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About Varied / Hobbyist Member Mike F.Male/United States Groups :icondescent-to-udk: Descent-To-UDK
Prepare For Descent! Again!
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I like to make tiling game textures among other types of digital art, namely fractals & 3D models.
Enjoy your stay! :D




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More Game Play Footage @ time index 9:33! :o
Great first screencast guys! Can't wait to see the next one! & thanks for the mention!
I'm sure Bazz has shown this to his friends as well, you all did a awesome job on the
first map. Love the speed build session too! All you guys deserve a cool kickstarter!☺
aka 1DVD :D o.0 8-) +1 Vote for +Sol Contingency
Sctli Logo 550 by 1DeViLiShDuDe

Want to help?

You certainly can! While our developer community already has a number of members, more people can never hurt. Before applying, just look at this quick list of requirements:

- you must have some sort of reference work to show
- knowledge of the Descent games is preferred
- you don’t need to have UDK experience, but it is helpful
- we prefer level designers with experience in Unreal engine mapping
- at this time, there is no financial compensation for your work

You will not necessarily need Unreal engine skills such as operation of the UDK, but if you intend to build levels, make materials or work with visual effects, you won’t get around learning the editor. We have collected reference material to get everyone started quickly. Level designers with experience in Unreal or other modern engines are especially preferred, so if you have never mapped for a modern game, please be advised that you should try it first and gain experience before applying for a position.

If the above list checks out for you, contact the team lead via e-mail and tell us what you can do for the project. We are seeking modelers, mappers and concept/2D artists at the moment. We are not looking for musicians, web designers or programmers at this time.

Open documentation

Parts of this game (mostly programming-related) will be documented for anyone to benefit from. Documentation will progress with the game and we will try to make it easy for anyone who’s curious to get an insight into its workings. The first piece of documentation is MadMax’s 6DOF UnrealScript tutorial that describes how he wrote the motion code. Get the PDF by clicking here(Note, this might be revamped later on as I have identified a few small quirks since writing it. – Max)

The Good,  the Bad, & the IP
11/10/2014, 23:33 UTC

Fellow Descent and SolC fans,

Today is a day of big news. We would have loved to make you fly the Pyro by the end of the month. It could have worked out so beautifully…

Unfortunately Interplay had other ideas and sent us a Cease and Desist order.

We have been deeply honored by the support we have received from you all and we believe that the best relationship we can have with you is that of honesty and transparency. So in keeping with that we want to tell you what has happened, what we have done, and what we want to do next. So sit down and prepare for a nice read, or wait for our YouTube screencast that’s coming later.

Below this post you see the complete document Interplay sent to us (personal information is blurred out). This C&D was sent as a PDF by Interplay’s in-house “counsellor” (lawyer) directly to me, the project lead. For some backstory: I had been contacted by a daughter company of Interplay over a year ago, parallel to the development of SolC, and we were in talks trying to work out whether we could make Sol Contingency an officially sanctioned Descent game. I want to emphasize here that *they* contacted *me* about this. They even asked for and received a working copy of a functional internal build of SolC. We never made this public because things never actually got down to concrete business propositions and we really weren’t holding our breath for that. After all, SolC has been our passion project from the start and money was never our primary objective. So we trotted along, figuring that Interplay would come back if they were interested – maybe once Proving Grounds was released.

And back they came, but not the way we had hoped.

We responded to their C&D by proposing negotiations with them, giving them 14 days. It has been three weeks and we’ve yet to hear from them. We don’t expect to. We sent another message to the guys from the daughter company I mentioned and their response was, in one sentence, that Interplay had to decide on the matter and they wouldn’t be able to help us. Don’t worry if this seems illogical to you, we were equally baffled. But the question remained, what do we do? Unable to get the ball rolling in any other direction, we had several internal discussions and ultimately decided that we cannot risk a release of Proving Grounds that is in violation of Interplay’s C&D – even as a fan project, even if Interplay does nothing with the Descent IP, they can still make life hard for us if we don’t abide by their demands.

