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  #271  
03-20-2011, 11:36 PM
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Well I have tested your variation Jango and it was really harder than I expected. I had finished Zulag 2 Complete with Shrykull Powers and all Mudokons but now I'm a little bit disappointed, cause when I looked up the first Directory-Message from Zulag 3, my game crashed and I have to restart nearly the whole Zulag 2 again, which take me more than an hour to complete. =(
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  #272  
03-20-2011, 11:46 PM
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Well I just finished Zulag 3 and as nice as it was I can't help but feel that the whole thing relies more on luck that anything. I find that on parts you just have to be lucky and hope you have grenades left from another room just to clear some parts. I find it unfair. It relies on pure luck because you can't go back to a finished door to restack on grenades. If we had some clue that we may need to save grenades than it would be ok but from what I can see there is nothing. Apart from that. It's very frustrating. In a good way of course. Feels like I'm playing the original game for the first time again.

I am working on the Stockyard return. However I have run into a major problem. For some reason objects keep dissapeering off the screen and random ones are poping up
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  #273  
03-21-2011, 11:09 AM
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Well I have tested your variation Jango and it was really harder than I expected. I had finished Zulag 2 Complete with Shrykull Powers and all Mudokons but now I'm a little bit disappointed, cause when I looked up the first Directory-Message from Zulag 3, my game crashed and I have to restart nearly the whole Zulag 2 again, which take me more than an hour to complete. =(
Same problem here ;@

Also some of the text is hard to read, its like crushed up quite small and the ddcheat debug info can cover some of it too in the story screens

:
Well I just finished Zulag 3 and as nice as it was I can't help but feel that the whole thing relies more on luck that anything. I find that on parts you just have to be lucky and hope you have grenades left from another room just to clear some parts. I find it unfair. It relies on pure luck because you can't go back to a finished door to restack on grenades. If we had some clue that we may need to save grenades than it would be ok but from what I can see there is nothing. Apart from that. It's very frustrating. In a good way of course. Feels like I'm playing the original game for the first time again.

I am working on the Stockyard return. However I have run into a major problem. For some reason objects keep dissapeering off the screen and random ones are poping up
Make sure screen to load in is correct if things "pop up".
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  #274  
03-21-2011, 11:25 AM
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(As a reply to the both of you:)

That's the point!! It's meant to be hard! It's meant to frustrate you! It's meant to be unfair!

You can't say I under-rated the difficulty. Look at how a HARD level should be (on my difficulty scale on the first post):

:
- HARD: These variations may frustrate you! Some may not even be able to complete them. Your Oddworld skills will be strained. Equivalent difficulty to: The difficult Secret Areas we see in Exodus.
They have frustrated you, and some people aren't able to complete them...so I'm correct.

By the way Jenny, those two muds are possible to save. When you save them, you gain the power of the Shrykull, so you can clear the previous screen, which you went through to get there!

The levels that don't have grenades available, are levels that you don't actually need grenades!

I'm sorry about the crash thing. It didn't happen when I tested it. But I guess that's why you gotta save! I'll post some download links to Zulags: 3 and 4 to avoid future frustration here!

http://filesmelt.com/dl/Zulag_3_Start.sav
http://filesmelt.com/dl/Zulag_4_Start.sav

Also, don't forget to try Zulag 4 and The Boardroom! Zulag 4 hasn't been edited as thoroughly as Zulags: 2 and 3, but it's still changed!

Guys, I know this variation is hard. But it's meant to be. The whole point is that you have to spend a while to actually complete it (like when you play it through the first time). That's why I spent so long making the bloody thing! So you can spend time playing it!

Thanks for the feedback!

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  #275  
03-21-2011, 11:46 AM
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Thanks for the save files. I thought I'd have to -ddcheat the whole game to get there! Saved me about 20 mins!
Also, very hard, I guess you weren't kidding when you said some people may not be able to complete it, I'm probably one of them.
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  #276  
03-21-2011, 11:49 AM
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Jango thanks for clearing up how to rescue the 2 muds in the Employee lounge. I feel like an idiot now How blind could I have been to have missed that magic 2 floating around. Goodness me I must open my eyes more in the future. My Stockyard Return variation is sadly being delayed guys. if you take a look in the .lvl files thread you will see why
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  #277  
03-21-2011, 11:54 AM
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Thanks for the save files. I thought I'd have to -ddcheat the whole game to get there! Saved me about 20 mins!
Also, very hard, I guess you weren't kidding when you said some people may not be able to complete it, I'm probably one of them.
No problem.

