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27117 Posts in 1549 Topics- by 1992 Members - Latest Member: pokemon

May 22, 2013, 09:06:45 AM
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Author Topic: Saltstone (9/20) (1/20x)  (Read 1679 times)
Diealready
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« on: May 06, 2011, 08:37:46 PM »

This is just a thread for the levels that I make once in a while. Not enough to throw into a chapter just yet, but you can play them on the portal until I can release a chapter.

Levels! These are going in order from easiest to hardest.


Tact: (Par ~10s)
http://img405.imageshack.us/img405/1136/tactm.png

Pillars: (Par ~6s) I spent all day working out the waypoint system for this one. The platforms move underneath the stream of salt, then the stream stops, and you can move through. When the platform is not blocking the stream, it touches the ground. It turned from an experiment to a short little level. Just noticed that there's a tile missing in the bottom part, it's not in the uploaded level, must have accidentally right-clicked before taking the screenshot.
http://img94.imageshack.us/img94/6149/pillarsb.png

HX1: (Par ~10s)
http://img813.imageshack.us/img813/6181/hx1.png

Keyline: (Par ~15s) Note: This level has changed since this picture was taken. There is no longer a falling key.
http://img638.imageshack.us/img638/9250/keyline.png

Starport: (Par ~11s) There's around 200 stars in the background, I got to about 384 objects total.
http://img62.imageshack.us/img62/272/starport.png

HX2: (Par ~18s) more lock chases with a side of rockets
http://img198.imageshack.us/img198/7036/hx2.png

Airborne: (Par ~11s)
http://img851.imageshack.us/img851/9048/airborne.png

Rocketeer: (Par ~17s)
http://img809.imageshack.us/img809/1132/rocketeern.png

Style Mile: (Par ~20s) Bonus points if you get the reference.
http://img232.imageshack.us/img232/7377/stylemile.png

Here's a playthrough of 5 levels.
http://www.youtube.com/watch?v=U4_mj3NrwBA


So those are the levels that I've made so far. Have fun playing them if you do.


Also, the Dark world variants of these levels are below this post.
« Last Edit: May 17, 2011, 06:46:00 PM by Diealready » Logged

Diealready
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« Reply #1 on: May 10, 2011, 01:52:04 PM »

This post will be for the Dark World variants of the levels in the above post.

I will update this once in a while.

Banned (HX1 variant)
http://img821.imageshack.us/img821/965/bannedvy.png
« Last Edit: May 17, 2011, 02:34:53 PM by Diealready » Logged

Ckarasu
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« Reply #2 on: May 10, 2011, 02:33:16 PM »

I'll give them a shot, man.
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PsychedelicEyeball
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« Reply #3 on: May 10, 2011, 02:34:34 PM »

Finally, good levels! Never thought I'd see those pop by. The levels look pretty nice and you have a good attention to detail when it comes to decoration and props. These stages were hard, but the difficulty was well balanced so you eventually want to keep trying until you finally beat it.

Some notes regarding some of your individual levels...

Pillars: This was a really clever gimmick you had going there. It's well executed, too. The level itself was pretty easy and simple, but this section was worth the admission.

Keyline: You can still jump to the other side of the final pit even though the bridge is gone (by doing a walljump). Was that intended? If you wanted the player to obligatorily use the bridge, you might want to place hazards that'll prevent the player from walljumping.

Airborne: It was sometimes tricky to orient yourself properly for the jump due to the absence of "rain" graphics highlighting where the wind of the fans blow. Then again, littering the whole playfield with those probably would also clutter the whole level and make it unappealing... so take this suggestion with a grain of salt (pun intended, obviously)

I don't have much to say about the other levels other than "nice job".

Looking forwards to future levels that you'll be making!
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Ckarasu
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« Reply #4 on: May 10, 2011, 02:59:45 PM »

HX1: Personally, I think it suffers from PJS (precise jump syndrome). On a platform that quickly disappears under your feet, I find it hard to get out that one precise jump your stage wants. Space out the saws to give your players bit more breathing room.

Tact: I can see where you are going with this one, and it's pretty well thought out.

Style Mile: Pretty good work. Conmplex, challenging, and a good design.

That's all I've played so far.
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Diealready
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« Reply #5 on: May 10, 2011, 07:04:02 PM »

Finally, good levels! Never thought I'd see those pop by. The levels look pretty nice and you have a good attention to detail when it comes to decoration and props. These stages were hard, but the difficulty was well balanced so you eventually want to keep trying until you finally beat it.

