Commander Keen: Shadowkeen 1 Remake
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- Vortininja
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- Joined: Wed Sep 05, 2012 14:36
Commander Keen: Shadowkeen 1 Remake
Many years ago Levellord released a mod called shadowkeen1. It has amazing graphics with a great atmosphere and wonderfull sprites. It suffered however from a lot of flaws, unfair deaths where the player didn't know what kills or where you can stand on and most levels where generally not fun to play, or even impossible to complete. In an attempt to revive what could have been maybe the best keen mod ever released. I have made a remake of shadowkeen1. All the bugs that I could find have been solved and most of the levels are heavely altered making them more fun and more playable. tough they are still quite challenging mostly due to their length, there shouldn't be any problems with unfair deaths.
http://205.196.123.35/8l4u0c9xfs5g/z7eg ... wkeen1.zip
http://205.196.123.35/8l4u0c9xfs5g/z7eg ... wkeen1.zip
Applaud the idea, but the execution here is kind of lacking in my opinion.
Levels still stuffer from exessive death tiles, long sprawling designs and paths, and spammy point placement.
Are you considering 'remastering' the rest of the ShadowKeen series? I began a project like this some time ago, attempting to make a cohesive and more playable version of this series and still have the resources if you're intersted.
Levels still stuffer from exessive death tiles, long sprawling designs and paths, and spammy point placement.
Are you considering 'remastering' the rest of the ShadowKeen series? I began a project like this some time ago, attempting to make a cohesive and more playable version of this series and still have the resources if you're intersted.
Xky's first (and all subsequent) mods require no alteration imho! Some kind of re-release could be worthwhile but I wouldn't change much in them!
As for LL's... my favourite was Shadowkeen 2 so hopefully this will get some attention. It had a vast number of levels in it. The worst thing about her mods (and anyone else who imitated this) was the dos batch file interface that you have to negotiate in order to play the mod. I approve this project, Captainkeen.
As for LL's... my favourite was Shadowkeen 2 so hopefully this will get some attention. It had a vast number of levels in it. The worst thing about her mods (and anyone else who imitated this) was the dos batch file interface that you have to negotiate in order to play the mod. I approve this project, Captainkeen.
Ah it's out already. I'd liked to talk to you a bit more about this, but I was gone for a few days, so I can understand that you released. My main critique is rather similar to Ceilick's. It's still as confusing as the original, unexpected things still kill you like the tree faces. True that some unfair deaths have been removed, fall through ground tiles and secret passages eliminated, as they lead to more unexpectedness.
One reason why I think it's too hard is that I think you didn't eliminate a single enemy from the original version, yet removed about 90% of the ammo you get early on in the original.
As you start out level 1 doesn't seem altered at all, until you see the change of the exit, but that's about it, so it doesn't feel fresh enough (maybe that's different for people who haven't played the original). In later levels the changes were sometimes bigger, at times changing the feel of the levels (The first time in Castle I think), which I find more interesting.
In the case of that mountain climb, I think you shouldn't have removed the fall through ground puzzle, because that was a cool and original feature in SK1. There was a hint message for it somewhere in another level, and if you had read that you could pass easily, if not, you were most likely stumped for a while.
All in all I hope you work on it a bit more, maybe Ceilick could send you what he has so far, and you could throw the ideas together. Shadowkeen 1 has always been one of my favourites, so it deserves the attention.
One reason why I think it's too hard is that I think you didn't eliminate a single enemy from the original version, yet removed about 90% of the ammo you get early on in the original.
As you start out level 1 doesn't seem altered at all, until you see the change of the exit, but that's about it, so it doesn't feel fresh enough (maybe that's different for people who haven't played the original). In later levels the changes were sometimes bigger, at times changing the feel of the levels (The first time in Castle I think), which I find more interesting.
In the case of that mountain climb, I think you shouldn't have removed the fall through ground puzzle, because that was a cool and original feature in SK1. There was a hint message for it somewhere in another level, and if you had read that you could pass easily, if not, you were most likely stumped for a while.
All in all I hope you work on it a bit more, maybe Ceilick could send you what he has so far, and you could throw the ideas together. Shadowkeen 1 has always been one of my favourites, so it deserves the attention.
You crack me up little buddy!
I hope I'm not the only one who thinks this is just way too hard.
There's too many hazards, especially in the first level. Some of them you can hardly see, others you wouldn't think are hazards, but one touch... poof, you're dead.
That's just my opinion though... I mean honestly I think this mod needs to be toned down.
There's too many hazards, especially in the first level. Some of them you can hardly see, others you wouldn't think are hazards, but one touch... poof, you're dead.
That's just my opinion though... I mean honestly I think this mod needs to be toned down.
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- Kuliwho?
