distractionware forums

VVVVVV => VVVVVV Levels => Topic started by: Martze on September 23, 2011, 09:03:01 am

Title: Quantum Tunnel (v1.2)
Post by: Martze on September 23, 2011, 09:03:01 am
This is my new level, Quantum Tunnel. It picks up immediately where Soul Searching left off, but the story is not important.

This level explores the idea of room duality much more deeply than in Soul Searching. It is 20x2, and explores concepts that are only possible in a map that is two rooms tall.

If I had made a full VVVVVV level set, the individual levels probably would have looked like this. Soul Searching might have been my final area. What this means is that this is considerably shorter and easier than Soul Searching was. But it also means it's more consistent, more polished, and more professional.

(http://i.imgur.com/HxBtY.png)

(http://i.imgur.com/38v4M.png)

(http://i.imgur.com/VTOu5.png)

CHANGELOG:
Version 1.2 (Released September 28, 2011)
-Moved the secret area.
-Minor miscellaneous script changes.

Version 1.1 (Released September 27, 2011)
-Used new commands for forwards compatibility with new features (colored text, map toggle, crew moods)
-Improved layout of Vagrant/Vagabond, Light/Heavy World, and Prim's/Kruskal's Algorithm.
-Fixed misalignment in So Nice/Do It Twice.
-Added a warp to leave the final area and return to the level.
-Tweaked Victoria's dialogue.
-New secret area. (!!!)

Version 1.0.1 (Released September 23, 2011)
-Fixed minor alignment bug in final area.
-Fixed minor scripting bug in final area.

Version 1.0 (Released September 22, 2011)
-Initial release.
Title: Re: Quantum Tunnel
Post by: art begotti on September 23, 2011, 04:13:47 pm
FANTASTIC level! It took a while for me to figure out what was going on and how to use the arrows in the "Pine/Pike Street" sequence, but once it clicked, it was an amazing challenge. Very good use of the warps!

One tiny bug to report: In the ending sequence, you might want to check (I'm trying to avoid spoilers) the lower-right room, as I don't think it's quite lined up with the lower-center room on the top edge.
Title: Re: Quantum Tunnel
Post by: Martze on September 23, 2011, 11:33:21 pm
I'm glad you enjoyed it. I'm definitely going to fix that, but for now I'm going to wait for a little more feedback before I release a bugfixed version. I don't want that version number to climb as high as Soul Searching. (Also, assuming I'm only doing minor changes, I'm going to increment the hundredths places instead of the tenths place; that is, 1.0.1, not 1.1. I'll save the tenths for bigger changes.)

I used the arrows to mark warp lines, just like I used backing in Soul Searching. Backing won't show up in the Lab tileset, but I thought the aesthetics matched the idea of a quantum tunnel pretty well. Warp lines are EXTRA confusing when you're dealing with room duality, so it's understandable why you'd be confused. Maybe I need to make that terminal's explanation a little clearer.
Title: Re: Quantum Tunnel
Post by: Officer Captain on September 24, 2011, 01:00:25 am
Oh man, this is an amazing concept! The level itself was really enjoyable.
Probably required some planning, no?
Title: Re: Quantum Tunnel
Post by: Martze on September 24, 2011, 01:27:51 am
It did, yes, but I find that working within constraints really helps me be more creative--I push the boundaries and do the best I can with what I have. Give me unlimited potential, and I won't know where to start.

EDIT: I was willing to wait on the alignment bug. It's pretty hard to notice. This other bug, though, needed fixing.
Title: Re: Quantum Tunnel (v1.0.1)
Post by: PJBottomz on September 25, 2011, 01:26:47 am
How the hell did you guys even complete this? I got as far as Pine/Pike street and got eternally lost. :victoria:
Title: Re: Quantum Tunnel (v1.0.1)
Post by: Officer Captain on September 25, 2011, 01:29:29 am
I found it helpful to find that you're always going right, as the level was 2 rooms tall.
As soon as you located an exit that wasn't marked with a >, you'd navigate there and take it.
If it was a dead end, you'd keep moving.
On Pine street, it was a group of 4 rooms. It helped to know that each up and down holes in Spine/Spike street were loops, so you had to navigate Pike street.
Title: Re: Quantum Tunnel (v1.0.1)
Post by: Martze on September 25, 2011, 01:42:25 am
How the hell did you guys even complete this? I got as far as Pine/Pike street and got eternally lost. :victoria:

This level is definitely meant to be more of a cerebral challenge than Soul Searching was.

