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-   -   Level variations thread: Post + download new/edited levels here! (http://www.oddworldforums.net/showthread.php?t=19905)

JennyGenesis 04-18-2011 03:02 PM

I'm goona assume it's your copy then. Because when I tested it the Slig dies in the explosion. That was the idea of that screen. I thought it would be pointless to add a possesion orb on that screen

Admiral Zaarin 04-19-2011 08:22 AM

Here is the 7-screen demo of my map:
https://rapidshare.com/files/458193161/r1.rar

Do not forget to back up your r1.lvl before you replace it with this one.

Known issues:
- There is no "foreground" FG-1 layer because it's not editable yet. For instance it means that when you jump into the well Abe is not occluded with well's brim etc. Some ledges could be unobvious due to this.
- When you enter the door at R1P15C10 you can't go back. This is because it's just a demo and you are not meant to go to R2 through this door in the complete version of the level.

Also I still haven't got used to Abe's discrete manner of objects placement so some mines or hoists could look a little awkward.

Connell 04-19-2011 09:59 AM

All I can say is wow, Admiral Zaarin, your level is completely amazing! Such attention to detail in the background and foregrounds, and you have just the right skill for planting puzzles and dangers that is needed for a quality Abe game. Absolutely superb so far, but I would agree with you that due to the uneditable parts of the screen some ledges can be a bit confusing, but i'm sure that will all be sorted through time, none the less the level is amazing!

9/10

Admiral Zaarin 04-19-2011 10:06 AM

Thanks for the feedback!

I'm currently sorting out the "ledge" problem. Now it's clear that I have to place ledges, doors and other semi-interactable objects correctly during 3D modelling phase according to Abe's footstep metric.

Varrok 04-19-2011 10:44 AM

Your 7 levels are really good-looking ;) I was having fun playing those, keep it up :D

JennyGenesis 04-19-2011 12:32 PM

AMAZING! Though I can't see what the problem with the ledges are. They are easy to spot though an edge is needed on the metal floor on the first screen. Also what is up with that glitchy wall on R1P15C10. Anybody else know what I'm talking about?

Admiral Zaarin 04-19-2011 12:40 PM

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AMAZING! Though I can't see what the problem with the ledges are. They are easy to spot though an edge is needed on the metal floor on the first screen. Also what is up with that glitchy wall on R1P15C10. Anybody else know what I'm talking about?

Thanks for the notice. Do you mean the slig going through the wall while being possessed? It's a glitchy slig_right_bound (I forgot to fill in slig's ID).

JennyGenesis 04-19-2011 12:55 PM

It's more than that I'm afraid. I ran into the wall myself and the same glitch happened to me. The Slig shot me when I was "inside the wall" not sure how else to describe that. Run into the wall and look what happens to Abe.

Admiral Zaarin 04-19-2011 01:10 PM

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It's more than that I'm afraid. I ran into the wall myself and the same glitch happened to me. The Slig shot me when I was "inside the wall" not sure how else to describe that. Run into the wall and look what happens to Abe.

Now I understand what you're talking about. I've encountered such a problem with another screen. It seems this glitch happens when floor (type 0) and wall (type 1 and 2) collision items are placed in a sertain manner even when they are ortogonal. Placing items' ends further from each other helped that time so I'll try to deal with the problem (still I don't like such mumbo-jumbo methods with no apparent explanation).

MeechCrunchies 04-19-2011 01:43 PM

Okay, i wants more.
You've given me a taste, and dammit i wants more! xD

Connell 04-19-2011 05:21 PM

Also, whilst we're on the subject of glitches, in R1P15C15 if you walk off the end of the wooden walkway (the end closest to the well) Abe falls into the bottom floor of the first secret from the original game. But if you put a pit in there i'm sure that'd fix the problem though.

And also in R1P15C21, If you run into the wall furthest left, before the scrab comes, you pass through the wall, similar to the problem mention before really, and then you can keep walking into the next screen but again you fall into the bottom floor of the first secret from the original game.
http://i53.tinypic.com/zjcity.jpg

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Also what is up with that glitchy wall on R1P15C10. Anybody else know what I'm talking about?

Yeah, and if you hop into the wall next to the door in R1P15C10, you end up in Rupture Farms, and if you try to get back you kinda get frozen into the wall.
http://i52.tinypic.com/wsqubs.png

As soon as these problems are sorted you'll be onto a cracking map!

JennyGenesis 04-20-2011 06:51 AM

What I found fun was opening up the .lvl file in Paul's 0.6 and seeing how the level had been laid out.

RoryF 04-20-2011 07:05 AM

This is amazing! It feels like a totally new Abe game!
I love the necrum style start. The inside kinda reminds me of bonewerkz for some reason.
Can't wait to see more.

JennyGenesis 04-20-2011 07:06 AM

I hope it doesen't end up like Bonewerkz (in terms of level design not cam design) because in my opinion that was the worst level in AE.

RoryF 04-20-2011 07:13 AM

I meant with some worn out bricks on some parts.
I didn't get too far, I think I got past he first scrab and ten I kept messing up on the UXB so eventually I gave up. I hadn't played it in a long time though.

