My variation!
Here it is: the variation I was talking about!
It begins in Abe's Oddysee, RuptureFarms I (the start of the game) and it ends on the seventh screen on Stockyard Escape. The seventh screen on Stockyard Escape is impossible in my variation, so once you reach it, you have won! DIFFICULTY: HARD. This variation is very unforgiving indeed. I am almost certain that you will die before you reach the first checkpoint. ;) Also, the secret areas are inaccessible (as soon as you go onto them, you get blown up!). It is possible to save all of the Mudokons that you see in my variation. It took me about 4-5 hours in total to make this variation. :) I used Paul's v0.2 editor (thanks Paul :D). And finally, download the .lvl files from here (you need both 'r1.lvl' and 'e1.lvl'): http://filesmelt.com/dl/r11.lvl http://filesmelt.com/dl/e1.lvl Make sure that you rename the 'r11.lvl' file to 'r1.lvl'! Enjoy, and please leave feedback! |
:
|
:
|
nice lvl jango,dang that falling meat :/
|
:
What do you think of the rest of my variation? EDIT: I forgot to mention, it is possible to save all of the Mudokons that you see in my variation. |
BTW can you mod the demos for AO / AE?
|
:
|
:
|
:
|
you really made my day with that falling meat lever...... i felt my bones crunch :D
|
:
Oh, and another thing, if you hate UXB's then you are not going to easily complete Stockyard Escape. It's almost full of 'em! Hehehehehe! ;) |
i added some secret areas to your variation if you dant have anything against it...
its now insane secret areas,the ones you lose hairs on,i done half of the first path so there are a lot of paths to make the secret areas explosivly dangerous! bwahahahahaha |
woohoo I beat Jango's level! I found that the falling meat part is a lot easier than it looks :p
But I really can't do Chubfish's at all :( EDIT: Actually just finished Chubfish's level, was actually kinda easy. |
:
What did you do for the falling meat part that made it easy? And how difficult did you find the Stockyard Escape? Did you reach the impossible screen? (Not the one that you're meant to use Shrykull on, I mean the one that is full of landmines). I'm nearly finished with a variation of The Boardroom that I've been working on. It'll be up for download soon. |
:
About Stockyard escape, I did reach the impossible screen, and i found it pretty hard but because of my awesomeness when it comes to timing and defusing bombs i did the stockyard part while just dying twice :) also can't wait for boardroom! |
:
EDIT: Ok, here it is! The Boardroom variation. This variation took me about an hour to make. I used Paul's v0.2 editor. The edited level is (of course): The Boardroom. To get to it quickly, just use the cheat that I mentioned at the end of the first post of this thread. DIFFICULTY: HARD/INSANE. This variation of The Boardroom is not particularly difficult as a level. But the fact that you have to do it in just two minutes, in my opinion, makes elements of it insanely difficult. I managed to complete it with ten seconds to spare (using the Shrykull power, saving the Mudokon), but I did it almost as fast as you can possibly do it, and I know the level. If you do it without saving the Mudokon, then I wouldn't call it HARD/INSANE, it would just be HARD. :) The Sligs are a bit glitchy because I had to add them in. If the Sligs freeze when you try to possess them, then just keep chanting and you will posses them eventually. Get the 'r6.lvl' file from here: http://filesmelt.com/dl/r6.lvl Enjoy! And good luck. I think you'll be needing it. Hehehehehe. ;) |
I really liked that level, wasn't too hard without saving the mudokon, but damn you have to be fast to do it whilst saving the mudokon.
|
i made a joke path at r1 the wery beggining,be carefull if you want to live,i named it RUN ABE,RUN! http://jumbofiles.com/xfbkkhctw5oe/R1.LVL.htm
|
:
EDIT: Heres my first go at altering R1. I also altered the cam files (twice... thats why they have higher contrast). I used paul's level editor 0.2, 0.3 and 0.4. It's taken me an acculmulated 4.5 hours. Start at the start of R1, then finish when you leave the first path. Sorry about the FG1 stuff. I didnt realise 'till i had edited the levels DIFFICULTY: MEDIUM The goal is to get to path 16 (the normal door) but rescuing all 99 mudokons within the 2 minute death clock. Read the hand stone too :P . I completed it with 30 seconds to spare easily, but that is because I know the order in which to do things ;) . http://filesmelt.com/dl/r12.lvl (remove the 2 from r12.lvl) I have more to come... P.S. Hint: Hidden areas may not always be down... |
Stockyards
I made a level.
GAME: Abe's Oddysee AREA: Stockyards (Escape) DIFFICULTY: MEDIUM EDITOR: Paul's NOTES: Be careful at the start, as soon as you move a scrab will jump down and pwn you if you're not fast enough! Use the first slig you see to kill the slig on the next screen WHO IS AWAKE, leave the other guy until you can possess him... DOWNLOAD: http://www.megaupload.com/?d=2IYFSPWP |
:
:
|
:
|
Littleleeroy, your variation is very good indeed. I like it how you played around with the .cams and collision items, it made it really interesting!
Oddman360, your variation is good too. It was interesting how you added scrabs and sligs into difficult places. Keep on making more variations and posting them here! :) |
Hmm, I see a problem here. It appears that people are wanting to make the worlds hardest map... And that's happening alot. Difficulty isn't always the most entertaining choice. Make some interesting puzzles or some other unique stuff. I'm not exactly sure what but It's more fun to actually be able to beat something then have some difficulty later on, get a roll happening.
Difficulty should work like a car. You can't start off instantly driving at 100 km/h, you gotta accelerate. start off mildly difficult and work your way up. build up tension, panic and other elements that would test the player. |
:
EDIT:hey blackvenom,could you upload the lvl pls,would love to try it,especially afther seeing that vid ;) |
Remaking shit with the Source Engine, compare it to the original screen if you want to pick out details I might've missed :p
But keep in mind there are alot more details to come to the background as it's still a WIP. http://img525.imageshack.us/img525/3...comparison.png The only problem I have is the animated stuff from the original exit well, which isn't even there in Paul's 0.5 editor so I can't really move it... Any help on that would be nice. To-do List ~ Better lighting ~ Fog (isn't showing for some reason) ~ More detail ~ MOAR BACKGROUNDS :D |
:
Some other time, for now I want to do more with it before uploading anything besides screenies, sneakpeaks and videos! xD I need to think up a story or plot for this though before I progress with more maps. I want something to follow and not continuously make it up all the way through like I have so far, Although I'm hopeless when it comes to making a great story... xD Anyway, I'm always making changes too! see! http://i686.photobucket.com/albums/v...g?t=1294555870 |
:
They are meant to be "possession" and "dealt"! Other than that, I envy your Photoshop skills :D |
Thanks, I made it late at night and couldn't be bothered checking for spelling or grammar issues so I just made that and then went to sleep... xD
|
The sign doesn't make sense anyway.
You've combined "Any Mudokons caught with a grenade in their possession will face extreme consequences" with "Any Mudokons caught with a grenade in their possessions will be dealt with severely". |