Last Updated: 03/31/99 

PTMC PARK 2 by Luke Schneider

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After nearly three years of constructing segment-based levels, this level marks the end of an era. Now that I'm working on D3, even levels such as this seem overly simplistic, but it is the simplicity of cubes being deformed into shapes where battles rage relentlessly that is so appealing.

I'll miss designing Descent II levels, but in the same way I miss writing FM music. After getting a Roland, how could you possibly go back?


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