Oh well, just keep giving it a go! That's the fun of it.

:
Jango thanks for clearing up how to rescue the 2 muds in the Employee lounge. I feel like an idiot now How blind could I have been to have missed that magic 2 floating around. Goodness me I must open my eyes more in the future. My Stockyard Return variation is sadly being delayed guys. if you take a look in the .lvl files thread you will see why
Don't worry! I guess you expected it to be impossible, seeing as my variation is pretty hard! Have you tried Zulag4 and The Boardroom yet?

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  #278  
03-21-2011, 12:11 PM
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I have gotten a little to frustrated with Zulag 3 :P (Your variation is a reminder why Quiksave was added in Abe's Exoddus) and am having a little break. I decieded to do some work on my Stockyard Return variation just to run into a dead end (no pun intended)
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  #279  
03-21-2011, 12:20 PM
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I have gotten a little to frustrated with Zulag 3 :P (Your variation is a reminder why Quiksave was added in Abe's Exoddus) and am having a little break. I decieded to do some work on my Stockyard Return variation just to run into a dead end (no pun intended)
That's good. The whole point of my variation is that it takes a proper, good amount to time to complete. Also, good luck with your Stockyard Return variation.

Are there any areas that anyone has found particularly interesting?

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  #280  
03-21-2011, 12:41 PM
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I love it. Like I said it feels like I'm playing the original game for the first time again and that is a priceless memory. Here's something weird you might find interesting. In Zulag 2. You enter the door and the very first screen you have the slog above you then the mine and the 2 moving bombs. An interesting glitch I found is that if you hop over the mine and do not crouch immediately then the moving bombs will blow up and kill you.
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  #281  
03-21-2011, 01:09 PM
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I'm gonna be honest, I jumped when the MASSIVE amount of falling crates smashed me when I pulled the lever. Sound was on high and I wasn't expecting it
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  #282  
03-22-2011, 12:32 AM
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Right then guys. Here we go. Stockyard Return variation complete. But please read this first. There are some vital things you must know. Now this variation is possible to complete. Now I did encounter some problems when I moved the exit bird portal however I have solved it now. Once you have found the exit (good luck finding it) THE GAME WILL CRASH. This is because I have not programmed an Exit in R2.lvl. Why? Because for starters it is pointless me releasing a R2.lvl file just so you will spawn there once you have completed Stockyard Return. Secondly Jango has only just released his R2.lvl and therefore everybody will be playing that right now. A particular screen will sometimes give you an error. Something to do with bad numbers. Ignore it. Press Enter and you will just continue as normal. One more thing. There are clues. They come in handy

Game:Abe's Oddysee
Level:Stockyard Return
Made with:Paul's Level Editor 0.6
Difficulty:Hard
Download Link:http://filesmelt.com/dl/E2.LVL

Remember the moon joke? (Hint hint )
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  #283  
03-22-2011, 12:58 PM
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Hey everyone! I am kinda new to these forums (actually haven't visited them for a veeeery long time), but eventually nostalgia struck me and here I am. I must say that I tried Jango's variation and it is awesome. I needed a few tries to complete it, but it wasn't as hard as I expected. Talking about that, I think there is a problem with one of the doors in Zulag 3. More specifically, I am talking about the one with the long pit where there are those giant pieces of flesh falling. I managed to get the Shrykull power, I got all the Mudokons on the elevator, I cut the power from the spinning blade (or whatever that is), I chanted, but when the Mudokons jumped for the portal, the blade turned them into minced meat. Am I missing anything here?

EDIT: Do you end the level when you drop down that cliff, on the bottom of which there was a secret area in Stockyards Escape? ( I saw a happy yellow Mudokon face on the bottom right corner of my screen and I got an error so I think that might be it).