But this is not the end of SolC.

Interplay may own the rights to Descent, but they do not own the rights to 6DoF, to first-person shooters, or to a type of gameplay within creepy and claustrophobic environments. We realized that everything they own the rights to is, at the end of it all, purely cosmetic. As such, we have decided to reface Sol Contingency and remove the Descent assets – the Pyro will be replaced by another ship, the robots from Descent won’t make a return, and PTMC is no longer part of our single-player story. While we are very sad to see these iconic archetypes go, we will come up with new robots, a new plot, a new ship, new levels, and perhaps a few new weapons and names to differentiate our game just enough from the trademarked assets Interplay is so dearly holding on to. We still want to make a game that *feels* and *plays* how we all want, so none of the gameplay will change. The core experience in Proving Grounds’ multiplayer will be identical to what you have seen from us so far.

Personally I’m very disappointed that we have no choice on this since I wanted to remake Descent 1; the game that defined 6DoF. However, we will not be shut down by Interplay’s incompetent and unprofessional behavior. We are declaring independence here and now, making our own game that fans can enjoy, develop, and support directly with us. We don’t need Interplay to make Sol Contingency as great as Descent was. Our goal has always been to develop a great preview / tech demo / early access version of Sol Contingency to get people playing 6DoF again and showing you that we have what it takes. We won’t go over Interplay’s head, no, we will stand on their shoulders and give you all a true spiritual successor to the game we all know and love.

As consequence of all this, the release of Proving Grounds might not make it in October. We have to rework some assets and redesign others from scratch to separate it from Interplay’s IP. We will have to cut some corners to get the game ready fast and we are at a point where we don’t want fancy visuals to further delay what we already have: a solid 6DoF FPS game. As such, please don’t expect final quality of the new models or textures as they will be placeholders used to get us away from the Descent IP while not losing too much time. For the full game after Proving Grounds, we will make proper quality replacement assets.

And speaking of the full game, many of you have asked us about Kickstarter and crowdfunding in general. While we were unable to go ahead with that in the past because the IP situation was unclear, now that we are splitting from the Descent brand, we are very happy to say that we will be able to pursue such avenues once we go ahead with the full game. You will see a crowdfunding campaign go up for that after the release of Proving Grounds.

Interplay might have given us the boot but we hope you, the ones that truly matter, are still with us. We hope you can help us bring 6DoF back. Please spread the word about what happened here by sharing this post, telling other Descent/6DoF fans, and keep an eye out as we make changes to our website and media section.

For the SolC team
Max – SolC lead

Filed under News | # comments >

Attachments:C D1 by 1DeViLiShDuDe
C D2 by 1DeViLiShDuDe
Excerpts are in descending order: :D 

This is Descent.

Prepare to go down once more into the depths of the Post-Terran Mining Corporation's lunar mines and laboratories, as this retelling of the classic action game DESCENT plunges you into a conspiracy in the middle of an alien invasion. Mining robots have become killing machines and the;

needs your help to counter their destruction.

 Enjoy the full six-degrees-of-freedom gameplay that made Descent an outstanding hit in the 90s, including its classic robot foes, weapons,  environments and power ups:

Power Ups 6a - By 1/2Hawk - Posted by 1DeViLiShDuDeCourtesy of 1/2Hawk, SolC A Lead Project Developer

 Go deeper into the Descent universe with every episode of the game and uncover a detailed plot that revolves around bureaucracy, betrayal, military strategy and alien science. See new places and meet new characters along your journey that give a fresh spin to the story. This is Descent... this is SOL CONTINGENCY.

Wall Mesh 02-06 by 1DeViLiShDuDe

Episode 1: THE LUNAR INCIDENT is in the works. Stay up to date on its progress via RSS or e-mail subscription.

Wrapping up development…

10/09/2014, 00:30 UTC

Steam tracking: done
Audio/video setup options: doneUI design: almost doneFinal HUD design: in progressSoundtrack: quite a few songs to select from
Game content: more finishing touches are added by the team to put the extended development time to good use. Retexturing the Pyro model, reworking animations and sounds for the map. Basically tuning as long as they have time. Second map also in progress.