Hint 1:
Pike/Spine Street can be a bit confusing since the rooms all look the same, but it's a linear path. You can only go forward or back. There's only one door you can go in that sends you back more than one screen, and it's marked with X's. If you find yourself back in Revolution/Nine, turn around. Going into a door on the left or right that's marked with arrows is pointless because you'll come back out in the same room.

Hint 2:
Think of it as eight subrooms. Every time you enter a subroom from the left or right, leave it from the top or bottom.  Every time you enter a room from the top or bottom, go right unless that exit is marked by arrows. In that case, go left.
Title: Re: Quantum Tunnel (v1.0.1)
Post by: PJBottomz on September 25, 2011, 01:45:32 am
 ???

I probably shouldn't have anything to do with levels that require less reflex and more brain, seeing that I appear to lack one.
Title: Re: Quantum Tunnel (v1.0.1)
Post by: ThePaSch on September 25, 2011, 02:03:28 am
Brilliant level. Once I figured out how to do it, I couldn't keep myself from constantly smiling. Great to see what can be done with the VVVVVV level editor with a pint of creativity.

I especially liked the ending sequence when you pick up the crew to end the level. Nice use of the Ship tileset.
Title: Re: Quantum Tunnel (v1.0.1)
Post by: Damn It AL to Hell on September 25, 2011, 04:05:05 am
I just realized your avatar is Break Man! :P
Title: Re: Quantum Tunnel (v1.0.1)
Post by: Officer Captain on September 25, 2011, 04:09:36 am
Kinda the wrong place to put that, eh?
Well, then again, there really isn't a place to put it, anyway.
Title: Re: Quantum Tunnel (v1.0.1)
Post by: Martze on September 26, 2011, 05:54:22 am
I just realized your avatar is Break Man! :P

Nah, Proto Man isn't wearing his Break Man disguise here. He's wearing Corey Hart's sunglasses. (http://topiat.com/system/images/2663/originals/082720111959/Corey-Hart-sunglasses.jpg)

Of course, Proto Man already wears sunglasses underneath his helmet (http://images.wikia.com/megaman/images/a/aa/Helmetless_Protoman.png), so that comes out to three pairs of sunglasses.

He's just that cool.

I don't really mind having the conversation here as long as it doesn't hijack the topic.
Title: Re: Quantum Tunnel (v1.0.1)
Post by: Damn It AL to Hell on September 26, 2011, 10:32:04 pm
Oh, alright! :vermillion:
Title: Re: Quantum Tunnel (v1.0.1)
Post by: Terry on September 27, 2011, 11:36:44 am
Absolutely fantastic stuff :viridian: I'll have more to say about this one later in the week!

A few small things that seem worth mentioning:
 - Viridian isn't great at squeezing into corridors smaller than 4 blocks high when falling in either direction - this means that the path at the top of Vagabond with three XXXs is very difficult to land in if you're trying to, and there's a part in the Heavy World room where you can even get completely stuck!
 - This strikes me as a level that having a minimap in would totally ruin. You might want to futureproof it for the upcoming patch by having a "map(off)" command in the introscript.
 - Speaking of which, if you feel like it, you might as well futureproof it for textbox colours :) Use "say(3,violet)" instead of "say(3)" to have a textbox use violet's position and colour (and so on for all the crewmates).
Title: Re: Quantum Tunnel (v1.0.1)
Post by: Dispensers Heal on September 27, 2011, 12:09:28 pm
Amazing level design, but a little annoying. This level gets an S Rank and the Shiny Approval Trinket.

:shiny:
Title: Re: Quantum Tunnel (v1.0.1)
Post by: PJBottomz on September 27, 2011, 03:38:26 pm
- This strikes me as a level that having a minimap in would totally ruin. You might want to futureproof it for the upcoming patch by having a "map(off)" command in the introscript.

