I felt there weren't enough long (> 10 levels) third-party D1 missions of good quality (Vignettes being the only one I can name off the cuff), so I started designing another D1 mission: a spiritual sequel to Cererian Expedition, if you will.
Originally i was planning for a mid-sized 16 level set (with two secret level slots), but opening some six or so normal level (+ 1+1 secret level, because I don't like (making) secret levels) slots would provide a welcome change in terms of design as well as some additional length (the more levels the merrier). The new total is 22+3 levels, and my plan is as follows:
01: Astraea Refinery (Parabolicus). Status: shell done
02: Sylvia Outpost (Parabolicus). Status: shell done
03: ??? (???). Status: shell done
04: Hygiea Bauxite Mine (Parabolicus). Status: shell done
05: Hygiea Processing Plant (Parabolicus). Status: shell done
06: ??? (???). Status: shell done
07: ??? (???). Status: shell done
08: Pallas Storage Facility (Parabolicus). Status: shell done
09: Pallas Helium Extraction (Parabolicus). Status: shell done
10: Pallas Laboratory (Parabolicus). Status: shell done
11: Euphrosyne Military Base (Parabolicus; boss 1). Status: shell done
12: Themis Mining Colony (Parabolicus). Status: shell done
13: ??? (???). Status: reserved for Sylandrophol
14: Cybele Ammonia Mine (Parabolicus). Status: shell done
15: ??? (???). Status: shell done
16: Vesta Power Station (Parabolicus). Status: shell done
17: Vesta Steel Foundry (Parabolicus). Status: shell done
18: ??? (???). Status: shell done
19: Ceres Platinum Mine (Parabolicus). Status: shell done
20: Ceres Control Center (Parabolicus). Status: shell done
21: Ceres Robot Depot (Parabolicus). Status: shell done
22: Interamnia Headquarters (Parabolicus; boss 2). Status: shell done
Secret levels:
SL1: secret (Parabolicus). Status: basic idea only
SL2: secret (???). Status: open for contributions
SL3: secret (Diamond Wolf). Status: first version done
I'm going to be designing most of the levels. At the time of writing this post, I have initial versions of complete shells (architecture, texturing, lighting, but no powerups or robots) for levels 1, 2, and 4, as well as a start for level 5. Ideally I should have shells for all of my levels done within a month or maybe two, depending on how busy I will be.
The normal levels are supposed to resemble D1 levels in feel and architecture, with nothing too experimental. The secret levels, on the other hand, will be a lot less "restricted" in this aspect. I'm going to populate all of the levels with powerups and enemies, so if you want to contribute levels, you don't have to worry about that (you can add some existing enemies, powerups, etc. to serve as hints for me later, but be warned that I may completely revamp the population if I feel it to be necessary). Fancy exit tunnels are welcome, as long as the game can handle them.
There are three things that I would like to not see in levels (if you stick to D1 design principles, you'll generally be fine), and will probably get rid of (by altering the design) if a contributed level has any of them:
- Key doors not clearly marked as key doors, generally by using the appropriate light strips
- Illusions, except for the energy cell effect, That means no fly-through walls.
- Cases where the player is ambushed immediately on spawn. Yes, D1L6 did it, but that level was meant to be a rude wake-up call anyway (with drillers and all). None of those here, please.
Alternatively, if you want to just contribute an idea for a level (such as a rough, untextured layout), that is also fine, in which case I'll try to flesh out a complete level from a simple concept. Naturally, any contribution to levels, even if it be a minor one through playtesting, will be credited appropriately (assuming I choose to accept the design; there will be at least some degree of quality control here).
(The name of the mission is a made-up word. I also picked it because there are currently (or at the time of posting) no singleplayer missions on DMDB that begin with a Q. I might change it later if I come up with some better idea.)
I'll try to provide progress updates in this thread, and once the mission is complete (no briefings, since D1 briefings are hard to customize), hopefully in max 3-4 months time (including playtesting and feedback), there will be a separate release thread. Playtesters are welcome once the mission is at the point where playtesting is the next logical step.
UPDATE: I've been encumbered with real-life business and a bit of a creative block, so I haven't had much time to work on the levels. I'll continue as soon as I can get some time on my hands. At the very latest, I'd like to get this released this year.