PCKF Patchwork Levelpack VI

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lemm
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Post by lemm »

Yep, got it.

Lass, can I put you down for level 6, sector 1?
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Bubbatom
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Post by Bubbatom »

I reckon that we could get two sections a week done, easy. I quite like the idea of this, should turn out well.
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Levack
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Post by Levack »

I agree with Bubbatom.


Make sure to use the proper tiles
Some do not have the proper tileinfo :(

The red rock tiles at upper right and left corners I put a black tile behind
to make it look like there is not a gap
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lemm
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Post by lemm »

Yeah, I did not use the proper tiles in some cases. Make sure you test your level segment before you send it to me.

Bubbatom wrote:I reckon that we could get two sections a week done, easy. I quite like the idea of this, should turn out well.

Yeah, I actually wouldn't mind throwing up a couple of more levels now, since people seem to be in the mood. The next levels will be Guard Post 1, the First Dome of Darkness, and BASA. I haven't started on these at all, so if anyone wants to make a shell-level design, PM me with your intentions.
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Roobar
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Post by Roobar »

This is meh. Levack you should have collaborated with me first before you sent your part...
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Post by Levack »

it works. :)
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Roobar
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Post by Roobar »

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Well, I guess lemm should fix the tiles between the areas by himself.
Levack
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Post by Levack »

what? :confused
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Bubbatom
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Post by Bubbatom »

I might make up a few shell designs tonight. It'll give me something to do.
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Gridlock
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Post by Gridlock »

I'll do section 3 of the second level I guess.

I do have one concern about this so far. Speaking from my own level design experience, things often need more space than you first expect. Those segments you've created are so tiny that people won't have much room to design things, especially the manufacturing one. Depending on how the results of the first submissions turn out, I'd recommend increasing the segment sizes by at least 10 tiles for the future levels. I know that's a lot, but it would remove a lot of limitations on the designer. Perhaps some levels should be broken down to less segments so that each author can accomplish more.

Otherwise, this is a cool idea.

Also, I think you should include the patch that disables the creature question in the patch file for this pack.

Edit: found some wrong tiles in the level:

Image
Image
Armageddon Begins Again. The Alphamatic has arrived.

Atroxian Realm: viewtopic.php?f=4&t=3536
The Alphamatic: viewtopic.php?f=4&t=4086
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lemm
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Post by lemm »

Yeah you're right about the space issue. Vorticons might have been the better choice in this regard since you can do more in a tight area. If we do another level with obvious chambers, I can make them a bit bigger. (As an aside, "segments" might not always be regularly repeating orthogonal quadrilaterals).


I know about the tile issues and I was anticipating disjointedness between segments. I may make minor edits to the levels for the sake of playability.
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Levellass
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Post by Levellass »

You know, it's been quite some time since a patchwork mod was done. I think someone else floated the idea of passing a level from person to person with each filling in a bit of it.
lemm wrote:Yep, got it.

Lass, can I put you down for level 6, sector 1?
Sure, if nobody else is doing it.
What you really need, not what you think you ought to want.
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KeenRush
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Post by KeenRush »

I love this idea and can't wait to see the end result. I'd like to be a part of it but can't level K6 if my life depended on it. So I'll just play it. :)
My newest mod - Commander Keen: Sunset: viewtopic.php?t=8568 | codename H.Y.E.N.A.
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lemm
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Post by lemm »

BUMP.

Level 2 is now up. The sectors are fewer, but larger.
Levack
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Post by Levack »

Oh...wow. :| this looks a lot harder then the first two.
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