distractionware forums

VVVVVV => VVVVVV Levels => Topic started by: Pyrite on February 12, 2012, 02:40:40 pm

Title: Extra Zone
Post by: Pyrite on February 12, 2012, 02:40:40 pm
 
:shiny:  :viridian:  :victoria:  :vermillion:  :vitellary:  :verdigris:  :violet:

Now renamed, revamped, and re-something else that goes with those things. It's got:

CHANGELOG

1.3.1 NOW, it's in its final state. I might add to it, I might not, whatever. You can now get 13 trinkets, two of which are OMINOUS, one of which is CHEAP, and the rest are scattered around.

1.3!!!!! Version that has a room of ominousness.

1.2.2b Buggy version that I can't figure out why, but crashes in Ominous Entrance when you warp to it.

1.2_1 Aesthetic changes.

1.2_02 Minor bug fixes and new area and stuff placeholder logic blah update.

1.2 *OLD* Now the level contains content, bug fixes, an emergency entrance, a rare cab, and a butan to push.

1.1 Added more scripts and added an additional trinket

1.0: Initial release (yeah)
(http://i.imgur.com/UJTcl.png) (http://i.imgur.com/AfMyG.png) (http://i.imgur.com/iU5wt.png) (http://i.imgur.com/96tRv.png)

:shiny:  :viridian:  :victoria:  :vermillion:  :vitellary:  :verdigris:  :violet:
Title: Re: The Story of Captian Viridian in Another Dimention North of California
Post by: Pyrite on February 12, 2012, 08:41:05 pm
lotsa spaghetti

need more download. changed name to be shorter and more appealing.
Title: Re: The Story of Captian Viridian in Another Dimention North of California
Post by: Insani on February 13, 2012, 03:38:06 am
Haha. I'll try it out.

The level editor section seems a bit dead nowadays, I know it feels to wait days and not get a single piece of feedback.  :victoria:



Now on to the level!

Alright, had a hard time finding the level. You might want to change the thread title / In-game level title to match with the other.

You might want to add some sense of where to go, after promethean laboratory / aerial stunts,  I didn't know where to go and was just leaping trying to find something to explore.

Again, the lack of checkpoints is annoying - I have to redo MTSD everytime I die now, due to lack of checkpoints at the teleport-out point.

Another glitch. I can't get out of the chamber of trinkets because all the sides warp! And it's surrounded by walls, so I can't get in to the trinket and the warp.

All in all though, so far, I've found the level to be pretty creative, but it really needs more checkpoints and a sense of direction. I can't quite understand where I'm supposed to go in many places, and large spaces of blank rooms tend to contribute to this sense of uncertainty. I look forward to finishing it once it's done.

I hope that my comments help :v
Title: Re: Mysterious Vertical Ruins North of California
Post by: Pyrite on February 17, 2012, 08:17:53 pm
Get the new version while it's still new!
Title: Re: Mysterious Vertical Ruins North of California
Post by: Arthur on March 26, 2012, 04:44:16 pm
Aerial stunts are really gonna be a real level? I loved the "We're closed" rooms, I don't want them to change! :victoria:
"YOU ARE A PIRATE" is really a surprising room. It seems more to be a luck room than a timing puzzle. You're allowed to change it!
Also, I hate having to guess where the warps are in some rooms such as "0 km to the bottom of the world". I never liked trial and error in vvvvvv levels. You can also change them :P
EDIT: "Emergency entrance" is really an emergency entrance, because you can access it from the aerial stunts training.
Title: Re: Mysterious Vertical Ruins North of California
Post by: Pyrite on May 17, 2012, 10:23:16 pm
What happened to everything? Sorry, other things happened so the 2 people who enjoyed this didn't get an update for a while... it'll be made... Eventually...

