Level Spotlight
There is an immense number of Descent 1 and 2 levels around today. Many of them are plain crap,
a lot are so-so, quite a few are pretty good, some are excellent, and a few are outstanding.
I use this section to put a spotlight on those levels that are worth being brought to people's
attention because of their extraordinary design or playability. Of course this is a very personal
selection, subject to both my individual taste and what I happen to stumble over. I hope this page
helps Descent 1 and 2 fans find some pearls in the ocean of levels they don't yet know.
My rating system is simple: as I only present levels that stand out from the crop, there are just three ratings — excellent, superb and outstanding, the last being the highest.
Click a thumbnail for a larger view. Click the level name to download it.
46&22
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46&22 is a spacious multiplayer level built by Aus-RED-5. It has an interesting, irregular structure offering a lot of space for maneuvering and good connectivity. Actually it has a pretty sophisticated and minutely built architecture. The texturing is good, though not perfect.
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Ambushed
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Ambushed is a small multiplayer level made by !Kingpin. I like it for its structure and texturing, which looks somewhat unusual and very uniform, yet attractive.
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Aquarium 2
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Aquarium 2 is a very nice level built for the Clan Sharks. As the name says, it features an aquarium, and layout and texturing do a great job here.
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Areneon
Athena - Spy
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Athena - Spy is the 'observatory' version of this well known Descent 1 level. Athena has this classical flat layout, where some well sized halls are connected by tunnels and doors. This version is complemented by a huge area above the battle ground from where you can watch the action going on below. Way cool.
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Barathrum
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Barathrum is a neat multiplayer level. While the texturing admittedly is a little bland, the layout definitely shines.
The archive contains both the Descent 1 and Descent 2 versions of this level. |
Bonzai
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Bonzai is neat little multiplayer level made by Stealth. It has some custom textures and features a symmetrical layout with a lot of connections, pillars and obstacles to disappear behind and suddenly come out and strike from an unexpected direction. You will even find some Phoenix cannons here: Use at your own risk.
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Booyah
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Booyah sure is a spooky level with demon faces grimacing at you from the walls as you are sneaking through the twilight of dimly lit tunnels in search of your opponents ... you can also duke it out in well sized halls hellishly illuminated by glowing lava ... very well pulled off theme in a very well designed multiplayer level.
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Caiphas
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Caiphas is a beautiful lava-themed Descent 1 multiplayer level. The level structure is very 3D-ish, and there are a lot of ways to escape or surprise an enemy. The level is pretty small, but that just adds to it. Very good lighting and texturing round this one off.
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Cheesecake
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The name of Cheesecake is pretty misleading. This Descent 1 multiplayer level has a very techy texturing and looks really good. It has some pretty large spaces. You won't find it easy to disappear somewhere in case you're about to lose a fight, so you better be a good dogfighter here.
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Clash Of Titans
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Clash Of Titans (500) is a the Descent 1 equivalent of a shaker level. It is very huge and offers both the space and the cover you need for mega missile fights. It offers wide spaces and lots of columns to duck behind. Lighting and texturing are tastefully applied. This level is meant to be played with a modification giving 500 initial shield points to each player, hence the name.
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Caress of Steel
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Gwar's Caress of Steel v1.5 is a larger multiplayer level with an ice theme. It's well done, with a lot of variety in architecture and well executed lighting. It doesn't contain Megas or Shakers, but they wouldn't hurt in here.
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Code Y.E.N.A. XL
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Code Y.E.N.A. XL is a brand new level by Descent level building shooting star Shadow Hyena. It's a beautifully designed D2X-XL level with very stylish texturing. Code Y.E.N.A. is quite a big level with a pretty symmetrical layout, featuring two main levels. The lower level has a nice dogfighting arena, while the upper level offers a grid of wide hallways perfectly for hide and seek game.
