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  #451  
04-19-2011, 05:21 PM
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Also, whilst we're on the subject of glitches, in R1P15C15 if you walk off the end of the wooden walkway (the end closest to the well) Abe falls into the bottom floor of the first secret from the original game. But if you put a pit in there i'm sure that'd fix the problem though.

And also in R1P15C21, If you run into the wall furthest left, before the scrab comes, you pass through the wall, similar to the problem mention before really, and then you can keep walking into the next screen but again you fall into the bottom floor of the first secret from the original game.


:
Also what is up with that glitchy wall on R1P15C10. Anybody else know what I'm talking about?
Yeah, and if you hop into the wall next to the door in R1P15C10, you end up in Rupture Farms, and if you try to get back you kinda get frozen into the wall.


As soon as these problems are sorted you'll be onto a cracking map!
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Last edited by Connell; 04-20-2011 at 05:09 AM..
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  #452  
04-20-2011, 06:51 AM
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What I found fun was opening up the .lvl file in Paul's 0.6 and seeing how the level had been laid out.
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  #453  
04-20-2011, 07:05 AM
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This is amazing! It feels like a totally new Abe game!
I love the necrum style start. The inside kinda reminds me of bonewerkz for some reason.
Can't wait to see more.
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  #454  
04-20-2011, 07:06 AM
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I hope it doesen't end up like Bonewerkz (in terms of level design not cam design) because in my opinion that was the worst level in AE.
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  #455  
04-20-2011, 07:13 AM
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I meant with some worn out bricks on some parts.
I didn't get too far, I think I got past he first scrab and ten I kept messing up on the UXB so eventually I gave up. I hadn't played it in a long time though.
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  #456  
04-20-2011, 07:15 AM
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Thanks for notices on those glitches, I'll deal with them. In terms of level design you could suggest your layouts if you feel like doing so. Your suggestions would be appreciated.
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  #457  
04-20-2011, 07:18 AM
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Oh Zaarin don't trust me there. You know I would just end up placing an evil giant red arrow
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  #458  
04-20-2011, 07:25 AM
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What AO or AE level's design do you think is the best? Currently I'm planning traditional Hub design.

Edit: it seems that I've sorted out the wall problem. Again it's that level design "descrecy" I've been talking about. Wall collision items are to be placed within sertain number of Abe's footsteps from the cam's edge. For example if you place a wall 2.5 steps away from cam's end Abe could "step over" the collision item. I've experimented on R1P15C21 wall and this approach solved the problem.
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Last edited by Admiral Zaarin; 04-20-2011 at 07:47 AM..
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  #459  
04-20-2011, 07:52 AM
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I had that problem once. I wondered why it was happening.
Also, will there be any more demos to come?
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  #460  
04-20-2011, 10:31 AM
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When more screens are complete I'll release another demo. I think it would be when I complete Zulag1.

Now I'm doing the hardest job - thinking of some puzzles for Zulag1.
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Last edited by Admiral Zaarin; 04-20-2011 at 10:36 AM..
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  #461  
04-20-2011, 11:07 AM
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What I don't want happening is that a load of demo's get released so we end up playing the entire variation but in small chunks. I say no more demo's *runs away* as I'd rather have the brand new experience all in one shot.
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  #462  
04-20-2011, 12:06 PM
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Add more blood to scenes, please!
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  #463  
04-20-2011, 12:08 PM
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What I don't want happening is that a load of demo's get released so we end up playing the entire variation but in small chunks. I say no more demo's *runs away* as I'd rather have the brand new experience all in one shot.
Yes, you are right. I'll better release the whole thing or at least a large episode. The episode thing may be a good idea since I could work more efficient that way and receive suggestions for the next episodes. But anyway the episode should be plot-wise consistent.
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  #464  
04-22-2011, 07:18 AM
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Hey guys I thought I would post an update on what's happening because I can't help but feel I've left you all in a mystery after complained about production problems with my Scrabania variation. As you know I was working on another Scrabania variation. This is on hold for now until I can figure out how to stop those damn Scrabs from respawning. So since this is on hold I am working on the Stockyards again. I personally find this to be my favourite level to edit. I've completed the first path [E1PATH.BND!6] so far.
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  #465  
04-22-2011, 07:54 AM
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Holy duck **** looks awesome. But could someone do or try to do a video about those levels so more pepole can see it and also should i play and have experience on it? I don't got the game on pc....
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  #466  
04-22-2011, 08:19 AM
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If people want to make videos of my levels and upload them (probably to Youtube) then that's fine by me. However I won't be making videos of my levels simply because people will then know how to solve the puzzles and that takes away the fun.
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  #467  
04-22-2011, 09:53 AM
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The only problem is that fraps doesn't record Abe's Oddysee at all.
It just won't pick up the program and record it. :/
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  #468  
04-22-2011, 10:08 AM
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Hypercam2 does the trick providing you tell it to record the correct part of the screen. Meech would you be willing to verify the difficulty for me again? On my Stockyards variation.
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  #469  
04-22-2011, 10:20 AM
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Stockyards? They can be HARD-INSANE. Why are you asking others?
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  #470  
04-22-2011, 10:26 AM
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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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  #471  
04-22-2011, 10:28 AM
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Question

:
.
?
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  #472  
04-22-2011, 11:05 AM
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Did you not read the quote? All is explained there.
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  #473  
04-22-2011, 06:38 PM
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He's an idiot. I wouldn't bother trying to explain things to him.

And yes Jenny, I'd love to test out your map. ♥
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  #474  
04-22-2011, 10:37 PM
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He's an idiot. I wouldn't bother trying to explain things to him.

And yes Jenny, I'd love to test out your map. ♥
If you are meat, I'll say

- ERROR
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  #475  
04-22-2011, 10:52 PM
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He's an idiot. I wouldn't bother trying to explain things to him.
Actually, he's twelve and English is his second language.
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  #476  
04-22-2011, 10:56 PM
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Actually, he's twelve and English is his second language.
TRUE
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  #477  
04-23-2011, 02:38 AM
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The video dosen't need to be walkthrough or speed run. Like a trailer or something like that.
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  #478  
04-23-2011, 08:46 AM
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A trailer? Just for a level? Sounds pointless in my opinion.
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  #479  
04-23-2011, 09:38 AM
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So boring! We need levels, not trailers.
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  #480  
04-23-2011, 09:49 AM
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Just the final path left to do on my Stockyards variation and then it's complete. I might skip the verification process and give this one an insane rating. Even I'm finding it hard when I'm testing it.
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