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"Once you've gotten hooked on Descent
it is like a drug,
each time you find yourself wanting the rush to be even better"
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Descent
Level Designer Interviews |
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Vizor |
| Vizor's was interviewed sometime during
'96-97 |
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Luke "Vizor" Schneider |
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Vizor
Motto: This is not over yet!

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So Luke, tell us a little something about your self. |
| V |
I'm a third year college student at the University of California,
Irvine. I plan on graduating next year (maybe at the end of 1997) then
moving into (hopefully) designing 3D graphics, maybe even for some game
company. |
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What are your Other Hobbies? |
| V |
I love writing MIDI music. I started writing seriously about 2 years
ago (pre-Descent) and I still write anywhere from 3 to 8 songs a month.
Other than that, I also enjoy computer graphics of all sorts, especially
raytracing. Outside of my room, sports are still appealing, but I just
don't have as much desire for them as I used to. |
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What level designed by you, is your favorite? |
| V |
Juggernaut
is my favorite by far. It's so much fun playing against the great AI
of the robots. If you don't go after them, they'll come looking for you. I
also like PTMC Park as a multiplayer level, although I haven't played it
as much as I would like. |
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What level designed by someone else, is your favorite? |
| V |
Wow now thats a hard question. I think I would have to say I'm
obsessed with levels that are professional-quality, so I'm really annoyed
with all the second-rate levels out there, but there are some gems. Ian
Zepp's AP-Io
Insertion is one of my favorite Descent 1 levels. As for D2, nobody
is better than Dan Wentz of Parallax. I especially appreciate Panic Level
10 and Vertigo Level 2. |
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How did you start playing Descent 1 or 2? |
| V |
I was at Babbages trying to decide what game I wanted to buy a demo
of. I enjoyed Tie Fighter and Doom at the time, so I was looking for
something in between. Descent looked closer than Rise of the Triad, so I
bought the 7 level demo, and I've been hooked ever since. |
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What has playing Descent done for you? |
| V |
Well, it's actually got me quite a bit of stuff. In addition to prizes
simply for entering a few level contests, I've also won a couple Descent
tournaments. Virtual
Conventions holds network gaming conventions once every month or two,
and I attended the first two and won all the Descent tournaments held
there (3 total tourneys actually). I received Simuleyes, CH Pro Throttle,
and other stuff as well. So playing Descent is useful once in a
while< |
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Who has influenced you in designing levels? |
| V |
Arlo Aude (Spydir) is really the guy I owe everything to. I used to
talk on IRC a bit back when I first started playing Descent, and he helped
me learn everything there is to know about Devil. He's long since stopped
making levels, but I'm still grateful. He was the first great level
designer for Descent. In addition, Dan Wentz has had a bit of influence as
I've used ideas from his levels (as shown by PTMC Park). Other people have
helped me out too, like Matt Legowski, Brad Schneider (no relation), and
plenty of others. | .
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Why do you spend countless hours designing levels? |
| V |
Actually it doesn't take me that long to design levels. I'm so
efficient I designed all 5 levels of the Total Insanity (D1 anarchy
levels) in 2 days, with each level taking less than 3 hours. Speed only
came with experience though. I really enjoy finishing a level and knowing
that it's really good and lots of fun. |
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What is your "Design Philosophy"? |
| V |
Professional quality. I aim to make the best, and for the most part I
think I accomplish it most of the time. For me, lighting is the biggest
factor that most levels are lacking, and so that's one thing I really
focus on. There are many subtle details that go into making a great level,
and I try to pay attention to them all. |
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What level Editor do you like and why? |
| V |
Devil has always been my one and only. I've been using it since the
days of Devil .99 and it's awesome. DMB2 has potential, but the extremely
weak method of lighting really puts a damper on it. |
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What can you tell us a bit about your new level project? |
| V |
I'm working with Matt Legowski on it, although I'll be doing most of
the actual level design. The tentative name is... sorry can't say that
yet. But I can tell you the custom textures are awesome. Although some are
just modified from the originals in D2, Matt has been making some very
nice tileable main textures, and I've been rendering a ton of cool stuff
using POV-Ray. I just finished a new exit door yesterday, and it is really
cool.
Textures will be completed soon (there are about 70 now), and then
we'll work on the levels themselves. We already have all the level ideas
basically done, not the structure but objectives and features. Estimated
release is early March at this point, and it will have an awesome new MIDI
soundtrack, cool briefings, and of course, blinking lights and custom
robots (all the robots are custom in fact). And these won't be your
standard Blue Key->Yellow Key->Red Key->Reactor levels either, so
they'll be a hell of a lot of fun.
Basically we're aiming for the coolest set of levels ever created, and
I think we can do it. |
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What do you want to say to the Descenter's that use your Levels? |
| V |
Thanks for all the great feedback. But you haven't seen anything
yet... |
Vizor's Kool D1 Levels |
| Archive |
Date |
Size |
# |
Name |
Review/Description |
| viper.zip |
5/26/95 |
21 |
1 |
Viper Station |
Luke's very first public level.
Second place in last June's level contest. Looks
like a *gasp* space station. |
| cobra.zip |
2/28/96 |
38 |
1 |
Cobra Station |
Definitely one of Luke's best levels.
Includes a full soundtrack, briefing, exit sequence.
This one has it all. |
| demonbrg.zip |
11/6/95 |
27 |
1 |
Demon Bridge |
A completely random level, but
one of my most popular levels ever. It's just
fun to play is all I can say. |
| dethpost.zip |
10/25/95 |
13 |
1 |
Outpost Death |
A small and very cool single player
level that is good for multiplayer as well. A
very original structure in the top room. |
| food.zip |
7/31/96 |
4 |
1 |
Food Level |
The level Luke made during the
Devil Tutorial for reference/comparison. Very
small and simple. The name is really Good Level,
but I changed it so it didn't get in the way. |
| insanity.zip |
9/2/96 |
32 |
5 |
Total Insanity |
A great collection of 2/3-player
anarchy levels. Designed all five in just two
days. This is what one-on-one is all about. |
| interace.zip |
9/2/96 |
24 |
1 |
InteRace |
Only a couple people actually even
know this level exists. Similar to Quad Racer,
but you can shoot the other players in the straightaways.
By far the worst looking level Luke has ever done. |
| pallas.zip |
1/3/97 |
15 |
1 |
Pallas Athena |
Based on the structure of Minerva,
but wider, less complicated, and looks better. |
| quadrace.zip |
1/7/95 |
143 |
1 |
Quad Racer |
Race for your life...better yet,
race for their death! Inspired by Team Death by
Virgil Itilong. Race four laps against up to three
other players. Comes with a custom MIDI. |
| razor.zip |
1/3/97 |
12 |
1 |
Razor StarShip |
A small anarchy level. A little
on the slow side in the middle room (which looks
pretty cool). |
| super_s.zip |
10/25/95 |
46 |
1 |
Super Station |
This is a huge long space station.
The last robots have gathered...now destroy them
once and for all. |
| trench.zip |
10/28/95 |
13 |
1 |
The Trench |
Look below for reinforcements.
You'll need them. Another level similar in style
to Outpost Death. |
| orion.zip |
10/27/96 |
21 |
8 |
Orion Nebula Project |
Defense Deployment Base - only
to be found in ONP the best level N2 has made
he thinks. This is the all new ONP made over for
D2 by N2!! ONP contains seven, maybe eight (if
you can find it) levels with exit sequences, custom
briefings that relate the story as it unfolds,
and finally and most stunning is the optional
!NEW! MIDI music to listen to while you play. |
Vizor's Kool D2 Levels |
| Archive |
Date |
Size |
# |
Name |
Review/Description |
| complex.zip |
8/13/96 |
23 |
1 |
THE COMPLEX |
Switches galore make this one a
challenge to figure out. Better turn auto-leveling
off for this one. |
| crazy1.zip |
4/21/96 |
25 |
1 |
Crazy Level 1 (Hydrophobia) |
This level is one of a set of missions |
| crazy10.zip |
5/14/96 |
17 |
1 |
Crazy Level 10 (Meltdown) |
This level is one of a set of missions |
| crazy2.zip |
4/25/96 |
25 |
1 |
Crazy Level 2 (Golden Swift) |
This level is one of a set of missions |
| crazy3.zip |
4/27/96 |
21 |
1 |
Crazy Level 3 (Absolute Limit) |
This level is one of a set of missions |
| crazy4.zip |
4/30/96 |
32 |
1 |
Crazy Level 4 (Motion Factory) |
This level is one of a set of missions |
| crazy5.zip |
4/30/96 |
16 |
1 |
Crazy Level 5 (Terra Terror) |
This level is one of a set of missions |
| crazy6.zip |
4/30/96 |
13 |
1 |
Crazy Level 6 (Crimson Crash) |
This level is one of a set of missions |
| crazy7.zip |
5/3/96 |
13 |
1 |
Crazy Level 7 (Retro-Bution) |
This level is one of a set of missions |
| crazy8.zip |
5/11/96 |
14 |
1 |
Crazy Level 8 (Grindstone) |
This level is one of a set of missions |
| crazy9.zip |
5/23/96 |
17 |
1 |
Crazy Level 9 (Shockwave) |
This level is one of a set of missions |
| crazyx.zip |
6/10/96 |
159 |
10 |
The Crazy Level Compilation |
All 10 Crazy levels in 1 awesome
Mission! |
| eon1.zip |
9/9/96 |
11 |
1 |
Eon Level 1 (Mirage) |
The Eon levels are designed to
work best in flag p |
| eon2.zip |
9/14/96 |
11 |
1 |
Eon Level 2 (Malevolence) |
"There are only two afterburners.