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Coordination
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Coordination is another beautiful D2X-XL level made by Shadow Hyena. With this level, Shadow Hyena went a long way to polishing it with a couple of nicely applied effects and special features, like the purple lightning coming from some equipment generators in the main hall, or the steam coming from vents in a small chamber you can only reach and level via in-level teleports. As icing on the cake, Coordination has some awesome vistas where you can see a sky bristling with stars. The central dog fighting arena is surrounded by a wide torus circling it. Two tunnels lead to an observation room allowing to look at the outside of the level. Several in-game teleports connect the three otherwise disjoint parts of the level.
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Crionics
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Crionics is beautifully crafted level built by NaphtaTurisas. It mainly consists of wide hallways, with a few short tunnels connecting them. All areas of the level are on the same floor, but their are a few wider spaces allowing for dogfights in all three dimensions. NaphtaTurisias has given the level an industrial look, using lots of custom textures and some very cool looking architectural elements, to which D2X-XL's colored lighting adds a lot of atmosphere.
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Crownpoint
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Crownpoint is a level made by Jeff250. What makes it stand out in my opinion is the sophisticated, minutely built level structure with its many pillars and beams and the naturally irregular ground on the ledge surrounding the central area, neatly put into scene by the carefully executed lighting. Invisible walls will drive you nuts when chasing your opponents.
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CS-Dust
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CS-Dust is a remake of the classic Counter Strike map Dust. Its author has gone great lengths to remodel the architecture of the original dust map. The texturing also is quite remarkable, with a lot of high quality custom textures and details down to custom signs and even a stone relief chiseled into a wall, making this quite a unique and beautful map.
The original lends itself surprisingly well to the different gameplay and mechanics of Descent, so while being quite a large map, CS-Dust should be well playable with its wide halls and expansive network of tunnels and hallways. |
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CTF-2Fort
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Similar to CS-Dust, CTF-2Fort is a remake of a classic map, this time of the Team Fortress map 2Fort. Its author has again gone great lengths to remodel the architecture of the original 2Fort map. A bridge of course doesn't make much sense when you can fly, and those ledges at the ends of the bridge room you had to jump up in Team Fortress can be easily reached with a Pyro. However, The original 2Fort has been built for a different game style and game physics
This map is huge, maze like and has a lot of small rooms, junctions, and twisted hallways, making it less than ideal for typical Descent gameplay. CTF-2Fort is about fidelity to the original, and it within in the confines of the Descent engine and a Descent level, it manages to achieve that goal well, making CTF-2Fort quite an original and well executed attempt at a 'different' Descent map. This map could be beefed up a bit by using D2X-XL's team specific spawn points and doors (denying passage to members of the opposing team), and D2X-XL's 'real' CTF mode. |
Cycloid
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Cycloid is a very unusual Descent 1 level. It has more segments than the Descent 1 (theoretically) permits. Everything in this level is of gargantuan dimensions. I have never seen a Descent 1 or Descent 2 level that huge. The biggest part of the level is a titanic torus inside an even bigger torus. Moving here feels like slow motion. Although being dwarved by this ring, the other locations and structures in this level are huge as well. Definitely a sight to behold, and a noteworthy architectural effort. D2X-XL will give you the best playing experience with this level, as the robots will notice you even from far away, and are not just sitting ducks.
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D.A.M.
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D.A.M. by DavesHere is set in a medieval castle environment. Very nice custom textures including animated custom signs and great looking forcefields plus a very playable layout make this level a must see imho.
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D2 Zoo
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D2 Zoo has not much of a point gameplay wise, but it's a funny idea, and well enough executed (though I must admit I fixed a few texture alignments and reinforced the compartment windows ...). Fly through a torus and see all D2 bots lined up in small compartments to your left and right. The boss bots tend to retreat to some other cage when examined too closely, but you're never really in danger.
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D-Day '97
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D-Day '97 is a neat little multiplayer level using the proven recipee of connecting some medium sized dogfight arenas with a good number of tunnels. Custom texturing give it a nice touch.