Proving Grounds Vertigo Final 01 - Posted by 1DeViLiShDuDe

I'd say game out in October. 
A Two year anniversary, hah!

Check out our growing gallery of final shots from the game.

MaxSolC Lead

Another round of gameplay footage!

12/05/2014, 22:34 UTC

Proving Grounds - UDK Ingame Footage Wallpaper by 1DeViLiShDuDe

 Hi fellow Descenters,

 As promised, we want to sweeten up your wait with some more gameplay shots from the closed testing currently taking place. Our handful of veteran Descent multiplayer experts will help us sort out problems and balancing while we finish building the necessary stuff around the core game, preparing it for release in a few weeks’ time.

This time we've got raw footage from a testing session up on YouTube so you can hear the sound effects and watch how intense the fighting is in tight spaces with six players going against each other. We hope you enjoy it and prepare yourself for descent. The game is almost in your hands!
A-WhatMakes Header by 1DeViLiShDuDe

Getting close

27/04/2014, 21:56 UTC

Hi again Descenters,

it’s almost the end of April and our game is coming along nicely. We have an almost feature-complete build with every function in place that we had planned for this preview release.

However, even though the gameplay will be complete by next week, we are still missing a few important ingredients we absolutely need to integrate before releasing even an alpha-quality preview to you. This includes cosmetic things such as getting the menu interface to work as well as the vital tracking of multiplayer games and joystick input. We said the game would come with joystick support and we will make sure it works before releasing. In total, these additions should take another two to three weeks estimated.

However, instead of leaving the actual game sitting around waiting, we will use that time for some serious closed playtesting to make sure we get the biggest bugs and imbalances ironed out before the game comes out. Please understand what we are building is still an “early access” version of an unfinished product and we will rely on feedback from every one of you players to find and correct problems later, after its release. However, we want to deliver something that works right when it lands on your computer, so we have decided to pick a few Descent veteran players, who have already been involved here and there as consultants, to help us stress test the game while we build the aforementioned systems.

And, since the gameplay is basically complete, stay tuned for some tasty screenshots in the coming days that will give you a better impression of what to expect from the build.

We apologize for the delays and say thanks for sticking with us and hanging on till release day!

“When will this game be released?”

you ask – here’s the answer

02/04/2014, 00:37 UTC

Hi Descent fans and new players,

many of you are wondering how “Proving Grounds” is coming along as we originally said we were targeting February to March as our release timeframe, but we have since stated in several comments and (passively) in two press articles that the game is now due to be out in March-April. We were trying to push for a March release but could not make it, so we are using the new window to get all kinds of things in order now that we have completed the heavy lifting of finishing basic gameplay and level design (which was a huge task to undertake).

As it stands, I’d estimate the “Proving Grounds” demo is 80% done at this point, but many features need to be finished, tested and balanced before release. We hope you bear with us a little longer as we storm down to the finish line with the game in tow. This is the first release of a game for many of us, but we will get it done after coming this far.

All the best and stay tuned

Sol Contingency Project Lead

First SolC gameplay footage!

24/02/2014, 01:36 UTC

Descenters, this is your first taste of Sol Contingency multiplayer gameplay! Enjoy!

Filed under Uncategorized | 13 comments »

First multiplayer snaps

16/02/2014, 23:15 UTC

Hi Descenters,

we thought we’d film our first online networking test session that the team had this weekend, finally giving you a taste of what (multiplayer) gameplay is going to look like when you get your hands on it. While the video is still in editing (keep your eyes peeled!), here are a few snapshots from the session.

Filed under News | 11 comments »

Viewing Options:
Stash Image Folder: 
Ingame Shots
DA Gallery Folder: Ingame-Shots-II

Ingame WIP Footage II (2) by 1DeViLiShDuDe
Ingame WIP Footage II (16) by 1DeViLiShDuDe Ingame WIP Footage II (54) by 1DeViLiShDuDe Ingame WIP Footage II (97) by 1DeViLiShDuDe

“Proving Grounds” delayed until early 2014

20/12/2013, 13:54 UTC

Hello Descent fans!

