignorant of the enemy but know yourself, your chances of winning or losing are equal. If ignorant both of your enemy and of yourself, you are sure to be defeated in every battle." This level is a smaller version of the Cordelia Shaker level, to help make it friendly to one on one games. (Date Created: 10-8-2001) download

Bianca - The Sequel to Ariel, this is a bouncer level in the shape of a football stadium sized Ovoid. There is nothing remarkable about this level, however, a modified version of it called Fusion-B, or Fusion-Bianca, is worth looking into. (Date Created: 2-10-99) download

Bouncer! - I'm not sure if this even counts as a level, as I cannot find it anymore, but the text file states that it is a compilation of all of my bouncer levels into one: Ariel, Cordelia, Fusion-B, Puck, Robo-B and Tempest 2.2. It is currently defunct. No date of creation available.

Buterfly - "Butterfly". When I created this level, I was using Pentacubes as before, but I randomly copied them until a form appeared in the editor. It was a Butterfly. The level looked exactly like one, and amazingly, it was well suited for a level. It has shakers, and a tricky exit region. Other than the funky floors and ceiling, this level is pretty ordinary. (Date Created: 7-26-2002) download

Chrysali - "Chrysalis." Due to an error of creative parallelolism, Tyranny also created a level named Chrysalis. However, since his filenames were different than mine, the dispute was settled and we both kept the level name for each of our levels. This one removes the shakers, but adds bouncer columns. People really don't like uneven floors in their levels. (Date Created: 7-26-2002) download

Cord-S2 - "Cordelia Shaker-2". This is the fourth Cordelia level (The first one is unavailable). This level adds an observatory, and more shakers to the ever popular "Cordelia Shaker." This was not as popular as "Cordelia Shaker," as it added quite abit of lag and some unpopular weapons. (Daee Re-revised: 4-3-99) download

Corners3 - "Corners Edge 3.0". The reason this is the 3rd version is because I lost the first two, somehow. How this one survived is anyones guess. However, this is one of the largest most complext three dimensional labyrinthian levels I've ever created. It includes a large outer cubic torus region where open air dogfighting can occur. In the center column, the size of a small pyramid, is the labyrinth of tunnels that resemble a hollowed out jenga puzzle. On top of this structure is a snipers nest, where a locked door that requires a trick to open leads to a central tunnel descending into the reactor room. Behind a hidden wall, and beneath the lava, one can find a back door leading into a locked corridor leading away from the reactor into the weapons cache. This small room filled with lava supports a jet firing up into the neck of a small volcano, that you can emerge out of by traveling upwards thru it. But be wary of your shields, as you will be in constant contact with liquid hot magma the entire way. Now that I think of it, I believe that version one was a D1 level, but I don't have that anymore. Corners Edge is an amazing architectural wonder, and its no wonder no one plays it. (Date Created: 1-25-98, Date Updated: 8-15-98) download

Crdela20 - The first Bouncer Level™ ever created! Sure, previous levels have had this feature before, but not an entire level! All of the walls in Cordelia 2.0 contain a force field in the first texture, and a normal texture in the second. This makes everything bounce, everything but projectiles. It is a euthenastic level, where the slightest misstep in the narrow outer corridors means instant death to the unwary pilot. Its a hilarious and fun level, but gets old quick. (Date Created: 10-20-98) download

Crdela21 - This is the most popular Shaker level I have created. Star shaped with pentacubes like all Cordelia levels, this is the first shaker level created where the average pilot can evade an expertly lobbed shaker missile. Anyone can do it, even without afterburners! Due to all of the diamond shaped walls everywhere, one can hunt down ones opponent, or dodge shakers right and left, and still live! dodecahd - "Dodecahedron." It occured to me one day that since pentagons match up perfectly in a three dimensional dodecahedron (12 sided solid), that Pentacubes, or Pentagonal Prisms, which I've been working with for a long time, would also mold into a three dimensional duo-dodecahedron. This level required alot of complex trigometric calculations, and trial and error, to create a perfect dodecahedron within a dodecahedron. It is one of my proudest accomplisments in Descent level geometry. I don't care if people play it or not. (Date Created: 2-09-2003) download