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Dang Mang Pyro Test
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Dang Mang Pyro Test is a great implementation of a medium sized lava tunnel map. The basic layout is tunnel in the shape of a somewhat irregular and jaggy eight. The center holds a sizeable open area. All in all the mission's layout is rather flat, with everything being on one level, but the tunnels and open areas are high enough to allow for maneuvering in all spatial axes. The level is packed with weapons - probably due it being a 'test area'. Doesn't really hurt, as you can exclude all weapons from a multiplayer match you don't want to see there, and with D2X-XL you can also limit how many missiles of each type a player can carry. Btw, this level reminds me quite a bit of Sirius' beautiful mission 'Helium'.
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Dark Moods
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Dark Moods is a really great Descent 1 multiplayer level. It is both elaborately built and textured, with a lot of nice details and touches. Dark Moods offers a lot of different spaces and routes for all types of fighting. A true sight to behold.
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Deadbolt
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Skyrat's Deadbolt is a typical Stadium type level, i.e. there is a central arena with tunnels around it, complemented by a second, smaller hall at the level's periphery. Custom texturing and pretty dark lighting give this level a spooky atmosphere.
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Deck The Halls
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Let it snow, let it snow, let it snow ... Deck The Halls is a christmas level ... a huge house in the snow, a warm fire inside, and a lot of rather explosive presents make for a really original level. The christmas tree fires glass balls at you, and as you are Santa and ride a sledge pulled by deer instead of a pyro, you can also go through the chimney after you have delivered your presents to your opponents.
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Deep Space 10
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Deep Space 10 has been created by Cameron Fultz a.k.a. Stryker and features a two-part level: One part constitutes a space station, while the other is the spaceship of some aliens that attack you. The space station already looks strykingly (typo intended
good with the moving stars that can be seen through the windows, but the alien ship truly is extraordinarily well textured: It's as 'alienish' as can be (beware of stereotypes . Very well done. |
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Defiant Stadium
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Defiant Stadium is the Descent 1 incarnation of the classical Stadium level we have all come to know and love - or hate.
It is perfectly executed and offers just the same frantic tunnel ratting and wild dog fighting as all the other Stadium levels. |
Digg
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Digg is a neat little Descent 1 level from Aus-RED-5. It has quite a lot of routes and hideouts, good sized halls, and it's flatness is balanced by having several floors. Texturing looks fabulous. This is a small and fast multiplayer level that should be fun to play.
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Dissent 2
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Dissent 2 authored by BuZzeRd is a small and fast multiplayer level offering great gameplay particularly for a low number of players or 1 on 1 battles. It's the kind of flat, boxy level offering only limited verticality, but it plays great - did I say that already? :D ? If you know Neptune, another great level from BuZzeRd, you may have noticed the similarities in design. You won't be able to hide here - hurry up and get those powerups, you'll need them already the next second! This version is minimally different from Dissent 1, but looks much nicer due to the custom texturing.
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Dragon
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Dragon by Joshua VanderVeen a.k.a. KERMIT pits the battle in a chinese fight school (or so). Completely custom textured - even some weapon skins have been changed. Maybe a little hard to maneuver at some areas, but certainly a fast multiplayer level.
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Draconis
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Draconis is a simple, yet well done level. The idea behind it is to pit you against one bot from every system Descent 2 plays in in kind of a tournament. The main fighting takes places in a huge boss room. Simple texturing and coloring, but with style, I must say: Black rock is a nice contrast to red lava. And then it has some starry sky outside, which always is a plus.
A neat, brutal singleplayer level. |
Dragon Pit Outpost
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Dragon Pit Outpost is an extremely well crafted Descent 1 singleplayer level made by Sapphire Wolf, who is showing remarkable skill with this level. Architectural it is a mixture of Descent 1 and Descent 2 elements tastefully blended together. The dragon's head Sapphire Wolf has sculpted into the entrance hall of the level is in the best tradition of grand master Kruel's works and makes for a cool surprise when entering that area. Robot choice and placement make this a tough level, but this should rather be welcome to today's Descent players.