This level works |
| eon3.zip |
9/14/96 |
11 |
1 |
Eon Level 3 (Wave Runner) |
"There are only two afterburners.
This level works |
| eon4.zip |
9/14/96 |
12 |
1 |
Eon Level 4 (Behemoth Battle) |
"There are only two afterburners.
This level works |
| eon5.zip |
9/20/96 |
12 |
1 |
Eon Level 5 (Rally Rage) |
This level is designed for TEAM
flag play. |
| eon6.zip |
10/17/96 |
12 |
1 |
Eon Level 6 (Synchronization) |
This level is designed for TEAM
flag play. |
| eon7.zip |
10/23/96 |
13 |
1 |
Eon 7 |
Designed to work best in flag play
mode and especially |
| eon8.zip |
10/30/96 |
14 |
1 |
Eon 8 |
Designed to work best in flag play
mode and especially |
| eonx.zip |
10/30/96 |
14 |
8 |
Eon X |
"All 8 Eon Levels with Custom Soundtrack.
Designed |
| havocx.zip |
8/7/96 |
39 |
4 |
Havoc X |
This is a mini-series of anarchy
levels (four to be exact) that are all of the
same quality as the Crazy levels. They are for
the mostpart a bit big for two people but play
really well with at least four players... |
| jugger.zip |
8/22/96 |
34 |
1 |
JUGGERNAUT |
Switches galore make this one a
challenge to figure out. Better turn auto-leveling
off for this one. |
| md2.zip |
5/14/96 |
19 |
1 |
Mega Deluxe 2 |
This level is Luke Schneider's
answer to Mega Death. It is completely restructured
from scratch in the same manner as all of Luke
Schneider's levels, just based on the idea of
Mega Death's. You should see the similarity in
its layout even though it's not quite the same.
BTW, it's also more fun the Mega Death since there's
a bit less room to dodge the Megas! |
| orion-d2.zip |
5/27/96 |
584 |
1 |
Orion Nebula Project |
Defense Deployment Base D2- only
to be found in ONPD2 level 7, the best level N2
has made he thinks. ONP contains seven, maybe
eight (if you can find it) levels with exit sequences,
custom briefings that relate the story as it unfolds,
and finally and most stunning is the optional
!NEW! MIDI music to listen to while you play. |
| ptmcpark.zip |
11/14/96 |
18 |
1 |
PTMC PARK |
This level is Luke Schneider's
"answer" to Parallax's Stadium levels. In case
you haven't guessed from the name, the setting
of this level is inside a baseball field. It's
really meant for flag play but still works terrifically
for plain old anarchy. Have fun with this one! |
| xracer.zip |
4/4/96 |
63 |
5 |
Xtreme Racer |
This series of five nearly identical
levels is an interesting twist on a normal flag
level. Its intent is for it to be a sort of "race"
to your flag, score, and escape the mine before
your opponent. Due to the nature of flag levels,
this is strictly a two-player series of levels,
whose only differences are the weapons that stock
them and their texturing. Great fun and it still
works well with lag inherent in Kali games because
not too much actual fighting occurs in them! |
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Maybe you want to recommend a level designer to be
included in this list!
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Since
of 5th September 1994
Updated: Friday, February 7, 2004
The .HTML files on KoolBear.com are copyrighted ©1994-2004 KoolBear
The KoolBear's Descent is owned and operated by Mike Sullivan.
©1994-2004 All Rights Reserved.
All likenesses of Descent, Descent ][ Descent 3 are ® &
© of Parallax Software and Interplay, respectively.
All levels/missions including any custom textures or midis used
in the missions and posted on KoolBear's Descent are © of
the Level Designer.
You may not reproduce these pages in any way without written
permission from KoolBear.
Send Questions or Comments about this web page to .
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