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Eg. You place a continue point at the start of a path with continue zone number 10. You then place continue zone objects with the continue zone number 10 in the current and subsequent screens. When you want to place down another continue point you do so and set its continue zone number to 11. You then place continue zone objects with the continue zone number 11 in the current and subsequent screens after the new continue point. Keep repeating for every new continue point. Check out my levels for more examples of continue point/zone placement. |
I've never done that. I've always just placed a continue point and it has always worked.
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Never had random crashes. People who played my levels never complained about any crashes relating to checkpoints either.
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Well in either case I have finally completed my latest level.
Here are the new things I learned while editing R2: -The leftmost cams on some paths in R2 (eg cam1 on path 16) do not allow you to replace them with new images in the editor -R2 has the paramite music but not the BND file -Abe's Oddeysey doesn't handle multiple lifts on the same screen very well. As a result the last puzzle on my level is easier than originally intended Here are the level features: *25 brand new cams to enjoy *Variety of conventional and unconventional puzzles *Two different environments to explore Level: R2 - Rescue Zulag 1 (Mudokon Enrichment Center 3) Difficulty: Hard Download: http://www.megaupload.com/?d=ZGOTZ4PD http://filesmelt.com/dl/r2.rar |
Awesome !
2 questions. 1. Is there a way out of the employee lounge ? 2. Is it possible to save the 2 first muds ? |
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The first two muds cannot be saved as they need to be sacrificed in order to progress forward. |
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( Also no infinite grenades for you :P ) |
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I managed to keep them alive, playing with Sligs and Slogs ;P. (without cheats) |
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Thanks Kapteen.Skychase2rebirth after considering it further I suppose it is possible to actually complete that section without killing the muds by making the slog run through the floor switch. JennyGenesis I might make more muds savable in future edits ;)
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I think both Tadimo and gishygleb's levels are truly fantastic! These are how variations should be. :)
@Tadimo: I love the full and proper level, and it has that great 'first-time playing' feeling. The signs + messages make that feeling even better. I haven't made it any further than the Employee Lounge itself (with the three muds), but the whole level is amazing and you have been doing great work with what Oddysee has to offer, adding extra mechanics to the game (like the lever and jumping onto a moving lift bit on 'Door 1'). Well done indeed, buddy. :) @gishygleb: I really like the way you played around with the .CAMs and the way that you advance through all the sorts of levels in one go. I think that is brilliant that you tried it with this game. Again, I loved the general game mechanics, and liked it how you run most of it away from Slogs (like the 'Ender' part of an Exodus level), despite it getting a tiny bit repetitive. But what you did with the .CAMs made the level very interesting to play. Again, well done indeed mate. :) I thank everyone hugely for all of their hard work making levels. I have had the time to play people's variations. @JennyGenesis: Your levels are great! Keep up the good work, I love it how you have made a lot of levels. @skychase2rebirth: Your levels are good too. Everyone (Oddman360, kapteeni, all the guys!) have done excellent work from what I can tell, and I am very proud that this thread has amounted to something so awesome and big! I would make some levels myself, but I don't have the software to make my own .CAMs, and I'm still in the thick of my GCSE exams. Once I have more time, I will certainly try to make something, by playing around with the .CAMs like gishygleb did. Well done guys. :) |
You've shown a lot of support there. :D
Even though I'm still making my level, I'm not doing as fast as my teachers have decided to give me heaps of homework to make up for all the ones they forgot. Also, I had a lot of tests over a week which I spent most of my time revising. I probably won't get much done this weekend as I've got a project to do with my friends. Hopefully I'll get some time. |
Thanks Jango. To be honest I signed up to the forums originally to talk about my Abe's Oddeysey inspired game that I created earlier but I suppose the community grew on me a bit. Anyways this is how you progress to the end in my latest level.
How to progress past the Employee Lounge in Mudokon Enrichment Center 3: -In the screen above the lounge there is an emergency lever, pull it -Backtrack until you come accross the "emergency exit" door that was closed earlier. It will be open now and you can go through it |
No don't tell them!!
You'll spoil the fun D: |
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Once Paul has finished his new editor version, I will try to make my own level (as collision items would be easier to edit).
I have an idea, and the theme would be (because it is the 25th Anniversary of Chernobyl, and the Fukushima accident happened this year) that Abe has to infiltrate and sabotage a Glukkon-owned Nuclear Power station - that is powering the Magog Cartel, then get out before it explodes. Is this a good idea? Or is it too distasteful? |
I like it, will you use new cams ? ^^
Off topic: Not alot of news (posts/edit/threads) here recently, everyone's very busy IRL ? |
I've been pretty busy myself and rather sick, though I have a few ideas for levels which I might implement at some point.