Dragon Pit Outpost uses D2X-XL's new modding support, so make sure to extract the stuff in mods/dragpit. |
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Dr. Moreau's Dungeon
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Dr. Moreau's Dungeon by Cameron Fultz and Nicholas Arnold features a huge area consisting of a castle with its dungeons, tunnels, towers, chapel and caverns plus a huge, irregular cave where the final boss awaits you. Lots and lots of custom textures. Very well done single player level.
Actually there is a whole saga around Dr. Moreau, spanning several levels, but I found this one standing out from the others. |
The Endtime
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The Endtime by Stealth and Phaser displays a huge cathedral. The theme is very complete, both with the firy pit and ... ok, it's not the pearly gates, but at least golden ones that lead to Heaven ...
![]() The custom texturing fits very well, too: The Phoenix cannon even fires crucifixes ... Absolutely great level. |
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Excalibur
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Excalibur by Hellfire lets you find yourself in a dimly lit environment, where cobweb darkens the openings in the walls and eerie lights cover the rock. Very atmospheric, well done level.
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Fatal 2
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Fatal 2 sports a dungeon theme. The author has used Quake textures for it, and it looks good. The level is rather large and has enough guns'n missiles for everybody. No lamer weapons though. In the middle, there is a large arena for jousts or big slugfests. For some extra fun, the author has thrown in some robots, and you can even fight some computer controlled pyros.
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Tricord's Fusion Bunker
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Tricord's Fusion Bunker is a neat midsized level built with the skilled player in mind. Despite its flat boxiness, this is an attractive level with lots of open spaces and short interconnections allowing you to go anywhere you want in a breeze. This level has an interesting weapon loadout: Apart from the standard superlasers plus a few Quads and the obligatory Fusions you will find a find a two Gauss cannons with loads of ammo, Plasma cannons and Spreadfire guns, but very few missiles of the rather powerful kind. Texturing and lighting are well executed.
I took the freedom to fix a few texture alignment and lighting issues in this version of the level. |
Fusion Kill
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Fusion kill is a very nice multiplayer level featuring the Fusion cannon. It is aptly colored with purple textures, nicely complemented with some brown and reddish ones. Nice architecture with a lot of diversity, tunnels, halls, junctions and the atmospheric texturing and lighting make this a highly recommdable level.
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Get 3D!
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Get 3D! is a marvel of a level. As the name suggests, it's maker has masterfully crafted complex three dimensional structures with the Descent 2 engine here. Rarely have I seen an architectural masterpiece like this level. It is absolutely impressive: One of the best three Descent levels in terms of architecture I have ever seen.
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Hocus Pocus
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Hocus Pocus has a very simple layout: A central cylinder consisting of two parts stacked on top of each other, the upper of which is surrounded by a huge ring connected to by two tunnels extending from the lower one. Actually this makes Hocus Pocus a variant of the stadium type level, and as such should provide for constant, fast action.
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Hydrolysis Plant
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Hydrolysis Plant is the perfect water level for me. The sight of the water moving almost endlessly downstream in a perfect spiral, finally dropping into a long channel resting on columns of pillars makes me drool.
Wide halls impress with their perfect symmetry. The whole level breathes serenity due to its dimensions and the never ending flow of water. Maybe not the greatest multiplayer level (though it might play well with a lot of players), but a sight to behold. |
Imminent Thunder
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Imminent Thunder by E.J.Streeter impressed me at once by the clarity it's layout, spaciousness and texturing emanate. This level is almost completely monochromatic, with long light bars along the walls, giving it an almost surreal appearance. The tunnels are pretty wide, and the halls high enough to allow for a lot of dog fighting. A very cool and well designed level.
