D2X-XL Worklog
Notes on features and problems from the development of D2X-XL, newest first.
New Singleplayer Mission (2) |
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The entire project has about 7000 segments so far, and I estimate that I will need at least another 1000 to finish it. This is due to the size of the level as well as the degree of detail I have put into it. I have created several separate parts of the mission I had initially planned to put together in the end. Theoretically I could allow for D2X-XL and DLE-XP to handle 8000 or even 10000 segments, but this would be rather impractical, as levels that large will cause extremely long loading times and probably run very sluggishly on slower computers. The final mission will therefore consist of several levels logically linked together. This will fit nicely into the intended flow of the entire mission, and an advantage of that approach is that I can insert briefings for each part of the mission that will focus on the particular part of the whole and challenge it offers. Other than almost all other multi-level missions (at least those I know), the levels will be directly geometrically connected, so they will offer a playing experience as seamless as possible. A slight disadvantage is that I will have to make the level transitions work with Descent's rather historical end level - fresh start in next level scheme, and cannot have 'global' events (like a switch thrown in one part of the level changing something far away). This isn't hard to work around though. Most of what I have built so far has turned out about what I had planned it to be, and I think I have quite a few good looking or even impressive structures, so I am pretty satisfied. There's still about 1.5 to 2 areas of the level to be built and a lot of detail work to be done. ![]() ![]() |




