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

Jango 12-28-2010 04:53 AM

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Its cool but I think "hard" is wrong, its more like "worst nightmare" :P The falling meat part is beyond my skill, hate UXB's.. but a UXB that must be disarmed before the meat grinder/falling meat gets you is evil :P you cant even run back to try again else the mine gets you :(

Lol yeah, I would call that particular screen INSANE in difficulty. But HARD is the average difficulty for the whole variation. There are many easier screens in my variation, which is why it averages out to a HARD. I put that screen in there as the 'ultimate' screen - there is nothing that difficult in Oddworld. Come to think of it though, as soon as Abe sees that bit, he would probably give up on trying to escape RuptureFarms. :)

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! ;)

Scraby 12-28-2010 05:10 AM

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

DWeedMan 12-28-2010 05:45 AM

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.

Jango 12-28-2010 07:50 AM

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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.

Well done. :)

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.

DWeedMan 12-28-2010 09:54 AM

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Well done. :)

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.

Hmm not sure, all the falling meat part really required was good timing, and once I got the first bomb deactivated I was basically set to pass the screen.

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!

Jango 12-28-2010 10:00 AM

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Hmm not sure, all the falling meat part really required was good timing, and once I got the first bomb deactivated I was basically set to pass the screen.

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!

Yeah, The Boardroom variation will be harder than the original. I've added lots of mines, sligs and UXB's. You will only really be able to complete it if you are quick at disarming UXB's. Otherwise, you wouldn't stand a chance; the time would run out before you reached the end! :)

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. ;)

DWeedMan 12-28-2010 05:08 PM

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.

Scraby 12-28-2010 05:14 PM

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

Littleleeroy 12-29-2010 07:59 AM

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Its impossible in exoddus, they are all called bytes.

Impossible is a very over exaggeration. Just compare 2 mudokons. Its byte 7 btw. and it took me longer to write this post then to discover that.


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...

RoryF 12-31-2010 10:48 AM

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

Paul 01-01-2011 10:52 PM

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Impossible is a very over exaggeration. Just compare 2 mudokons. Its byte 7 btw. and it took me longer to write this post then to discover that.


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...

I got stuck at the part with the rolling ball, seems impossible to get to it? I like the story stones :D

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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

I died at the 2nd scrab, when you respawn you spawn ON the first scrab and die instantly :(

Littleleeroy 01-03-2011 12:40 AM

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I got stuck at the part with the rolling ball, seems impossible to get to it? I like the story stones :D

Oops... forgot about that. U walk until u cant go any further, then you take a step back and jump (space) :)

Jango 01-08-2011 01:46 PM

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! :)

BlackVenom 01-08-2011 04:39 PM

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.

Scraby 01-08-2011 05:05 PM

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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.

yeah,its sometimes anoying when in the start you just have to run with no idea what will you run into next.... i made a bit of a fun with a level by placing slig spawners,but then it gets a bit boring,knowing that any screen you go you can expect atleast some sligs falling on your head,many of these levels are interesting you guys make ;) but it aint the point just to make abe go boom :D

EDIT:hey blackvenom,could you upload the lvl pls,would love to try it,especially afther seeing that vid ;)

SligValet 01-08-2011 06:16 PM

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

BlackVenom 01-08-2011 10:44 PM

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hey blackvenom,could you upload the lvl pls,would love to try it,especially afther seeing that vid ;)

noooooo! xP

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

SligValet 01-08-2011 11:20 PM

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noooooo! xP

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

Not to reign on your parade or anything, but if you want that to be "perfect" (Not saying you do), you made a few grammatical errors at the words "posession" and "delt"
They are meant to be "possession" and "dealt"!
Other than that, I envy your Photoshop skills :D

BlackVenom 01-09-2011 12:00 AM

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

Phylum 01-09-2011 12:38 AM

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".

SligValet 01-09-2011 12:55 AM

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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".

Makes sense to me, they're just different words. It's not that bad.
Still works the same way pretty much.

Phylum 01-09-2011 01:22 AM

It's grammatically incorrect to say "will be dealt".

BlackVenom 01-09-2011 01:40 AM

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

Paul 01-09-2011 03:56 AM

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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

Look for "BG Anim" objects, also I think there is an Anim id on the well object?

SligValet 01-09-2011 05:08 AM

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Look for "BG Anim" objects, also I think there is an Anim id on the well object?

The only objects that exist on F1.lvl, Path 1, first screen, are

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

Paul 01-09-2011 05:18 AM

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The only objects that exist on F1.lvl, Path 1, first screen, are

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

Silly question, did you also right click and use "Remove FG1", is that remaining stuff animated?

SligValet 01-09-2011 05:23 AM

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Silly question, did you also right click and use "Remove FG1", is that remaining stuff animated?

The remaining bits aren't animated, but the grass turfs overlay Abe.

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.

BlackVenom 01-09-2011 05:44 AM

That's another thing I've been meaning to ask. Would we be able to add our own FG1's (Foregrounds) at some point?

Jango 01-09-2011 05:47 AM

@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. :)

SligValet 01-09-2011 05:58 AM

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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. :)

Yeah, sorry. But I thought I might aswell while I was still here, will keep it in mind in the future though :p

BlackVenom 01-09-2011 06:02 AM

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@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. :)

Actually working on it right now, An idea popped into my head out of the blue while I was playing Strangers Wrath earlier and god this idea is a good one. It's basically an area of the factory that has been totally over run by creatures that inhabit oddworld. Destroyed level segments here and there, blood splattered all over the place and so on, yet there will be some areas that are still secured by sligs and mudokons.

[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

SligValet 01-09-2011 06:47 AM

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

Paul 01-09-2011 07:36 AM

Paramonia looks much better with out the FG1 junk in front of it :D Are you remaking all screens in your own style?

SligValet 01-09-2011 07:56 AM

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Paramonia looks much better with out the FG1 junk in front of it :D Are you remaking all screens in your own style?

Yeah been planning to. I'll remake as much as I can until I get bored and need a break :p

BlackVenom 01-09-2011 07:59 AM

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

SligValet 01-09-2011 08:11 AM

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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

Nice! I love your style.

NovaMan 01-09-2011 08:53 AM

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Yeah been planning to. I'll remake as much as I can until I get bored and need a break :p

Can you remake necrum mines as crystal cavern?

SligValet 01-09-2011 09:03 AM

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Can you remake necrum mines as crystal cavern?

I had a look in Abe's Exoddus with Paul's editor, but for some reason you can't right click to fiddle with the CAM's sadly :( And the CamTool can only edit CAM's from AO.

Paul 01-09-2011 09:29 AM

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I had a look in Abe's Exoddus with Paul's editor, but for some reason you can't right click to fiddle with the CAM's sadly :( And the CamTool can only edit CAM's from AO.

Bang on, compression algo hasn't and won't be reversed

NovaMan 01-09-2011 09:33 AM

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Bang on, compression algo hasn't and won't be reversed

Then no one forever is able to completely reverse it propely with the worlds best executable decompilers.



Quicksave and Quickload is what is left in Abe's Oddysee.
Without it, my oddworld levels is going to be impossible to beat.