Unfortunately we have to tell you today that we will not make our initial Christmas release date. Instead, we are now targeting a release in February-March 2014. We are very sorry that we can’t give you better news, but we have good reasons for the delay:

As we were developing the promised preview build “Proving Grounds”, we realized that we needed to go further than we had anticipated to give players a substantially enjoyable (and hassle-free) playing experience. We want you to enjoy the game even if it’s just a preview of the full version, but too many systems and assets are still in development, preventing us from actually putting together a game that looks good and feels fluid. In a nutshell, the game is not ready yet, even for a very hacky “tech preview” version.
With that said, we have now agreed to take this first release a bit further and not only complete what we promised, but put an extra layer of polish on top of it. That means the maps will look more refined, there will be a kick-ass model of the Pyro-GX in the game, we will have some great visual effects done by our newest team member and the game will also feature an easy-to-use interface and HUD system – all of which are things that would have been impossible if we had indeed shot for a Christmas release until the very end. It also gives us more time to develop a solid technical base for the multiplayer side of the game, making later updates simple with additions such as new game types, maps and other features. We do plan to support this first build with such updates to evolve it into a fully-featured multiplayer client which will be free for anyone to play.

D2U Holidays by 1DeViLiShDuDe

However, we are still also facing a lot of work to complete the meat of the game – the single-player campaign. With the content made for Proving Grounds, we can produce the first episode using existing work while adding new stuff as needed. Still, we are a small team making a game by huge demand, all on our free time. We are concerned that the delay we announce today may not remain the only one when we continue with the single-player missions. To create content for a modern game like Sol Contingency, we need a lot of time to produce assets, and manpower only gets us so far. Ever since we started more than a year ago, we have refined our team and come to the conclusion that a well-organized small group of developers works better for us than a large amount of freelancers. This means we need *even more* time to complete the game, and making it on a reasonable schedule will probably require more than what our spare time (next to our jobs and other obligations) offers.

For this reason we are considering to make Sol Contingency an officially funded game, hopefully using a license to keep the Descent references. Many of you have been asking for a Kickstarter campaign to speed up development and we were overwhelmed by your support, but legal concerns always kept us from pursuing a funding campaign. We will try and look into the legal matter after we have released Proving Grounds – as the title suggests, 

"we want to prove to you first that we 
 can make this game and do it right!"

We hope for your continued support and will leave you with a few new shots of some of the cool work currently in progress at the Sol Contingency Development Center ;)

Merry Christmas and have a great new year

- the SolC team
Filed under Uncategorized | 6 comments »

Building a ship

28/10/2013, 23:50 UTC

What good would a multiplayer 6DOF game be without a kick-ass spaceship? Our 3D lead DuderSeb, known for his DA The Ascent Project renders of Descent 2 bots, has taken on the creation of the most detailed rendition of Descent’s Pyro-GX to date. We’d like to thank Jordan Cain of Lighthammer FX for providing a solid base model to us which is now in the capable hands of our modeling head. Jordan’s contribution is a huge timesaver for us and proves again that;

Sol Contingency is definitely a community-made game.

Take a look at the new gallery to see how Seb’s detail pass on the model is coming along. We’ll upload new progress shots as parts are added.

3D Pyro - Engine Hipoly Side - Posted by 1DeViLiShDuDe3D Pyro - Engine Hipoly Top - Posted by 1DeViLiShDuDe Concept Art Pyro-GX 3D Ship Model by 1DeViLiShDuDe 3D Pyro - Engine Hipoly Back - Posted by 1DeViLiShDuDe    

Filed under Uncategorized | 1 comment »

Sol Contingency: Proving Grounds – RELEASE: Christmas

29/09/2013, 00:04 UTC

Hello Descent fans!

