Descent Version |
Intended Game Mode |
Mission/#/Level (where applicable) |
Comments |
D1 |
Anarchy |
Apola |
An early Descent 1 level of mine. It was designed to resemble the typical levels of the time, with some parts out of Nysa, among others. However, thanks to the incoherent texturing methods I used at the time, it didn't look very good. Add to that the fact that there were far too many weapons, and it became a hell-hole very quickly. |
D1 |
Anarchy |
Apola 2 |
An adaptation of the original level. No differences in style; it should probably be called Apola 1.1, because all I did was to remove most of the weapons. The result was a more playable - though no more sightly - anarchy level. |
D1 |
Anarchy |
Chevron |
In terms of looks, Chevron is pretty good. In terms of playability, it's more disputable. The weapon balance is fine, but it may be hard to fly around, especially for those of you unfortunate enough to still use a mouse. |
D1 |
Anarchy |
Chevron 2 |
Somewhat similar to Chevron (two levels), but in a clover-leaf pattern. Much easier on your wits, too. |
D1 |
Anarchy |
Citron |
Named after the orange-brown texture scheme. The rocks look very cool. ;) |
D1 |
Anarchy |
Corrosion |
This level takes its name from the "acid" on the floor in some places. It has no mega missiles, and only one smart missile. Probably my first D1 level that actually looked any good. |
D1 |
Anarchy |
Epicentre |
Somewhat similar in layout to the last level of Panic. |
D1 |
Anarchy |
Frostcore D1 |
A D1 conversion of the 5th level of Disintegration. |
D1 |
Single Player/ Robo-Anarchy/ Co-op |
Miecas |
An old "maze" level of mine. Yes, the name is very strange; at this time I was commonly just making up nonsensical words for the titles. It was very flat compared to my later levels; however it took up to an hour to solve it. It was made in a concentric-square arrangement; the inner rings were progressively harder. |
D1 |
Anarchy |
Moloch 2 D1 |
A back-conversion of the original D2 Moloch. |
D1 |
Anarchy |
Orbis |
A small ovular level, with purple textures and a light weapon loadout. When I played it with a few others it still filled up quickly though. |
D1 |
Anarchy |
Pharos |
A smallish and compact level, The textures are reminiscent of some parts of D1 level 7, 15 and 16 - likewise is the style. |
D1 |
Anarchy |
Piffle 1.0a |
"Trivial nonsense". The smallest level I have ever made, and with weapons to match. Hence the name. I made plenty of individual versions of this level, but few were actually very unique. |
D1 |
Anarchy |
Piffle 1.1 |
Same as Piffle 1.0a, but larger. |
D1 |
Anarchy |
The Bends |
Similar to D1 level 5 (Venus Nickel-Iron Mine) in terms of construction. There is an alternate exit - if you are very observant - but it has served little purpose since it was removed from its original 20-level dogfighting set (the same one most of my November 2000 levels came from). |
D1 |
Anarchy |
Year of the Snake |
Probably my best-designed Descent 1 level. Surprisingly enough, it only took two hours to create the first draft; the vast majority of the development time was multiplayer testing. It isn't as pretty as Pharos or Citron, but if you're a serious dogfighter, you'll probably like it better. |
D2 |
Single Player/ Co-op |
Anthology |
Not much needs to be said about this one. Incredibly large, took the better part of three years to finish (~June 05-Feb 08); the rest is history. |
D2 |
Single Player/ Co-op |
Apocalypse |
This was to be the final level of Redshift, but I have lost it too. It was essentially a network of corridors based around a moderately large boss room, with an obscenely long exit tunnel. I will probably also use this level as a concept for a Descent 3 level, someday. |
D2 |
Anarchy |
Biotoxin |
Green/black/metal texture scheme, with limited weapons. It is one of the smallest levels I've made, and also one of the most confusing. |
D2 |
Anarchy/ Flag/Hoard |
Black Shafts |
My first D2 level to be released. Unfortunately, it was somewhat cheap. I wouldn't call it ugly, but neither would I point to it as a shining example of level design. |
D2 |
Single Player/ Co-op |
Crimson |
This was without a doubt one of my most visually appealing single-player levels. It was originally for the Descent 2 set Redshift. The theme was a vivid red and black throughout the level; the structure was also quite interesting. I no longer have this level, but from what I remember I may be able to recreate it for Descent 3. We shall see. (Note: Redshift never was released. It may see the light of day in some other form, but I can't be sure when.) |
