Search found 1063 matches

by XkyRauh
Sun Apr 23, 2017 5:23 pm
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 46
Views: 14457

Re: DISCUSSION: Keen 6 level design.

1. Keen came to Fribbulus Xax on a weekday. The Bloogdome would ordinarily be packed to capacity on the weekend, but it's off-season right now, and so all Keen has to contend with are a few Nospikes doing personal training. 2. Agreed. :( Both the Nospike and the Flect are really cool creature ideas ...
by XkyRauh
Thu Apr 20, 2017 1:32 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 46
Views: 14457

Re: DISCUSSION: Keen 6 level design.

Well, since we now have the second largest sandwich in the galaxy, let's head over to The Bloogdome . :) This, like the Second Dome of Darkness, is a level I frequently skipped in my youth. Through combination of being risk-averse (and the convenient Hazard sign visible from the MAP level) and the n...
by XkyRauh
Wed Apr 05, 2017 2:01 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 46
Views: 14457

Re: DISCUSSION: Keen 6 level design.

Flipping the switch which activates the final bridge, IMKO. The leap up between the spike balls, and the awkward sideways nudge of the switch is the peak tension of the level for me. :) I agree with everything else you said about a level's climax--and Bloogfoods overstays its welcome by having simpl...
by XkyRauh
Sun Apr 02, 2017 3:37 pm
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 46
Views: 14457

Re: DISCUSSION: Keen 6 level design.

Okay: Bloogfoods, Inc . The Keen Wiki linked to says it's level 8 (with the Bloogdome being level 5) but Bloogfoods is next on the typical playthrough, isn't it? This level is the first time we hear the Metal music (which was definitely my favorite Keen song when I was a youth) and our first view of...
by XkyRauh
Thu Mar 30, 2017 4:43 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 46
Views: 14457

Re: DISCUSSION: Keen 6 level design.

But they created platform enders specifically for that occurrence, as evidenced by the jutting right edge of the platform immediately above the Blue Gem. Compare that to the right edge immediately below the Red Gem. It was definitely intentional. The same logic that lets the top/rear of the platform...
by XkyRauh
Mon Mar 27, 2017 4:44 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 46
Views: 14457

Re: DISCUSSION: Keen 6 level design.

I guess it's a difficult balance, between allowing the player see additional, currently out-of-reach parts of the level, and making the level look "natural." I didn't think twice about the way the platforms were constructed, and to be honest I still don't entirely understand the "cut off" statement....
by XkyRauh
Fri Mar 24, 2017 5:01 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 46
Views: 14457

Re: DISCUSSION: Keen 6 level design.

Levellass, what do you mean by the "cut off" ceiling tiles? Because of how frequently you had the option to climb to the outer crust of the First Dome, I think it makes sense that the player can climb out of the Second to skip the red door--and the danger tiles preventing the interior escape are fin...
by XkyRauh
Wed Mar 22, 2017 3:41 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 46
Views: 14457

Re: DISCUSSION: Keen 6 level design.

Edit: Woah, Ceilick! You wrote your post while I was writing mine! Hahaha. :) Cool to see you again, man. Right, then. On we go to the Second Dome of Darkness . I don't think I've played this level more than 10 times in my entire Keen-playing life. There are a lot of things I like about this level, ...
by XkyRauh
Sun Mar 12, 2017 2:11 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 46
Views: 14457

Re: DISCUSSION: Keen 6 level design.

That's a really good point! I hadn't considered the analog to the Keen1 Pogo Shrine, but you're right--it serves a similar atmospheric function. Thanks for that insight. :) My only argument against what you've outlined is that the Grappling Hook itself is pretty difficult to see, because of how the ...
by XkyRauh
Mon Mar 06, 2017 1:23 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 46
Views: 14457

Re: DISCUSSION: Keen 6 level design.

Right, The First Dome of Darkness , then. I always felt pretty good about this level, in my youth, because I adored the Flect--the "must shoot from above/below to defeat" thing made me feel like a badass when I could successfully jump over the creature and shoot down at his head. Looking at the leve...
by XkyRauh
Wed Mar 01, 2017 4:47 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 46
Views: 14457

Re: DISCUSSION: Keen 6 level design.

Let's necro this thread, to keep discussion moving! It's been a long while since I've played Keen6, but I'm always eager to hear other players' thoughts on what are some of my most fondly recalled levels. :) I think the next map is the First Dome of Darkness?
by XkyRauh
Thu Dec 15, 2016 5:53 am
Forum: Vorticons Requests and Discussion
Topic: Jump Physics
Replies: 4
Views: 571

I spent a little while trying to figure out how to IMPLEMENT the jump delay into LittleBigPlanet2's editor, when I was still playing that regularly... :) I never figured out a good way to make the jump height be variable with the wind-up. (I'm confident there's a way, I just never got it, personally...
by XkyRauh
Sat Sep 24, 2016 5:52 am
Forum: The Mods
Topic: The Morticore
Replies: 9
Views: 2395

Hi Quinton, I really like the layout of your levels! I feel that you did a good job of capturing the feel of Keen in the way your platforms and detail tiles are laid out! A criticism would be the overabundance of points. I feel like half an extra life (two Mortimer dolls) is an excessive reward simp...
by XkyRauh
Tue Aug 09, 2016 12:59 am
Forum: Vorticons Requests and Discussion
Topic: A Vorticon Mom problem.
Replies: 6
Views: 1970

I thought the Vortimom's shot already couldn't harm other Vortimoms? Or are you talking about changing the collision?
by XkyRauh
Thu Jul 28, 2016 3:21 am
Forum: Theory
Topic: Standing On The Bottom Edge of The Screen
Replies: 4
Views: 2515

I don't like it, because it feels dishonest.

If there are visual clues to cue the observant player into the safety of the pit, then I suppose it is okay. (CheesyDave did so in his Zelda II mod, with the winking pillars)