Levels by Bakdraft |
|
Bakdraft (a.k.a. INTERNETRACECAR) is a newcomer in the Descent level designer scene, but his creations are of amazing quality. The guy really has a sense of structure and texturing. He has cranked out quite a few levels recently, and each of them holds its own, so he's got his own section in my level spotlight. The levels deserve it.
Click on the images for a visual impression.
|
Bow ShockBow Shock is a very asymmetrical level with a lot of verticality, a good few wide, open spaces balanced very well by a plethora of hidouts, ambushes, escape and attack routes. You will not have to fly far to find an opponent here, but you will also have a lot of ways to get somewhere, or get away from somewhere here. Texturing and lighting are very well done, and the level manages to blend an amazing amount of different color tones together in a very pleasant way. I bet this is a fun multiplayer level.
CyaeghaCyaegha is a small and very compact level, but it still manages to have an amazing amount of different locations and connections. It has this mixture of pillars and breakthroughs in walls that distinguish the level areas, yet give the level an appearance of openness. The predominant color is blue, giving the level something cool and ethereal, and textures are applied very tastefully. I would put this level in the 'Neptune' class regarding speed and multiplayer fun, but it is several levels of complexity above it - an amazing piece of art.
CyanophageCyanophage looks like Cyaegha's big brother. It has a similar coloring scheme, but the addition of green and some red break the predominance of bluish ice tones. The architecture is absolutely great, with pillars and beams subdividing the space, offering great opportunities to dodge fire, launch attacks and dogfight. Cyanophage has some pretty wide spaces, but there are so many pillars and ways around them that the level still also offers a lot of hideouts and ambushes. Absolutely stunning. As an exception from Bakdraft's rule, Cyanophage is a Descent 2 level.
Magma FilterMagma Filter is a very good looking and well constructed Descent 1 level. Bakdraft states in his readme that the level had initially been even bigger, but had crashed the Descent programs he used. Even now, the level is close to Descent 1's size limits, and as the level doesn't occupy a lot of space that shows in some impressive architectural features. Bakdraft really has a sense for texturing and space, and in my humble opinion the lava theme is Descent's most beautiful one anyway. The level is pretty large and has a lot of huge structures, so I wonder whether it's all too well suited for multiplayer, but it sure does look good. You may want to play it with 6 - 8 players.
PhasmataPhasmata has the typical structure of Bakdraft's levels: Again it is very asymmetrical, with a lot of connections, beams boldly spanning the halls, and quite some verticality. Phasmata features a bluish color scheme, making it similar to other levels from Bakdraft in this regard, but with some variation, so there is no uninspired repetition here. This time, some green, purple, gold and brown tones are nicely thrown in. The level has about medium size, so you can play it well with fewer players.
VorvadossVorvadoss is a pretty big level, featuring wide, open halls quite similar to Bow Shock. Like in Bakdraft's other levels, you can reach the various level areas around a lot of pillars and intricately interwoven spaces. The coloring scheme follows the red and greay lava/rock scheme, complemented by some green. Judging from the dimensions, Vorvadoss seems to be geared towards the dogfighters.
|

