D2 |
Anarchy/Flag |
Disintegration level 1: Bloodstone |
The first level of Disintegration, and definitely the smallest, at 67 cubes. Very good for 1-on-1 dogfighting (albeit an unconventional style), but it wouldn't play very well with much more. |
D2 |
Anarchy/Flag |
Disintegration level 3: Emerald |
The third level of Disintegration. It is good for sniping, and you can move around the level very quickly. |
D2 |
Anarchy/Flag |
Disintegration level 5: Frostcore |
The fifth level of Disintegration. You can move around the level very quickly (as with Emerald) and it features two large tunnels around the back of the level. |
D2 |
Capture the Flag |
FV-24 |
A CTF level of two halves. The two sides are joined by tunnels crossing a thin split accessible by another route. |
D2 |
Capture the Flag |
FV-24B |
The sequel in spirit to FV-24, this one takes off where it leaves and uses D2X-W32 to make a fully Descent 3-style Capture the Flag level. |
D2 |
Anarchy |
Helium |
For the 40th Descent 2 Revival; a circular ring of lava connected on the interior by short tunnels. Like the infamous D1 level 7 boss room, but it looks much better. Very intense in game. |
D2 |
Single Player/ Co-op |
Hypercore |
A smallish room with a fairly wicked boss. Intended for practice. |
D2 |
Anarchy/ Robo-Anarchy |
Hypercore DF |
The dogfighting version of the level. It has more weapons. |
D2 |
Single Player/ Co-op |
Legacy of Chaos level 1: Pyrite Station |
The level that got me into Ellusion Design. It was also designated for Redshift. Eventually it was amalgamated with a level segment DarkHorse created (whether it was intended for the same project or not I don't remember). As such it was a fairly large, but also incomplete, level. I probably still have it around on a CD, but I'm not sure whether I'll finish it up and release it individually or port it to Descent 3. Update: Now released as a level in the 'Legacy of Chaos' set. |
D2 |
Single Player/ Co-op |
Legacy of Chaos level 2: Trident Smelting Colony |
This was purpose-built to be the second level of Solrazor's mission Aquarius Prime. When that went under, it was reassigned to the DNet project The Unknown Deep. However, as many people already know, that too was lost due to lack of interest. As such, it is currently unassigned. Actually, I'm not sure I still have it. Update: As it turned out, I did. Now also a level in 'Legacy of Chaos'. |
D2 |
Single Player/ Co-op |
Legacy of Chaos level 3: Incineration Facility |
Originally one of Darkhorse's levels, for purposes unknown, I took this one and extended it to become the final level of Legacy of Chaos. |
D2 |
Anarchy |
Moloch |
Blue and grey, no smart missiles. This is another ordinary dogfighting level, although Year of the Snake is better. |
D2 |
Anarchy/ Flag/Hoard |
Moss Clutch |
This is the first level I've released so far with a custom ship, and with interesting results. It looks nothing like what you might have seen before. A fairly solid, albeit large, level. Has a mainly 'pros-only' weapon balance. |
D2 |
Anarchy/ Flag/Hoard |
Moss Clutch Heavy |
A version of Moss Clutch for those who like the big guns. |
D2 |
Anarchy/ Flag/Hoard |
Nuclear Hoard level 1: Helios |
The first level of the Nuclear Hoard set, featuring small, even microscopic, battle arenas. Helios is a Smart Missile level. |
D2 |
Anarchy/ Flag/Hoard |
Nuclear Hoard level 4: Atomic II |
The last level of Nuclear Hoard, and a shaker level. It has doors in front of the bases, making it difficult to accidentally score. |
D2 |
Single Player/ Co-op |
Obsidian level 3: Argent in the Rough |
The structural design and texturing is good, but many have complained about the trigger puzzles in this level. |
D2 |
Single Player/ Co-op |
Obsidian level 4: Pleiades Iron-Ore Mine |
This one has caught many an unsuspecting pilot off-guard. It doesn't rely on cheap triggers to make itself hard; rather, it uses a reactor near the beginning of the level, from which point you need to find the exit; rather like D2 secret level 6 (Chain Reaction). One of my (and co-creator DarkHorse's) first really devious levels. |
D2 |
Single Player/ Co-op |
Obsidian level 5: Magma V Outpost |
An unusual level, in the sense that there is no reactor. You just clean it out and exit. |
