Descent - News

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20 September 2008 — Descent


16:02 GMT

Alright, there have since been a few changes to the level section here; it should be easier to track down what you're looking for, and I've put the best-known works on this site on a special "Featured" page.

Along those lines, Anthology is now (finally!) on this site. Most people will have played it by now but it makes a good reference I guess. Another level set that has been something of a collaboration between a number of designers (including Darkhorse and myself), "The Enemy Within", has recently been finished; something for that will hopefully be up pretty soon.

2 November 2006 — Descent


21:21 GMT

Added The Scorpion's Lair SE to the Levels section (Descent 2 naturally). It has been played a little bit so it's about time there was an easy way to get it.

26 July 2005 — Descent


10:55 GMT

Lately most of my Descent-related work has revolved around an application to read in and display aspects of polymodels. It's been going fairly well but is probably some distance from being recognisably useful yet; nonetheless I hold out hope.

So, just to keep you updated. I have also been working, although more slowly, on a level project; not sure when this will see the light of day though. I'm currently working on it nearly room by room, but a little more should get pieced together soon.

7 July 2005 — Descent


08:22 GMT

Well, it's been a while since I've done one of those boring blog-like 'what I plan to do now' posts, so I'll just make up for lost time. (Feel free to switch to another page to escape if you wish.)

Descent. Hmm. Like it or not it just about doesn't exist any more, but it doesn't seem to be becoming less popular any more, because there is remarkably little space to go that way these days. :) Thanks largely to Stealth and Phaser's efforts in the Descent 2 Revivals, the persistent fanaticism of the Descent Rangers, and some Kali denizens who have never really gotten enough of a life to do anything else, and of course Diedel's massive work on D2X-W32 - whether or not you like it - it seems to be becoming more popular these days. I seem to have come back from the dead, so to speak, with it and am doing a little more work myself - such as resurrecting old material for use in Legacy of Chaos. (Excuse the rather terrible pun there... but I just had to. :))

That used up most of the backlog of stuff I've never finished. I still have some more though. There are a few rooms completed so far of a purpose-built co-operative level designed around the sense I got from Descent 1 level 3 (as opposed to the physical level, which ironically is quite different). So, I might as well finish that next before moving on to anything else. There is other 'unfinished business' I have, though.

Firstly, since there is actually an Entropy mode in Descent 2 now, I think I should put in my bit to actually use that. Firstly, though, I'd like to actually play the game mode. And I still would like to actually play FV-24B in a real multiplayer situation. At the moment I have nothing more to say whether the level is actually any good than just guesswork.

Secondly, I ought to make some anarchy level or other that for once makes use of D2X-W32's other features. Doesn't need to be anarchy, I guess... but I'd like to see what I can actually do with it now other than rehash what has already been possible for nine years.

Finally, Darkhorse and I still have something sitting in the pipeline that takes such concepts even further. Whether it'll eventuate is a tough call but we are being reasonably cautious to keep the project within reachable levels... reach up, not down. In other words, this isn't going to be an Obsidian 2.

Ah, Obsidian 2... promised the instant I saw the epilogue Wizard had written. And that was six years ago. I remember I said it would be in Descent 3, but that's blatantly wrong; it won't be Descent at all, and even some copycat game like Core Decision would be a surprise. O2 is quite a lot more grandiose in scale now than I ever thought it would be; I'm just waiting for the knowledge and resources to make it happen.

Not a good sign it ever will, of course. I may very well be twice the age after Obsidian 2 that I was after Obsidian 1... but the end result I am hoping would be worth it. :)

Oh, and coding work. We'll see how it goes, but I could be looking at something VERY interesting soon, provided I have the commitment. But I still have that week... and yes, the weekends next semester... if all goes well...

27 June 2005 — Descent


00:51 GMT

Website is back online, and FV-24B and Legacy of Chaos are now up on this site.

17 February 2005 — Descent


18:50 GMT

What you find browsing through historical updates.

"Including store all my artwork... all 45 megs of it. Um... it's only 7 megs without all the original .bmps."

Well um, guess what. It's just about up to that without all the bitmaps, model files and so on now. As for the rest, well good luck getting 1.36 gigs on a free web host. I haven't even got different resolution renders yet, though technically I'm not running wallpapers even though I tend to render for those dimensions. The vertical dot-pitch is higher than normal but not so bad stretching won't work.

Think this has nothing to do with Descent? You wouldn't be far wrong. I still have three Descent level files sitting around, Dezerepren Forest, Sinkaneren Point and Underfriusarn Road if I remember correctly, but they're all incomplete (to varying degrees) and considering my tendency to focus on modelling these days, they'll probably remain so. I'd do some textures if someone asked me to but for the most part I'm out of the Descent scene these days.

(Then, I'm going to have a retro day and do some Descent levels anyway.)

17 February 2005 — Descent


02:26 GMT

Now that this site is actually (gasp) on-line, I have a couple new creations to put up here; The Scorpion's Lair and Vamped 2005. Have fun.

11 December 2004 — Descent


23:54 GMT

As luck would have it, my two most recent releases, Road to Oblivion and Helium, were missing from the list. However, they are now up there; in addition Disintegration finally has its own webpage, not one minute too soon (it was released five and a half years ago...).

10 December 2004 — Descent


22:36 GMT

Well, the Descent section now seems to be finished, complete with access to all my (and Darkhorse's) latest levels. I think. I will likely have to check it, but almost everything should be there.

Have fun browsing.

17 December 2002 — Descent


05:06 GMT

A few apologies for the lack of updates for eight months - but that whole time this site was inaccessible, so it is kinda pointless to do so.

There have thankfully been some developments over that time. Olympia Gold 3 is out, as weird as it might sound, meaning you can go see my CoG in there! Go to for download information. I myself haven't been able to try it thanks to Windows XP in conjunction with Descent 3 v1.4 - but according to PlanetDescent version 1.5 will be worked on after the holidays. (I'm still stunned that Outrage would have the dedication to work on a patch over three years after the game was released, and is in its dying days.)

AF has had a few minor changes to, among other things, make level 14 completable. You can download it again at the normal place. And I've made a hoard level called 'Moss Clutch' - but it has a little surprise in there that makes it different from, well, virtually all other hoard levels.

Finally, Darkhorse and I are using up our remaining old levels in a decidedly overpowered co-op set. This thing is probably going to be a total conversion as well. Thanks to the lack of a briefing and only as many levels as we can be bothered putting in it, it shouldn't take so long though.

I'll change that cheese comment up the top as soon as I can think of something more appropriate to put up there, by the way.