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

Jango 05-21-2011 02:37 PM

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After many frustrations I decided to just release the current work I was doing on Rupture Farms 1 (Mudokon Enrichment Center 2).

Basically I stopped when I found that adding new cams to previously empty screens on R1 was unreliable at best. I know I didn't do anything wrong from my end because I managed to get the new screen to work when starting afresh (with the necessary preloader and continue zones objects, etc).

The next level I work on will probably be in Rupturefarms 2.

Level: Rupture Farms I (Mudokon Enrichment Center 2).
Difficulty: Normal.
Download: http://www.megaupload.com/?d=E947LKIR

Awesome! :)

Just updated the other thread.

kapteeni13 05-22-2011 05:05 AM

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How are you managing to edit RuptureFarms I that easily!? Mine always crashes. Also, you should make a whole paper level...

Hehe, ;)
"Mine" Disabled resources is 6 in RuptureFarms :fuzsmile: so it works :D

I'm planning to make 'only paper' level :fuzgrin:

RoryF 05-22-2011 05:36 AM

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Hehe, ;)
"Mine" Disabled resources is 6 in RuptureFarms :fuzsmile: so it works :D

I'm planning to make 'only paper' level :fuzgrin:

Awesome. By "Mine", I meant my R1.lvl crashes all the time.
Also, why is there a bunch of trap doors on the floor? if you want extra collision items, I just drag them over multiple screens and end up with a bunch handy. Like the fish tank thing btw :D.

Tadimo 05-22-2011 07:41 AM

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Awesome! :)

Just updated the other thread.

Thanks, however Mudokon Enrichment Center 1 and 2 are completely different and separate from eachother so they should have separate listings on your thread.

Jango 05-22-2011 11:59 AM

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Thanks, however Mudokon Enrichment Center 1 and 2 are completely different and separate from eachother so they should have separate listings on your thread.

OK, fair enough!

I'll change it back. :)

JennyGenesis 05-22-2011 02:14 PM

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After many frustrations I decided to just release the current work I was doing on Rupture Farms 1 (Mudokon Enrichment Center 2).

Basically I stopped when I found that adding new cams to previously empty screens on R1 was unreliable at best. I know I didn't do anything wrong from my end because I managed to get the new screen to work when starting afresh (with the necessary preloader and continue zones objects, etc).

The next level I work on will probably be in Rupturefarms 2.

Level: Rupture Farms I (Mudokon Enrichment Center 2).
Difficulty: Normal.
Download: http://www.megaupload.com/?d=E947LKIR

Gave up on the 3rd screen. I really didn't like this variation. The difficulty was way too hard and you have really underated it.

RoryF 05-22-2011 02:22 PM

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Gave up on the 3rd screen. I really didn't like this variation. The difficulty was way too hard and you have really underated it.

Even harder than your variation?
I'm staying away... :p

skychase2rebirth 05-22-2011 03:19 PM

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After many frustrations I decided to just release the current work I was doing on Rupture Farms 1 (Mudokon Enrichment Center 2).

Basically I stopped when I found that adding new cams to previously empty screens on R1 was unreliable at best. I know I didn't do anything wrong from my end because I managed to get the new screen to work when starting afresh (with the necessary preloader and continue zones objects, etc).

The next level I work on will probably be in Rupturefarms 2.

Level: Rupture Farms I (Mudokon Enrichment Center 2).
Difficulty: Normal.
Download: http://www.megaupload.com/?d=E947LKIR

Too short, but awesome. Waiting for MEC3.

Tadimo 05-22-2011 09:11 PM

Thanks skychase2rebirth, the next one should be a lot longer. MEC2 was going to be much longer but I gave up on editing R1 when adding new cams to empty screens would crash the game on this level.

JennyGenesis thanks for the feedback, I'll tweak the difficulty a bit in the next variation.

EDIT: Also if you want to get a sneak peek at what MEC3 will include then open MEC2 in the editor, there are unfinished screens on the leftmost side.

RoryF 05-22-2011 11:08 PM

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Thanks skychase2rebirth, the next one should be a lot longer. MEC2 was going to be much longer but I gave up on editing R1 when adding new cams to empty screens would crash the game on this level.

JennyGenesis thanks for the feedback, I'll tweak the difficulty a bit in the next variation.

EDIT: Also if you want to get a sneak peek at what MEC3 will include then open MEC2 in the editor, there are unfinished screens on the leftmost side.

If you need to add new cams, use the stockyards level. I know it's been used a lot, but it's one that almost never crashes. It also has a lot of collision paths that you can convert to use in your level. :D

Tadimo 05-22-2011 11:44 PM

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If you need to add new cams, use the stockyards level. I know it's been used a lot, but it's one that almost never crashes. It also has a lot of collision paths that you can convert to use in your level. :D

I would use stockyards, however some of the screens have the giant shadow objects that can't be selected in order to remove them :(

JennyGenesis 05-22-2011 11:59 PM

You don't even have to use those screens if you don't want to. Just simply put your cams in the empty spaces. I'm not sure how to do it but people have managed to fill in the empty spaces with cams.

Tadimo 05-23-2011 03:46 AM

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You don't even have to use those screens if you don't want to. Just simply put your cams in the empty spaces. I'm not sure how to do it but people have managed to fill in the empty spaces with cams.

True but I prefer to be able to reuse existing screens and add in new screens without restrictions.

BTW has anyone had any difficulty in editing or adding new cams to empty screens on the Rupturefarms 2 level?

RoryF 05-23-2011 08:26 AM

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You don't even have to use those screens if you don't want to. Just simply put your cams in the empty spaces. I'm not sure how to do it but people have managed to fill in the empty spaces with cams.

