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  #2161  
01-25-2013, 08:25 AM
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But, i have already done all objects work in Path 1. Even UXB's work.
This screen should look like this:


Did you loaded game by using Saved game method or using level cheat method?

It's recommed to use Level Cheat method to make all objects work.
To do it go in Main Menu and when Abe says "Hello" hold SHIFT and press Down, Right, Left, Right, Left, Right, Left, Up and Level chooser will appear.
I know the Level Cheat method, but out of laziness I always use saved game method. Soooo this is why UXBs dont work for me... Odd.
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  #2162  
01-25-2013, 08:44 AM
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I know the Level Cheat method, but out of laziness I always use saved game method. Soooo this is why UXBs dont work for me... Odd.
It's not odd, many games will do the same thing. I'm assuming when you save, it saves the path data along with it, so it wouldn't load the level again, only the saved path data. Just a thought.
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  #2163  
01-26-2013, 11:43 AM
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Finally, here is my first level variation attempt:
The edited level is: Abe’s Oddysee, Monsaic Lines, all paths
Difficulty: Intermediate towards Hard?
This is only a beta version, final may include trickier puzzles. Warning: some glitches may occur, but otherwise there are minor problems, most of them intentionally not solved.

Download: http://www10.zippyshare.com/v/87074867/file.html (of course, rename the file to l1.lvl)

Enjoy!
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  #2164  
01-26-2013, 09:42 PM
Tadimo
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Finally, here is my first level variation attempt:
The edited level is: Abe’s Oddysee, Monsaic Lines, all paths
Difficulty: Intermediate towards Hard?
This is only a beta version, final may include trickier puzzles. Warning: some glitches may occur, but otherwise there are minor problems, most of them intentionally not solved.

Download: http://www10.zippyshare.com/v/87074867/file.html (of course, rename the file to l1.lvl)

Enjoy!
Nice level, especially the traps. The things Ive noticed though are the alignment of the mines and rescuing mudokons in groups of three can get tedious. Also there doesn't appear to be a fall kill object on the screen with the lift, to the left of the screen with the slig, doors and UXBs. Apart from that great work!
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  #2165  
01-27-2013, 12:01 AM
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Nice level, especially the traps. The things Ive noticed though are the alignment of the mines and rescuing mudokons in groups of three can get tedious. Also there doesn't appear to be a fall kill object on the screen with the lift, to the left of the screen with the slig, doors and UXBs. Apart from that great work!
You mean there isn't a falling object on the lift screen? Erm, that is because I did not put it?!...
Otherwise, yeah, I am thinking of cutting down some of the mud trios, but not all of them, I am thinking of adding some more traps...
my biggest grip is that invisible switch don't seem to work perfectly, while foot switches, with one exception, can be avoided too easily after the first try...
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  #2166  
01-27-2013, 01:37 AM
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Copy all the stuff from RuptureFarms I the second screen has invisible switches.
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  #2167  
01-27-2013, 01:47 AM
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You mean there isn't a falling object on the lift screen? Erm, that is because I did not put it?!...
Otherwise, yeah, I am thinking of cutting down some of the mud trios, but not all of them, I am thinking of adding some more traps...
my biggest grip is that invisible switch don't seem to work perfectly, while foot switches, with one exception, can be avoided too easily after the first try...
It's relatively minor but you should put in the falling object as it's possible to get stuck in freefall after using the lift with the slig and not going back down again before killing the slig.
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  #2168  
01-27-2013, 01:49 AM
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Copy all the stuff from RuptureFarms I the second screen has invisible switches.
Yeah, I heard it before... /pull sarcasm level off/ I did managed to make some invisible switches work on the final path, but foot switches seem easier for me to programme and the invisible switches hardly seemed to work in combination with the slogs (either that or I should make them more angry; nevertheless, I am thinking of using a slog spawner instead, in a way so that Abe has enough time to chant and jump through portal, but as of now the first slog isn't eager to chase Abe and for the second one you have to get really close (dangerous) or keeping say "Follow me" until he starts the chase)...
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  #2169  
01-27-2013, 01:52 AM
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It's relatively minor but you should put in the falling object as it's possible to get stuck in freefall after using the lift with the slig and not going back down again before killing the slig.
I don't know where you mean I should put in the falling object, because from what I can understood you get stuck because there's no death drop under the lift, right?

Edit: Sorry for double posting. Anyway, here are two glitches that occured in the previous versions of the level I've made (and not posted):




Dunno why the background looked messy on the right, it only occured once.

Last edited by Pikab; 01-27-2013 at 01:55 AM.. : double posting excuse+pics
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  #2170  
01-27-2013, 02:15 AM
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It gave me ideas
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  #2171  
01-27-2013, 02:17 AM
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Only time I've seen the background screwed up like that was when you used a scratched up copy in a PS1.
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  #2172  
01-27-2013, 02:25 AM
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Only time I've seen the background screwed up like that was when you used a scratched up copy in a PS1.
I've seen in one of kapteeni's videos completely screwed up backgrounds, but not partially screwed up backgrounds...
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  #2173  
01-27-2013, 07:47 AM
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Website should be up some time today guys, I'll be compressing levels in .zip/.rar formats however, simply due to costs.

EDIT: Registering the domain takes 1-24 hours so whenever that finishes I'll post it here.

EDIT2: Ignore that, it is hosted, just need to finish it up.
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Last edited by RoryF; 01-27-2013 at 08:54 AM..
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  #2174  
01-27-2013, 07:48 AM
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Weird. I have seen that screen corrupt happen only when in PC Abe's Exoddus Demo when playing beta area and PS1. But why now in Monsaic Lines?

I could try also test level made by Pikab.
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  #2175  
01-27-2013, 10:43 AM
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Annex 4 and 5, I took too much time to finish these paths. ><'

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  #2176  
01-27-2013, 12:24 PM
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That looks awesome! Are you able to upload any sources for making Bonewerkz-y stuff like that? It would be pretty cool, as building blocks for a level.

Now the site then, it is up, however I need to get the AO Mods section finished, thinking of putting up some resources of something (PS1 Grid thing and stuff).

It is in beta so if you want to see what's on there either click the image in my sig or right here ---> http://oddmatics.co.uk/
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  #2177  
01-27-2013, 07:33 PM
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I don't know where you mean I should put in the falling object, because from what I can understood you get stuck because there's no death drop under the lift, right?
That's right, I'm referring to the death drop object being absent on the screen L1P01C07 to be precise.
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  #2178  
01-28-2013, 02:45 AM
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oh my god, its wonderful sky!
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  #2179  
01-28-2013, 08:10 AM
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Great level sky I've finish 3/5 path of FeeCo
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  #2180  
01-28-2013, 06:21 PM
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Annex 4 and 5, I took too much time to finish these paths. ><'

Can we expect a download of this soon?
I'd really love to play it
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  #2181  
01-29-2013, 10:04 AM
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Almost finished with the Oddworld Level Achive. I manged to restore a few of the levels, but not all of them. A lot either used filesmelt (which expires) or megaupload (which got taken down).

For the most part, it seems Kapteeni13 and Skychase's levels remained up. If anyone still has levels that aren't on the achive when I put it up, try sending me a PM with a temp link to it if you want.
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  #2182  
01-29-2013, 12:56 PM
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And i have worked with Hard Version Monsaic Lines.

Screenshot:



It's almost finished and soon releasing full version.
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  #2183  
01-29-2013, 03:08 PM
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just to let everyone one know I've finally started to create a brand new mappack called Abe's lament
though I don't really have any levels to show I have done a load screen for the game.
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  #2184  
01-30-2013, 10:49 AM
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just to let everyone one know I've finally started to create a brand new mappack called Abe's lament
though I don't really have any levels to show I have done a load screen for the game.
The aspect ratio of the text looks little dodgy, like its been squashed in? Would be more readable if you spread it out a bit..
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  #2185  
02-01-2013, 08:08 AM
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Strange
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  #2186  
02-01-2013, 08:17 PM
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I'll get to work on fixing that soon (got a lot of work done on the first path in just two days) but that's going to have to wait until tomorrow since it's mah birthday. also wolfenstein just some advise you should stop doing one word posts (don't mean to offend).
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  #2187  
02-02-2013, 12:36 AM
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hey guys some level are so not hard and some levels are hard but i didn't know which level are most are a little bit hard for me and i wish if there's a another level to be ready and i can't wait for the next level will be.
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  #2188  
02-02-2013, 01:56 AM
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Finished with Hard Version Monsaic Lines

Go to here to download l1.lvl update:
https://skydrive.live.com/?cid=4fa52...704B99A686!718


Traps left less but when editing Scrabania i promise that i will add more traps in...
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  #2189  
02-02-2013, 07:47 PM
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Finished with Hard Version Monsaic Lines

Go to here to download l1.lvl update:
https://skydrive.live.com/?cid=4fa52...704B99A686!718


Traps left less but when editing Scrabania i promise that i will add more traps in...
Nice level, also had a look in the "no access" area in the editor, easier than playing scrabania or paramonia to get there.
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  #2190  
02-03-2013, 09:41 AM
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Nice level, also had a look in the "no access" area in the editor, easier than playing scrabania or paramonia to get there.
Heh
I still think make something special there.
Idea is needed 'what' to put there.

First though was trying add Shrykull portal that gives Shrykull without Mudokons needed. That thing not worked cause it would not go well with animations... specially when completed one of two places.

*going back to edit Scrabania.*
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