"A New Dimension" by Souleye

Started by SoulEye, July 26, 2011, 07:42:04 PM

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SoulEye

I'm tempted to say that this is a code to be cracked in order to find the easter egg(s), but it is not. This is my solution to a scripting thing I wanted to use that didn't exist, for when in original VVVVVV, Viridian is teleported back to the ship (near the end). The reason there's a pattern is that the screen does flash by real quickly, and I wanted it to look nice when it did.

Damn It AL to Hell

Very difficult and unique, too hard for me though, I get to mission impossible and have to stop there because my dull skills can't get me through, nice job nevertheless, 9.5/10 :viridian:

Trebor

Awesome level.  I got all the trinkets except for the one located on the screen Virtually Voracious.  (I saw it on the other side of a wall toward the end of the level, but couldn't figure out how to get it.)  Can you give me some direction on how to get that trinket?  I figure I just missed a path earlier on in the game, but was it toward the beginning, middle or end? 

Damn It AL to Hell

#78
Got past it finally!  >:( But, With invincibility.  :-X

:verdigris: I knew there had to be a but.
Be quiet or my foot will go into yours with an extra t!

SoulEye

Ahhh, I can't remember which room that is :)

Tell me more, or better yet, take a screenshot.

Damn It AL to Hell

#80
Who are you talking to?  ??? It's easier if you specify, or better yet, take a quote. :D

Anyway, the room is Mission Impossible if I am correct, it has cyan warp zone tiles, has square enemies, and gravity lines. You get there after a few rooms aftermath of taking the warp token at the top.

Trebor

Souleye,

I'm having technical difficulties trying to attach a screenshot.  The screen I am referring to is a blue screen, with blue-striped walls.  You come up from below to a small closed off alcove, and right above you is a little room that has an opening to the left (don't know where it leads cause I can't get into the room).  The trinket is sitting right there on the right side of that little room.  Above the little room is a lot of empty space and stars.  The screen just below this room is a red room with no name, and to the left of the red room is a room called "No More Slacking," which is a green screen that has a path downward toward the end of the game and a path to the left, which takes you on a path to one of the final trinkets and has rooms called something like "You've come too far to give up now."

Does that help?  If not, help me figure out how to send you a jpg.

Thanks.

SoulEye

I'm looking in the editor and the room "No more slacking!" is near a trinket in a room called "The one dead end". Is that the one? That one you approach from the right. You may have an old version of the map. Check the first post of this thread!
I remember "Virtually Voracious" but if I renamed it to "Rupture" then the whole approach to that trinket has been redone.
I try not to have unnamed rooms.

Officer Captain

Quote from: Trebor on October 07, 2011, 02:22:20 AM
Souleye,

I'm having technical difficulties trying to attach a screenshot.  The screen I am referring to is a blue screen, with blue-striped walls.  You come up from below to a small closed off alcove, and right above you is a little room that has an opening to the left (don't know where it leads cause I can't get into the room).  The trinket is sitting right there on the right side of that little room.  Above the little room is a lot of empty space and stars.  The screen just below this room is a red room with no name, and to the left of the red room is a room called "No More Slacking," which is a green screen that has a path downward toward the end of the game and a path to the left, which takes you on a path to one of the final trinkets and has rooms called something like "You've come too far to give up now."

Does that help?  If not, help me figure out how to send you a jpg.

Thanks.
You could always just hit the print screen key, then paste it into MS Paint, or any other image software.

Martze

Quote from: SoulEye on August 19, 2011, 01:54:12 AM
I like everything about this post. Thanks. I may look into it - no promises yet... Because it's now friday and there might be some horizontal challenges coming up IRL after I hit the bars. By the way, there's an easter egg hidden somehow in my level... But you can't see it just by playing the level... (OH NO I DIDN'T!? NOW YOU GUYS GONNA GO INSANE!)

Is it the word "SOULEYE" written out across several screens in the large open area?

SoulEye


Damn It AL to Hell

How the hell did I not notice that!?  :o

            :shiny:                       :vitellary:  Come 'ere!

SoulEye

Because I made it kinda like an easter egg! :D

Martze

I only noticed it because I ran the mapper on the level. The individual letters are more than a screen tall, so they look like simple geometric shapes.

avengah

#89
I know this is a big bump, but there are a couple of things I'm wondering about this level, and I didn't think it was necessary to create a new topic.

Firstly, what's the purpose of the hidden unnamed room east of the Crazymaker room? You can reach it by going south from Camera Three. I think it'd be a great place for a trinket; I missed that room on my first playthrough and a couple of Youtube players missed the room too (blind playthroughs). Then there's that big empty box. No easter egg? I think it's the only unnamed (used) room in the level.

Secondly, I think a couple of "autopilot" rooms are broken with the 2.1 final patch - due to the vertical inversion planes being moved one pixel left. For example, in Ping Pong Flippety Flap, in version 2.0 if you go through the GQ's Tears room as intended (holding left non-stop as you pass the blockage on the right of the room), you'll eventually autopilot to the exit (whether you hit the spikes on entry to PPFF or not I think), but in 2.1 you die on the spikes by the left gravity line, due to the realignment. Other gravline rooms are affected too - "Rat-tat-tat" works correctly if you just hold left on entry in v2.0, but in v2.1 you have to slow down a little to actually hit the platform.

"Perrin's nightmare" is considerably easier in v2.0 due to the difference in the gravlines, too. Maybe the patch should have graphically realigned the gravlines but not actually change the pixel on which they work, so as not to break existing levels?

And in "Safe within the walls", does it work as intended? If the double-length conveyor with the spike that normally kills you on autopilot goes left instead of right, the autopilot eventually puts you just below the top right checkpoint.

Finally, it's possible to get stuck at the end. If you're on the edge of the screen when you reach the final Outer Space screen, you'll get stuck in a lower right Warp Token infinite loop. And you can't get past the final crewman without rescuing him, so you have to leave the first crewman if you want to make sure you get all the trinkets, but I think that's already known.

EDIT: One last thing. The "Doing things the side way" trinket doesn't require you to do things the side way. You can just go to the bottom and diagonally flip past the spikes in the way. I'm thinking this is intentional, though, because the designer could easily have added more spikes to prevent this?

EDIT again: Even "Velocity determines impact" is affected by the gravity line change. Previously, the leftmost vertical line, when it sends you back downwards while moving right on the lower moving platform, it would put you on the lower conveyor belt, bouncing you back to the top moving platform, then back to the upper conveyor. Now, with it moved a pixel left, it puts you straight on to the upper belt, making the screen quicker on autopilot.