Ummm. Try right clicking in the white space and press add new cam. Select the Cam picture, it'll generate a non-used Cam ID and bingo! :D

Tadimo 05-23-2011 09:15 AM

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Ummm. Try right clicking in the white space and press add new cam. Select the Cam picture, it'll generate a non-used Cam ID and bingo! :D

Thanks, however I've successfuly added cams to empty screens before and had them working without crashes when leaving the screen.

The problem I had was that for some reason the game started crashing when leaving the screen for no particular reason on the new screens created in R1.

Please download my MEC 2 variation and check out the topleft-most screen in the editor as an example. You can manipulate the collision lines on the screen next to it to gain access to this new screen ingame, but when you leave it the game crashes.

Even when I removed objects from the new screens the game crashed when you left the screen.

I'm hoping that this is happening just because R1 is a bit buggy to edit.

EDIT: Yep I know your text was directed at Jenni however I thought I'd mention this.

JennyGenesis 05-23-2011 10:44 AM

Try using a path transition.

Tadimo 05-23-2011 08:19 PM

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Try using a path transition.

Do you mean using a path transition between two screens on the same path?

JennyGenesis 05-23-2011 11:45 PM

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Do you mean using a path transition between two screens on the same path?

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but when you leave it the game crashes.

Even when I removed objects from the new screens the game crashed when you left the screen.

Path transitions can be used anywhere. When I test levels (obviously I can't use a save) I place a path transition on the very first screen of the level and program it to take me to the screen I want to test.

Tadimo 05-24-2011 12:18 AM

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Path transitions can be used anywhere. When I test levels (obviously I can't use a save) I place a path transition on the very first screen of the level and program it to take me to the screen I want to test.

I just tried using path transitions on the same level however the game kept crashing for me on R1, even when using the transitions between the original screens. I also made sure to position the path transitions just like the ones from the original game and set the correct level/path/cam but they still don't work.

JennyGenesis 05-24-2011 12:21 AM

Hmmmm, Then I'm not sure what else to suggest sorry :( You know how buggy R1 is.

Tadimo 05-24-2011 12:26 AM

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Hmmmm, Then I'm not sure what else to suggest sorry :( You know how buggy R1 is.

I suppose if R1 is that buggy then it will be a treat to edit the other levels ;)

JennyGenesis 05-24-2011 12:28 AM

As me and Oddman always say

Stockyards ;)

Tadimo 05-24-2011 12:43 AM

Screw it I just checked and stockyards has only a couple of screens with unselectable shadow objects it seems, though without the shadow abe and the other mudokons seem to be a bit darker on this level.

Perhaps I'll edit this level next. Stay tuned for more!

RoryF 05-24-2011 06:35 AM

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Screw it I just checked and stockyards has only a couple of screens with unselectable shadow objects it seems, though without the shadow abe and the other mudokons seem to be a bit darker on this level.

Perhaps I'll edit this level next. Stay tuned for more!

The shadows are cool, still don't know why they're unselectable though. Might have to ask Paul. ;)

JennyGenesis 05-24-2011 12:28 PM

I believe that you can just set all of the shadow color changing properties to 0 so that it doesn't change the color of anything.

RoryF 05-24-2011 12:29 PM

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I believe that you can just set all of the shadow color changing properties to 0 so that it doesn't change the color of anything.

I made one red, it was quite funny. Abe transformed into devil Abe! :p

JennyGenesis 05-24-2011 12:41 PM

More like angry Abe :P

I remember when first discovering what they did that Abe became this really bright neon blue!

RoryF 05-24-2011 12:48 PM

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More like angry Abe :P

I remember when first discovering what they did that Abe became this really bright neon blue!

When? In the actual game or one of your edits?

JennyGenesis 05-24-2011 01:16 PM

Well. When I was editing. I obviously didn't wanna realease the level like that.

Tadimo 05-24-2011 08:16 PM

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I believe that you can just set all of the shadow color changing properties to 0 so that it doesn't change the color of anything.

One can't do that without selecting the shadow object, and a couple of the big shadow objects are just unselectable in E1.

JennyGenesis 05-25-2011 01:19 AM

DOH!

Tadimo 05-28-2011 05:56 AM

kapteeni13 I've played your Rupturefarms III + Paper level and aside from the missing wall collisions there are also some problems with the floor collissions (falling through some floors and possibly overlapping collision lines).

In particular the floor on the screen with the Abe portal and trap door lets Abe fall through it once the switch has been triggered.

RoryF 05-28-2011 08:38 AM

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kapteeni13 I've played your Rupturefarms III + Paper level and aside from the missing wall collisions there are also some problems with the floor collissions (falling through some floors and possibly overlapping collision lines).

In particular the floor on the screen with the Abe portal and trap door lets Abe fall through it once the switch has been triggered.

You seem to pick up very well on the overlapping collisions. I don't really notice them. I think there was one in the original game as well, in one of the secret areas of the Scrabanian Temple.

kapteeni13 05-28-2011 10:11 AM

I'm sorry of glitche's, but im not able to fix them :/

JennyGenesis 05-28-2011 10:54 AM

Why do all your levels seem to have random background trap doors placed everywhere?

kapteeni13 05-29-2011 05:49 AM

It's cause i cant add collision item's

JennyGenesis 05-29-2011 06:38 AM

Why are they in the background when Abe is in the foreground?

gishygleb 05-29-2011 07:25 AM

We think, that that level was funny, but not very good.

RoryF 05-29-2011 09:10 AM

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It's cause i cant add collision item's

That's weird, they make the platforms have collisions?

JennyGenesis 05-29-2011 10:36 AM

Trap doors are an alternative way to make walkways for everything in game.