Thanks, I tried to keep the levels at a moderate difficulty. Not impossible, but will take many tries to complete.

And yes, it is disappointing to see the portal being spammed with 50x40 forest tile levels with hazards scaled using the shift key.

Pillars: This was a really clever gimmick you had going there. It's well executed, too. The level itself was pretty easy and simple, but this section was worth the admission.

Pillars was an experiment with way-points and hazards that I really didn't want to copy onto a new level. It took me a long time to get the stream to cut off/flow realistically in sync with the platforms.

Keyline: You can still jump to the other side of the final pit even though the bridge is gone (by doing a walljump). Was that intended? If you wanted the player to obligatorily use the bridge, you might want to place hazards that'll prevent the player from walljumping.

Keyline is supposed to be a speed-run level, you should try to beat it as fast as you can and having a key-bridge is good for that. Being able to wall-jump it without the bridge was intentional, I didn't want it to be impossible to finish the level if you weren't fast enough to get to the bridge before it went out.

Airborne: It was sometimes tricky to orient yourself properly for the jump due to the absence of "rain" graphics highlighting where the wind of the fans blow. Then again, littering the whole playfield with those probably would also clutter the whole level and make it unappealing... so take this suggestion with a grain of salt (pun intended, obviously)

I did try putting the wind/rain effect by the fans, It was hardly visible and didn't look very good so I got rid of them. I might add them to the fans that are more powerful than others. The ones that have a stronger push are in front of the sawblades, I tried to make it easier to be flung over/into the sawblades.



@Ckarasu: HX1 was made based on dodging saw-blades quickly. I did attempt to make it as short as possible without removing the challenge.


I might also re-make each level for a dark-world chapter.
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gabrielwoj
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« Reply #6 on: May 12, 2011, 07:05:08 AM »

Levels are very hard to create, it keeping bugging me :(
I will try those NOW!
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Diealready
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« Reply #7 on: May 12, 2011, 05:11:34 PM »

Added a new level, Rocketeer.

Somewhat similar to 3-17 (If I can remember correctly)

http://img809.imageshack.us/img809/1132/rocketeern.png
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SouperMeetBuoy
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« Reply #8 on: May 12, 2011, 05:24:58 PM »

I really enjoyed the levels of yours I have tried so far, particularly HX2, gonna go check out Rocketeer now.
« Last Edit: May 12, 2011, 05:28:08 PM by SouperMeetBuoy » Logged

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RockLeeSmile
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« Reply #9 on: May 12, 2011, 06:32:20 PM »

Big props on your innovative idea in Pillars. I am impressed by it! Keep up the good work.
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Jintek
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« Reply #10 on: May 12, 2011, 08:25:43 PM »

Just played these, and I'm definitely impressed.  I love the pure platforming ideas you have here, can't wait for the full chapter.

My only complaint would be the fan level (I HATE the physics of this particular gimmick in general), and the moving saw above the last conveyor belt on Starport...for me at least the level doesn't need it and makes it less fun.  Overall though I love the levels.
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Splee
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« Reply #11 on: May 13, 2011, 05:26:29 PM »

These are all really fun and high quality levels.  Really nice work.

Ironically, I really liked the things that Jintek didn't like.  Airborne took some really interesting maneuvering.  When I first started out on it I was thinking 'how is this even possible' but after some practice it felt pretty good to me.
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Diealready
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« Reply #12 on: May 17, 2011, 02:36:57 PM »

I started work on the Dark World variants of the levels.

First one I edited was HX1.

http://img821.imageshack.us/img821/965/bannedvy.png
Titled "Banned"
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SouperMeetBuoy
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« Reply #13 on: May 17, 2011, 03:57:08 PM »

Banned is sweet, I like the look of it alot especially the light at the beginning. I somehow managed to die 4 times at the last jump (which isn't even hard) before beating it, so that was near a controller-throwing moment, but that was just me suckin'. Keep it up man!
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....FP Jr.
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Diealready
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« Reply #14 on: June 02, 2011, 06:27:21 PM »

Sorry for the lack of updates and levels, I've been busy with mapping and other things. I'll most likely continue to make levels later this month, but for now this is just a reminder that I haven't forgotten about this.

EDIT: Feb 9th 2012

Ok yeah I forgot about this
« Last Edit: February 09, 2012, 04:20:30 PM by Diealready » Logged

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