Admiral Zaarin 04-20-2011 07:15 AM

Thanks for notices on those glitches, I'll deal with them. In terms of level design you could suggest your layouts if you feel like doing so. Your suggestions would be appreciated.

JennyGenesis 04-20-2011 07:18 AM

Oh Zaarin don't trust me there. You know I would just end up placing an evil giant red arrow ;)

Admiral Zaarin 04-20-2011 07:25 AM

What AO or AE level's design do you think is the best? Currently I'm planning traditional Hub design.

Edit: it seems that I've sorted out the wall problem. Again it's that level design "descrecy" I've been talking about. Wall collision items are to be placed within sertain number of Abe's footsteps from the cam's edge. For example if you place a wall 2.5 steps away from cam's end Abe could "step over" the collision item. I've experimented on R1P15C21 wall and this approach solved the problem.

RoryF 04-20-2011 07:52 AM

I had that problem once. I wondered why it was happening.
Also, will there be any more demos to come?

Admiral Zaarin 04-20-2011 10:31 AM

When more screens are complete I'll release another demo. I think it would be when I complete Zulag1.

Now I'm doing the hardest job - thinking of some puzzles for Zulag1.

JennyGenesis 04-20-2011 11:07 AM

What I don't want happening is that a load of demo's get released so we end up playing the entire variation but in small chunks. I say no more demo's *runs away* as I'd rather have the brand new experience all in one shot.

gishygleb 04-20-2011 12:06 PM

Add more blood to scenes, please!

Admiral Zaarin 04-20-2011 12:08 PM

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What I don't want happening is that a load of demo's get released so we end up playing the entire variation but in small chunks. I say no more demo's *runs away* as I'd rather have the brand new experience all in one shot.

Yes, you are right. I'll better release the whole thing or at least a large episode. The episode thing may be a good idea since I could work more efficient that way and receive suggestions for the next episodes. But anyway the episode should be plot-wise consistent.

JennyGenesis 04-22-2011 07:18 AM

Hey guys I thought I would post an update on what's happening because I can't help but feel I've left you all in a mystery after complained about production problems with my Scrabania variation. As you know I was working on another Scrabania variation. This is on hold for now until I can figure out how to stop those damn Scrabs from respawning. So since this is on hold I am working on the Stockyards again. I personally find this to be my favourite level to edit. I've completed the first path [E1PATH.BND!6] so far.

alluz 04-22-2011 07:54 AM

Holy duck **** looks awesome. But could someone do or try to do a video about those levels so more pepole can see it and also should i play and have experience on it? I don't got the game on pc.... :(

JennyGenesis 04-22-2011 08:19 AM

If people want to make videos of my levels and upload them (probably to Youtube) then that's fine by me. However I won't be making videos of my levels simply because people will then know how to solve the puzzles and that takes away the fun.

MeechCrunchies 04-22-2011 09:53 AM

The only problem is that fraps doesn't record Abe's Oddysee at all.
It just won't pick up the program and record it. :/

JennyGenesis 04-22-2011 10:08 AM

Hypercam2 does the trick providing you tell it to record the correct part of the screen. Meech would you be willing to verify the difficulty for me again? On my Stockyards variation.

gishygleb 04-22-2011 10:20 AM

Stockyards? They can be HARD-INSANE. Why are you asking others?

JennyGenesis 04-22-2011 10:26 AM

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Really? It was easy. I find it hard to judge the difficulty. Problem is I have created the level so I know what to do and what is waiting on the next screen. I try and think to myself "What would happen if somebody else was playing this" and I try to judge the difficulty level from that perspective but even then it is difficult. Maybe in the future I could send somebody the file in private and wait for them to come back to me with a rating on how hard they found it.

.

gishygleb 04-22-2011 10:28 AM

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.

?

JennyGenesis 04-22-2011 11:05 AM

Did you not read the quote? All is explained there.

MeechCrunchies 04-22-2011 06:38 PM

He's an idiot. I wouldn't bother trying to explain things to him.

And yes Jenny, I'd love to test out your map. ♥

gishygleb 04-22-2011 10:37 PM

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He's an idiot. I wouldn't bother trying to explain things to him.

And yes Jenny, I'd love to test out your map. ♥

If you are meat, I'll say

- ERROR

Phylum 04-22-2011 10:52 PM

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He's an idiot. I wouldn't bother trying to explain things to him.

Actually, he's twelve and English is his second language.

gishygleb 04-22-2011 10:56 PM

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Actually, he's twelve and English is his second language.

TRUE

alluz 04-23-2011 02:38 AM

The video dosen't need to be walkthrough or speed run. Like a trailer or something like that.

JennyGenesis 04-23-2011 08:46 AM

A trailer? Just for a level? Sounds pointless in my opinion.

gishygleb 04-23-2011 09:38 AM

So boring! We need levels, not trailers.

JennyGenesis 04-23-2011 09:49 AM

Just the final path left to do on my Stockyards variation and then it's complete. I might skip the verification process and give this one an insane rating. Even I'm finding it hard when I'm testing it.