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  #1  
02-27-2011, 06:05 PM
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Idea Plotting for an Exoddus mod

I'm going to make a whole new oddworld game with the level editor that Paul has made for Oddworld: Abe's Exoddus. Problem is, I lack creativity and originality when it comes to stories or plots of any kind. I can't even think up a damn name for the mod! xD

Anyway, I will be working on this when someone could help me out with a good solid story that doesn't conflict with the current oddworld stories. Reason why I want some sort of story is so I can follow it to where it goes, like a guide for my designs, rather than just making it up along the way like my previous maps.

Anyway, if you think you could help then I'm more than happy to accept you assistance.


My previous work with Paul's level editor:
(these maps won't be included in the mod)



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  #2  
02-27-2011, 11:49 PM
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Make Sligstorm.

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  #3  
02-27-2011, 11:52 PM
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How would you tell the story if all you're using is Paul's Level Editor? To make a new storyline, you'd need to add new features and cutscenes and stuff right?
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  #4  
02-28-2011, 12:06 AM
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Make Sligstorm.
It's not really possible to tell you the truth. how would a slig make it to the next path? I can't because sligs can't use doors. Also, it would get very repedative, VERY quickly... :s

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How would you tell the story if all you're using is Paul's Level Editor? To make a new storyline, you'd need to add new features and cutscenes and stuff right?
New features aren't necessary and cutscenes would be very difficult to implement, even though it's not actually necessary to have them anyway.
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  #5  
02-28-2011, 01:33 AM
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how did you make the backgrounds? Photoshop? Did you paint them yourself or use imagery you found on the web?
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  #6  
02-28-2011, 01:42 AM
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I used photoshop and I made them myself, no images or anything. It's pretty simple once you know how to do these sort of things. But I can only seem to do mechanical based objects. I try things like dirt, grass and foliage but it just doesn't have the same realistic look my industrial style has.
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  #7  
02-28-2011, 04:59 AM
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I don't really think you need a story to go along with this. If you can find a way to make the game play cutscenes, then I'd agree with the need for a storyline, but without any kind of way to show the story progressing, I do not much think it is neccesary, or even a good idea to have it alongside it.

However, if you think you can tell the story properly, or even a little bit, through gameplay, I think you should ask around in FC. A lot of people there would be able to help you.
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  #8  
02-28-2011, 05:14 AM
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I don't really think you need a story to go along with this. If you can find a way to make the game play cutscenes, then I'd agree with the need for a storyline, but without any kind of way to show the story progressing, I do not much think it is neccesary, or even a good idea to have it alongside it.

However, if you think you can tell the story properly, or even a little bit, through gameplay, I think you should ask around in FC. A lot of people there would be able to help you.
well, I'm mostly using the story as a guide like I said. I wouldn't want to make up the direction of the game along the way. Making a game or map without something to follow along with would be like walking into a minefield blindfolded. I could come across an issue sooner or later, which might cause me to remake an entire segment just because of a slight problem just because I didn't have something to base my maps on. (trust me, I've done this so many times that I'd rather take too many pre-cautions than not enough of them)

And about the FC, I'll make a post there for a story or plot request and such. I'll pick out the ones that seem good and see if I can blend them together to make a solid plot or story for the game to be based upon.
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  #9  
02-28-2011, 07:50 AM
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That's absolutely amazing... I didn't realise how far people had gotten with the level editor. Wow.
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  #10  
02-28-2011, 02:37 PM
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That's absolutely amazing... I didn't realise how far people had gotten with the level editor. Wow.
heh, thanks
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  #11  
02-28-2011, 06:28 PM
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Everyone's favourite Mudokon goes on the rampage in: POWERABE
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  #12  
03-08-2011, 05:58 AM
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awesum levels did it took pretty long time to do them?
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  #13  
03-08-2011, 07:03 AM
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awesum levels did it took pretty long time to do them?
around 2 days for each set. so not very long really.
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  #14  
03-08-2011, 09:53 AM
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You started anything new yet ?
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  #15  
03-09-2011, 05:23 AM
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I'm shocked that it took you only 2 days to make those, if it were me, I'd be bored in less than an hour, haha.

