Heh, there I am uploading it to PD. Good times. I always thought it was interesting that the PS1 version of D1 had the same levels as the PC version (and voiced cutscenes no less), but Descent Maximum's levels were so much smaller than D2's campaign.
Re: Descent Maximum at AGDQ
Posted: Sun Jun 22, 2025 11:56 am
by worldoffood
Awesome! Always cool to see the game being represented, especially such an obscure release. Makes sense for the marathon since it's much shorter than the full games.
Re: Descent Maximum at AGDQ
Posted: Sun Aug 24, 2025 3:27 pm
by Jeff250
Cool video! "Quad clipping"? Is that what he called it where he could shoot behind locked doors with quad lasers? Either that's new to me, or I forgot about it a long time ago...
Re: Descent Maximum at AGDQ
Posted: Sun Aug 24, 2025 3:45 pm
by Krom
I remember in DOS D1 I learned you could line up just right at a locked door and shoot through it with lasers or fusion, it was pretty handy for disarming some annoying traps like around exit doors if you knew about them in advance. Alternatively you could face directly away from the door, back into it, and drop proximity mines on the other side.
I'm pretty sure it doesn't work with any of the other primary weapons because they are just 2d sprites instead of full 3d models like lasers and fusion are, so they spawn closer to the ship. And the same thing with missiles, all the regular types are 3d models, while proximity mines are just a 2d sprite which lets them spawn just a bit further behind the ship.
Re: Descent Maximum at AGDQ
Posted: Fri Oct 10, 2025 9:50 am
by Sirius
I believe it's because of the gunpoints involved. The points at the very end of the wings are slightly outside of the ship's hit radius, and I guess the bomb gunpoint is as well (though that one I wasn't familiar with). That means that weapons that fire from them can potentially be on the other side of a wall if the ship is colliding with it.