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  #241  
03-17-2011, 06:39 PM
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ok am new but i am making a new abe which may take a while. i want to know if people can actually get do the secret areas without cheats. am thinking of possibly making a longer version. this is r1 difficulty easy. there is also a secret area on path 18 if anyone can find it o.o. i just want to know what people think about first 3 screens and secrets http://filesmelt.com/dl/r13.lvl
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  #242  
03-17-2011, 11:04 PM
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there is also a secret area on path 18 if anyone can find it o.o.
Which one is path 18? I can't remember since I haven't been using the editor much.
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  #243  
03-18-2011, 01:23 AM
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Ok. Gota say. Your variation is very weird but my main question is what the hell is up with that bird portal?

Anyway. Stockyards finished

Game:Abe's Oddysee
Level:Stockyard Escape
Made using: Pail's Level Editor 0.6
Difficulty:Medium
Download Link:http://filesmelt.com/dl/e11.lvl
Note:I've inserted a joke involving the moon in one of the screens. See if you can find it
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  #244  
03-18-2011, 04:31 AM
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path 18 is the part with the shadows and the bird portal leads to an unfinished level select thats going to be in the game just you'd need the other level files which dont have much changed except 1 screen on monsaic lines. i'll do some more tonight when i get back from college and yes it will be a abe in sonic if you played sonic
Rupturefarms - flying battery
Stockyard - casino night
monsaic lines - hidden palace beta
Scrabainia - sandopolis
Paramonia - hilltop zone
stockyard return - not sure yet maybe chemical plant
rupture farms return - sonic and knuckles death egg
but did you manage to find how to get to secret area's? although once i add new doors it wil be obvious the other version i'll make is abe's oddysee long version with working condemmed doors harder secret places
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  #245  
03-18-2011, 04:55 AM
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OOO. Sandopolis for Scrabania just soudns perfect. You can have Sandopolis Act 1 for Scrabania and Sandopolis Act 2 for the temple
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  #246  
03-18-2011, 08:41 AM
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OOO. Sandopolis for Scrabania just soudns perfect. You can have Sandopolis Act 1 for Scrabania and Sandopolis Act 2 for the temple
I don't know what Sandpolis is but it sounds good for Scrabania. It would be cool to see a sonic mod but that take a lot of time putting the screens in.

There has to be sonic mod for every game...
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  #247  
03-18-2011, 09:01 AM
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Sandopolis is a desert
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  #248  
03-18-2011, 11:05 AM
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Jenny, i gotta say this, out of all of these, your variants are my favorite!
Holy crap, i swear if it wasn't for the scrabs, your variant could honestly replace the original Stockyards!
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  #249  
03-18-2011, 11:20 AM
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Awwww thanks Wasent expecting anything like that. I gota be honest. Even I still have trouble trying to get past the screen with the Scrab and the 3 mines

So cmon guys. What level shall I do next since you seem to be enjoying them so well
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  #250  
03-18-2011, 11:23 AM
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They are really good.
I can't wait for another one, mods are awesome.
Mine were probably pretty crappy due to the scrab bug.
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  #251  
03-18-2011, 11:26 AM
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Scrab bug? Could you explain what you mean. I enouncetered no glitches on that screen apart from the fact that it is quite difficult

EDIT:SORRY I READ YOUR POST WRONG. I'll edit any level next. Apart from Rupturefarms 1 and the temples
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  #252  
03-18-2011, 11:31 AM
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Scrab bug? Could you explain what you mean. I enouncetered no glitches on that screen apart from the fact that it is quite difficult
When you respawn, due to a timing bug the scrab can/will of jumped on to the respawn point before the screen loads, thus killing you instantly. I missed it because when I played, (before releasing it) I used a save file to load onto that level. However because of this the timing bug didn't occur because there's no time for the scrab to jump if you load from a save.
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  #253  
03-18-2011, 11:37 AM
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I did state in the edit that I read your post wrong. But nevermind :P Thought you meant the Scrabs in my variation were glitchy. I did play my level lots of times before finally releasing it. I made sure every possibility for something to go wrong was ommited. Like the sleeping slig at the "Chant Here" sign. Sometimes when the Slig wakes up he would walk to the left. Hence why I put the mine by the rock. The screen with the 2 sleeping Sligs and the UXB. It is possible for the sleepling Slig below you to actually kill you. But it is a rare occurance.

Anybody found the moon joke yet?
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  #254  
03-18-2011, 11:44 AM
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I have, but i don't get what that has to do with the stockyards? lol pardon me i must be tired :P
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  #255  
03-18-2011, 12:20 PM
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Happy

:
I did state in the edit that I read your post wrong. But nevermind :P
I posted before I saw your edit, sorry!

:
Anybody found the moon joke yet?
I can't find it! If you tell me what was the joke and I might see it...
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  #256  
03-18-2011, 12:26 PM
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Here's a hint. A screen where a Slig commits suicide
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Last edited by JennyGenesis; 03-18-2011 at 12:38 PM..
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  #257  
03-18-2011, 12:46 PM
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Here's a hint. A screen where a Slig commits suicide
I still can't see it!
Can you post the screen number?
I really want to see the joke.
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  #258  
03-18-2011, 01:09 PM
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E1P03CO1
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  #259  
03-18-2011, 01:20 PM
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Was the joke the L.E.D screen on the moon??
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  #260  
03-18-2011, 01:21 PM
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Yeah
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  #261  
03-18-2011, 01:29 PM
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I thought that was quite clever, I can't believe I missed it so many times!
Also, try stockyard return as the next level edit and Paul posted a screen grid to help make .cams for the level. That's what I'm doing.
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  #262  
03-18-2011, 01:41 PM
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Editing cam's is something out of my capabilities I think. But I would happily would happily work with you on the Stockyard return if you like.
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  #263  
03-18-2011, 01:54 PM
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The stockyard return was a suggestion for you because you asked what level you should do next.
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  #264  
03-19-2011, 12:23 AM
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I might get started on it today. I'm unsure yet. Bit busy today
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  #265  
03-20-2011, 07:26 AM
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Ok guys, I've been busier than expected this week. I should be finished with the RuptureFarmsII variation by the end of today. Also, Zulag 4 is difficult to edit compared with the other Zulags, because it is already pretty hard in diffculty!

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  #266  
03-20-2011, 08:17 AM
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Come on man!!
I wanna play it!!!
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  #267  
03-20-2011, 12:17 PM
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scrabainia with sandopolis is already looking like a fail. i tested the 1st 3 screens and well the wells stay there :/ and they look horible so i guess unless there is an alternative to wells i may have to do alot more editing than just replacing some tiles. anyways heres a link to see 1st 3 screens http://www.youtube.com/watch?v=qfG7Tcq_Y5Q and sorry no sound i have no idea how to record sound o.o i need a better recording divice. i'll work on rupture farms flying battery for now
EDIT: doors work on this level :3 so as long as closed doors work all wells will be replaced with doors they may flicker but i think thats cause i never set an effect or movie so am going to test that now
ok doors work fine i will test closed doors later then do the first paths of all the levels for people to test heres an update vid unless anyone can get rid of the well images http://www.youtube.com/watch?v=yLHS4rhezGE

Last edited by Felixia; 03-20-2011 at 01:27 PM..
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  #268  
03-20-2011, 12:35 PM
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Ummm yeah. The cam's look really nice but it does look messy with the wells there
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  #269  
03-20-2011, 01:08 PM
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Happy RuptureFarmsII variation!!

OK guys! Here we are! The variation you've all been waiting for:

Info:

LEVEL: Abe's Oddysee, RuptureFarmsII, Zulags: 2, 3 and 4.
EDITOR: Paul's v0.6.
TIME IT TOOK ME: Probably over 24 man hours.
DIFFICULTY: HARD (on average: some areas are MEDIUM, some are INSANE).


It is possible to save every single Mudokon you come across in this variation. I thoroughly recommend trying to save them all, because you will get much more out of my variation if you do so.

Notes:

- There are various messages hidden in directories. The directories that have messages in them are labeled with a sign saying: 'READ NOW' or 'READ DIRECTORY'.
- I've avoided using so many mines and UXB's in this variation, as I did in my first one.
- There is one area in Zulag 3 that has a Death Clock timer. Please do not try to glitch/cheat this bit.
- I have added many signs to this variation, to make it interesting.
- Some areas of my variation I simply have not bothered to edit. Usually because the level is already as interesting as it can be, or if it would be too much effort to do so. Don't worry though! A good 85% of the level has been variated. Zulag 4 has been the most difficult to edit, so not a huge amount has changed there. But it's still different!

Plot-line:

Mollock brainwashed and sent out some Mudokons as spies into the Native areas, to spy on Abe as he was gaining the Shrykull power. He hears about Abe gaining the Shrykull, and has increased security in RuptureFarms in many ways that you will come across as you play this variation, as a result. Despite this, will Abe still face the almost impenetrable fortress of Zulags: 2, 3 and 4? Play and find out!...

Download links:

Download my variation from here:
http://filesmelt.com/dl/r2.lvl

Download it along with my Boardroom variation to get the full RuptureFarmsII package!:
http://filesmelt.com/dl/r6.lvl

Save files to the beginning of both variations:
http://filesmelt.com/dl/The_Boardroom_start.sav
http://filesmelt.com/dl/zulag_2_start.sav

Enjoy this variation everyone! It took me a lot of effort! Thank you. Please leave feedback.

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  #270  
03-20-2011, 02:03 PM
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Jango as amazing as this variation has been so far I gota be honest man you have seriously underated the difficulty in the description.

I've just finished Zulag 2 and sadly alot of muds have been accadently killed in the process. Finishing a room is hard enough. Figureing out how to rescue muds is a task! You have been really smart in how you have placed things. One problem. TWO MUDS ARE IMPOSSIBLE TO RESCUE. It's the Employee Lounge in Zulag 2. You can get into the room with the 2 muds and rescue them. But you can't get back because of the 3 mines on the ledge on the screen to the left of the one with the 2 muds the 3 mines and the bird portal. Maybe I missed something. But I seriously cannot see anyway to get back up once you have entered the room with the 2 muds.

I'm not sure if this is happening to anybody else but everytime I try to look at the very first directory in Zulag 3 the game crashes.
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Last edited by JennyGenesis; 03-20-2011 at 02:08 PM..
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