Search found 1069 matches

by XkyRauh
Tue Jun 20, 2017 12:55 am
Forum: General
Topic: How to modify graphics in your own mod?
Replies: 9
Views: 164

Re: How to modify graphics in your own mod?

You can always try hand-sketching things, too, and then once you decide on a design you like, try replicating it at the appropriate resolution. That's how the Optiquats for XkyKeen3 came to be! Also, while Nisaba has some good advice about starting with map tiles or level tiles instead, don't let th...
by XkyRauh
Fri Jun 16, 2017 12:14 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 61
Views: 15866

Re: DISCUSSION: Keen 6 level design.

Dude, Fleexy, that "Draw Links" thing is super keen. :) That's really awesome!
by XkyRauh
Thu Jun 15, 2017 12:27 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 61
Views: 15866

Re: DISCUSSION: Keen 6 level design.

So for the rest of the levels coming up in Keen6, I have to admit I've played them a lot less than the others. Bloogton Tower was a pretty frequent stopping point for young me--the arduous gameplay slog of two vertical key-door-key-door levels in a row really wore on me, and I switched over to Secre...
by XkyRauh
Tue Jun 06, 2017 2:36 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 61
Views: 15866

Re: DISCUSSION: Keen 6 level design.

Well... time for the worst level in the game: Bloogton Tower . Ugh. This level is responsible for my aversion to the color dark cyan in 16 color games. Seriously, yuck. :( Ultimately, if you know where to go when playing this level, it's not TOO bad--but the first time you're playing it, it's an awf...
by XkyRauh
Fri Jun 02, 2017 4:38 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 61
Views: 15866

Re: DISCUSSION: Keen 6 level design.

I think I'm beginning to understand why Levellass was wanting a Keen6 remake... I kind of want to see a sketch/image of the Bloogton Manufacturing you're describing, Ceilick. :)
by XkyRauh
Sat May 27, 2017 3:11 pm
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 61
Views: 15866

Re: DISCUSSION: Keen 6 level design.

Hey, it's been a month and we've had plenty of time to reflect on how great(?) the Bloogdome is, so let's head over to Bloogton Manufacturing now! Man, this level is some of the most blatant door-key-door progression that Doom was criticized for. Literally, the entire point of the level is to ascend...
by XkyRauh
Sun Apr 23, 2017 5:23 pm
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 61
Views: 15866

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: 61
Views: 15866

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: 61
Views: 15866

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: 61
Views: 15866

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: 61
Views: 15866

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: 61
Views: 15866

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: 61
Views: 15866

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: 61
Views: 15866

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: 61
Views: 15866

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 ...