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  #1501  
05-23-2012, 09:44 PM
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he did such a great job or organizing all of our creations, sadly now, most of the links he compiled into lists have expired now.
Actually if you mean the completed levels thread, I organised all of those in the first post.
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  #1502  
05-24-2012, 12:42 AM
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Annex 1 and 2 overview:



I didn't show the two secret areas... You'll have to find them yourself. ^^

Download link if you want to try:

http://filesmelt.com/dl/f2.lvl
brilliant work so far, felt like I was really back in bone works
I found one secret area but I couldn't find the other.
also the level can be easily broken (the point of the first lift lever? lifts don't spawn when I backed tracked. And that secret slig can be avoided by imediatly going back down on the lift)
also just to clarify there's 2 secret areas not one right? because I saw two modokens in the one I found and thought you made a typo.

EDIT: never mind I figured it out

Last edited by xXxrenhoekxXx; 05-24-2012 at 02:12 AM..
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  #1503  
05-24-2012, 04:48 AM
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Very nice level skychase2rebirth, the problem I found was that the game would crash after going through the bird portal at the beginning. Apart from that can't wait to see more!
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  #1504  
05-24-2012, 05:18 AM
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Very nice level skychase2rebirth, the problem I found was that the game would crash after going through the bird portal at the beginning. Apart from that can't wait to see more!
I assume he left the portal there by accident.
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  #1505  
05-24-2012, 06:32 AM
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Is that download file the full version of the level?

Otherwise I'm happy to wait for the final one.

And remember when Paul mentioned adding custom music? How about this? It's from my Let's Play I'm doing.

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Last edited by JennyGenesis; 05-24-2012 at 06:53 AM..
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  #1506  
05-24-2012, 07:01 AM
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I assume he left the portal there by accident.
This ! ><'

:
brilliant work so far, felt like I was really back in bone works
I found one secret area but I couldn't find the other.
also the level can be easily broken (the point of the first lift lever? lifts don't spawn when I backed tracked. And that secret slig can be avoided by imediatly going back down on the lift)
also just to clarify there's 2 secret areas not one right? because I saw two modokens in the one I found and thought you made a typo.

EDIT: never mind I figured it out
Noted ^^, back to PLE0.6, you made me realise the first lever is really useless, and the last slig can be avoided by slapping the UXB before he falls. Thanks ;P
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he could not can read what you say properly because you sorry couldn't did not use proper grammer level not design and read bad he could can not and mad you did not did do proof read it's not is hard when you just type whatever comes not to mind and don't read not yes read through what you have not yes have said.


Last edited by skychase2rebirth; 05-24-2012 at 07:16 AM..
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  #1507  
05-24-2012, 08:52 AM
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Nice.
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  #1508  
05-24-2012, 11:14 AM
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And remember when Paul mentioned adding custom music?
I believe he mentioned something along the lines of the files the organise the music playing is arranged much like a MIDI is. I'm not sure but it was something like that. Basically I think the sounds.dat file is limited since it uses small sound bites and editing that perfectly would be difficult, unless he manages to extend the sound bites to be arranged better.
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  #1509  
05-24-2012, 04:41 PM
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Noted ^^, back to PLE0.6, you made me realise the first lever is really useless, and the last slig can be avoided by slapping the UXB before he falls. Thanks ;P
well actually what I did was triggered him and quickly turned around and used the lift before he could even land.
but yeah that to.

EDIT: well it shouldn't be to hard to make the music for 3 options
1.) safe
2.) danger
and 3.) RUN BITCH RUN!

