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  #901  
06-16-2011, 07:17 AM
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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?

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  #902  
06-16-2011, 02:57 PM
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I like it, will you use new cams ? ^^

Off topic: Not alot of news (posts/edit/threads) here recently, everyone's very busy IRL ?
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  #903  
06-16-2011, 07:51 PM
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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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  #904  
06-17-2011, 01:47 AM
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I like it, will you use new cams ? ^^

Off topic: Not alot of news (posts/edit/threads) here recently, everyone's very busy IRL ?
Thanks, and yeah, I'll try making my own simple .CAMs. I'm busy at the moment (my exams finish in a week), but I should have the time to do it over my 10-week summer holiday!

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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.
This Nuclear Reactor is Glukkon-owned, AND located in a very desolate area of Oddworld. Therefore, the destruction of it would hamper the Magog Cartel (in-turn freeing loads of slaves), and not harm that much wildlife, because the reactor isn't in a densely populated, and thriving area of Oddworld. The Mudokons would sacrifice the small amounts of wildlife in that area, in order to deal such a heavy blow to all of the Glukkons and the Magog Cartel - and hopefully free loads of slaves in the process!

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  #905  
06-17-2011, 02:26 AM
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This Nuclear Reactor is Glukkon-owned, AND located in a very desolate area of Oddworld. Therefore, the destruction of it would hamper the Magog Cartel (in-turn freeing loads of slaves), and not harm that much wildlife, because the reactor isn't in a densely populated, and thriving area of Oddworld. The Mudokons would sacrifice the small amounts of wildlife in that area, in order to deal such a heavy blow to all of the Glukkons and the Magog Cartel - and hopefully free loads of slaves in the process!
Then the mudokons are no better than the glukkons, merely weighing up the benefits against the costs like any other merchant

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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  #906  
06-17-2011, 03:39 AM
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Then the mudokons are no better than the glukkons, merely weighing up the benefits against the costs like any other merchant

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?).
Maybe the atmosphere in Oddworld wouldn't allow the radioactive cloud travel such a distance?...I don't know. We could say that this is the Mudokon's last resort before the Glukkons destroy all of Oddworld's wildlife, with the Magog Cartel. Perhaps the Mudokons heard that the Glukkons planned to destroy everything for their own benefits...Anyway, I'll come up with some sort of extreme storyline or situation that would make this level work.

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.


Last edited by Jango; 06-17-2011 at 03:41 AM..
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  #907  
06-18-2011, 12:46 PM
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Oh god not another Jango level!!
My hair just grew back from last time!!
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  #908  
06-18-2011, 01:06 PM
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Oh god not another Jango level!!
My hair just grew back from last time!!
I hope that's just about the difficulty.
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  #909  
06-18-2011, 02:02 PM
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He made Oddworld Inhabitant's level designers look like pansies ._.
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  #910  
06-18-2011, 02:26 PM
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He made Oddworld Inhabitant's level designers look like pansies ._.
Hahahaha, that's funny. I really underestimated the difficulty of that first level when I made it!

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.


Last edited by Jango; 06-18-2011 at 02:38 PM..
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  #911  
06-19-2011, 06:26 AM
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Hahahaha, that's funny. I really underestimated the difficulty of that first level when I made it!

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.
Looking forward to it.
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  #912  
06-19-2011, 05:29 PM
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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
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  #913  
06-19-2011, 10:34 PM
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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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  #914  
06-20-2011, 05:41 AM
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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
You prefer it to be harder? In that case...

- 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.

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  #915  
06-20-2011, 07:32 AM
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I don't mind the difficulty as long as there are well-spaced continue points.
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  #916  
06-20-2011, 08:09 AM
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I don't mind the difficulty as long as there are well-spaced continue points.
Don't worry, there will be.

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  #917  
06-20-2011, 11:55 AM
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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
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  #918  
06-21-2011, 01:50 PM
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I did say that Jango's variations are a reminder as to why AE had Quiksave..........
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  #919  
06-21-2011, 03:58 PM
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Jenny,
wanna do a no quiksave collab of Exoddus just to get a point across?
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  #920  
06-21-2011, 09:40 PM
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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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  #921  
06-22-2011, 12:24 AM
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Hmm. Go back and do both of those..without quiksave.
When your hair grows back you can come back xD
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  #922  
06-22-2011, 01:32 AM
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Jenny,
wanna do a no quiksave collab of Exoddus just to get a point across?
Would be pointless. I don't use Quicksave much on it these days just because I know every nook and cranny of the game. Obviously on the first playthrough I used it alot because I didn't know what danger there was going to be on the next screen.
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  #923  
06-22-2011, 09:29 AM
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If Abe had only one life, it would be impossible to him to complete the whole Exoddus.
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  #924  
06-22-2011, 11:17 AM
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Good thing he had more than one life then wasn't it?
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  #925  
06-23-2011, 05:28 AM
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If Abe had only one life, it would be impossible to him to complete the whole Exoddus.
How off-topic.............................
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  #926  
06-23-2011, 07:32 AM
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Well we were going off-topic when the discussion about Quiksave came in.

Anyway, the problem I'm hving currently is
1. I can't find my level, I don't know where I put it. Hopefully I'll find it or I'll have to start with Path 1 again.
2. Paul's Editor suddenly won't open.
3. I'm learning how to Photoshop to improve the current cams.
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  #927  
07-02-2011, 08:32 PM
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I'm currently working on a Rescue Zulag 2 with puzzles like in exoddus, coming soon... Any news here ?
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  #928  
07-05-2011, 02:51 AM
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I'm currently working on a Rescue Zulag 2 with puzzles like in exoddus, coming soon... Any news here ?
This place has been pretty silent now
It's going to be fun with some new puzzles though
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  #929  
07-05-2011, 04:40 AM
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If this game wasn't so strict with CAMs addition, I would have linked Stockyard and RF II. (Very similar background)



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Last edited by skychase2rebirth; 07-05-2011 at 03:13 PM..
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  #930  
07-05-2011, 04:46 PM
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Double post, this game will now have two completly different paths (one good and one bad), connecting at the end. ;P
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