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  #571  
06-25-2012, 08:14 AM
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I've found the same drum sound in the AE Sounds.dat - I'm thinking of changing the mudokon idle sounds anyway (they sound too depressed, lol). If I can use Audacity to mix it correctly then I may indeed use it.
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  #572  
06-25-2012, 12:25 PM
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This is amazing!
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  #573  
06-26-2012, 02:25 AM
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That sound mod did in fact make me laugh.
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  #574  
06-26-2012, 10:20 AM
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Oh, seems I could get a clean death drumbeat sound after all. Also I finally removed their swords. Thanks for the feedback guys, it helps.



EDIT: Also some good news. There is now a Sound Pack mod which works in a similar way to texture packs. Requires ModLoader. I'll be using this for uniformity since ModLoader and this mod both seem popular - Though as I keep saying, since Modding is complicated for some, it'll be purely optional and won't be required for the map to work.
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  #575  
06-26-2012, 07:01 PM
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GUNS. AND EXPLOSIONS.



You've no idea how long it took to get a "clean" gun firing sound - And I had to re-construct half of it so it sounded like it does in the games. Special thanks to Mlg man for the ricochet sound at least.

This was filmed in the prototype escape corridor I made eons ago, I just changed the blocks around. Also I'm quite happy to reveal this stuff early since it's bonus stuff rather than actual level design.
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  #576  
06-27-2012, 10:55 AM
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That is great! The echo of the boom is so cool! Also love the ammo packs the sligs drop.
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  #577  
06-27-2012, 01:53 PM
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Thanks - The explosion sound was easy to acquire though.

Also I tried submitting both of the latest videos to the videos section of MinecraftForum.net - Both of them got rejected. That's a bit disheartening.

Why do I get the feeling that it's going to be next to impossible to get this map noticed within the Minecraft community when it's finally done?

Eh whatever, guess it'll be an Oddworld map, exclusively for Oddworld fans. They're the ones who'll get the most out of it anyway.
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  #578  
06-27-2012, 01:56 PM
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Wow that's awesome .

BTW I just stumbled upon your abandoned test tracks under the desert. That place left me in awe dude, amazing. Reminded me off Aperture Science.
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  #579  
06-27-2012, 02:06 PM
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Thanks - Yeah it was heavily inspired by Portal, I may get back to finishing that off at some point later, but my RF map is a little more important so I'm saving all my ideas for that now. Building that little test track helped a bit, though.
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  #580  
06-28-2012, 09:49 AM
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New barrels - There isn't a lot more I can do to make them resemble barrels further since changing stair textures doesn't work in a consistent way. What do you guys think?

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  #581  
06-28-2012, 12:39 PM
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I think it looks great given the restrictions of Minecraft.
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  #582  
06-29-2012, 01:12 AM
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At first I thought I agreed with Havoc, then I realised I disagreed. They look great in the context of Minecraft; they match both Minecraft and the original source very well. If Notch made big Minecraft meat-barrels, they'd probably look like that. In the world where sligs have square heads, those meat-barrels are equally excellent.
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  #583  
06-29-2012, 07:33 AM
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Heh, a simple "Yeah they look okay" would have sufficed, but thanks.
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  #584  
06-29-2012, 07:37 AM
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Yeah they look okay
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  #585  
07-02-2012, 06:25 AM
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Glukkons look funny. It's either this though or they'll go without arms which looks even more stupid - In fact it made me laugh for ages the first ever time I saw it.

The top of villager arms cannot be mirrored, so I cannot have them angled and invisible like the player skin that Phylum made. In fact this looks so stupid, what I may do is forgo the fact that Glukkons don't have "arms" and let the villager mobs keep their entire arms anyway.

Augh, stupid limitations. Wish it was easy to create new mobs without having to require people to download and install modifications.

EDIT: Screw it, this is the only way I can make Glukkons work unfortunately. At least they can be varied too, though.



EDIT 2: I've successfully re-skinned the villagers by re-creating the existing Glukkon skins used in the AO intro movie. Thanks again, Phylum and Mudokon Master!

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  #586  
07-02-2012, 10:30 AM
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The arms look a bit like lapels anyway. Do they ever uncross them?

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  #587  
07-02-2012, 10:38 AM
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Villagers never change pose - They walk and stand around and look. As Glukkons they look a bit silly when they walk but I've found a way to keep them still. I hope their behaviour isn't changed too drastically in the next patch.
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  #588  
07-05-2012, 04:06 PM
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Had a thought, and feel free to mock me if someone's already said it, but you could use sticky pistons to kill the pigs with some block on the end (instead of the circular saw cutting the meat) to suffocate them, and maybe use pressure plates or a redstone circuit to power it?
Hope that helps.
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  #589  
07-05-2012, 04:11 PM
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Waaaay waaaay ahead of you since it's only one of the few basic ways of killing mobs. It's even used in this popular movie I made eons ago (thanks to many of the people here - I'm still incredibly grateful for the help I received for this) :P

But thanks anyway.
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  #590  
07-07-2012, 03:21 PM
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Since half the work so far has been on planning, testing game mechanics, making the resources for the map, and while this also doesn't show any actual gameplay parts, I decided to make this video of the intro stages of my map public. I know some of you have already seen (an extended version of) this - Thanks for your feedback, I've acted on it. Hope the identity of the player is a little clearer now. :P

I probably won't be showing off much more of the map after this until it's done or near completion - Gotta save some surprises for later.



Comin' in Valve Time, folks! This is just the very beginning.
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  #591  
07-07-2012, 03:53 PM
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Oh my gosh, that looks so many times better than I even expected it to!
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  #592  
07-08-2012, 06:13 AM
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That's a good thing considering it's Minecraft and there isn't as much detail as I'd like just yet. :P There aren't many more textures to do so I'll soon be able to continue with creating a large bank of props to paste into the map.

The responses to the above video from my YouTube subs, as well as some of you lot earlier, have been really positive, which makes me happy. However I hope I'll be able to deliver a map that's fun to play and doesn't get too repetitive. I have a few good ideas and a lot planned to help vary up the map a bit and offer some more visual treats, but I wonder if it'll be enough.
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  #593  
07-09-2012, 09:54 AM
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Have you seen this, Dark?

http://www.minecraftforum.net/topic/...ne-jukebox-v3/
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  #594  
07-11-2012, 06:54 AM
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I have, but it's yet another mod for people to install even if it's compatible with mod loader - I also wonder what'll happen if I used this and people try and load the finished map without the mod installed. I guess the redstone dukebox blocks would simply not load, rather than the map breaking entirely, which would be okay. Gotta test it when I return home.
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  #595  
07-17-2012, 01:27 PM
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Thats some nice work there DH
After I saw your new vid with Rupture farms,an idea popped up in my head,and I thought why not to share it.Idk if anyone suggested this,since you made the texture pack,you could make 1 block transparent and the vines transparent,that way you might make climable ledges.You could add a sign next to it to warn players.
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  #596  
07-18-2012, 07:11 AM
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That redstone jukebox is great. I want it to be in the normal game.
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  #597  
07-18-2012, 10:29 AM
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:
Thats some nice work there DH
After I saw your new vid with Rupture farms,an idea popped up in my head,and I thought why not to share it.Idk if anyone suggested this,since you made the texture pack,you could make 1 block transparent and the vines transparent,that way you might make climable ledges.You could add a sign next to it to warn players.
That would mean that players wouldn't be able to walk under ledges unless only one column of invisible blocks were used - And then it wouldn't be obvious to players how and where to climb up. Ladders will simply have to do - Level designs will involve catwalks but everything will be a bit different from the 2D platformer anyway. Plus I have a use for vines. But thanks for the suggestion.

And yeah I wish redstone dukeboxes were part of normal Minecraft, as well as sound packs, without needing mods.
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  #598  
07-29-2012, 01:59 PM
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Just a heads up that production has resumed on this since yesterday after not being able to work on this for 3 weeks - Also I'm looking for stock photos of heavy industry 'cause I need references and inspiration for level design and background props. Pipes, scaffolding, pylons...

Particularly I'm interested in the interiors of oil refinerys, steel works and power plants. I have a few already from Google and Flikr that I've been collecting since I re-started the project in May, but I'm looking for more. If people know of any good photos or photo sources, or even videos, gimme a shout. Throw me some decent ones that end up helping me a lot and you may even end up being listed in the credits. :P
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  #599  
07-30-2012, 02:03 AM
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I am impressed. It looks a lot better than I expected it to, and I was expecting a fair bit already.
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  #600  
08-06-2012, 12:44 PM
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"Slog" test. Trying to re-skin the Minecraft Wolf to look like the Oddworld Slog is pretty much impossible - It serves as a compromise. I may have found a way to spawn aggressive wolves in the map but it may not work, so this may have been a waste of time.

Shame I want the map to work with ordinary Minecraft or else I'd use custom mobs. The shape is totally wrong and it looks hideous, but the colours and sounds are there. I may tweak it later 'cause I'm not happy with the muzzle.

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