But the map's screens arent revealed until you go into the screen... right? That's how it is in the main game.
That being said, I'm glad there WILL be maps.

- Speaking of which, if you feel like it, you might as well futureproof it for textbox colours :) Use "say(3,violet)" instead of "say(3)" to have a textbox use violet's position and colour (and so on for all the crewmates).

 :o OH MY GOD! YEZZZ! If I wasn't working on a level where no one but terminals say anything, I would TOTALLY go futureproof it!
Title: Re: Quantum Tunnel (v1.0.1)
Post by: Martze on September 27, 2011, 07:28:45 pm
Yessssssss   :viridian:

The three spaces thing may be a bit tricky to fix. I can think of a quick, kind of ugly hack, but knowing me I'm probably going to do major structural changes to preserve the elegance of the level.

I was a bit concerned about the map myself, so I'm glad there will be an option to turn it off.

I'm happy to future-proof my level. I'd really like it if there were a way to make the crewmates do this :viridian: instead of this :victoria: .

Expect a version 1.1 soon.
Title: Re: Quantum Tunnel (v1.0.1)
Post by: Martze on September 28, 2011, 05:14:18 am
Updated. Check the changelog for goodness.
Title: Re: Quantum Tunnel (v1.1)
Post by: Terry on September 28, 2011, 11:47:36 pm
Oh no! There seems to be a bug with the warp token to the left of the start!

I'm not sure *what* happened, exactly, but I managed to fall into a warp token that didn't seem like it was meant to be accessed that way (as it brought me to the end of the level and a credits terminal).
Title: Re: Quantum Tunnel (v1.1)
Post by: Terry on September 28, 2011, 11:59:11 pm
Actually, maybe I'm wrong about that being unintended? I just played through the whole level and I don't see any other way I could have gotten there. It felt glitchy, though (the script brought up the cutscene bars, but didn't have any text)
Title: Re: Quantum Tunnel (v1.1)
Post by: Martze on September 29, 2011, 12:03:07 am
Well, that's embarrassing. I tested it and it's working on my computer. I'll double-check that when I get home. Are you playing it on 2.0 or your current 2.1 build?

Spoiler: It's only supposed to be there if you have eight trinkets. It's your reward for getting all the trinkets but the last one, then going back to the start of the level.

Edit: The cutscene bars are also not supposed to be there.
Title: Re: Quantum Tunnel (v1.1)
Post by: Terry on September 29, 2011, 12:19:51 am
Yikes! I'm doing a bit more digging into this one, as it looks like it might actually be a bug with VVVVVV.

Yeah, I have no idea how I did this. It's a bit worrying, actually. The disappearing warp token thing is a little weird, anyway - because it appears for just a split second when you enter the room I *thought* what was happening was that one of the rooms had wrapping lines, and the other didn't - so, I was trying to enter the room from the corners so that I could reach it. (Of course, all that's happening is that a script is destorying the warp token)

It feels a little cruel to expect someone to backtrack through the entire level unless they actually expect something to happen if they do. Maybe it's better just to have a more traditional trinket lock terminal near the start that leads to a warp zone? (replacing the trinket in the go away room, maybe?). Also, honestly I really liked the void to the left; it's a shame to lose that effect by putting something there!
Title: Re: Quantum Tunnel (v1.1)
Post by: Martze on September 29, 2011, 02:40:38 am
Yikes! I'm doing a bit more digging into this one, as it looks like it might actually be a bug with VVVVVV.

Yeah, I have no idea how I did this. It's a bit worrying, actually. The disappearing warp token thing is a little weird, anyway - because it appears for just a split second when you enter the room I *thought* what was happening was that one of the rooms had wrapping lines, and the other didn't - so, I was trying to enter the room from the corners so that I could reach it. (Of course, all that's happening is that a script is destorying the warp token)

It feels a little cruel to expect someone to backtrack through the entire level unless they actually expect something to happen if they do. Maybe it's better just to have a more traditional trinket lock terminal near the start that leads to a warp zone? (replacing the trinket in the go away room, maybe?). Also, honestly I really liked the void to the left; it's a shame to lose that effect by putting something there!