Reserve some room under your virtual Christmas tree because the first build of our game that YOU can play will be available on December 24.

Render - Small Hulk Textured_Robot - Posted by 1DeViLiShDuDe

“Proving Grounds”
will not be a single-player experience, but an exclusive preview of the multiplayer component of our game. We have decided to release this special build ahead of episode 1 (of the single-player campaign) because we promised you that you would play our game in 2013, and you will. The episode however will not be ready in time as we now estimate a proper release date of summer 2014. This is mostly related to initial birthing pains of forming our team, structuring development and finding good artists to provide concepts to build the game off from.

Please remember that everyone who works on this game 
is doing so on their free time and purely voluntarily,
so setbacks are bound to happen unfortunately.

We will not promise an actual date for episode 1, but it *will* come out in 2014. We have made good progress which, in turn, allows us to provide you the multiplayer build called “Proving Grounds”, giving you something to play with friends, absolutely for free. We hope you will enjoy it!

The build will feature authentic Descent-style flying mechanics, support for mouse, keyboard and joystick inputs, deathmatch and team deathmatch game types as well as five to six weapons in total. We are working on two separate maps at the moment to play in and will focus on making these maps as good as they can be.As this build will be a preview of the full game, do expect a few things to not be there – the cockpit, for instance, will most likely be a HUD-only version. To show you what the full cockpit is supposed to look like in episode 1, we have uploaded two concept images to the new gallery. A shot of the WIP Class 2 Drone model can be found there too.

There is also a small FAQ section up that will answer the most common inquiries about this build and the state of the game in general.

We look forward to Christmas and to see you on the servers!

Level 1 concepts

22/08/2013, 22:26 UTC

Hello Descent fans! Our development team is working hard on concepting out the style and structure of the game’s first level, which will be a remake of the iconic first moments that every D1 player has lived through. And then some. You can check out two preliminary concept sketches by our new environment artist Anselm, both of which look different, but present the same room. Go to the Media page to find them.

Concept-Art-L1-Reactor-2 by 1DeViLiShDuDe

 Concept Art C2d Robot by 1DeViLiShDuDe Concept Art Hallway by 1DeViLiShDuDe

Our music guys have also worked together in the past few months and drafted several versions of the Descent level 1 music, also in Media. The goal is to fuse an orchestral “film-style” background sound with beats and synths to move that classic FM MIDI feel back into our version of the game. While these tracks are just static concepts (the game will actually have music that adapts to the scenes), they should put a smile on every Descent fan’s face :)

Also, expect more art to come soon as the Class 2 Drone is being finished, and we will also show you some gameplay featuring the new Small Hulk!

Hulk ingame At Last - Timeline Photo - posted by 1DeViLiShDuDe

Filed under News | 1 comment »

Episode 1: THE LUNAR INCIDENT is in the works. Stay up to date on its progress via RSS or e-mail subscription.

Illustrators wanted

03/07/2013, 17:17 UTC

Hello Descent fans, thanks for staying with us! We have not posted for a while because game development is currently in a very important but “silent” phase where a lot of design concepts are nailed down before full production can commence. For this we are in need of good illustrators: artists who can draw up concept sketches as well as full-color game art to be used in the finished product. Your ideas will help shape the core design of the whole game, which is why we ask for the following:

- you are skilled with your artistic tools of choice (pencil and paper or digital)
- you have a good understanding of what makes Descent’s game art unique- you have some killer ideas, but you also know how to work on things assigned to you

If you want to sign up for the project, contact us & lead @ prepare for with some reference work to show. We are looking forward to meeting you!

Descent title theme

17/04/2013, 11:58 UTC

We have posted some visual media, but are your EARS ready for some nostalgia too? Check out this awesome remake of the Descent title theme by team member Verran:


Descent is here… again

14/04/2013, 22:09 UTC

Welcome to the fresh website of Sol Contingency. Ever since its inception in October 2012, a small team of dedicated spare-time developers have gathered and started turning the idea of a Descent remake into an actual game. While there is still some work to be done before something playable and attractive can be shown, we would like to kindly nudge you over to the Media section where you can find some great concept art and renders that were done in preparation for the game.

Descent To UDK - Original Alpha Game Trailer by 1DeViLiShDuDe
Descent To UDK - Original Alpha Game Trailer

Also, check out our first teaser that gives you an idea of the visual quality we are shooting for.

We hope you enjoy your stay and don’t forget to follow us through e-mail subscription, RSS or Facebook to stay in the know about updates and the first release!

Prepare for Descent…

Can't wait to see all you Descent gamers out there on the SolC servers! :D :woohoo:

If you're still in a reading mood? :reading:
You might also like: 

Tao of Descent - Part 1 of 6

Rock-tex-05 by 1DeViLiShDuDe
Simulated ingame preview

T Rock Tex-05 Color by 1DeViLiShDuDe Diffuse Color
T_Rock_Tex-05_Disp by 1DeViLiShDuDe Displacement           T_Rock_Tex-05_Nrm by 1DeViLiShDuDe Normals
T_Rock_Tex-05_Occ by 1DeViLiShDuDe Ambient Occlusion    T_Rock_Tex-05_Spec by 1DeViLiShDuDe Specular
Download Zip

Something I've been messing around with using the PS cloud render filter and RGB
channels, and then Crazybump to do the rendering - and some post back in PS! :D


Mike F.
Artist | Hobbyist | Varied
United States
Current Residence: Paradise, CA
DeviantWEAR sizing preference: Med/Lrg
Print preference: Dye-sublimation
Favourite genre of music: New Wave, Trance
Favourite photographer: Nasa's Hubble Telescope
Favourite style of art: Futuristic, Abstract, Fractal
Operating System: One that works!
MP3 player of choice: Winamp
Shell of choice: Puca :P
Wallpaper of choice: My latest WIP texture
Skin of choice: Human, since mine fits fine! :D
Favourite cartoon character: Bob from Reboot
Personal Quote: Content Creation is where it's @


Millenia Extraterrestria DCLXVI by 1DeViLiShDuDe
Millenia Extraterrestria DCLXVI
Sci-Fi: Alien Interstellar Technology

A millennia old alien burial site has been uncovered deep
beneath the Antarctic ice - revealing some startling details
about how and where they came from, in analyzing mineral
deposits near the site some yet unknown materials have been
discovered that may hold the key to many unanswered questions.

Free to use:
Your Ingenuity
Apps: Lavalamp,Crazybump
Post: Some Photoshop
View: More Like This
Alien Subterranean 3D Mapping System by 1DeViLiShDuDe
Alien Subterranean 3D Mapping System
Sci-Fi: Alien Interstellar Technology

Deep inside an alien subterranean tunnel matrix was found a permanently
etched schematic of sorts, detailing the surrounding catacombs of tunnel
structures - accurate down to the millimeter, while the alien race that had
created it is unknown and waiting to be added to the alien archive artifacts.

Free to use: With Your Imagination.
Apps: Lavalamp, Crazybump
Post: Some Photoshop
View: More Like This
Messing around with terrain! :D by 1DeViLiShDuDe
Messing around with terrain! :D
Done in the Unreal Runtime v2226 Editor for conceptual purposes.

And a related tribute to 'Spooky's Pyro Designs', while the ship is similar to some of his designs - it was created by me in the free URT Editor.

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Add a Comment:
XenuxZero Featured By Owner 4 days ago  Student Digital Artist
Thanks for the llama! :D
1DeViLiShDuDe Featured By Owner 4 days ago  Hobbyist General Artist
Indeed! :D
PaMonk Featured By Owner 5 days ago  Hobbyist General Artist
Thanky's for the New Favs! :hug:
1DeViLiShDuDe Featured By Owner 5 days ago  Hobbyist General Artist
My pleasure! All
well deserved! :D
PaMonk Featured By Owner 5 days ago  Hobbyist General Artist
Add a Comment: