Search found 403 matches

by Ceilick
Tue Apr 17, 2018 4:00 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 93
Views: 30496

Re: DISCUSSION: Keen 6 level design.

I really like this level and I think the numerous slopes really compliment the bip ships. I never noticed the sparse nature of the second half of the level, but Xky is right, there really should be some details over there. I actually really like the symmetry of the building on the left side, but wha...
by Ceilick
Sun Oct 15, 2017 5:54 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 93
Views: 30496

Re: DISCUSSION: Keen 6 level design.

I've always seen this level as super amateur, like this was someone who had maybe made some platformer levels before (or at least had a vague idea of how they should be) and kind of made a trail from one side to the other with some hazards along the way, maybe tried for something intricate in the mi...
by Ceilick
Thu Oct 05, 2017 9:00 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 93
Views: 30496

Re: DISCUSSION: Keen 6 level design.

I don't really have any memory of actually playing this one. I really don't like how much space the room with the yellow Blooglet takes up and takes away from the "open air" area with the big hill. I fee like that whole icicle-like room should be cut and just have some items in the sky to pogo for f...
by Ceilick
Mon Aug 28, 2017 6:25 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 93
Views: 30496

Re: DISCUSSION: Keen 6 level design.

We're starting to get to levels I haven't played very much, and I've maybe played this one once. I actually kind of find the huge yellow door amusing; the design is downright bizarre and one of the most bloogish examples of architecture. That said, it really is weird to have so many gems and doors r...
by Ceilick
Wed Jul 19, 2017 5:55 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 93
Views: 30496

Re: DISCUSSION: Keen 6 level design.

I'm betting that originally the red gem door was an alternate path to the blue key gem, and at some point the yellow key and door were added, which basically negates the red door route as useful in any way. I think this is generally an ok level. I think I'd want to remove the yellow key, make some a...
by Ceilick
Mon Jun 19, 2017 11:32 pm
Forum: General
Topic: How to modify graphics in your own mod?
Replies: 12
Views: 3151

Re: How to modify graphics in your own mod?

When I first started modding my "art technique" was to modify existing graphics into something new. You can see that in Crash on Gobo III: the yorps are now blue with two eyes and a pointy head, the Garg has his colors changed, his head is a little more dome like. Sure, these won't be the most uniqu...
by Ceilick
Thu Jun 15, 2017 2:25 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 93
Views: 30496

Re: DISCUSSION: Keen 6 level design.

Absolutely agree that this is one of Keen 6's better levels. The variety of scenery, the pathing/flow, and exploration/challenge factor. I think that's a good call on the Blooguards for exactly your reasons: he's big, dangerous, and 'controls' (makes dangerous) a large area around him, and as you sa...
by Ceilick
Sat Jun 10, 2017 2:23 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 93
Views: 30496

Re: DISCUSSION: Keen 6 level design.

Wow, great analysis on this one so far! Of particular note to me is Xky's observation of the dismal point distribution in this level, and Fleexy's addendum on lack of vivas. As Fleexy notes, this level breaks what I consider an essential rule for good Keen galaxy levels and that's not too have too m...
by Ceilick
Wed May 31, 2017 6:00 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 93
Views: 30496

Re: DISCUSSION: Keen 6 level design.

Bloogton Manufacturing, however, is really devoid of process or purpose, it seems. There are two conveyor belts, but they are both near the beginning. And toxic slime? Also, multiple tiny diagonal platforms. Yes. I'm going to go out on a limb and say Bloogton Manufacturing produces diagonal platfor...
by Ceilick
Tue Apr 25, 2017 2:17 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 93
Views: 30496

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. Haha! Good point Levellass, the level design really is more conducive to Fl...
by Ceilick
Thu Apr 20, 2017 6:17 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 93
Views: 30496

Re: DISCUSSION: Keen 6 level design.

Kind of funny, that while I can see and appreciate the positive points Xky mentions, particularly the illusion of choice/winding paths, and the balanced challenges, and the somewhat more interesting big bonus area, I still don't like this level. And it's really no fault of the level design itself so...
by Ceilick
Mon Apr 03, 2017 8:56 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 93
Views: 30496

Re: DISCUSSION: Keen 6 level design.

I feel conflicted about such a drastic split in the level. One the one hand, it does what it intends to, create a distinct final room/zone and make the player anticipate the level's exit. It gives a strong feeling of progression to drop down to the green door (which, Xky is right, really has no reas...
by Ceilick
Tue Mar 28, 2017 3:15 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 93
Views: 30496

Re: DISCUSSION: Keen 6 level design.

Xky: I'm not in a position to create an example, but the best case for comparison I can see in the level is on the left side above and to the right of the bridge. On the right side of the brown bush/moss platform thing you can see the tiles forming the underside of the platform have a black outline....
by Ceilick
Mon Mar 27, 2017 12:39 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 93
Views: 30496

Re: DISCUSSION: Keen 6 level design.

Good point on the graphical flaw, Levellass. On that note, I think it's important to notice that the extra thin platforms work really well in this level; it would feel very different (more clausterphobic?) if they were two tiles thick. They just need a graphical adjustment (although I wonder if even...
by Ceilick
Wed Mar 22, 2017 4:21 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 93
Views: 30496

Re: DISCUSSION: Keen 6 level design.

Cheers dude :) Great points on this one again, and really interesting to read your thematic interpretation of the domes. Its great when lore can be felt and generated simply by how the platforms are layed out. As a level designer, I think it's super important to see the value in the nonlinear use of...