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News Board / Re: Overload DLC release!
« Last post by Kaiaatzl on October 15, 2018, 06:19:28 PM »
Glad you like my work.
Don't go thinking you've seen the last of me. :D  Once they get custom music sorted out I'll be all over this thing.

I do want to eventually build something with a bigger and better escape path.  Those final two levels were really me feeling out the editor's workflow and its capabilities -- needless to say I like what I found... although... there are a couple visual mistakes you can find especially in Nyx, if you look in the right wrong places.
Absolutely loved the ability to set a time delay on a trigger or script.
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Mess Hall / Re: Can one use tv speakers while using receiver as well?
« Last post by VANGUARD on October 14, 2018, 06:19:47 AM »
thanks for the post. sorry it took so long to reply. It's been crazy here, and it isn't over yet.
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News Board / Re: Overload DLC release!
« Last post by D2Disciple on October 08, 2018, 08:18:10 AM »
There was a massive update to the game that downloaded, so I checked the news page on Steam. That's where I saw the release notes and the DLC, so I went the store page and it was included in the DLC section.  ;)
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News Board / Re: Overload DLC release!
« Last post by PyroJockey on October 08, 2018, 05:09:04 AM »
Thanks for the link. It's puzzling though, a search for "Overload" on the Steam store does not return the DLC page. Also I saw no notification on the official Revival site. Where/how did you first learn of it?
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News Board / Re: Overload DLC release!
« Last post by D2Disciple on October 06, 2018, 06:25:41 PM »
My thoughts:

Played through the campaign today, and a player can easily breeze through it in an afternoon (2-3 hours). The first level is pretty underwhelming and introduces a rather jarring difficulty spike right out of the gate that the rest of the game never quite matches, and the next few levels are equally short and simplistic. However, while there are a few good ideas sporadically used throughout the middle of the campaign, it's Kaiaatzl's two levels that really shine (and I'm not just saying that because he's a core part of our community). His talents must be recognized by Revival, as well, who placed both of his levels at the end of the campaign. They're lengthy, they're challenging, and they're deviously designed, with lots of great switch- and reactor-based puzzles and some really clever level-design twists that frequently played off of my expectations and genuinely surprised me. If you buy the DLC, buy it for these two levels.

I still feel like there's a lot of untapped potential for some of Overload's gameplay mechanics - particularly in the form of the accelerator tubes, the teleporters, and even the escape sequence itself. On that last mechanic, one of Kaiaatzl's levels manages to be a bit more challenging than usual, but I'd still like to see some really tough escape routes utilized in the future (Gytowt station from D2, anyone?). I'm hoping to see some DLC in the future that uses some of Overload's underused ideas in more meaningful and challenging ways.

I've played a few of the DLC Challenge Mode levels, and probably because of the nature of CM in general, I didn't feel like they did much that the existing CM maps didn't already do from a strategic standpoint. That said, Stone Burner is a standout, with its wide-open 3D space offset by numerous pillars, piping, and other obstacles, leading to some really intense and fast-paced action with some unique tactical opportunities. Still, it's a nice addition, and I'm certainly not one to complain for the price.  ;)

Overall, if you're a fan of Descent and Overload (and of course you are, because why else would you be reading this?), I wholeheartedly recommend this DLC. Here's hoping there's more where this came from.  ;)
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News Board / Overload DLC release!
« Last post by D2Disciple on October 06, 2018, 05:57:45 PM »
I'm a few days late on this, so my apologies, everyone!  8)

As of September 28, 2018, the first community-contributed DLC for Overload is released to Steam for your itching trigger fingers to get a hold of! For the price of a typical grease-pit cheeseburger ($4.99), you get a nine-mission campaign and twelve new Challenge Mode levels to sink your teeth into. Plus, half the sales go to the contributing level authors, so you're directly supporting the Overload community by purchasing. How cool is that?

Get it on Steam here!

Plus, special shoutout to our very own Kaiaatzl for contributing two devious and well-designed levels to the campaign! Congrats, shut up, and take my money!  ;)
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Mess Hall / Re: New Descent (Underground) Trailer
« Last post by Scyphi on October 05, 2018, 05:22:49 AM »
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If the single-player campaign is solid, I'm looking forward to it - because it's multiplayer is completely dead. Creating and maintaining a critical mass of players is incredibly difficult in such a niche genre, and 18 game modes is positively absurd for a game that likely doesn't even have 18 players log on to check for activity each month.