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- Vortininja
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Levels still stuffer from exessive death tiles
I guess these levels are still too hard for alot of people. But really they where intended to be a (reasonable) challenge for experienced keeners. So I understand that the more casual playes find this too difficult for their taste. Still with some effort anyone should be able to play this mod to the end. It's not like its full of death traps near-impossible jumps or blind drops. This version is *much* easier then the original shadowkeen I think. I wonder did anyone managed to get to the end yet?I hope I'm not the only one who thinks this is just way too hard.
There's too many hazards, especially in the first level
My main critique is rather similar to Ceilick's. It's still as confusing as the original, unexpected things still kill you like the tree faces. True that some unfair deaths have been removed.
Oh come on... What's confusing is that you can post a comment like this. Ok so maybe it isn't entirely obvious that the tree face kills the first time. also some of those pink creatures could seem like they might be harmless. But seriously it should only take one death to find out and there is nothing confusing about it. And there most certainly are no invisible dangers or "hard to see". Honestly don't blame the author(s) of the mod for your lack of skill. It's intended to be difficult.There's too many hazards, especially in the first level. Some of them you can hardly see, others you wouldn't think are hazards, but one touch... poof, you're dead.
but it's just a speculation right? you didn't actually run out of ammo anywhere, right?One reason why I think it's too hard is that I think you didn't eliminate a single enemy from the original version, yet removed about 90% of the ammo you get early on in the original.
Maybe I will get around to doing a remake of shadowkeen2 as well but probably not soon. so if anyone else is interested in doing so your welcome. Yes shadowkeen 2 is probably the most in need of a remake of all mods. atleast there should be a fix so you can acces all the levels.As for LL's... my favourite was Shadowkeen 2 so hopefully this will get some attention. It had a vast number of levels in it.
All in all I hope you work on it a bit more, maybe Ceilick could send you what he has so far, and you could throw the ideas together. Shadowkeen 1 has always been one of my favourites, so it deserves the attention.
I'm not planning on making a new version of these levels. but what we could do is make a new level pack of entirely new levels for this mod. Everyone who is interested could send in their levels. and if we want we can have these levels more aimed at the average difficulty.I mean honestly I think this mod needs to be toned down.
Trial and error is considered by most to be unfair in Keen levels.CaptainKeen wrote:...it should only take one death to find out and there is nothing confusing about it.
This is what you initially advertised.CaptainKeen wrote:most of the levels are heavely altered making them more fun and more playable
Don't get defensive. You want to make challenging levels? That's fine. Don't be surprised when people say "too hard" when all you tell them is "these are fun, playable levels".CaptainKeen wrote:Honestly don't blame the author(s) of the mod for your lack of skill. It's intended to be difficult.
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- Vortininja
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- Joined: Wed Sep 05, 2012 14:36
These levels do not require trail and error to know what paths to take for example. the only thing is when you play a mod for the first time you don't know for sure what kills. that's normal. the first time you play keen1 you don't know if a garg kills you are a yorp and so on you just find out. That is not something you should complain about unless it is entirely unexpected. and that is not the case in this mod. even so in this way you die 1 time from the tree maybe and maybe a second time from the pink monsters thats 2 times and then you know what kills then there aren't anymore "unfair" deaths. for the entire rest of the game. honestly that is no cause to complain that is just lazy.Trial and error is considered by most to be unfair in Keen levels.
Yes they are a lot more playable. Thats doesn't mean that they are a total cake walk and you can play them with one hand while on the phone. Maybe you never played the original shadowkeen if you did then you would know the differnce. I removed the things that are completely unfair and tedius I didn't say I was gonna remove all the challenge and remove all the danger tiles.most of the levels are heavely altered making them more fun and more playable. This is what you initially advertised.
I do not get upset if people tell me that it's difficult. I said so myself that they where still challenging. I get upset when people criticize my levels for things that are not legitimate complaints. It's not "confusing" if it's too difficult to avoid the danger tiles. Don't say you have difficulty seeing them or that you are confused what kills. That is a little offensive to be honest. And it doesn't matter but I will point out that it's a silly comment to make if it's inaccurate.Don't get defensive. You want to make challenging levels? That's fine. Don't be surprised when people say "too hard" when all you tell them is "these are fun, playable levels".
Honestly, you shouldn't take offense to what we're saying, rather just look at it as constructive criticism and try to see our side of it. To be honest, some of the things that kill you don't make sense (a face on a tree? Why?) It's understandable that you wanted to make this challenging for experienced players, I do enjoy a good challenge, but there's an extent to which it stops being fun and starts being a chore. This is still a video game, the point of which being to play and have fun... I'm not getting much of that here, in fact, my first few minutes were spent with the whole "TOUCH THIS AND DIE!!!" routine...