Mink's Puzzle Pack

Here is where to post about the latest Commander Keen fangame or modification you've finished, a new website you've made, or another Keen-related creation.
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VikingBoyBilly
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Post by VikingBoyBilly »

Just beat it on normal. So Keen 9 won't be out until next xmas eh? Ha hah, I can wait :p :old
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sbartus
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Post by sbartus »

Mink wrote:
Szymon 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.
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 problem
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.

Szymon
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Djaser
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Post by Djaser »

Szymon Bartus wrote:
Mink wrote:
Szymon Bartus wrote: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
Neither did clones. That's why I think this mod stinks.
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_mr_m_
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Post by _mr_m_ »

What have you got against the clones?

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.
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VikingBoyBilly
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Post by VikingBoyBilly »

_mr_m_ wrote:To my understanding, this wasn't supposed to *really* fall into the storyline of Keen.
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.
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Ceilick
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Post by Ceilick »

Mr. M wrote:What have you got against the clones?
Djaser-sarcasm; he agress with you.

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 :dead2

Spleen: nice foot combo, I think i got the wrong version
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Syllypryde
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Post by Syllypryde »

I think this levelpack kicks ass!
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Mink
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Post by Mink »

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.
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: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.
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: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!
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.
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
That's actually just a joke (at least I hope so...). Had to use Christmas Keen somewhere.
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.
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).
_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.
Yes, while not intended as a "fan-game mod", this is indeed an "out there" idea, not exactly canon.
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.
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.
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
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.
Syllypryde wrote:I think this levelpack kicks ass!
Thanks, that means a lot to me coming from you!
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KeenRush
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Post by KeenRush »

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. 8)
My newest mod - Commander Keen: Sunset: viewtopic.php?t=8568 | codename H.Y.E.N.A.
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tulip
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Post by tulip »

Wow, I almost missed that release. You guys really discussed it a lot already, and it's definetly worth it. I loved it when beta testing, and I still do.

The world map enemy in fact was the only one that killed me in this mod...
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Levellass
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Post by Levellass »

Aaah I had great fun testing this. (And great annoyance too, those clone zappers were a godsend.)
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Mink
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Post by Mink »

Inspired by the reactions to this, I've nearly completed the first level for the Second Puzzle Pack:

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Keen's new ability (which also replaces shooting) can get him past these obstacles.
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TerminILL
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Post by TerminILL »

He can flyyyyyy?

I'm wanting to beta test this.
Shonikado wrote:Looking back on what we've done and wanting to change it is the first step in becoming a weakling that cannot do anything.
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KeenRush
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Post by KeenRush »

Or teleport himself?? In any case, I'm waiting. :dead2
My newest mod - Commander Keen: Sunset: viewtopic.php?t=8568 | codename H.Y.E.N.A.
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ckguy
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Post by ckguy »

Hey, imagine Commander Keen Portal.

:drool
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