Yeah, that's largely what I'm worried about, that, as fun as it is, it's not actually the multiplayer that's what interests players and that it will prove unwise for Descendant to have put as much focus on it as they did. To be honest, I feel Descendant put their focus on a lot of the wrong things throughout building the game, which pains me to say--the crew seem like great guys who genuinely want to produce a quality game living up to the Descent legacy. To think that they might not succeed still despite everything seems sad.  :(

But we are jumping the gun a little. DU's not formally out yet, and none of us have seen much of anything of the new beta either, so until we do, a lot of this will remain as just speculation. At least it seems we won't have to wait for much longer to see for ourselves.

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The problem Overload had and still has to this day is branding. I've met countless people who don't even know about Overload, but they've all heard about the new Descent game coming out this year. It's a shame to be honest, Overload is such a good game. Unfortunately this might be a problem for player retention if D:U turns out to be crap.

For much this reason, I still maintain it was a mistake marketing-wise for either game to be announced or released in such close proximity to each other, because whether they meant to or not, it brought both into competition with each other, and worse still, both are claiming to be flying the flag that will continue the Descent legacy after so long an absence, leaving it wide open for the fanbase to get up in arms over which one is most "worthy" of that flag. Either way, it split the fanbase's attention when both games really needed to be in position to collect most to all of it at a time. You can't have that with two games vying for one's attention at pretty much the same time.

It's helped some that DU went quiet for awhile for more development while Overload happened to be making its release, but I think that also allowed some its fanbase to get distracted by Overload and may no longer be willing to come back to DU. Or worse had, like D2Disciple, forgotten about it and will miss the release altogether. In fact, from what I've seen, a lot of players who were at first all on board with DU seem to have, by now, lost most to all interest in the game. They don't seem to have nearly as many followers as they once did back at the start of things at least.

But yet again...we can only wait and see.
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Mess Hall / Re: New Descent (Underground) Trailer
« Last post by Hunter on October 04, 2018, 10:48:05 PM »
To be fair: Overload multiplayer isn't exactly bustling either.
And the version of the game currently out there is the early access one, so you can't really claim that multiplayer is dead at this point until we've seen the launched product.

The problem Overload had and still has to this day is branding. I've met countless people who don't even know about Overload, but they've all heard about the new Descent game coming out this year. It's a shame to be honest, Overload is such a good game. Unfortunately this might be a problem for player retention if D:U turns out to be crap.
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Mess Hall / Re: New Descent (Underground) Trailer
« Last post by D2Disciple on October 04, 2018, 11:26:36 AM »
I had pretty much written this one off as vaporware; albeit vaporware that I had a lot of fun duking it out with the community in EA.

If the single-player campaign is solid, I'm looking forward to it - because it's multiplayer is completely dead. Creating and maintaining a critical mass of players is incredibly difficult in such a niche genre, and 18 game modes is positively absurd for a game that likely doesn't even have 18 players log on to check for activity each month.

Revival was wise to put so much emphasis on a solid single player campaign for Overload, and even more so with the challenge mode, which essentially has a multiplayer conponent in the form of leaderboards, which doesn't require any concurrent activity for people to compete with each other. If D:U includes a throwaway 2-hour campaign solely to introduce players to mechanics useful for multiplayer, it simply won't succeed.
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Mess Hall / Re: New Descent (Underground) Trailer
« Last post by Scyphi on October 04, 2018, 06:08:02 AM »
DU (or I guess D2018 now) certainly has been much more multiplayer focused in its development, but I know from seeing how it went for other games that multiplayer only goes so far. And I know the game's gotten flak for that from among at least Descenters too. It's put so much attention on its multiplayer which it readily demonstrates all the time that its singleplayer campaign that it's been oh-so quiet about by comparison feels more of an afterthought, and that doesn't sit well with some. And seeing it's had Overload to compete with, I worry all that isn't going to win over enough players.

But we'll see.

At the very least, I know Descendant's rights to Descent basically amounts to just the name (thanks for that, Interplay) so there's a limited amount they can recreate due to legal reasons...but I still say that, despite that, they could've tried harder to closer emulate at least the visual style of Descent. Instead, the game always has, and judging from that trailer, still will, felt like it's...overthinking...it a bit. Part of what made Descent great was that, save for the flight controls (6DOF and all that), Descent always was pretty straightforward in mechanics, even in D3's objective-based gameplay.

My initial thoughts going in to this ramp up for release.
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