And yes, YOU ARE A PIRATE DOES have a pattern. I tested it 9004 times.
Title: Re: Extra Zone
Post by: Pyrite on June 15, 2012, 06:06:05 pm
Using the powers of glitch exploits, I bump this topic and point out that the going through the wall upwards is intentional and the other way is a BAD IDEA.
Title: Re: Extra Zone
Post by: blue626 on June 15, 2012, 08:01:28 pm
I didn't finish the level yet but I found some glitches/bugs:

When you die at the start of the aerial stunts training after going forward very fast and the last checkpoint touched was in the room where was  :vermillion:, the music doesn't change back.
I found spikes hidden behind the room name in "Cabs these days" and "Misstep". Was this made on purpose?
I think that you should put a warp token in the start of Bel Air (is this a secret?) so that you can go back if you've already completed it or you give up.

EDIT:
When you enter the room at the right of "Empty?" without flipping, you die because of the spikes hidden in the disappearing platforms. Was there a purpose for this?
It's hard to see the pattern at "YOU ARE A PIRATE".
I didn't see the difficulty of the "ketchup" trinket (you understand?).
There are some walls that are 1 tile wide/tall and they don't look good. The ones at "Empty?" are almost invisible, so, you may keep those.
Also, exploiting glitches on purpose isn't good. They might be fixed, but it isn't good anyway.
From the screenshot above I see that you put the text box above Verdigris and it's green. In 2.0, the text box is grey and it's in the center, but that should happen in every level. I should ask this, then: Who said "Kazam!"? Vermillion didn't, did he?
Title: Re: Extra Zone
Post by: FIQ on June 16, 2012, 07:57:27 pm
If the point is to have invisible walls in Empty, there are *real* invisible tiles FYI (that you can access if you're using 2.1).

I've not finished this yet, I'll comment when I'm done. However, getting Viridian stuck in a wall *on purpose* feels like bad level design to me.
Title: Re: Extra Zone
Post by: Pyrite on June 17, 2012, 02:08:41 am
I didn't finish the level yet but I found some glitches/bugs:

When you die at the start of the aerial stunts training after going forward very fast and the last checkpoint touched was in the room where was  :vermillion:, the music doesn't change back.
I found spikes hidden behind the room name in "Cabs these days" and "Misstep". Was this made on purpose?
I think that you should put a warp token in the start of Bel Air (is this a secret?) so that you can go back if you've already completed it or you give up.

EDIT:
When you enter the room at the right of "Empty?" without flipping, you die because of the spikes hidden in the disappearing platforms. Was there a purpose for this?
It's hard to see the pattern at "YOU ARE A PIRATE".
I didn't see the difficulty of the "ketchup" trinket (you understand?).
There are some walls that are 1 tile wide/tall and they don't look good. The ones at "Empty?" are almost invisible, so, you may keep those.
Also, exploiting glitches on purpose isn't good. They might be fixed, but it isn't good anyway.
From the screenshot above I see that you put the text box above Verdigris and it's green. In 2.0, the text box is grey and it's in the center, but that should happen in every level. I should ask this, then: Who said "Kazam!"? Vermillion didn't, did he?
Alright... This should clear things up I hope.
I'm trying to find the invisible tiles in Direct Mode but I can't find them, also "Empty?" was made when I had first gotten used to VVVVVV and finished main campaign mode twice.

Onto the bugs...
Spikes are intentionally behind the roomnames, you can hide the names in 2.1 by hovering over them.
Bel-Air has a warp token out, you reach it by activating the terminal. It actually just removes the warp-walls. (If you mean an exit within the level, that's fixed along with the music in the Vermillion room.
The "graham crackers" room to the LEFT of "Empty?" will be fixed in the next update, and your one-block tiles are either irremovable or I can't find them.
Can't find the pattern? That's why there's a midway checkpoint. You have to "feel" it. You also go between two left-moving enemies.
"ketchup"'s difficulty was in the very easy falling puzzle afterwards.
This was made in 2.1, so you're using 2.0 so the colored text boxes won't work. Vermillion IS saying "Kazam" because he's a magical wizard of olde tymes.

Also, there is no flag commands because I was too much of an idiot when this was made to implement them, and now I'm too lazy to add them in, so you'll be forced to watch plenty of delay/dialouge/flashing stuff, YAEY!
Title: Re: Extra Zone
Post by: FIQ on June 17, 2012, 06:03:02 pm
Just pointing out, I'm using 2.1 and the Kazam! is gray for me.
Title: Re: Extra Zone
Post by: blue626 on June 17, 2012, 09:20:41 pm
Also, there is no flag commands because I was too much of an idiot when this was made to implement them, and now I'm too lazy to add them in, so you'll be forced to watch plenty of delay/dialouge/flashing stuff, YAEY!

I forgot to tell you this: the cutscene of the Bel-Air entrance repeats. I suppose that, according to your post, it isn't going to be fixed.

and your one-block tiles are either irremovable or I can't find them.

They're in the 2nd screenshot, and I think there are more in the Lab.

(If you mean an exit within the level, that's fixed along with the music in the Vermillion room.

You mean that's what you fixed in 1.2_1? I think I downloaded 1.2_02. I don't mind repeating part of the level again, so I'll download 1.2_1.

Spikes are intentionally behind the roomnames, you can hide the names in 2.1 by hovering over them.

That's bad level design, considering that I have 2.0. Read the "To you, what is a bad level design?" thread.

"ketchup"'s difficulty was in the very easy falling puzzle afterwards.

In this case, the player doesn't see the challenge, so you should put the trinket after it, somehow.

Can't find the pattern? That's why there's a midway checkpoint. You have to "feel" it. You also go between two left-moving enemies.

I have found that after about 20 deaths. After I touched the checkpoint, it wasn't hard.
Title: Re: Extra Zone
Post by: FIQ on June 17, 2012, 09:31:05 pm
Quote
Spikes are intentionally behind the roomnames, you can hide the names in 2.1 by hovering over them.
Only in the level editor. Also, considering 2.1 is "beta"*, it shouldn't be relied on.

*: Beta, even though there are no single regressions (but a lot of bug fixes) - hence 2.1 beta is more stable than 2.0.
Title: Re: Extra Zone
Post by: Pyrite on June 18, 2012, 10:03:22 pm
I mean it's fixed, but I didn't upload it yet because of unknown reasons.
(Some relating to THIS (http://tinyurl.com/6jynut) and THIS. (http://tinyurl.com/dchbv)
Title: Re: Extra Zone
Post by: blue626 on June 19, 2012, 07:39:53 pm
I finished the level with 10/13 trinkets.
I'll try to express my opinion, but I'm not a game reviewer.

Originality: Some trinkets were original. Rating: 7/10 :verdigris:
Level structure: I like levels with sub-levels (which you can do at any order) and with secrets. I also like open areas where you can explore Rating: 8/10 :viridian:
Story: So, they got there through a big warp token. How can Vermillion be a wizard while exploring dimensions, considering the existence of teleporters, etc.? Also, there are 2 Vermillions and no Vitellarys. I liked how an area is a city (Bel-Air), and the fact that Violet wanted to stay there. I also noticed Skype. Rating: 7/10 :verdigris:
Design: I see you used direct mode, and created objects with it. That was good. There are some one tile thin walls, though. Rating: 7/10 :verdigris:
Difficulty Balance: Note: You get a high rating for having medium difficulty and a low score for being too hard/easy. Ideal difficulty there are some hard places, like YOU ARE A PIRATE or the 2nd room of the Lab, but the rest is ideal. Rating: 9/10 :viridian:
Glitch Amount: You exploited at least 4 glitches on purpose, which are necessary to clear the level, and that's bad level design. Also, there should be a separation between the "Chamber of trinkets" and the open area. Also,in the "Okay, You win" trinket, you could have put a warp token so that you don't need to die (create walls around it except above it, so that you get the trinket before you touch the warp token). Most of the scripts repeat. There are also the glitches I mentioned in other posts. Rating: 3/10 :victoria:
Total rating: 14 :shiny:/20

EDIT: Added ratings, difficulty balance and wrote more things.
Title: Re: Extra Zone
Post by: Pyrite on June 23, 2012, 02:10:08 pm
I finished the level with 10/13 trinkets.
I'll try to express my opinion, but I'm not a game reviewer.

Originality: Some trinkets were original. Rating: 7/10 :verdigris:
Level structure: I like levels with sub-levels (which you can do at any order) and with secrets. I also like open areas where you can explore Rating: 8/10 :viridian:
Story: So, they got there through a big warp token. How can Vermillion be a wizard while exploring dimensions, considering the existence of teleporters, etc.? Also, there are 2 Vermillions and no Vitellarys. I liked how an area is a city (Bel-Air), and the fact that Violet wanted to stay there. I also noticed Skype. Rating: 7/10 :verdigris:
Design: I see you used direct mode, and created objects with it. That was good. There are some one tile thin walls, though. Rating: 7/10 :verdigris:
Difficulty Balance: Note: You get a high rating for having medium difficulty and a low score for being too hard/easy. Ideal difficulty there are some hard places, like YOU ARE A PIRATE or the 2nd room of the Lab, but the rest is ideal. Rating: 9/10 :viridian:
Glitch Amount: You exploited at least 4 glitches on purpose, which are necessary to clear the level, and that's bad level design. Also, there should be a separation between the "Chamber of trinkets" and the open area. Also,in the "Okay, You win" trinket, you could have put a warp token so that you don't need to die (create walls around it except above it, so that you get the trinket before you touch the warp token). Most of the scripts repeat. There are also the glitches I mentioned in other posts. Rating: 3/10 :victoria:
Total rating: 14 :shiny:/20

EDIT: Added ratings, difficulty balance and wrote more things.
FIRST OFF: The three missing trinkets are in the "Final zone/Ominous zone" and are placeholders, I'm planning on adding a notification after you get 10 trinkets to tell you where to go, or I'll use the gotoroom command (is that it?) that is used in Return to VVVVVV.
I need to know what these exploits are, and unless you're doing a no death run or something I don't see why I should remove the death trinket. If you're counting then just subtract 1 from your death count.
The upside-down wall moving thing IS an exploit I know of, and I wasn't planning on this getting featured or anything but I thought it was cool, besides there's pretty much no way you could mess it up because of the spikes unless you're TRYING to screw yourself over, in which case I'm not sure what to say. Conclusively, I can't figure out why but as soon as you take the warp token in "Ominous Crater", VVVVVV will crash. I'm not sure why, because I think my scripts work, unless you can't have a flash and a say command right in the room entrance.
Also the cool trinket notifier doesn't work. Will fix it, but it'll be less cool. Wait, there's no  :vitellary:? I can't really replace the  :vermillion: in the cliff face, sooooooo... I'll find the other  :vermillion:.
Title: Re: Extra Zone
Post by: blue626 on June 23, 2012, 03:14:44 pm
I collected the 3 trinkets in the final zone. The 3 trinkets I didn't collect are "Mobile Trinket Device" (because of a glitch, was that made on purpose?), "Don't forget the sauce" and another one I didn't find.
The  :vermillion: s are: the one hat says "Kazam" and the one that's in the "snake".
Is "Omnious Crater" the last room in the Final Challenge? In that case the warp token works.
Also, what's needed to rescue the "wizard" Vermillion? (write in white). I thought I needed to go to the Final Challenge to rescue him.
The exploits are in these rooms: "IT'S A TRIP", "Science Project" and the 2 collision errors, which are in "Misstep" and in the Final Level.
And, no I didn't count my deaths, but I still think death trinkets are unfair (I'm not the only one that thinks like this).
The upside-down wall moving thing IS an exploit I know of, and I wasn't planning on this getting featured or anything but I thought it was cool, besides there's pretty much no way you could mess it up because of the spikes unless you're TRYING to screw yourself over, in which case I'm not sure what to say.
I don't understand what glitch do you mean.
Title: Re: Extra Zone
Post by: FIQ on June 23, 2012, 06:04:18 pm
Never have a script running which is possible to trigger as you hit a trinket or a crewmate. Ever. VVVVVV will freeze if you have.
Title: Re: Extra Zone
Post by: Pyrite on June 23, 2012, 06:43:21 pm
I think I fixed Vermillion in the last update...? But in THIS update, the Ominous Challenge/whatever still exploits the wall "glitch" that you didn't know what i was talking about. Now the vermillion you were talking about was originally Vitellary but I changed his colour when I tried to apply backing. "IT'S A TRIP TRAP" isn't  an exploit, they're non-damaging spikes in Direct Mode. Science Project no longer makes you go inside of platforms and you really have to try for that to happen. Wait, the warp token to Ominous Entrance works? It crashed for me, so I added some room around it. Wizard Vermillion works for me... but update is up NOW!
Title: Re: Extra Zone
Post by: blue626 on June 24, 2012, 07:47:07 pm
I think I played v.1.2_02, and the warp token IN the last room in the final challenge worked.
Also, I have VVVVVV v.2.0, so, I don't have Direct Mode. I didn't knew at that that time about the non-damaging spikes.
I rescued every crewmate, that's why I said I completed the level. I was curious if I needed to go to the Final Level. If it is needed, why did you put trinkets in it?
Have you already uploaded v.1.2.2b (last version)? If yes, I'll download it.
Title: Re: Extra Zone
Post by: Pyrite on June 25, 2012, 12:11:21 pm
UPDATE  :o
Title: Re: Extra Zone
Post by: blue626 on June 30, 2012, 07:43:57 pm
So, I played v 1.3.1 (I'm not sure, but it's at least 1.3), and it saved the save file from the other version, but made the changes. I began with 7/13 trinkets (probably because you changed 3 of them). I had to get the the "You win" trinket again. I noticed the warp token, you should remove the room text.

Also, I had to rescue Vittelary again (the 2nd Vermillion in the other version)

I collected the "Don't forget the sauce" and the "Portable trinket device" trinkets. I believe there's still a glitch in that room when you die after touching the bottom checkpoint.
In the Vermillion room, the music still doesn't change after dying after touching the checkpoint.

There's a glitch in the room below the trinket in the final challenge, probably because you put the wall too much to the left. It makes almost impossible to go forward.
I'm still curious of how to rescue Vermillion. I already had rescued, but what's needed? I thought I needed to go to the Final Challenge, but it destroyed the gravity lines before I completed it.

I suggest a checkpoint at "You are a winner".
Title: Re: Extra Zone
Post by: Pyrite on June 30, 2012, 08:39:11 pm
To rescue Vermillion, you need to have 9 trinkets. To continue on in the Final Challenge, you need to go back up in the second room. It's the only part of it that doesn't warp around, I'll make that more obvious. The mobile trinket device glitch is going to be fixed.  :vermillion: :vitellary: :victoria:
Title: Re: Extra Zone
Post by: Pyrite on September 18, 2012, 12:10:29 am
BUMP of THREE PAGES to show how cool I am for not leaving the forum around the time FlamingBanana and Insani did.
Also so hacker plays it and has weird grammar thing.
Title: Re: Extra Zone
Post by: Rioshoa on September 22, 2012, 01:05:34 am
Hey Hey, I think I'm gonna tackle this level and give you my 2 cents on it.  I'm going to be doing this by recording so you can actually see my progress, thoughts, and opinions on what the level is like. 

Is it wrong of me to post my channel or a link to the play-through when I'm done here?  I won't now in the even I get yelled at, but the channel is the same as my name either way.
Title: Re: Extra Zone
Post by: MoogiGMD on September 22, 2012, 09:36:08 am
BUMP of THREE PAGES to show how cool I am for not leaving the forum around the time FlamingBanana and Insani did.
Also so hacker3443 plays it and has weird grammar thing.

WTF?

lollllllll
Title: Re: Extra Zone
Post by: Rioshoa on September 23, 2012, 05:28:14 am
Well that was an experience, but here we are, I had to break into 2 videos
For part 1:
http://www.youtube.com/watch?v=bluHV6jtxoQ&list=UUbDRLJ9ujSpY3AnJl2Pc4ZQ&index=1&feature=plcp

For part 2:
http://www.youtube.com/watch?v=jgoKpyJS3BU&list=UUbDRLJ9ujSpY3AnJl2Pc4ZQ&index=1&feature=plcp

And for shameless promotions: http://www.youtube.com/Rioshoa

Title: Re: Extra Zone
Post by: N on September 23, 2012, 02:45:48 pm
due  to my dull playing skills, "YOU ARE A PIRATE" is too hard  :victoria:
Maybe once I beat the map, I'll review it
Title: Re: Extra Zone
Post by: Pyrite on October 04, 2012, 01:56:02 am
Thanks everyone for the feedback! Tekkit is cool. Also...

lollllllll
See I knew it.
Title: Re: Extra Zone
Post by: avengah on October 14, 2012, 04:29:13 am
I've found a glitch in the very final room. Sometimes when entering and going for the checkpoint, you're stopped so that the guy can speak, which forces you into the spikes and stops you reaching the checkpoint.

The annoying thing is, I actually made it once, but I hadn't collected all the crew. Now I just can't do it. I always trigger that text box every time I would otherwise reach the checkpoint.

EDIT: I've finally done it. Yeah, it is possible but very, very difficult. It's pixel perfect. I suggest making the script box smaller - maybe one square on the right edge of the platform. That way, you won't graze it when going upwards.

EDIT 2: YOU ARE A PIRATE is actually much easier if you ignore the checkpoint and fall downwards through the whole room.
Title: Re: Extra Zone
Post by: avengah on October 15, 2012, 04:10:12 pm
It seems that glitch in the final room has been fixed in the version in the seven pack. I still suggest making that script box smaller, though...

However, that version introduces a new glitch. If you enter the teleporter to the Final Zone without enough trinkets, a gravity line bounces you into spikes with a message. However, dying during this message prevents you from flipping until you exit. Normally it wouldn't be a problem I think, but since another script activates at the start point, it causes the new script to start immediately, removing the text boxes but not removing the "Press Action to continue" thing; this prevents you flipping permanently until you exit.

And in "Mobile Trinket Storage Device", if you use the upper checkpoint it can cause you to die repeatedly until the enemy moves off the checkpoint - and if you leave the room then die, respawning there, it's guaranteed to happen because you can't get out in time.

There is a minor glitch going down from the snake room due to walls being there, and a similar thing happens when going from the east of the Promethean lab to the west. If you flip at just the right time you can even go through the floor into the CONDEMNED tunnel.

Finally, go east from Ominous Crater and you might end up in the wall, floating up or down again. Maybe make that entrance two squares wide in the snake room instead of one.
Title: Re: Extra Zone
Post by: Pyrite on October 16, 2012, 11:03:11 am
There's no way to get to the Final Zone without enough trinkets. Not unless you saved there and put in the updated file and you got less trinkets. Also the part in the last room is definitely the hardest part of the level. I've seen harder levels in here though, some of them found by digging in the 2011 parts.
Title: Re: Extra Zone
Post by: avengah on October 16, 2012, 01:43:44 pm
Yeah, I know that, but the glitch is caused because a text box is active and then the game tries to run another script at the start point. It only happens if your current checkpoint is Crash Site I think, because there's another script box there to make Viridian happy and play Pressure Cooker.

The other glitch I was talking about in the final room is being able to activate the "I am me" script in midair. This shouldn't happen, so if you shrink the script box to one square and put it on the right of the platform it should be fixed.
Title: Re: Extra Zone
Post by: Pyrite on March 28, 2013, 07:59:16 pm
I didn't fix that glitch because I want difficult C:
If you have a problem with it then oh well. I'm making a huge bump because it's my topic and I can do what I want! :viridian: