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Messages - Ciolf

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VVVVVV Levels / Re: First levels EVER?
« on: November 11, 2016, 12:49:37 PM »
Can't find the very first one I did. Lost in a wipe thanks to a particularly nasty virus.  Was pretty plain anyway.

The second one I did was Deja Verdigris, which Terry actually mentioned in his blog.

Haven't done many others since then, just Alphabet City and Savior.

VVVVVV Levels / Re: ArchiVVVVVVe 2.0
« on: December 16, 2015, 09:12:22 AM »
That's odd, is it the original version of Alphabet City or this updated version?

VVVVVV Levels / Re: Player Level Top 3's!
« on: December 09, 2015, 03:26:45 PM »
Well, I only have three, so this should be easy.  :D

VVVVVV Levels / Re: Savior
« on: November 01, 2015, 01:51:24 AM »
Thanks for the tips, folks! I went back and fixed all of the glitches and issues you've reported thus far (or in a couple of cases, made it impossible for them to be re-triggered).

Glad you like it!  :viridian:

VVVVVV Levels / Savior
« on: October 29, 2015, 11:55:22 PM »
Hey guys, I've been tinkering with this level for the last few days (trying to remember how to navigate the level editor in the process), and I feel pretty comfortable in uploading a new level for the first time in literally years. It may be a bit script-heavy for some, particularly early on, but I tried to keep things irreverent and silly (clearly had some inspiration along the way... you'll see about halfway through). I made the last "boss" level somewhat tricky, but trust me, it is definitely beatable.  Anyway, hope you guys enjoy it! Let me know what you think.

Basic facts - size: 7x7 (all rooms used), trinkets: 12, crewmates: 2  :vermillion:  :victoria:



11.1.2015 - Version 1.1 - fixed the gravity line glitch issue in the room after the grotto, cleaned up a couple of levels and fixed pretty much all of the scripting issues.

VVVVVV Levels / Re: "Alphabet City" - new level (1.2)
« on: October 18, 2015, 08:34:05 PM »
Hey everyone!

I know it's kinda weird to bump a four-year-old post, but I've just recently gotten back into playing VVVVVV, and I figured I'd check out some of the user levels you guys have been working on over the past few years (some really good ones in here!)  As I was looking around, I realized I never posted the updated version of this level (fixing some minor bugs), so I figure I'd rectify that situation. Besides, a lot of you might not remember me (I also did the "Deja Verdigris" level), so I figured it would be cool if some of the newer folks on here tried out the level as well.  There's also one more I've been working on that's almost done, so I'll post that once it's ready.

Good to be back, folks.  :viridian:

« on: August 25, 2012, 09:58:21 AM »

I don't know if it's a good idea to make the player die various times. Floating checkpoints don't look good, but I don't know if they're bad level design, as I think that there are some in the feauterd level "Deja Verdigris"

Yeah, I always intended to update that level, but Terry featured it before I could really get into any changes.

VVVVVV Levels / Re: "Deja Verdigris": first level designed by Ciolf
« on: November 21, 2011, 12:47:58 AM »
I was sorta hoping you'd update this level, but at this point I guess that's unlikely. Anyway, just featured it!

Whoa!  :o I totally wasn't expecting that!  I had worked on it a bit, but I got caught up working on Alphabet City and a new big one.  Still, I'm psyched that you decided to feature this one.



VVVVVV Levels / Re: "Alphabet City" - new level (1.2)
« on: September 27, 2011, 08:36:43 PM »
Oh yeah... my apologies to the Bard.  It's been 15 years since I've read that, and I forgot that "Wherefore" meant "why".  I'll fix that shortly.

VVVVVV Levels / Re: "Alphabet City" - new level (1.1)
« on: September 21, 2011, 02:37:10 PM »
----"... That's as far as I got. I had to play with invincibility on, and the nameless room next to, "... and Juliet is the sun", had spikes placed to where I couldn't pass."


Oh, man, I spent all that time in that room making sure I didn't have any 1x1s or floaters and I totally blocked it off.  Crap.