Dodecahd - "Dodecahedron." It occured to me one day that since pentagons match up perfectly in a three dimensional dodecahedron (12 sided solid), that Pentacubes, or Pentagonal Prisms, which I've been working with for a long time, would also mold into a three dimensional duo-dodecahedron. This level required alot of complex trigometric calculations, and trial and error, to create a perfect dodecahedron within a dodecahedron. It is one of my proudest accomplisments in Descent level geometry. I don't care if people play it or not. (Date Created: 2-09-2003) download

Firepowr - "Firepower". A very simple level, unlike many of my previous creations. Also unlike the others, this one lacks any reactor or exit. It's a pure dogfighting style of level. Square, symmetrical, simple. Boring. I have other later levels created upon this principle building block are far more entertaining. This level is retired. (Date Created: 12-2-2000) download

Fusion-B - "Fusion-Bianca". As we quickly discovered, a Football stadium sized Ovoid is far too large to carry out any ordinary dogfight. Instead, with the help of 'Deathwinger,' the fusion gun fires an insanely inflated fusion blast. The fire leaving your ship is many times its size, and bounces around the Ovoid with wild abandon. Death is quick in this battlefield, and only hugging the walls will save you long enough to fire off a few Giant Fusion blasts of your own. Truly a unique level, this one's literally a blast to play! (Date Created: 2-16-99) download

Icarus2r - "Icarus 2 Revival". This is a modified version of the Icarus Lite level. It has a specific weapon loadout designed for Revival matches, along with custom textures to that effect. Included in these is my personal smiley face @=O) and the Descent Revival Logo. I don't know how popular this level is, because I don't know how often it is featured in the Descent Revival, if those are even still being hosted. (Date Created: 04-27-2003) download

Icarus2v - "Icarus 2 Vanilla". This is the D2 version of my best level ever. It contains no secrets, nor could it have the Wing of Icarus, since Descent 2 does not have shield triggers. Any other versions of Icarus you find are counterfeit versions, even if they were made by 'Theftbot.' (Date Created: 04-24-2003) download

Loberva2 - As horrible as it may sound, this is the D2 version of Loberva, the plagiarism of Minerva. I know, its despicable. Lets leave it at that. (Converted: 2-27-99) download

Miranda2 - This is the D2 version of the flop that was Miranda. It has more weapons and stuff... but other than that, its dead. (Revised: August 11, 1998) download

NaCl - NaCl, Sodium Chloride, Table Salt, Salt Shaker, Shaker Level. A level named by free association. This is my favorite shaker level I've created. I'm not sure if its because of the unique architecture, or the colander reactor room, or the big huge blue smiley face and custom salt shaker and NaCl textures on the walls. Whatever it is, just about any old salt would enjoy this pure shaker level. Pepper not included. (Date Created: 5-13-1999) download

Opiate2 - "OPiatE's Castle." This is the D2 version of my first D1 level, and it is also the very first D2 level I've ever created. It has so many problems I don't know where to begin. First of all, I didn't realize the importance of the afterburner. Once you realize that there are only four in the whole level, and every single one is hidden. Secondly, the Textures are almost as bad as the first one, with horrendous lighting, and third of all, its even more complex than the first version with even more secrets and weapons tucked away. Every weapon is available to the intrepid explorer, far more trouble to achieve than is warrented for a level this size. It was one of my favorite levels for a long time, but obviously the Shield regeneration torus no longer worked. Replacing it is a torus filled with energy powerups, and an hidden Energy to Shield converter. Interesting story behind the Shield Torus, originally it was designed as a spy tower, but the long range cubes that would have been necessary were impractical, this is what lead to my creating Corners Edge. That's just a side story though. Just beware of the reactor room is all I have to say. Oh, and one more thing, the two castles are very fun to defend, secrets within secrets with secret escape routes and flanking tunnels. What a mess this level is in any editor! (Revised 12-27-97) download

Portia2 - This is the D2 Version of Portia, the level 'JediLuke' requested and later rejected. It has some geometry adjustments, but other than adding D2 weapons, its the same level. (Update 7-31-98) download

Portia21 - "Portia 2.1" Shaken, not stirred. Revised at least five times until its final version, this is an insane level. No one in their right mind would build a Nysa sized level with shakers in it, and no one in their right mind would play such a level. (Final version created on 10-27-98) download

Puck - The most popular and fun Bouncer level I've ever made. Its so simple its ridiculous. It's a sphere, with bouncer walls. And its a small sphere too. The most important preparation to playing this level is to turn your sound down, because it gets unbelievably loud with hundreds of laser bolts dancing around your ships. So long as you never use the phoenix weapon, you should be good to go. Just remember to shoot more than your opponent and eventually you'll win, even if the kills number in the hundreds. It's that wild! There is a tiny purple strip of texture on one wall that if you were to shoot down it, you might blow up the reactor, then again, it might blow up on its own eventually anyways! (Date Created: October 25, 1998) download

Pyro-D - "Pyro-Dynamis". Firepower in Greek, this Decagonal version of Firepower has five rooms instead of four. Unlike Firepower, this level does have a reactor and an exit. Other than that, its rather ordinary. (Date Created: 10-23-2001) download

Pyro-D2 - "Pyro-Dynamis 2.0". Version 2 adds bouncer columns, and two weapons: the Phoenix and the Helix cannons. (Date Created: 10-23-2001) download

Pryo-D69 - "Pyro-Dynamis 69". This is a 69'd version of Pyro-D2. That means it has hundreds more vulcan ammo, as well as more vulcan cannons and ammo racks, but lacking higher level guns. It was 'Devilwing's' idea, blame him. (Date Modified: 2-23-2003) download

Rhombus - rhombus (rom´bes) n. 1. an oblique-angled equilateral parallelogram. 2. a rhombohedron. This level is made from simply that, rhombohedrons. It was called Rhombus because that name is short enough for the filenames, and i forgot that in fact the three dimensional cubes are called Rhombohedrons. Despite this cool sounding introduction to the level, in reality its far too large for two players to dogfight each other, and it never saw much gameplay. There is a central canal area that is locked by a simple wall trigger, where you can find the big guns. Unlocking them completely changes the nature of the gameplay, so beware of that. (Date Created: 2-1-2000) download

Robo-B - "Robo-Bouncer". My first, last, and only Robo-Anarchy level. Best when played on Robo-Anarchy. The Smelter bots are hidden in the walls, and their fire bounces all over the place. This level contains traps of lava and forcefields, as well as disarming triggers to remove them. But the most impressive feature of this level is the custom textures on the ceilings outside the main rooms. You may recognize the moon, but can you identify which comet that is? Indeed, it is Hale-Bopp. 'Deathwinger' suggested the starry sky. (Date Created: 11-26-98) download

SunTzu - Named after the author of "Art of War," this level is a very pretty level. Unfortunetaly, Descent Pilots don't care for artistic expression when it comes to dogfighting. This level is pretty to look at, and beautiful with its glowing pentagrams in the center, but other than being a piece of art, it lacks serious circulation to make it anything more than a relic of the past. (Date Created: 10-13-2001) download

SunTzu2 - The main difference in version 2 is the lowering of the reactor into a newly created room, or snipers nest, if you don't mind dodging reactor fire that is. Other than that, the level is basically the same as its predecessor. (Date Created: 10-21-2001) download

Tempest2 - "Tempestuous." The D2 version of Tempest for D1. (Date Created: 1-24-98) download

Tempst21 - "Tempest 2.1". The Shaker version of Tempest 2 (Date Created: 2-14-98) download

Tempst22 - "Tempest 2.2". The Bouncer version of Tempest 2 (Date Created: 10-24-98) download