EDIT: That meaning it'd take me at least a few weeks to make anything like that, if even that, LOL.
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  #16  
03-09-2011, 05:31 AM
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2 Days? Well damn you aint lazy like me would took months. And there is no new levels yet in your tube account its not necessary to hurry up but would like to know littel how are your other levels going if you have done something
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  #17  
03-09-2011, 11:17 AM
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Well not that I have a stereo typed mind about game level design, but woulnd't be awesome to have an ice-environment or a factory into this place for the fan-game?



Maybe the Glukkons are trying to get the DNA of frozen spezies for new profit. The backgrounds could show this species in the frozen ice and 'cause youre making an Exoddus-Mod, we would have the right Mudokon sprites from Necrum Mines, which are trying to fetch the species out of the ice.

Last edited by Never Sleeper; 03-09-2011 at 10:45 PM..
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  #18  
03-10-2011, 12:21 AM
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Some mystic dude/s tell/s Abe to save his pals and blow someplace up.
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  #19  
03-10-2011, 04:12 AM
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Well not that I have a stereo typed mind about game level design, but woulnd't be awesome to have an ice-environment or a factory into this place for the fan-game?

Maybe the Glukkons are trying to get the DNA of frozen spezies for new profit. The backgrounds could show this species in the frozen ice and 'cause youre making an Exoddus-Mod, we would have the right Mudokon sprites from Necrum Mines, which are trying to fetch the species out of the ice.
Expand on that, and Abe has to stop the Glukkons because the relics(or some other mystical object) that Big Face rely on for his power are inside the frozen area which the Glukkons start to mine for the DNA etc.

Also, you could tell the story using images in the backgrounds(propaganda posters "Uncle Aslik wants you to come to the Ice Mines" etc.).

Just a few thoughts
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  #20  
03-12-2011, 07:19 PM
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You started anything new yet ?
So far, not yet. I havn't got a solid story yet and it's pretty hard to understand exactly what does what in the editor since it's all named byte's instead of the actual properties name.
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  #21  
03-13-2011, 03:18 AM
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Why are they only labeled as bytes?
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  #22  
03-13-2011, 04:03 AM
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because the properties haven't been given names yet. Paul has done this for the Odyssee editor but the one for Exoddus maps are still named bytes, which causes a lot of confusion and it can be very time consuming, doing loads of trail and error tests to get things right.
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  #23  
03-13-2011, 04:16 AM
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Oh man I admire your dedication to figureing them all out. I think a list of what all the bytes do for each different object would be high appreciated
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  #24  
03-14-2011, 11:04 AM
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LIJI documented a lot of AE objects in his editor, you can port the ini setting into the xml that my editor uses (or attempt to figure em out on your own)
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  #25  
03-14-2011, 11:15 AM
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Well not that I have a stereo typed mind about game level design, but woulnd't be awesome to have an ice-environment or a factory into this place for the fan-game?



Maybe the Glukkons are trying to get the DNA of frozen spezies for new profit. The backgrounds could show this species in the frozen ice and 'cause youre making an Exoddus-Mod, we would have the right Mudokon sprites from Necrum Mines, which are trying to fetch the species out of the ice.
A beautiful natural environment near the polar caps or up mountains would be fun, but you couldn't work it in to Abe's story in Oddysee. This seems more like an ice-box environment for Rupture Farms, a great refrigerated expanse for the storage of carcasses and lazy workers.
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  #26  
03-15-2011, 06:02 AM
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You never actually see the production rooms for the treats themselves. I want to see nozzles squirting liquidised Scrab meat into Scrab Cakes.

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  #27  
03-18-2011, 06:04 AM
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I just figured out that even if your version of Exoddus doesn't work with the hook dll, you can still technically edit Exoddus levels by exporting the cam images and importing them into Oddysee.
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  #28  
04-09-2011, 10:28 AM
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Collision items - big problem
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  #29  
04-10-2011, 01:15 PM
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Collision items - big problem
Wrong, you can get almost double collision items by tidying up what's already there or stealing flying slig/bomb paths
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  #30  
04-11-2011, 12:17 AM
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But flying bombs, bats and bees are not in all zones
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