OK, just a second....

VVVVVV Levels / Re: "Alphabet City" - new level
« on: September 21, 2011, 12:33:11 PM »
Yeah, I updated that spike room.  Had to be done.  Added a terminal, but made the level still challenging as hell.  :vermillion:

But yeah, no more floating spikes, so that hopefully takes care of all major issues.

VVVVVV Levels / "Alphabet City" - new level (1.2)
« on: September 20, 2011, 01:44:21 PM »
Hey guys, releasing my new level, "Alphabet City".  Basic premise is that you're in a spaceport whose major areas are letter-based, but there are also several outside rooms to test you.  It's a 10x5 map with 3 rooms unused. 
NOTE: There are two things that you will need to be aware before digging in to this level.

1) There are a couple of rooms with 1-tile lines (sorry, PJ).  In some cases, it couldn't be helped (particularly Quebec Nordique, the room after Echo Base, and the rooms after Three to Tango).  Also, the room straight after Wherefore Art Thou Romeo? has floating spikes, which I know many of you hate.  I might go back and fix it if I can think of something better. EDIT: Changed the room completely.  It's still quite challenging, and there's more scripting in there.  But that's one less design flaw.

2) There are some very difficult rooms in this level, especially if you want to go trinket hunting.  In some cases, I provided help so you can line up your jump and/or time it properly.  But it's still challenging - even on my best playthrough, I still died 50 times.

(I may have edited the rooms slightly since I took the screenshots, btw.)

So let me know what you think, or if there are any serious bugs you notice.  There is a fair amount of scripting here, and I tried to take care of it as much as possible, but it wouldn't shock me if something slipped through the cracks.


EDIT: Fixed an obvious glitch in the room between Juliet and Kilo.  Thanks, PJ!

VVVVVV Levels / Re: "Deja Verdigris": first level designed by Ciolf
« on: September 14, 2011, 04:50:53 PM »
I can understand your complaint, PJ - it does look a little strange to see a floating checkpoint.  But sometimes they can't be helped.  Particularly in the red section, it would undermine my intentions for those levels.  The idea is that you have to complete the level falling downward, and just when you get the hang of it, that's when I put the platform in to force you to complete the level in the opposite direction.  If the platform had been there the whole time, it would've made the level fairly more linear.

And thanks for pointing out the glaring error in that red section, Terry - I had been meaning to fix that but never quite got around to it.  I also fixed the conveyors in the blue section (but I think I'll leave the shortcut in the last blue stage - it considerably shortens the level, but it still presents a challenge to the player).

I'm going to go back and see if there's a way to tweak the yellow section so it doesn't kill you straight out of a warp, but is still as challenging as I intended it to be.

Thanks for all the feedback, guys!  I'm going to continue fine-tuning it for now.  Maybe when the patch gets released, I'll modify the script a little, as well (maybe to something on more of a fourth-grade level).    :P

VVVVVV Levels / Re: "Deja Verdigris": first level designed by Ciolf
« on: September 14, 2011, 08:41:47 AM »
Oh, jeez, I totally missed the fact that I left the upper part of the ending scene open.  I'll fix that.  I also move the checkpoints in the green levels onto the platform itself (they should still be hit when using the warp token, though).  I also added a platform under the checkpoints in the purple levels, so it'll give people a little bit of time to gameplan.
I'll go back and edit the first post.

Thanks for the tips!

VVVVVV Levels / "Deja Verdigris": first level designed by Ciolf
« on: September 14, 2011, 07:41:35 AM »
Hey folks, I'm not sure if I'm going to do this properly for my first post, so please be gentle.  Here's my first level to be released, called "Déjà Verdigris".  It's a relatively small map (7x6 with 4 unused areas and 3 others that are barely used) with regularly increasing difficulty.  By the title, I'm guessing some of you can figure out the general premise of the level.  Here are some screenshots:

Let me know if everything worked out okay, and feel free to offer feedback!  Thanks, guys!

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