Torus - This level was an attempt to build on the success that was Ophelia. But instead of four rooms, this level is a simple torus that wraps around itself three times in the fourth dimension before reconnecting at the beginning. Cross bars connect parts of the torus, and include the reactor and exit at different points. It was not a very popular level. (Date Created: 8-15-2000) download

Tubular - This level is the only level I made that actually resembles a simple D3 level. The complexity, the breaking glass lights, and specially designed reactor core all contribute to a visually stunning gaming experience. It's slightly too large for just two players, like most of my levels, but its perfect with four or more. This level will truly challenge your 3-D senses. (Date Created: 8-3-2002) download

Tubular21 - "Tubular 2.0". I made this updated version for 'Tankie2.' You'll find her unique signature in a texture on one wall. I had to add my signature smiley face to another. The reactor is behind a locked door like in the first version. There's a trick to opening the door to get there, however, a simple trigger will close a forcefield forever locking down the reactor and any poor soul trapped inside. (Date Created: 8-4-2002) download

Umbrel21 - "Umbriel 2.1". Probably the greatest puzzle level I've ever made. It is nothing but puzzles, from mind puzzles, to door puzzles, to puzzles of skill and dexterity with guided missiles, this level has no less than seven consecutive puzzles to reach the ultimate goal: The Invulnerability power up! Of course, its not intended for serious game play, simply the accomplishment of reaching that far is reward enough, isn't it? Based upon the Umbriel hexacube structure, this level is not conducive to dogfighting. (Date Updated: October 17, 1998) download

Uranus - "The Moons of Uranus". No, this isnt toilet humor. The seven moons of Uranus are the titles of the seven levels that make up this set. However, this version had an error with the Oberon level not being Hoard enabled, and therefore this set is defunct. (Date Created: 12-2-98)

Uranus2 - "The Moons of Uranus 2.0". This is the correct version that should be played, it contains the following levels in this order: 1. Miranda, 2. Cressida, 3. Puck, 4. Oberon, 5. Ophelia, 6. Cordelia, 7. Umbriel. (Date Created: 12-21-98) download

Vault2 - Just the D2 rendition of the D1 Vault level. Nothing more. (Date Created: 5-23-2000) download

Vuck - "Vamped Puck". This level was built in a Geodesic Sphere originally designed by 'Cursor.' It is the only Omni-Bouncer I've created, meaning that every single powerup is included in this level. That means every power up! You will truly understand the meaning of the name of this level when you play it! (Date Created: 8-3-2002) download

Ximple - Simply put, this level is as newbie as they come. I'm ashamed to even be associated with it. It is the first level in the X series. (Date Created: 7-25-2000) download

Xmall - On the other hand, of the second level in the X series of levels, this one is my personal favorite. It has three circular tiers around a central shaft. The most interesting part of this level are the invisible proximity mines! That's right! Proxy mines that are INVISIBLE when deployed! Just remember where you dropped your mines or you might commit suicide on your own mines! (Date Created: 7-26-2000) download

Xmall2 - Too many people complained about invisible proxy mines, and many wouldn't even try the level in the first place, so I made a version that had traditional visible mines. (Date Created: 7-26-2000) download

Xmallest - The Third level in the X-series, Xmallest was made to intentionally anger 'EnergyWasp' =) by making a level smaller than his so called "World's Smallest Descent 2 Level" (Date Created: 8-15-2000) download

Xmalest2 - The Forth level in the X-series, Xmallest 2 was made to intentionally anger EnergyWasp yet again... by making yet another level smaller than the one he made to be smaller then the level I made to be smaller than his. (Date Created: 8-15-2000) download

 

   
 
Paw Print When did you create your first level, what was it, and was it "good"?
L  I created my first D1 level on December 1, 1997. It was called "A Level for OPiaTe." However, the file name was called OPiate. This caused some confusion among many players as they searched for "Opiate" when in fact the level started in 'A'. The level was not good. It was bad, horribly bad. It was intentionally designed for me to win in a match against a superior opponent. Hence, everyone who's ever played it hates it with a passion.

 
Paw Print Why do you spend countless hours developing Descent Levels?
L  As a matter of fact, I have counted all of the hours I spent making levels. I've spent a total of 486 hours building Descent and Descent 2 levels. I came up with this number by counting all of the hours in every text file of every level I made. Only some of the earliest levels lacked this info and for those I guessed an average of 6 hours per level. I spent all that time because I kept coming up with ideas, and partly because I wanted to express myself artistically, but mostly because I wanted to dethrone Minerva. While I never succeeded in that mission, I did make many fun levels to play, and many more bombs.

 
Paw Print 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?
L  My favorite D1 level is Icarus1, and my favorite D2 level is Puck. As a coincidence, these are also my home levels. I have no favorite D3 level because I never got into that game.

 
Paw Print 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?
L  There are so many. I've collected levels from the following level designers: 008, Buzzerd, Cursor, D2Hound, Dan Wentz & Rob Dunlop, Dark_Wolf, Darkstar, Deathwinger, Deejay, Deep_Blue, Deimos, DescentXprt, DevilWing, Dj_JinX, Dog, DrDoom, Dr_Hack, Ebola_Picasso, Ellusion, EnergyWasp, Face, Falcon, Ferno, goddess, Goldknight, Gunslinger, Hellfire, Huer, Hytes, Jediknight, Joftinac, Juggernaut, Karash, KehH, Kruel, Kumba, Laserbrain, LordViper, Makaveli, Manson, Mesmerist, Minesiege, MINION, Mongoose, MORG, Moshpit, Mousepad, Nirvana, Nuke-Karash, PegasusX, pHang, Planet_Ed, Platoon, Pyro, Pox, Q_Silver, Redomen, Retrotek, Rook, Saber, Scorch, Shred, Sirian, Sirius, Sniper, SoM-one, soulvoid, Sparhawk, Spaz, SPONGEmop, Swarthy, Th0th, Thor, TheGame, Tyranny, Vader, Vinyl, Vorpal_Blade, Warfist, and Wraith. Of those mentioned, I've personally studied levels made by D2Hound, Deathwinger, Kruel, Mousepad, Rook, Spaz, and Tyranny. I may have looked at others, but time fades memories.

 
Paw Print Tell us a little something about your current Descent related project(s).
L  The last project I had on the back burner was called Solar Marathon, a racing game of fifty levels where you had to pick up a flag, score one point, and exit the level before the reactor blew up. The first ones thru of course would survive and gain points, and the player team with the most points at the end of the 50 levels would be the winner. It features amazing levels of awe inspiring architecture, but eventually I gave up making it. At least 15 levels were done by the time I threw in the towel. Maybe someday I'll finish it, and give credit to the contributors to the levels. Perhaps I might even release a truncated version of Solar-M.

 


 
Paw Print What do you want to say to the Descent'rs that use your levels?
L  To those that play them, how in the world did you find them? And why do you like them so? I know my levels were not as popular as those made by the authors I've mentioned above. If you're making levels using any of my custom textures or custom shaped cubes, please give credit where it is due. Oh, and thank you.

 
Paw Print Where do you see Descent headin in the future?
L  To be honest, I think its over. Descent 4 will never be. If it is ever resurrected, it will be under different trade names, perhaps Core Decision will revive some of the interest in a six degrees of movement styled game. Then again, until that's released, its vaporware in my humble opinion.

 
Paw Print WHEW, long winded huh!
Is there anything you would like to add?
L 

Yes, I'm sorry I took more than a year or two to get this to you. As you can see, it took me at least 6 hours to fill it out. I've been putting it off for a long time, and I do have one thought to leave you with:

Remember kids, Suicide is NOT the answer!


 

In closing, Descent RULEZ because of people like you that are reading this and people like Lobber for keeping new and exciting things coming our way!

Thank you for reading this and Eric "Lobber" Myres for taking the time to share some of himself with us!
 

 



 
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