Mink's Puzzle Pack
- VikingBoyBilly
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- Joined: Sat Jan 05, 2008 2:06
- Location: The spaghetti island of the faces of dinosaur world for a vacation
I'm always opening .exe files to run Keen games and this was no exeption. I tried the .bat file after reading this and everything worked.Mink wrote:Normal shooting should do it, are you running the batch file, rather than the executable? If that fails, the only thing I can suggest is to redownload the files from the link in the first post, as I don't think anyone else has had this problemSzymon Bartus wrote:OK, I've downloaded and opened the mod already. Looks good so far.
How do you create those clones? Normal firing gives nothing.
Looks cool so far... Lethal enemies in the world map are bold crazy idea but I don't enjoy it - it didn't appear in any original episode.
Szymon
- VikingBoyBilly
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According to the story text, the events of this game takes place between DitD and BotB._mr_m_ wrote:To my understanding, this wasn't supposed to *really* fall into the storyline of Keen.
The clones was an amazing idea. Having hazards on the world map was terrible, however. It should be a safe zone.
"I don't trust players. Not one bit." - Levellass
Djaser-sarcasm; he agress with you.Mr. M wrote:What have you got against the clones?
At Szymon Bartus: Most mod makers, I think, aren't trying to make a mod that could fit seemlessly into the original games. From memory, myself and maybe xky are the only ones to do so. I think most mod makers are pretty unconcerned with doing only what was in the original games.
Personally, I love the map enemies. Often times i'll walk into an intersection, blissfully unaware of a sentry zooming in and having to maneuver around it in a quick fit of skill....or usually just die
Spleen: nice foot combo, I think i got the wrong version
- Syllypryde
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Aww, I really like that section. I'll admit it's tricky, but it's not too hard to pull off after you figure it out.Syllypryde wrote:So Ceilick is responsible for that section? Remind me to kick his ass next time I talk to him! Bloody I have yet to make it past this section of the level because I cannot get the clones past RoboRed.
Hmm, thought I removed all references to Keen is Clueless, as that was merely the working title. Ah, the story screen is where you found it. Perhaps I'll remove that in the next release, as I'm not too keen on the title.Syllypryde wrote:Not only am I debating whether or not to write a detailed review, I am also debating on whether or not I should start a page for Keen is Clueless as well as AAMBA on the KeenWiki.
Yep, the clone-trapping is intentional. Without the one-tile-wide empty areas, the clones would go straight through to the other side if Keen shoots too close to a wall. This is why you won't find many walls less then three tiles thick (there are a couple, for aesthetics, but clones going through doesn't really impact the progression of the level). Maybe I should add shockshunds (which have been modified into the Clone-O-Zappers - they're invisible and stationary) to the bottom of the empty areas so that the clones are destroyed instead of staying trapped within the walls for the entirety of the level.Syllypryde wrote:On the above error mentioned by VikingBoyBilly, once when I used the F10+Y cheat, I noticed there are several small areas enclosed in the walls and are unreachable. One of the cloning tricks available is you can get your clones to pass through thin walls when cloned. If you use this trick on walls that are too thick, you can actually trap clones inside the walls!
That's actually just a joke (at least I hope so...). Had to use Christmas Keen somewhere.VikingBoyBilly wrote:Just beat it on normal. So Keen 9 won't be out until next xmas eh? Ha hah, I can wait Cheeky Old Keen
Glad you got it up and running. For future reference, most mods require the use of the batch file (in order to load the new graphics and patches) rather than the exe. As for the map enemies, I agree that they're rather unique. I figured this would be a good opportunity to test out the idea, gauge everyone's reactions/thoughts on the subject. Personally, I really like them because, as Ceilick mentioned, they add some life and excitement to the world map - rather than just a means to an end, i.e. getting to the next level, it becomes more like an actual level. Some variety would probably have helped make the enemies more interesting, though (I tried to change a sphereful into one, but it didn't work too well).Szymon Bartus wrote:I'm always opening .exe files to run Keen games and this was no exeption. I tried the .bat file after reading this and everything worked. Looks cool so far... Lethal enemies in the world map are bold crazy idea but I don't enjoy it - it didn't appear in any original episode.
Yes, while not intended as a "fan-game mod", this is indeed an "out there" idea, not exactly canon._mr_m_ wrote:To my understanding, this wasn't supposed to *really* fall into the storyline of Keen. I think of this as more of a Keen Fan-Game that just happened to be a mod.
The TUIT connection was actually only added recently; it was originally meant to just be an isolated incident. As for the map, I'm considering not having map enemies in the sequel (not going to start that now - going to focus on helping with BotB). And speaking of the sequel, it's not going to use the clones - I've come up with something else which has a lot of neat options for puzzles (plus, I nearly ran out of clone ideas towards the end of this one). Maybe I'll add a tentative level screenshot to the game info help section in the next release.VikingBoyBilly wrote:According to the story text, the events of this game takes place between DitD and BotB. Korath
The clones was an amazing idea. Having hazards on the world map was terrible, however. It should be a safe zone.
That was indeed the purpose of the enemies - to add some excitement to map, especially since the thrill of seeing new graphics is absent from this game.The Dude wrote:Personally, I love the map enemies. Often times i'll walk into an intersection, blissfully unaware of a sentry zooming in and having to maneuver around it in a quick fit of skill....or usually just die Dead Again
Thanks, that means a lot to me coming from you!Syllypryde wrote:I think this levelpack kicks ass!
I too liked the deadly enemies on the world map.
Good luck with the next pack/mod, once the work starts... No clones? Can't even imagine what it might be next.
Good luck with the next pack/mod, once the work starts... No clones? Can't even imagine what it might be next.
My newest mod - Commander Keen: Sunset: viewtopic.php?t=8568 | codename H.Y.E.N.A.
Or teleport himself?? In any case, I'm waiting.
My newest mod - Commander Keen: Sunset: viewtopic.php?t=8568 | codename H.Y.E.N.A.