:
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". |
:
Still works the same way pretty much. |
It's grammatically incorrect to say "will be dealt".
|
As I said in my previous post. I was tired, I didn't bother checking for spelling or grammar issues, and went to sleep... xD
[EDIT] Anyway, The main reason why I havn't made anymore progress with these maps is because I'm lacking a good story/plot to base these maps upon and other future maps I intend to make. I'm basically going to remake my own oddworld game or at least try to! :D |
:
|
:
Shadow Invisible Zone Elum Wall Express Well (Managed to remove the well's animation by changing "Resource Num" to 0, but theres still two bits left) Continue Point Music Enemy Stopper Dove Continue Zone I have absolutely no idea what causes the remaining two bits to be kept on the background. And entities shouldn't be hidden right? http://img225.imageshack.us/img225/329/parabglitch.png |
:
|
:
I have heard alot about FG1's in the .lvl files thread but haven't really found an explanation as of what they are. EDIT: Removing FG1 worked. Never thought it could be so simple. |
That's another thing I've been meaning to ask. Would we be able to add our own FG1's (Foregrounds) at some point?
|
@BlackVenom, you may as well make your level/game as long and as interesting as possible before uploading it here so that it is worth you uploading it and us playing it.
I really can't wait for it though! It looks like such a good level. :) Also, try to post questions in other threads ('.lvl files' and Chubfish's 'Request for Help' thread); this thread is just for uploading levels and giving feedback for levels. Thank you. :) |
:
|
:
[EDIT] Oh, By the way. It will be replacing the stockyard scene so it'll have that scary chase music when something is happening! xD |
Started on RuptureFarms I, first screen still WIP (Need to find a good barrel model to use for the background), first secret area finished (both screens).
http://img155.imageshack.us/img155/6038/oddnewbg1.png http://img535.imageshack.us/img535/3359/oddnewbg2.png http://img510.imageshack.us/img510/7908/oddnewbg3.png Basically I'm just remaking screens in my own design, while still keeping their original objects in their places. NOTE: All misplaced FG1's and floor collision lines have been dealt with since these screenshots were taken. And a bonus of the fixed up first screen of Paramonia, now with 100% less ugly FG1 bits http://img211.imageshack.us/img211/4707/oddnewbg4.png |
Paramonia looks much better with out the FG1 junk in front of it :D Are you remaking all screens in your own style?
|
:
|
I just thought I'd upload a sneak peak picture of my new area for my mapset before I head off to bed.
here we are! still needs some work though... :P http://i686.photobucket.com/albums/v...g?t=1294588735 |
:
|
:
|
:
|
:
|
:
Quicksave and Quickload is what is left in Abe's Oddysee. Without it, my oddworld levels is going to be impossible to beat. |