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  #31  
02-27-2011, 11:48 AM
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Sounds cool paul
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  #32  
02-27-2011, 02:11 PM
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Crossfading necrum mines to rupture farms is easy by using photoshop (Gradient Tool).
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  #33  
02-27-2011, 02:52 PM
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Crossfading necrum mines to rupture farms is easy by using photoshop (Gradient Tool).
I mean sort of port the rupture farms level to AE but with AE objects (so new type of stats boards etc)
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  #34  
02-28-2011, 03:32 AM
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The videos posted in the OP aren't even actual levels.. They're just horrible looking MS Paint copy/pastes... Eugh.
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  #35  
02-28-2011, 04:26 AM
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The videos posted in the OP aren't even actual levels.. They're just horrible looking MS Paint copy/pastes... Eugh.
If anyone actually mistaken all of that for a real level would truly be a fool...
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  #36  
02-28-2011, 08:59 AM
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Please don't kill me if I'm posting on the wrong thread here But now that its possible to change AE CAMs in the English none steam version is anyone planning on making a rupture farms AE level?

I was thinking a bigger rupture farms using the mines level would be a good one possibly with timed levels with gas towards the end (since you can set the clock time and possibly start/stop it at will).
I think that would be a truly brilliant idea. I would love to see a longer, more complicated RuptureFarms level with Exoddus objects!

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  #37  
03-01-2011, 09:14 AM
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I think that would be a truly brilliant idea. I would love to see a longer, more complicated RuptureFarms level with Exoddus objects!
OMG, imagine Rupture Farms with Mine cars, Greeters and flying sligs... Slurgs, fleeches andlaughing gas... Torched, angry, wired, depressed, mudokons. OMG
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  #38  
03-01-2011, 09:35 AM
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Awesome Sliglover.
The other bit in my mind was having and using elum in both necrum mines and feeco depot.
Running with elum and jumping over long holes in edited cam files.


Regarding using mine car against deadly holes:
I have never tested this:
can you die inside the mine car when falling to death hole?
you drop the mine car from the ceil, the mine car will fall to the death hole
what will happen? will you fall forever or the game crash or you die?

Last edited by NovaMan; 03-01-2011 at 09:45 AM..
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  #39  
03-01-2011, 10:13 AM
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Originally posted by NovaMan
can you die inside the mine car when falling to death hole?
Hmm? Cool question!
Im gonna test that later.
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  #40  
03-01-2011, 10:36 AM
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Hmm? Cool question!
Im gonna test that later.
This room:
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  #41  
03-01-2011, 11:07 AM
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Awesome Sliglover.
The other bit in my mind was having and using elum in both necrum mines and feeco depot.
Running with elum and jumping over long holes in edited cam files.


Regarding using mine car against deadly holes:
I have never tested this:
can you die inside the mine car when falling to death hole?
you drop the mine car from the ceil, the mine car will fall to the death hole
what will happen? will you fall forever or the game crash or you die?
You don't fall into death drops, you just die and it plays the animation as soon as you touch them. Also forget about Elum, hes not in AE.
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  #42  
03-01-2011, 11:37 AM
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Tested it, the mine car ignores the death drop object. The mine car will fall down forever.
The game was not coded for having death to the mine car. The mine car is immortal as i know.
The mine car object is not deleted after the death drop object.

Last edited by NovaMan; 03-01-2011 at 11:52 AM..
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  #43  
03-06-2011, 01:31 AM
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You know in FeeCo Depot, they have an unusable door to Rupturefarms.. Can this be made usable? and a whole new level be created based on RuptureFarms? (Can you only edit screens/levels? Or can you create new ones?) If possible, there's also the Vykers Labs door which could be opened up if someone like BlackVenom was to create the backgrounds for the screens

Last edited by AvengingGibbons; 03-06-2011 at 01:44 AM..
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  #44  
03-06-2011, 04:27 AM
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You know in FeeCo Depot, they have an unusable door to Rupturefarms.. Can this be made usable? and a whole new level be created based on RuptureFarms? (Can you only edit screens/levels? Or can you create new ones?) If possible, there's also the Vykers Labs door which could be opened up if someone like BlackVenom was to create the backgrounds for the screens
Yes but the new rupture farms level would have to replace an existing level if that makes sense.
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  #45  
03-06-2011, 04:30 AM
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You know in FeeCo Depot, they have an unusable door to Rupturefarms.. Can this be made usable? and a whole new level be created based on RuptureFarms? (Can you only edit screens/levels? Or can you create new ones?) If possible, there's also the Vykers Labs door which could be opened up if someone like BlackVenom was to create the backgrounds for the screens
That's an amazing idea!
Slig Spawners left and right, glukkons having an auction in the backround, slog spawners in slog huts, a quarintine zone with rabid slog signs, flying slig protectors outside of the labs, on the blimp that would be awesome!
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  #46  
03-06-2011, 04:51 AM
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Yes but the new rupture farms level would have to replace an existing level if that makes sense.
Paul u should do some more work on ur editors to enable the creation of additional levels If you could do that it would be so good!
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  #47  
03-06-2011, 05:10 AM
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Happy Excellent idea!

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You know in FeeCo Depot, they have an unusable door to Rupturefarms.. Can this be made usable? and a whole new level be created based on RuptureFarms? (Can you only edit screens/levels? Or can you create new ones?) If possible, there's also the Vykers Labs door which could be opened up if someone like BlackVenom was to create the backgrounds for the screens
I think that idea is absolutely brilliant! But you would have to make it through changing another level (e.g: Slig Barracks) instead of adding a whole new level, as Paul said.

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Paul u should do some more work on ur editors to enable the creation of additional levels If you could do that it would be so good!
Well, for that to work, Paul would have to make adding collision items possible, which I believe is not possible I'm afraid.

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  #48  
03-06-2011, 05:55 AM
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Unless the new level was copied from another level maybe?
That would mean that you'd be able to use the ones that are there and be creating a new level...

Of course that would be great if there was a way of linking new level to the actual game levels. Which would make it able to create a possible new (sorta) game?
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  #49  
03-06-2011, 09:30 AM
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How to get game credits + the end, after necrum mines?
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  #50  
03-06-2011, 09:47 AM
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How to get game credits + the end, after necrum mines?
Use a path transition object to move to the credits level.
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  #51  
03-06-2011, 09:55 AM
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Thanks Paul.
My game will be shorter than the original game if i give up too early.
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  #52  
03-06-2011, 10:03 AM
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Someone could make a "what if Oddworld" game, where Rupture Farms is working, and Molluck is alive(!) and inside the plant.
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  #53  
03-06-2011, 12:04 PM
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If you want do new level it has to replace some level simple? Damn would be cool to add more levels but you can only replace it
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  #54  
03-06-2011, 12:18 PM
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My idea was oddworld in egypt. Outside necrum mines!
Not necrum vaults before scrabs and paramites with slogs.
But real desert with half-life headcrabs, including green tentacles + human grunts with combines including zombies with striders and hunters.


Nothing should be impossible if reverse engineering is possible in reality!

Last edited by NovaMan; 03-06-2011 at 12:24 PM..
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  #55  
03-06-2011, 12:51 PM
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Nothing should be impossible if reverse engineering is possible in reality!
You do it then.
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  #56  
03-06-2011, 01:07 PM
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My idea was oddworld in egypt. Outside necrum mines!
Not necrum vaults before scrabs and paramites with slogs.
But real desert with half-life headcrabs, including green tentacles + human grunts with combines including zombies with striders and hunters.


Nothing should be impossible if reverse engineering is possible in reality!
Ok reverse engineering means to take software and figure out how it works. So reverse engineering will never let you add anything new. That would just be plain old engineering
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  #57  
04-11-2011, 11:33 AM
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That will be interesting.
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