Last edited by dragon1mst; 03-22-2011 at 01:42 PM..
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  #284  
03-22-2011, 02:33 PM
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Instead of crash why not let the player fall into a room (or path trans them) they cant get out of where the background is the credits and saying its over or something?
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  #285  
03-22-2011, 02:41 PM
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Because I don't know how to do cam edits yet
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  #286  
03-22-2011, 06:19 PM
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I've got a problem that every time I leave a screen it crashes. There are no objects (except collision items) in the next screen.
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  #287  
03-23-2011, 01:20 AM
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Oh dear.... Ummmm...... I did have that problem but I'm 99% sure I did fix it. What screen in particular is causing problems? Anybody else getting problems?
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  #288  
03-23-2011, 01:42 AM
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Well I started replacing the first level of Rupturefarms with the Mine level from AE (since we can now export cam images from AE). The screen it replaced was R1P15C09.

At first it worked when I moved screens, but then I removed all the objects in the next screen (there is a screen on both the left and right sides as you come up from below). I've tried adding a Preloader to see if that fixed it, but it didnt
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  #289  
03-23-2011, 03:06 AM
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I thought you meant there was something wrong with my variation. This is not the thread to ask for help sorry
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  #290  
03-24-2011, 08:06 AM
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I managed to get the Shrykull power, I got all the Mudokons on the elevator, I cut the power from the spinning blade (or whatever that is), I chanted, but when the Mudokons jumped for the portal, the blade turned them into minced meat. Am I missing anything here?
I've had the same problem, but you can easily solve it. You have just to stop the meat grinder and then put every single Mudokon directly under the meat grinder. Then let everyone stand up and after this chant. ; )
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  #291  
03-24-2011, 01:23 PM
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Well I started replacing the first level of Rupturefarms with the Mine level from AE (since we can now export cam images from AE). The screen it replaced was R1P15C09.

At first it worked when I moved screens, but then I removed all the objects in the next screen (there is a screen on both the left and right sides as you come up from below). I've tried adding a Preloader to see if that fixed it, but it didnt
I realize this isn't related, but you HAVE to have a pre loader and some other object (continue zone, I forget..). Just get a working copy and slowly delete items to find what breaks it.
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  #292  
03-25-2011, 01:13 AM
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Could you explain what pre loaders, id splitters and continue zones do please? I've seen them but I do not understand what they are for
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  #293  
03-25-2011, 09:18 AM
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I believe a preloader is something required by the level in order to load things ahead of time, say...4 or 5 screens before you get there. I guess it's to prevent the game from being overloaded and to allow it time to adjust. Am i at least on the right track?
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  #294  
03-25-2011, 10:00 AM
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Could I get some feedback on my Stockyard Return variation please guys
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  #295  
03-25-2011, 10:12 AM
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Could I get some feedback on my Stockyard Return variation please guys
I'm downloading it now. Looking forward to playing it.

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  #296  
03-25-2011, 11:10 AM
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Could I get some feedback on my Stockyard Return variation please guys
It was...actually, it was really easy.
Compared to your other mods, this one was quite different.
I enjoyed the mix of different creatures in there, although the flashing red lights were slightly distracting.
Also, the pit with the mines seriously scared the shit out of me XD
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  #297  
03-25-2011, 01:14 PM
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Really? It was easy. I find it hard to judge the difficulty. Problem is I have created the level so I know what to do and what is waiting on the next screen. I try and think to myself "What would happen if somebody else was playing this" and I try to judge the difficulty level from that perspective but even then it is difficult. Maybe in the future I could send somebody the file in private and wait for them to come back to me with a rating on how hard they found it.
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  #298  
03-25-2011, 02:03 PM
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could i be your guinea pig?

btw the difficulty was just right in your Stockyard level.
Please don't go nuts and pull a Jango XD
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  #299  
03-25-2011, 02:16 PM
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Ill be perfectly honest. I dont think I have the brains to create a level that stupidly hard. But I love tricking people. Did the big bright red arrow help anybody?
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  #300  
03-26-2011, 07:03 AM
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That was mean!! XD

btw can someone tell me what you do to edit oddysee levels?
i have all the tools i need, it's just with my current set i can only edit Exxoddus,
and i have a whole weekend to fool around with Oddysee
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