Made for the Descentia 2k1 level building contest. This is the only level I haven't converted to D2... but uh... it's good! Relatively open compared to my usual designs.
This level just owns, according to those that have seen it so far - but I'd rather let you decide for yourself. It has my typical texturing/structure design, save that this time it was designed for anarchy and tested several times. This should mean it plays very well (and so far, it has).
It has three of everything in the primary weapon field, and three smart missiles; that's all. I'd recommend it for 2-5 players.
Chevron is a medium-sized level, capable of holding about four players. It is largely a greenish shade. The level is essentially two floors based around a wide shaft in the centre. The shaft is split into three sections by grates, the bottom one containing the reactor, the middle one connecting the main floors, and the top one contains the exit door.
There are a couple of energy centres in the bottom floor, though both are quite thin. The lower area is certainly the largest, and is probably somewhat easier to play in. There are no mega missiles.
You can play this level with 2 players, but I'd recommend three or four, and with six it should be a blast (very fast-paced).
Chevron 2 resembles the original Chevron, but with a set of four wide tunnels, two on each level, with a mezzanine connecting them. Another difference is the texture scheme - this level is orange/brown.
I'd recommend at least four players for this level, although with more it should be quite a blast. It takes a little while to cross the level because of its flat/wide design.
The level does not have heavy weapons (megas, invulns, cloaks) since most people prefer not to play with them. It does, however, have a large number of just about everything else (four fusions and plasmas).
Citron is a fairly small level, best for two to four players. It is so called because of the orange-brown scheme of the level.
It is not a very ordinary dogfighting level - I tend to utilize the up/down axis a lot here. It isn't as vertical as many other levels, however, and should be no more of a problem to most than The Manes.
The weapon balance is fairly usual - a wide variety of primaries, a fusion or two if you look for them, no mega missiles or temporary boost powerups (a convenient collective name for cloaks and invulns), a few smart missiles, and so on.
I believe this is one of my best one-on-one levels yet. This is not set in stone, however - you may like some others better. :)
Epicentre is, as you may figure from the name, a level focused on the middle. This area is surrounded by a room with the reactor at the bottom, and the exit just above that; the outskirts of the level are mostly halls with energy centres in them. The starts are in a style very similar to the first level of Total Chaos (Mount Slagel, the 'volcano' level).
The level is a distinct blue shade, with black and grey in many parts. It contains several of all of the commonly used weapons - not the 'lame' powerups, in other words, just the sort you'd find in your average dogfighter.
And talking about dogfighters, that this level is not (at least, not very). The design makes it a bit too large for a practical one-on-one; therefore, I'd suggest playing it with three or four players. The middle room is fairly large, so it should make for some interesting battles.
This is a back-conversion of level 5 of Disintegration (to the uninitiated, let me assure you that requires a great deal more effort). It has nearly exactly the same structure, and number of doors (zero ;)). The only noticeable changes I've made are the weapons and textures - and you can't play Capture the Flag here either.
That said, it still looks pretty good, and should play quite well. The exit looks a bit different - but that's because this was to be a level in another set, with an exit sequence. Since that set has been broken up, I don't have that any more. There's still no difference in the area you can actually play in. The exit still looks cool though. :)
Moloch 2 (for D1) is not as different from Moloch as Nocturnal 2 D1 was from Nocturnal. I haven't reversed the positions of various elements - just changed the weapons to work with the original Descent. It should still play pretty well.
Orbis is a round shaped level (yes, that is the way I name just about -all- of my levels), and mostly in a purple scheme, making it look somewhat like an amethyst pendant.
It is a very compact level, only 20 or so cubes from one side to the other. It's not quite as quick to traverse though, since many parts of the level are wired in a round-about fashion to others. The reactor is in the outer loop, while the exit is hidden behind a secret door (trust me though, you should have no problem finding it).
The weapons are just the same as any of my other levels, and anyone else you'd trust to make a decent weapon balance. No megas, no cloaks, no invulnerabilities. The main difference is the cut-down number of fusion cannons - there is only one here.
This is fairly good for a one-on-one, but you can have three or four players if you want. You can cut off or trap someone in this level well - it's quite small. With the right number of players, it should be quite a blast to play.
Pharos is essentially a tower with an irregular ring around it. It looks a little nicer, of course, but it pretty much works like that.
The texture scheme is fairly mixed - it has metal, dark rock, Titan Mine-like textures, lava, and the list goes on - but they do match pretty well.
It's too big for 1-on-1, but would be great for 4-6 players. There is a high vertical degree in this level, so ensure you can handle it. :) Note that it has an alternate exit - this, however, doesn't really go anywhere, it's just a leftover from when it was in a 20-mission set.
There are no very powerful weapons here. Just the usual - a few plasmas, smarts, fusions, lasers, and so on. You may want to watch out for the two homing missiles though.