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Instagon
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Instagon is a rather small level with a central hall with some pillars in it, surrounded by numerous corridors on several levels, offering a lot of attack and escape routes and place to duke it out openly. Texturing and lighting is very well, and this should be a fun level Neptune style, although probably a tad slower..
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Jail Break
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Jailbreak by Radman is an absolutely beautiful level featuring a jail area. It consists of two aisles running parallel to each other. Structure, texturing and lighting are plain awesome. It doesn't even lack signs at the walls showing the level's layout. This should be one heck of a good multiplayer level, too. Highly recommended.
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Jail Breakin
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Jail Breakin by Whyzer features another prison level. It is even truer to the subject than Jail Break, featuring several prison areas like the cell block, shower room, yard with guard towers, and solitary. Custom textures all over create the proper atmosphere, and there's no lack of, err, guards. :D
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Jolt
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Jolt is a large, very atmospheric level by Luke Schneider. It features green, brown and gray colors going very well together. Wide tunnels connect spacious halls with lots of room for dogfighting. Great connectivity guarantees great gameflow. Due to its size it can easily support six and more players.
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Keg Party
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Though overplayed, Keg Party by Mesmerist is one heck of a great multiplayer level. It's large enough to support 8 players, and allows for all styles of gameplay. Lots of interconnections and obstacles make for an intense game.
I have included Keg Party 99, a retextured version of the original, in the zip file. |
Krossing
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Prescience's level Krossing is a pretty complex and almost confusing construction. It has a lot of connections, but all will bring you eventually back to the level's central room, and that's what he had intended. The level is a tunnel rat's dream although there are a few bigger areas for dogfighting. Prescience has used a lot of textures, and the result looks really good. For me the level looks like it has been inspired by Kruel's works a bit.
I have included a D2X-XL version of the level containing some more light sources to make it work with D2X-XL's enhanced lighting methods. |
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Last Tango
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Last Tango is Hellfire's attempt at a shaker level. As it should be for a shaker level, it is rather spacious with a large central hall. The level has a strictly symmetrical layout and features a very unique texturing, reminding of a medieval church. Even some weapons are custom textured.
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Lava Gorge
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Lava Gorge is probably the first Descent Outdoor level ever. Brad Peatross built this fabulous attempt at a deep, lava filled canyon parted by a huge dam, and surrounded by green hills. Though this level has its weaknesses, particularly in the underground areas, which look somewhat uninspired and hastily added to give the level a boss room, the canyon area is very well designed and looks really good (for a Descent 1 level
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Marzipan
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In its purist simplicity, geometric rigor and intense coloring, Sepia's Marzipan is one of the most stunning masterpieces of Descent 2 level design I have ever seen. The entire mission oozes artistic inspiration, zen-like skill and the pursuit of utmost perfection. The author has reduced structures and textures to the essence of shape and color in a Descent level. Each accent of decoration has been placed meticulously to subtly enhance the sense of immersion the level's areas create for the viewer. There are only three other level authors I know of who have been working on a comparable level of Descent level building mastery: Darkhorse, Sirius and Kruel, particularly the latter being able to giving life and substance to a level with the apparently most simple means of geometry and texture.
Marzipan doesn't just offer astounding vistas, it also is a challenging multiplayer mission with carefully placed robots in almost claustrophobic locations and a couple of puzzles to solve in order to allow the player to proceed through the level. This level is pure pleasure from every perspective you look at it. |
Massacre
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Massacre looks a little like it has been inspired by Kruel's works. While it doesn't reach the meticulously built perfection of Kruel's levels, it's not a bad level, particularly for few players. Beware of the shakers though, and the color scheme chosen might not be for everybody.
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Memento Mori
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Memento Mori was built by Karash. It looks like a huge, ancient tomb. Texturing and lighting fit the theme extremely well, and the dimensions are monumental without being out of proportion.
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Mercury Lava Fields
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Mercury Lava Fields is nothing short of spectacular. It features a smoking volcano with a maze of lava filled crevaces and gorges. Whereever you move you will enjoy a stunning sight and marvel at the perfect execution of the theme. Look at the screenshots, they speak for themselves. Or even better: Download and play this fantastic mission now.
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Miranda CC Incident
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Miranda CC Incident by SolarFusion is a rare and precious jewel: It is an extremely well crafted Descent 1 singleplayer mission! I found it very Descent 1-ish in every respect, be it texturing, structure or robot placement. Although symmetrical, Miranda CC Incident has such elaborate structure that it can be completely confusing. It is split into several areas, each with its own, distinct texturing. Everything fits very well together though, and the choice of color schemes is executed very skill- and tastefully. This is a great singleplayer mission with good difficulty and a pleasure to play and view.
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Monsterball Arena
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Monsterball Arena is Aus-RED-5's latest and greatest achievement. Built especially for D2X-XL's monsterball mode, it features a stadium like layout with a central room hosting the Monsterball, team spawn areas below and a double ring of interconnected, spaceous tubes containing energy centers and goals.
After not having the level touched for over a year, Aus-RED-5 had transferred the task of texturing the level to me to finally get it done, and given the awesome structure of the level this was a pleasant task. I chose Descent 3 textures plus some (ripped, greetings to Sirius ) custom textures, and they really make the level come alive.If you want to review the level in singleplayer mode, grab the keys with the 'oralgroove' cheat code first, or you won't be able to leave the spawn area. |
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Neptune
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Neptune by BuZzeRd is a true classic; rightfully as it is an awesome multiplayer level. It's a pretty small one story level, containing two larger rooms for dogfighting and a good few tunnels. Fast gameplay full of surprises guaranteed.
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Nocturne ]|[
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Nocturne ]|[ is the only of a series of levels Enzo03 could salvage after some incident destroying most of his works. Looking at the quality of this level some real treasures must have been lost. Structure, texturing and lighting are just marvellous. This is an outstanding multiplayer level.
Actually Enzo03 sent it to me for review and to look for a problem he had with getting stuck in one area of the level, but I cannot reach him and ask for permission so I just dare and publish it. It would just be a shame if it would rot away on one or two hard disks. . Enzo03 told me the level was intended to be played with standard lighting since OpenGL style lighting would make it too bright, but with the latest improvements to OpenGL style lighting I believe that it looks very dark and atmospheric there, too. |
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Padlock 1.0
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Padlock is a stadium type level: A big central arena, with tunnels and a smaller hall at the periphery. It has a nice structure with hexagonal shapes and inclined ramps. The texturing makes you feel in a medieval castle or dungeon. Good connectivity and layout should make this a fun level to play.
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Pinball Zone
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Pinball Zone by Scorch lets you fly through the inside of a pinball machine. Very nice custom texturing - I even tried to turn off colored lighting in D2X-XL to see the level 'as is', until I realized that Scorch had went so far as to create properly colorized versions of the standard textures for the differently lit areas of the level. Awesome!
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Pray
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Pray pits the battle in kind of an eerie, deserted temple! Good structure and very nice custom texturing make this level stand out. It's a bit large though, so rather suited for 6 to 8 players.
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PPG Hall
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The Pyro Pilots' Guild Hall is a pure showcase level built by Jesse Cameron. The theme is a mix of a military-style pyro base and a majestic temple. This level is a true monument for Descent 1 and 2, showing off all features of Descent, from the trigger operated materialization center spawning guide bots over the hangar and the armory to the highlight of the level: A huge pyro modelled into the level in all its glory and detail. A must-see level.
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PTMC Academy
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PTMC Academy is the work of Andrew Morse who goes by the nickname of Valiant. It's a huge level with a lot of different areas and bots to fight, and some truly nice architectural ideas.
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PTMC City
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Skyalmian built PTMC City, showing a part of a city consisting of huge high risers. The level is pretty a-maze-ing ... and rather impressive.
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Pyroball
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GRFMSTR's Pyroball is an attempt at a baseball court. It comes complete with an outside area. It is using almost exclusively custom textures. Very well done and unusual.
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Robotech Arena
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Robotech Arena is a brand spankin' new level as I write this in early 2006. Sapphire Wolf put his entire level building expertise in it and created an awesome level here, making good use of what D2X-XL has to offer: Colored light, high resolution textures, and elaborately sculpted structures make this level a must see. Heck, it looks more like Descent 3 than Descent 2! Don't worry though, you will still have Descent 2 game play.
Robotech Arena is a very small arena-style level well suited for one on one duels. Having four or more players will certainly turn every match into a massacre! :D |
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Serpentine Castle
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Serpentine Castle is a very 'Kruelesque' level, and the author states in his readme file that that is what he intended. Though not as refined and polished as Kruel's levels, it is pretty impressive. For multiplayer, its layout might be too linear, but its definitely worth a look.
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Shaker Castle
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Shaker Castle, which was built by Gunslinger, is an Earth Shaker level built like a castle's interior. It's pretty large to allow for earthshaker battles, and uses Quake textures all over. This is an earth shaker level as it should be, imho.
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Shaker Henge
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Shaker Henge is one of the many levels Gengi has produced. Gengi has his Descent roots right with Parallax themselves, where he was a level designer in the days of Descent and contributed levels to the original Descent 1 'First Strike' campaign. Shaker Henge is a really cool idea and is what the name suggests: It resembles Stone Henge with its huge monoliths forming a huge circle on the battleground in the center of which Gengi has built his own private temple for appropriate Earth Shaker worship.
The level is very open and there is no place to hide from an opponent, and the monoliths are a cover of dubious value from an Earth Shaker's explosion blast ...The archive contains Gengi's original level and an XL variant with a huge, starry skydome perfectly fitting to it. |
Six Flags Over PTMC
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Six Flags Over PTMC is another level from GRFMSTR. Again, he is using custom textures all over, and they sure make up for a weird looking level with their neon coloring. You can play all multiplayer game types here, but the level is particularly suitable for flag or hoard matches.
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Space CTF
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Space CTF is the stunning execution of the idea to put Descent in open space and let players battle among the stars and amidst of huge space ships. The level is humongous, so flying through it feels like slow motion, but to speed things up a bit there are two in-level teleporters close to each spaceship bringing the players to a shield and energy recharge station near the other (enemy) spaceship. The idea is baffling and the result is impressive. I have converted the level to XL format and added a few XL features to make it look and work well in D2X-XL.
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SOB
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SOB is a funny name. Depending on your role, you may sob (killed) or be a sob (killer) here. :D Henke built a tunnel rats dream (and everybody else's nightmare :P). SOB is a maze of tunnels and small chambers, twists and turns, doors and breakthroughs. Although this is a small level, getting lost here is easy. You may sneak through the corridors, peek around corners, and suddenly get surprised by an opponent breaking out from some tunnel behind you. This is the most dungeon-like level layout I have ever seen. I like the texturing: Brown rock, reddish wood and dark blue tiled floor make a nice contrast, and the custom made signs fit very well.
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Sweet Revenge
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Sweet Revenge by Hellfire is a spacious level. It's almost completely custom textured, using textures from Quake and Unreal, giving it a gloomy, uncanny appearance. Some transparent, impenetrable walls are nicely used to separate a few areas of the level from each other. Find a secret passage to get some extra goodies.
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The Blues
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The Blues is a small Descent 1 multiplayer level. It has basically two stories, connected by short vertical shafts. It is pretty cramped and there are quite some doors to slow you down, but as there isn't much place to go anywhere it should be good for some really frantic fights. Just make sure not to prematurely destroy the reactor.
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Thunderdome
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Thunderdome is a multiplayer level made by (LL)Dark, a German level designer. It's a stadium type level with a huge open area in the middle. I found both structure and texturing outstandingly well done, featuring a lot of detail and smooth curves with an acceptable cube count. Nice custom textures and good connectivity make for a great multiplayer level also supporting flag and hoard games.
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Total Insanity
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Total Insanity is a Descent 1 multiplayer level set from Luke Schneider, one of the grand masters of Descent level design. What all levels in this level set have in common is that they are pretty spacious with a loot of headroom and little opportunity to take an opponent by surprise or easily escape from a fight. What they also all have in common are great texturing and lighting and very well done, asymmetric geometry. All levels have a fascinating lighting scheme, making certain level areas stand out brightly from dark environments. Beautiful.
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Total Insanity 1
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#1 Total Insanity 1Total Insanity 1 features a gray and red rock theme. It is composed of several parts that seem to be somehow stuck together and that range from an area with narrow tunnels to wide open halls. Connectivity is good, and even though the level parts seem to have a distinct separation from each other there are enough routes and hideouts available.
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#1 Total Insanity 2Total Insanity 2 is a smaller level with a lot of green and yellowish or brownish color tones plus some lava thrown in. A few dead ends may trap unsuspecting players in an unwelcome situation. Geometry consists of wide, flat corridors plus some halls with pretty high ceiling, adding some verticality to the level.
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Total Insanity 2
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Total Insanity 3
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#1 Total Insanity 3Total Insanity 3 is a composition of monochromous gray tones and striking red textures, which looks very good. This level is a tad larger than the previous one and offers more halls and caves. Verticality is still very local, bound to these halls. Again, this level shines with very strong contrasts due to the lighting.
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#1 Total Insanity 4Total Insanity 4 comes with a very nice combination of gray and pink textures, a pretty elaborate and well connected, yet very open level structure and a lot of verticality extending over the entire level.
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Total Insanity 4
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Total Insanity 5
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#1 Total Insanity 5Total Insanity 5 is almost completely red, accented only by very bright light sources, and is pure verticality: You will have a lot of maneuvering between different levels of this mission.
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Urban Warfare
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Urban Warfare from Keith Szczepanski is something different from the usual. You start out in a city with large buildings under an open sky. As you get into firefights with the bots roaming the place, you will detect accesses to the city's expansive sewer system, which makes up the main part of the level. I really liked it. It's well textured, with enough, but not too much variation, and a real maze - if you wouldn't find yourself back in the city frequently, you could get completely lost in there. Worth a download.
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Vertiginious
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As the name already suggests, Marc 'LordDeath' Hanson's Vertiginious (D2) is a very vertically oriented level with lots of wide shafts leading up and down and connecting the various parts of the level. Very atmospheric texturing with just the standard D2 textures, well done lighting and a good structure with the right mix of halls and tunnels and great connectivity make this level a must have.
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White Rose
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White Rose is the Descent 2 version of Black Rose, a level made by Sirian. It is a small, beautifully designed level very well suited for one on one play. I have added Black Rose, the Descent 1 version of this level, to the archive.
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Yar's Revenge
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Yar's Revenge (D2) is a medium sized multiplayer level with a strong emphasis on verticality and a somewhat complicated structure - fortunately some tunnels are deadends where you can just collect some valuable powerup. Well done architecture, custom texturing and lighting by Marc 'LordDeath' Hanson (maybe you have already noticed some similarities to Vertiginious).
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Zugzwang
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Zugzwang (D2) is a impressive implementation of a theme in a Descent level: You will have to traverse a subway train located in a rock tunnel. Of course you will only be admitted to the various coaches of the train if you own a valid ticket (hint: Find the keycards
. The mission's name is a hard to translate pun using the German word for 'train' and means forcing one's hand. |
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