Hm, you're right about losing the effect. "An Unwelcome Guest" is a pretty good place to put it.

Seeing the warp token flick out of existence like that is crappy, yeah, but what else can I do?

The secret area was added on the feedback of a friend, who thought I WAS hinting at it. Viridian looks into the void and says "I hope I didn't miss any trinkets!" and there's the terminal that explicitly says the entire level is bi-traversable. After I added the secret room, I added another hint, too. If you go to Victoria with eight trinkets, she says that the final trinket isn't in the quantum tunnel.

I still don't know what's up with the cutscene bars and how you managed to bypass the script that destroys the warp token, though. Fair enough. An unlock terminal is cleaner to implement.
Title: Re: Quantum Tunnel (v1.1)
Post by: Martze on September 29, 2011, 03:32:44 am
Okay, version 1.2.

I liked the idea of hiding something in the big void, but there wasn't a clean way to do it. The flickering warp token is really ugly, and even though it's not happening on my computer, I have to assume the bug Terry is experiencing is happening to other people, too. If there was a way to warp by script, that would suit my needs perfectly, but I'm not sure it's a feature worth implementing. It would also work perfectly for the sequence between the level and the final area; much better than the ugly warp token I'm using for the purpose now.

Come to think of it, the secret room would have been great if there was no trinket there and Victoria didn't hint at it; I'm not at all expecting the player to find it, then. It would be an extra bonus for people who want to dig deep. The way I had it, though, didn't work at all.

So, given the limitations of the level editor, I think Terry's idea works the best. And that's the way it's going to be.
Title: Re: Quantum Tunnel (v1.2)
Post by: PJBottomz on September 29, 2011, 03:53:42 am
O_O I beat it. With EVERY SINGLE TRINKET.
Title: Re: Quantum Tunnel (v1.2)
Post by: DensetsuNoKaboom on September 30, 2011, 12:14:50 am
I absolutely love this level, but there's something about it that makes it seem...........um........I guess you could say "lonely", but somehow that doesn't sound like the right word...let me think...
Title: Re: Quantum Tunnel (v1.2)
Post by: PJBottomz on September 30, 2011, 04:01:27 am
I absolutely love this level, but there's something about it that makes it seem...........um........I guess you could say "lonely", but somehow that doesn't sound like the right word...let me think...

Desolate?
Title: Re: Quantum Tunnel (v1.2)
Post by: DensetsuNoKaboom on September 30, 2011, 06:49:28 pm
I absolutely love this level, but there's something about it that makes it seem...........um........I guess you could say "lonely", but somehow that doesn't sound like the right word...let me think...

Desolate?
...Yes.
Title: Re: Quantum Tunnel (v1.2)
Post by: B-Man99 on July 22, 2013, 01:42:34 am
I decided the play this level again after having not played this game in a while, but somehow I ended up in the secret room... but on the outside where it says, "Cool" instead of the inside where the trinket is... from the Ceti Alpha 6 or 5 thing. I'm not sure how but the game kind of glitched and let me through one of the side portals... just to let you know. It probably wasn't because of the map, maybe just the game.
I absolutely love the whole concept of having a map that's 2 rooms in height, though. This was fantastic, even the second time around! The location of the secret room was hard to come by, but it was totally worth the difficulty. I really like the puzzle aspect of VVVVVV... probably a bit more than everything else to be honest. A job well done!
Title: Re: Quantum Tunnel (v1.2)
Post by: Chyulix on July 25, 2013, 10:20:11 pm
I decided the play this level again after having not played this game in a while, but somehow I ended up in the secret room... but on the outside where it says, "Cool" instead of the inside where the trinket is... from the Ceti Alpha 6 or 5 thing. I'm not sure how but the game kind of glitched and let me through one of the side portals... just to let you know. It probably wasn't because of the map, maybe just the game.
I absolutely love the whole concept of having a map that's 2 rooms in height, though. This was fantastic, even the second time around! The location of the secret room was hard to come by, but it was totally worth the difficulty. I really like the puzzle aspect of VVVVVV... probably a bit more than everything else to be honest. A job well done!
Largest. Bump. Ever.  :verdigris: