Interesting. It had an overall good use of screen wrapping without being confusing. There was also a good amount of alternating between challenges and rest sections. Overall a fun level to play. Just wish there was more.
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#2
VVVVVV Levels / Re: Palace of Peril by Blublu
August 12, 2011, 03:13:58 PM
Very inventive but Terry is right.
I never got past the yellow area due to difficulty. The thing that makes VVVVVV more awesome (to me, remember its my opinion) is how death is such a small penalty. While your gravity lines that need to be hit x times are great, it makes dying sting a little too hard for my taste. Many of the falls are too long to reach them. It would have been nice to see some small puzzles instead of long reflex challenges. I did not make it to the green area so you may have done just that. If so, I apologize.
That being said. It felt creative and definitely stood out from other maps. I hope to see another one from you, or at least a little more polish on this.
I never got past the yellow area due to difficulty. The thing that makes VVVVVV more awesome (to me, remember its my opinion) is how death is such a small penalty. While your gravity lines that need to be hit x times are great, it makes dying sting a little too hard for my taste. Many of the falls are too long to reach them. It would have been nice to see some small puzzles instead of long reflex challenges. I did not make it to the green area so you may have done just that. If so, I apologize.
That being said. It felt creative and definitely stood out from other maps. I hope to see another one from you, or at least a little more polish on this.
#3
VVVVVV Levels / Re: "Son of Gravitron" by wally2069
August 11, 2011, 11:11:20 PM
@Stampy: It is/was my first serious attempt in level design. I ran out of inspiration and preferred to release something instead of stall out. I could revisit and try to lengthen it out but I do not see what else to add without dragging on pointlessly
@Derbos: The "go right" nature of the level is something that I need to address. It sounded good in my head but clearly is noticeable for all the wrong reasons. They are all supposed to be timing based levels that have a wait and move when appropriate motif. Not sure if that shows.
Thank you for the criticism. I am more than happy to try and fix/polish the map but lack the idea of how to do it at the moment.
@Derbos: The "go right" nature of the level is something that I need to address. It sounded good in my head but clearly is noticeable for all the wrong reasons. They are all supposed to be timing based levels that have a wait and move when appropriate motif. Not sure if that shows.
Thank you for the criticism. I am more than happy to try and fix/polish the map but lack the idea of how to do it at the moment.
#4
VVVVVV Levels / "Son of Gravitron" by wally2069
August 10, 2011, 02:34:50 AMEvery wanted to do more bouncing levels were both sides of the screen were gravity lines? Well now you can enjoy these ten short levels not including a beginning and ending screen.
Download - Son of Gravitron
As seen at http://wally2069.blogspot.com/2011/08/vvvvvv-gravitron-returns.html
QuoteVVVVVV had an update release which included a level editor. It became time to take a break from the current projects to work on a small one shot. This was the chance to tinker with an existing map without having to worry about debugging.
The idea started with a trying to return to the Gravitron. It was a great section with so much potential even more than the current use by the main campaign. This needed to be changed after several unsuccessful attempts at scripting. It became a linear set of levels with gravity lines on the top and bottom for constant bouncing effect.
All the gimmicks were sequentially used to prevent the levels from being stale. That was the point to tie all the mechanics together as neatly as possible. This started off with only enemies and spikes. It continues with conveyor belts, disappearing blocks, and finally moving platforms.
The best use of scripting was to have the lost crewmate cry for help. Each screen would have fresh text to read with the player hearing the cries without being able to return a reply. There were flags set in place to prevent repeat text.
It was fun to try and make use of other resources with the limits well defined. There may be another custom map in the future with a greater emphasis on exploration vs challenges. Hope everyone enjoyed this and go to the distractionware forums to find other custom stages.
EDIT: Broken link is fixed. Sorry about that.
#5
VVVVVV Levels / Re: Soul Searching (v1.2)
August 09, 2011, 08:43:55 PM
Tenderized Veal was definitely the toughest room. The timing was very strict. One suggestion might to be switch the right column with the left one. It might be a little less intimidating to make 2 single flips to get the hang of it before moving on.
The rest of the rooms were more than fair.
The shocks were very interesting. I loved the notion and it was easy to work with. Overall a fine way to combine existing resources into something fresh.
Good job!
The rest of the rooms were more than fair.
The shocks were very interesting. I loved the notion and it was easy to work with. Overall a fine way to combine existing resources into something fresh.
Good job!
#6
VVVVVV Levels / Re: level: The Web
August 08, 2011, 09:59:17 PM
I am going to point this out as nicely as humanly possible. Your level does not work right.
Flipping from Convoluted Paths puts you on the bottom of Electrosis and leads to an empty screen. That is only the second screen. The warp puts me on top of spikes this killing our hero. Not sure what you intended but it is not working.
Walls do not line up properly and many bugs occur. I have merged and glitched through a bunch of walls. It is basically unplayable.
I did eventually did rescue the crewmate but all the random errors makes it confusing. I suggest taking some time to seriously reevaluate intention to do some thorough playtesting.
Flipping from Convoluted Paths puts you on the bottom of Electrosis and leads to an empty screen. That is only the second screen. The warp puts me on top of spikes this killing our hero. Not sure what you intended but it is not working.
Walls do not line up properly and many bugs occur. I have merged and glitched through a bunch of walls. It is basically unplayable.
I did eventually did rescue the crewmate but all the random errors makes it confusing. I suggest taking some time to seriously reevaluate intention to do some thorough playtesting.
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