Single Player
Home - Return to Tutorials


Image taken from level 2 of the level set "Descent 3: Retribution".


Single player is the hardest level type to build. You have to put a whole lot of thought into the level structure, much more than any multi player level. Single player levels are also much, much larger on average because most multi player levels are small enough to be flown through completely in about 2 minutes. Also, there is much more of an emphasis on scripting. Where scripting in multi player doesn't have much of an effect, scripting in single player levels are the 'color' to the levels themselves, making the levels more interesting.

A long, long time ago I heard a phrase about building single player levels for any game; 'Make the level like you hate the players.' Although I don't totally agree with this I think that it proves a good point. If you want a action packed level you can't give the play slack while making it possible to pass in one or two lives relatively easy. This equilibrium is hard to achieve, it takes a whole lot of play tests to make sure that it is relatively easy on trainee mode, but isn't too impossible on insane. This is where other people (beta testers) come in, because they most likely have different Descent skills than you do. Also, if you play a level you made, you know where all those secrets and traps are, making the level a bit easier.

Architecture is much more important in a single player level than any other mode. In multi you are always too busy running from, or chasing after, someone else to notice all the wonderful 'wall effects' that really don't have much use in the game other than add to the ambiance. In single player, on the other hand, you might be running through the same room several times, depending on the level layout, and I (for one) always like to stop and admire the scenery after I cleaned out a room. One last important tip on room creation for single player is the usage of inner space. Having a large room with bare walls and floors can look very tacky and thrown together unless it fits the atmosphere of the level. If you find a room that looks too bare, use the extrude or lathe function to create some things to hide behind. Just remember not to make it too cluttered, the bots don't run into walls as much as players.

Level layout is another essential thing in creation. Although it is easier, and sometimes nessicary, to create a 'one way' level, where you only advance in one direction, it isn't always as fun or involving. The 'one way' levels seem more like a gauntlet of rooms filled with bots until you reach the end where you destroy a boss/reactor/etc. When you create levels the other way, you have players running around the whole level looking for a key with traps and generators going off, making more robots. Another big thing is symmetry. Unlike some people, I think symmetry in levels is fine as long as it isn't exactly the same. If you want to make it symmetric, you should add certain things that makes every side unique in its own way, like having a pillar shattered on one side while the others are stable. When making a level, try not to give it that 'copy and paste' look, it can get bland.

Robot and weapon placement is a must for traps. Place a wimpy robot or a powerful weapon in the middle of the room and some fool hearty players will rush in and distroy/capture it. Then all the robots hiding in the shadows will swoop down and attack the player, or you will trip the robot generators in the room. The amount of weaponry in the level should be directly related the the amount and difficulty of the robots. It is hard to beat a boss when all the level provides is a vulcan and a few clips of ammo. On the other hand, it is too easy to destroy a hoard of wimpy robots with a black shark and omega. Just like the level difficulty, finding the right equilibrium between weapons and robots is very difficult to achieve. That's where beta testers come in again, everyone has different skills in Descent.

Well I think I covered all of the important things about creating a good single player level. All it takes is creativity, time, and a whole lot of patience. If I think that I missed something on here I'm sure I will add another paragraph or two.


Home - Return to Tutorials