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Topics - Ciolf

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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:



 



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UPDATES

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.

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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.

Thanks!
-Ciolf

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

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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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