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Description: A massive level for Descent 3 combining the sprawling level style of D3 with a more classic Descent feel, featuring Overload-style robots and weapons, two bosses and a soundtrack from Jerry Berlongieri. The GOG version of Descent 3 is recommended for stability. (Version 1.3, Updated March 29th 2020)
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Patch Notes: * (1.1) Fixed a fatal crash which occured on older pre-GOG installations * (1.1) Fixed a missing texture glitch in the research bunkers * (1.1) Fixed a missing Creeper slot on the Magnum in Co-Op * (1.1) Increased ambient brightness throughout the level by about 50% * (1.1) Increased the speed of most robots by about 20% * (1.1) Added more impact force to the Driller * (1.1) Made some slight adjustments to door opening times (except for bunkers) * (1.1) Increased the pulsing brightness of usable levers, removed light for unusable ones * (1.1) Reduced the average death delay for all robots (except Tritons and Bosses) * (1.1) Reduced fog density in some specific areas * (1.2) Fixed a glitch that caused the Mark II to disappear from Cargobay 4 * (1.2) Increased the brightness of overhead door lights * (1.2) A strange powerup respawn glitch that caused the game to crash in CO-OP has been fixed * (1.2) Fixed matcens so they will work on dedicated co-op servers * (1.3) Added shield pickups to some parts of the level * (1.3) Added more navigation data for the guidebot * (1.3) Lowered AI hearing range (like Resurgence) to prevent dogpiling * (1.3) Fixed music cues for co-op, now all players should hear music properly * (1.3) Fixed respawn points so players in co-op don't get warped back to the start * (1.3) Changed the location of the boss forcefield to prevent players getting instakilled. * (1.3) Reduced hitpoints for matcens (now same as Resurgence) * (1.3) Prevented players from getting locked out of cargobay 3 before obtaining the master key Check out the followup to this level, Resurgence, by clicking here. Piccu Engine Notice: This release was originally designed and built for vanilla D3. Some unpredictable rendering bugs might occur AND using a higher FOV means certain things that were not meant to be seen (like edges of ingame cutscenes) will be visible. | ||||||||||||||||