Last edited by xXxrenhoekxXx; 05-24-2012 at 04:44 PM..
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  #1510  
05-24-2012, 09:41 PM
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EDIT: well it shouldn't be to hard to make the music for 3 options
1.) safe
2.) danger
and 3.) RUN BITCH RUN!
It probably would because as I said before, it uses very small sound bites arranged by other files. Unless Paul somehow manages to allow for longer sound bites or just record songs directly into it and organise them straight in, it's not going to be easy.
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  #1511  
05-24-2012, 10:00 PM
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what about importing music from exoddus? or vice versa?
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  #1512  
05-24-2012, 10:08 PM
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Depends on how the sound files are arranged I suppose.
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  #1513  
05-24-2012, 10:20 PM
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I actually plan on porting level designs from odyssey into exodus once the editor has exodus support, may even ask people if they'd like to help me.
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  #1514  
05-25-2012, 02:16 AM
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why not?
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  #1515  
05-25-2012, 02:21 AM
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i will to try help you but now i make a mix of feeco/mines/boneworkz

http://www.oddworldforums.net/attach...1&d=1337941291
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  #1516  
05-25-2012, 02:30 AM
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well I can't do it at the moment since the editor can't modify cams only objects.
EDIT: just saw the cam and I've got to say it needs a lot more work put into it.
good luck.
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  #1517  
05-25-2012, 02:32 AM
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i will to try help you but now i make a mix of feeco/mines/boneworkz

http://www.oddworldforums.net/attach...1&d=1337941291
Is an in game screenshot possible?

Viewing the actual CAM files always makes them look terrible.
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  #1518  
05-25-2012, 04:02 AM
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Strange but why not.
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  #1519  
05-25-2012, 04:41 AM
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what is stranger wolfensteinoddess my cam or renox´s idea???
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  #1520  
05-25-2012, 04:50 AM
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what idea?
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  #1521  
05-25-2012, 04:58 AM
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your idea to put cam of oddyse in exoddus
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  #1522  
05-25-2012, 05:02 AM
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... I don't see what my idea has to do with your cam...
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  #1523  
05-25-2012, 07:24 AM
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I actually plan on porting level designs from odyssey into exodus once the editor has exodus support, may even ask people if they'd like to help me.
Having a few greeters and flying sligs going around RuptureFarms would be cool. Don't just port it, add some exoddus stuff in to make it better or just different, if you just port it, it'll get boring quick and I don't even think you're allowed to just upload an official level without edits.
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  #1524  
05-25-2012, 07:47 AM
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... I'll think about it...
I know there's some features in oddysee that aren't in exoddus...
well one thing I can get rid of for another puzzle is those god damn slog shooters! (also I'm not touching fleeches those things are insanely creepy!)
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  #1525  
05-25-2012, 08:02 AM
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I don't think z-balls are in exoddus.
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  #1526  
05-25-2012, 08:06 AM
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or time bombs and other things,
but like I said It's in planning stages at the moment.
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  #1527  
05-27-2012, 12:05 AM
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Happy feeco deepo tribute.

one of my favorite levels would have to be feeco deepo,
so I decided to make a tribute for it,

level: feeco deepo tribute
level replacement: Rupture farms part 1
game: abes oddysee
difficulty: the original feeco deepo
(ddcheat is recomended)

*download*
http://www.mediafire.com/?9gj5jsxseyccz5f

this level's more of a base level, feel free to edit to your liking.

enjoy
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  #1528  
05-27-2012, 01:58 AM
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Was a pretty good remake in AO actually. Well done.

One thing I would change would be this though:

Instead of having some random thing fall out of nowhere and blow up the mine, maybe turn the SoulStorm brew machine into a BOOM machine and get the player to throw a grenade at the mine. I would do the same for the 4 sligs on the end of that other screen as well with the bird portal teleporter.
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  #1529  
05-27-2012, 02:53 AM
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I tried the boom bomb thing but I couldn't get it to work correctly.
so I've improvised... Badly.
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  #1530  
05-27-2012, 02:55 AM
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I tried the boom bomb thing but I couldn't get it to work correctly.
so I've improvised... Badly.
Try looking at the settings of an existing BOOM machine in RuptureFarms in one of the secrets and copy it over and set the screen to load in right. Make sure you've aligned it how it was originally as well. I've never had to move a BOOM machine but I assume it works.
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