D2 |
Single Player/ Co-op |
Obsidian level 7: Beryllium |
By far one of the most dangerous levels in Obsidian. It's also pretty good architecturally. Among my favourites in the set for sure. |
D2 |
Single Player/ Co-op |
Obsidian level 9: Cerulea |
Not as insidious as Beryllium, but nevertheless I enjoyed designing and playing this level. The boss room especially is very cool. What you see of it today is actually its second revision. It was a much different level in the early days. |
D2 |
Single Player/ Co-op |
Obsidian level 11: Quoxir |
Yes, the name is bizarre. It used to be a "Quoxir III blah-blah depot" or something, being the 35th level of Obsidian, before the set was cut down to less than half its size. (Remarkably, these days I could whip up 36 levels quite quickly if I had to, but there would be little point.) After the level set's rearrangments I revised the level, in fact dramatically; only two rooms in this level are original (the yellow key room and the reactor room). |
D2 |
Single Player/ Co-op |
Obsidian level 12: Lusus Flagship |
It may not look that much of a flagship, but then again, this is Descent 2, and level shape is all that really matters. Regardless, the boss room is one of my best. |
D2 |
Single Player/ Co-op |
Obsidian level 13: Obsidian 3 TCG Depot |
Another one of my favourite Obsidian levels. Not too hard, and yet not too easy. |
D2 |
Single Player/ Co-op |
Obsidian secret level 3: Syenite |
A fairly large secret level. Unlike the other two of its type in Obsidian, Syenite is fairly laid-back weapon collecting, instead of being a time-bomb or trigger maze. |
D2 |
Anarchy |
Piffle 2.1 |
A version of Piffle 1.1 with different textures and flags/flag bases. No weapon changes. |
D2 |
Anarchy |
Piffle 2.1a |
Same as Piffle 2.1, but with different textures. |
D2 |
Anarchy |
Piffle 3.0 |
Piffle 3.0 has an entirely different structure from its predecessors. It also has more weapons. |
D2 |
Anarchy |
Piffle 3.1: Guided |
Piffle 3 with Guided missiles and more secret areas. |
D2 |
Anarchy |
Road to Oblivion |
A mid-sized anarchy level for the Descent 2 Revival. Definitely one of my coolest levels so far, with an interesting weapon balance to boot. |
D2 |
Anarchy |
Slime |
Named after the green shade of textures in the level. Features a forcefield in the middle. |
D2 |
Anarchy/Flag |
Solar Marathon: Space Station level 2: Pasiphae |
A level constructed for Lobber's 51-level Solar Marathon set (similar to OG3, but for Descent 2). As you would expect, it's a long, linear level. It isn't my best in terms of design, but it is pretty good. Solar Marathon was never actually finished, but I still have this level. It would have been the 23rd in the set, had it come out. |
D2 |
Anarchy/Flag |
Solar Marathon: Space Station level 3: Carme |
Much the same as Pasiphae, except a different shape. |
D2 |
Anarchy/Flag |
Solar Marathon: Space Station level 4: Ananke |
Also similar to the other two; it tends to loop around somewhat more though. |
D2 |
Anarchy/Flag |
Supernova level 1: Ignition |
The first, and smallest level in the Supernova series. |
D2 |
Anarchy/Flag |
Supernova level 2: Deadly Tide |
Larger than the first level, and with more weapons, like the Plasma Cannon. It took me a single afternoon to build. |
D2 |
Anarchy/Flag |
Supernova level 3: Supernova |
The namesake of the set, and by far the oldest. This has the most cubes of any level in the group (207). Originally it was designed as an earthshaker level, then I added the extra section that you see in the level. As it didn't work out too well, I had to cut it down to a single section, and the one remaining happened to be the best one. |
D2 |
Anarchy/Flag |
Supernova level 4: Snowstorm |
This is the last, and largest, level in Supernova. |
D2 |
Anarchy |
Supernova 2 level 1: Frostbite |
The first level of SuperNova 2, with an ice texture scheme. |
D2 |
Anarchy |
Supernova 2 level 2: Infrared |
The second level of SuperNova 2, with a lava texture scheme. |
D2 |
Anarchy |
Supernova 2 level 3: Cyanide |
Has a dark blue/dark green texture scheme, with more complex tunnels than in most levels. Cyanide is, for the most part, a tunnel rat level. |
D2 |
Anarchy |
Supernova 2 level 4: Orichalcum |
The fourth level of Supernova 2 is mostly yellow or brown, with some lava lower down. The first level of the group suitable (in a match) for more than 2-3 players. |
D2 |
Anarchy |
Supernova 2 level 5: Fire Opal |
The fifth level of Supernova 2 is the point at which the more powerful weapons make an appearance, e.g. Phoenix Cannon, Smart Mines and Mega Missiles. It has a grey/brown texture scheme. Suitable for 4 players. |
D2 |
Anarchy |
Supernova 2 level 6: Terminator |
The heavy-duty weapons level. Sort of like Pandemonium level 3. |
D2 |
Anarchy |
The Ancients level 1: Dead Heat |
Contains 100% Descent I textures, but with a design that doesn't look very D1-style. Has a lava texture scheme. |
D2 |
Anarchy |
The Ancients level 2: Innerearth |
The second in the set, with a green/brown texture scheme. |
D2 |
Anarchy |
The Ancients level 3: The Deep |
This one is the smallest in the set, with a grey/blue texture scheme. |
D2 |
Anarchy |
The Ancients level 4: Luminance |
The largest level of all, with a D1 Titan-style texture scheme (namely, several shades of pink and grey). |
D2 |
Anarchy |
The Ancients level 5: Amphora |
The last level in this group, with a green/brown/grey texture scheme. |
D2 |
Single Player/ Co-op |
The Apocalyptic Factor level 1: Storage Depot G22 |
Similar to D2 level 3, but it would rate higher in difficulty. |
D2 |
Single Player/ Co-op |
The Apocalyptic Factor level 4: Cha'cshir Verahn |
Ice level, with an interesting main room. |
D2 |
Single Player/ Co-op |
The Apocalyptic Factor level 8: Ganesh Dungeon |
Very large level, similar in some respects to D1 level 21. |
D2 |
Single Player/ Co-op |
The Apocalyptic Factor level 9: Lakshmi Dungeon |
Even larger, with a rather unusual red-area concept. |
D2 |
Single Player/ Co-op |
The Apocalyptic Factor level 10: Firehand Basin |
First level in the set with earthshakers. |
D2 |
Single Player/ Co-op |
The Apocalyptic Factor level 11: Aurora Abyss |
A level based around a deep abyss. |
D2 |
Single Player/ Co-op |
The Enemy Within level 3: Pinhead |
I had a really weird idea about packing a level entirely within a little ball. Cue a bit of D1 theming (because the idea is pretty D1, really) and a co-ordinate calculator to get it to look like a sphere, and I was set. Smallest and most cramped level in the set, but it is quite funny in the automap. |
D2 |
Single Player/ Co-op |
The Enemy Within level 7: Brightwater Caverns |
This one was easy to miss the point of at first, doubly so when the lighting got broken. The theme came down to "underground river, the water glows and so do the plants". Of course the best I could do for "plants" in D2 was a vaguely grass-like texture in the reactor room, but hey, you do what you can. |
D2 |
Single Player/ Co-op |
The Enemy Within level 13: Caldera |
This time I took it on myself to make big lava tunnels. They usually don't look too good and I'm not sure they did here either, but the effect of emerging into "bubbles" within the mine is kind of cool in some ways. |
D2 |
Single Player/ Co-op |
The Enemy Within level 19: Sidera |
Named after a Latin word meaning "Stars". I originally intended this to look vaguely like asteroids in space connected by tunnels of blackness. It didn't wind up actually looking like that, but it still has some neat features; the light play in the reactor room is worth it by itself. |
D2 |
Single Player/ Co-op |
The Enemy Within level 26: The Sunspire |
For my last level, I wanted to go all-out on the architecture and make something utterly insane. I'm pretty sure I did that. This was originally called "The Frozen Citadel", but after it got re-assigned and the texture theme changed I couldn't come up with anything better than ripping off Unreal. Hell, it looks the part. |
D2 |
Anarchy |
The Scorpion's Lair |
Large metal/orange rock level based around two rooms and an encircling pair of tunnels. |
D2 |
Anarchy |
The Scorpion's Lair, Second Edition |
Update to the first version; makes it smaller and play faster. Takes out some of the architecture in the bargain, but sometimes sacrifices must be made. |
D2 |
Anarchy |
Vamped 2005 |
A modification of Vamped to increase the weapon load and give it a little more manoeuvring room. |
D2 |
Anarchy |
Waterworld |
Blue/black/grey with a forcefield and no Omega Cannons. |
D2 |
Anarchy/Flag |
Year of the Snake II |
D2 conversion, still has a similar weapon balance |
D3 |
Olympia Gold 3 track |
Chain of Grass |
Mostly green and white lighting, with a couple of outdoor areas. |
D3 |
Anarchy |
Wasp |
D3 level with a lot of scripting. It isn't the best, but it is original. |