Have at them. I think there's enough material present to make the intended storyline clear if you want to follow it, but anybody and everybody has my complete permission to hack these all to pieces and steal whatever they want.
LLass, if you do finish it, I look forward to playing it. ;)
Search found 206 matches
I'm not dead yet! Anyhoo... Vox seems to be. My days of copious spare time seem to have vanished about when I went to a real high school with real homework, and now I'm all wrapped up with trying to find a job so I can pay for college. It's really tragic when life intervenes. =( Give me a few days t...
- Tue Apr 29, 2008 6:39 pm
- Forum: Theory
- Topic: Level Design Discussion: Difficulty
- Replies: 13
- Views: 26048
I go for almost every kind of difficulty other than perfect timing/spacing. So long as there are no inevitable deaths, no trial-and-error sections and no insane jump-on-the-tiny-platforms-suspended-over-lava sorts of areas (which I frequently characterize as trial-and-error or even just luck based),...
- Thu Nov 15, 2007 2:59 pm
- Forum: Theory
- Topic: Mapping Theory
- Replies: 8
- Views: 20011
- Thu Oct 11, 2007 10:53 pm
- Forum: Vorticons Requests and Discussion
- Topic: REQUEST: Idle frame seperate from walking cycle?
- Replies: 3
- Views: 7531
- Fri Apr 06, 2007 8:51 pm
- Forum: Theory
- Topic: Norp the Yorp I level design
- Replies: 73
- Views: 109666
I like the use of lighting in this level: it starts off very dark, with a single light illuminating a pile of shots, then gets brighter as the player climbs. Makes the level seem taller than it really is, and gives the lower areas a wonderful ambiance, very keen1 shrine-ish. The biggest fault I find...
- Mon Jan 01, 2007 1:47 pm
- Forum: Galaxy Tile Property Tools
- Topic: A Keen 4,5,6 TileInfo [current version 3.2]
- Replies: 85
- Views: 133985
- Mon Jan 01, 2007 1:25 pm
- Forum: Vorticons Requests and Discussion
- Topic: Keen's alternate walk speed
- Replies: 7
- Views: 9814
That lower speed also resembles keen's max speed on slick (not ice) surfaces. He will walk at up to max speed, but when you stop walking, he slows down to that speed... and keeps going. Frequently into a spike pit. Making that speed (if it is just one) faster than Keen's walk (run?) speed could have...
- Tue Nov 28, 2006 10:26 pm
- Forum: Theory
- Topic: Yorpius II level design
- Replies: 140
- Views: 169722
In keens 1-3, keen always starts the level facing right; he can be made to go from right to left, but it requires some ingeneuity at the beginning of the level so he doesn't just start out facing backwards. In keens 4-6, keen can start out on facing either direction, and starts at the right side of ...
- Tue Nov 28, 2006 10:07 pm
- Forum: General
- Topic: Taming Vortlev
- Replies: 20
- Views: 23151
- Thu Nov 16, 2006 2:49 am
- Forum: General
- Topic: Taming Vortlev
- Replies: 20
- Views: 23151
- Wed Aug 16, 2006 12:33 am
- Forum: Theory
- Topic: Counter-post to the thread on the PCKF
- Replies: 10
- Views: 21760
I'd never really considered the story, but in retrospect, it actually makes up a big part of how much I like a mod. Mostly I look for keenishness - does this make sense? Would Keen/Mort/other character actually do that? After that comes level design. Despite my own tendency to make tight, restrictiv...
- Mon Jun 05, 2006 1:57 pm
- Forum: Vorticons Requests and Discussion
- Topic: Fatal error
- Replies: 5
- Views: 7303
- Fri May 26, 2006 9:00 pm
- Forum: Theory
- Topic: Yorpius II level design
- Replies: 140
- Views: 169722
This is one of my personal favorite levels for this mod. It succeeds in being linear (logistically, not layout-wise) without being confining or even walled in. The unusually designed hazards make for a level that is interesting in both visually and in gameplay. I might only change the third hazard j...