Yet another screen (one of factory's entries):
|
HOLY HELL THAT IS FANTASTIC! But one question. Assuming that Abe must walk beyond that electric fence how does he "walk" through the part where the electric fence is. There is no floor. See what I mean? But that's jsut me getting fussy :p
Definately the best work I have seen so far |
It's assumed that he walks right on top of those porcelain insulators that are holding the arcing horn. Stepping on those would be a bad idea even with the voltage offline but who cares about safety rules on Oddworld :p. But I can make a pit there to jump over if you think it's a better idea.
|
That would make more sense.
|
Awesome screen ;D! Are you actually making some sort of level/demo out of these?
|
I have 7 complete screens incorporated into r1.lvl so far (I've not much time for this). There's a small puzzle with a goal to turn off the electric arc and enter the facility. I just don't know whether this is enaugh to be a demo.
And the whole thing is going to be an addon with a simplistic plot of infiltrating glukkon chemical facility (How about the facility's shutdown leading to an ecological catastrophe due to Abe traditionally shutting down ALL the power and complicated technological processes going fubar:D?). |
(Munchie meat is - freak!)Wow!If you finish this level, it will be super
|
:
|
Yes, that's it. That's like you have a reservoir with high-pressure process going on inside and suddenly loose all the controls over it due to massive electrical power failure. Messing around with continuous technological processes involving hazardous materials is no good.
|
Wow dude!
How are you creating these CAM images? I'd love to do something similar :) |
They're 3D renders (much like OWI's). Besides if you like you could participate in my modification if you can come up with some interesting puzzle designs (i.e. draw paths that I'll build in 3D) as I'm not good enaugh in puzzle and storyline stuff.
|
I would absolutely love to help (:
I'd like to help you come up with some puzzle designs ^.^ |
Meech! Don't forget the big red arrows ;)
|
Admiral Zaarin, I must say you work is absolutely superb, and i'd love to be able to sample your work sometime!
And JennyGenesis, I just played your Scrabania level, and it was thoroughly enjoyable, and I didn't seem to encounter any problems, the only part that confused me is when you have the shaman ring and you explode all the stuff in the screen, but the slig stays alive, took me a while to figure out to stay in the screen and posess him xD Very confusing in parts, but that's what makes a damn good Abe level! looking forward to your next. |
:
Edit: Should I make a 7-screen demo or wait untill more screens are complete? |
I'd love for you to post the demo soon,
i really wanna play it ^.^ |
:
|
:
Maybe i'm just too good at beating the system! ;) |
Well the idea is to wait on screen. You won't get killed by any explosions and the Slig wont shoot you. He will just do his little dance shouting HELP!
|
:
|
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
|
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. |
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 |
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. |
Your 7 levels are really good-looking ;) I was having fun playing those, keep it up :D
|
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?
|
:
|
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.
|
:
|
Okay, i wants more.
You've given me a taste, and dammit i wants more! xD |