Jango the problem with blowing up a nuclear reactor in general is that there would be massive ecological damage which is not characteristic of the Mudokons as they're hippies. |
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Also if it's anything like Chernobyl then the resulting cloud of radioactive material would travel an incredible distance, affecting quite a bit of Mudos. Seriously though feel free to go with it as IMO it wouldn't be distasteful. I've certainly also done some wacky settings myself (eg how do the sligs breathe underwater?). |
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I already have some good ideas for the level structure. It probably will be, basically: - Go through 10-15 screens to begin with, as an introduction to the level and its .CAMs. - Reach a hub with 3 doors, each one having about 5-10 difficult screens. Each door would lead to a lever. - Once all three levers are pulled, a door would open (like in all Hubs). - This door would lead to an area where Abe would pull a lever, then have to escape before the two minute timer runs out. I have a good idea of what all of the areas would be called, and what each lever would actually do to the reactor - but I won't give that away yet. You'll find out when you play the level. :) So, I've planned the basic idea out, I just need to: - Plan out the actual screens themselves (this won't take long). - Make the .CAMs for the level. - Put both together, and hopefully produce the finished level with Paul's Level Editor (thanks Paul :)). However: - I'm still busy for the next week with exams, and will be busy at times during the summer (with holidays etc.). - I'm not very good at making .CAMs (so it would take a while), but I do want to make my own. - I would prefer to wait until Paul has released his new editor version 0.7 (that has a grid-lock for Collision Items), so making the level would be much simpler and better - but if he doesn't release it in the next 2-3 weeks, then I'll use v0.6. I want to have completed the level by the end of July - before I go on holiday (or 'vacation' if you're American ;)), so don't expect anything until then. But after I've finished my exams, I'll post updates and .CAMs and stuff, so you'll get a better idea of when I'll actually finish it - hopefully before the end of July. :) So, what do you guys think? Discuss. Thank you. |
Oh god not another Jango level!!
My hair just grew back from last time!! :banghead::chairhit::compmad: |
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He made Oddworld Inhabitant's level designers look like pansies ._.
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But don't worry, this time I'll make the level easier. It'll be EASY/MEDIUM difficulty in the first part, then the Door/Hub part will be MEDIUM/HARD. Then the last bit will be HARD (perhaps one INSANE screen?). So basically, I'm going to build up the difficulty of the level - instead of making it really hard from the beginning. ;) |
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no no no no no no no,
there should be nothing easy in this. You're known for making hair pulling murder inducing levels, so at the very least it should be medium to kinda hard at the beginning and work your way up from there. Also, at the least it should be just a few checkpoints here and there. I really hope you know how godawful that 1st door hub in Zulag 2 was without checkpoints, right? It's like disabling QuikSave in Exoddus for Slig Barracks and the Brewery X__X |
Sorry for the first path of the r1 - It will become an another portal place to PATHs of other levels.I started work of it.
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- The first 10-15 screens will be MEDIUM - so about as difficult as RuptureFarms II was normally. This area is more of an introduction to the level - Then the Door/Hub areas will be HARD - so about as difficult as my RuptureFarms II. - Then the final few screens (leading up to the 'Death Clock Ender' part) will be almost INSANE - this sort of difficulty has never really been done before. - Then the last bit (the 'Ender', where you have to escape within two minutes), will be HARD/INSANE - so about as difficult as my 'The Boardroom' variation. There will be a checkpoint at: - The start of the level. - The Hub. - The start of each Hub Door. - The start of the final area. - Before the start of the 'Deat Clock Ender' part. Do you like it this hard? I imagine you would do, because it makes the level last a long time. Or would you prefer it to be not quite as hard? I would like to see opinions to how difficult people want the level to be. ;) |
I don't mind the difficulty as long as there are well-spaced continue points.
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less checkpoints in the easier areas,
and a few here and there in the insane areas. I'm all for going balls to the wall insane, but almost none of us are on a Chuck Norris skill level when it comes to Oddworld, so a few would be a godsend :) |
I did say that Jango's variations are a reminder as to why AE had Quiksave..........
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Jenny,
wanna do a no quiksave collab of Exoddus just to get a point across? :D |
I didn't even use quiksave that much when I played it. I think I only used it in the Slig Barracks and SoulStorm Brewery. I used save a lot, but that was because I played for all 300.
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