Buried in Oblivion

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Nisaba
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Re: Buried in Oblivion

Post by Nisaba » Sun Jan 15, 2017 15:52

Roobar wrote:Woah! Despite all the tile bugs, this is the second best level/mod Keen 4 pack I've ever played! Very well done! I really liked most of the levels. The difficulty is fine, except for the later levels, but I guess that's fine. Thanks for that pack to all contributors!
thanx for the flowers! (also in the name of all contributors.)

what kind of tile bugs are you talking about? looking at the ratio of the image you've just posted, I have to assume that you have played this pack via Commander Genius, haven't you?! this version isn't finished yet, but we are working on it very intensively. (mainly converting from one engine to another. and gerstrong is doing a hell job, I must say! plus his python skills are admirable).

but if you've discovered bugs in a non CG-environment, please let me know so I can fix them.
Roobar wrote:Also, wow: https://i.imgsafe.org/b955fa86b9.png
:crazy :lol :lol :lol So this is what treasure eaters do after they stole from you. The gallery level is awesome.

BTW: Did you already come across the secret level?
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Roobar
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Re: Buried in Oblivion

Post by Roobar » Sun Jan 15, 2017 17:41

I don't like Commander Genius at all! I'm just using Dfend fronted.

But the bugs are mostly tile related in the world map. There are too many places where you can "accidentally" go to places you're not meant to. Other than that and minor tile bugs in the levels, I haven't experienced any major bugs or crashes.

I'm not sure which is the secret level though. Please let me know lol :)

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Nisaba
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Re: Buried in Oblivion

Post by Nisaba » Sun Jan 15, 2017 19:12

Roobar wrote:I'm not sure which is the secret level though. Please let me know lol :)
you might have seen a glimps from the underwater level. it is also underground so you have to go way down. but you can only enter it by falling down somehow. search the map, this should be the only place, where you can only "accidentally" go to. all the other places have more or less an open world character... but you need to solve most of them beforehand...
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Re: Buried in Oblivion

Post by Roobar » Mon Jan 16, 2017 16:25

Forraaay!!! It took me an hour exploring the underwater and gallery levels to find out that it's not there. But when I found it and put it all together - its absolutely insane what you did there! :garg

So... the end brings up Foray in the Forest. Sounds like it's in completion? I really wanna know.

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Re: Buried in Oblivion

Post by Nisaba » Tue Jan 17, 2017 22:15

@Roobar (in cyph++):
0088105655592391021901569196560290875695839391968924568403025686979619025602879494568396078497860755592349498356989483078384948756868795975601909703948656848756970302560290870087569687060256959796029056970056019723568891968987000156850097010187862350

Image
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Re: Buried in Oblivion

Post by Nospike » Tue Jan 17, 2017 23:18

Nisaba wrote:@Roobar (in cyph++):
0088105655592391021901569196560290875695839391968924568403025686979619025602879494568396078497860755592349498356989483078384948756868795975601909703948656848756970302560290870087569687060256959796029056970056019723568891968987000156850097010187862350

Image
1. :evil
2. :confused
3. *reads thread*
4. :O
It just might be done someday. The chance is always there.

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Roobar
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Re: Buried in Oblivion

Post by Roobar » Wed Jan 18, 2017 8:14

Sorry, I don't know what cyph++ is and I don't really want to know.

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Nisaba
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Re: Buried in Oblivion

Post by Nisaba » Wed Jan 18, 2017 20:52

because someone asked, here is a bundle of the original level designs:
The Originals - Levelpackage of a Levelpack
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Re: Buried in Oblivion

Post by Levellass » Thu Jan 19, 2017 12:58

Nisaba wrote:thanx for pointing out these 122 minor tile issues.
They're all level design issues, I suspect you don't want to change them.


It should be possible to patch the Mimrocks in a level to have a different foreground behavior there only, or to make a special version of the Mimrock that is similarly different.

The Wormouth-air bug can be fixed by making a new action, 'fall' for the post-snapping Wormouth so it always falls back down to the ground after snapping at Keen.
What you really need, not what you think you ought to want.

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Nisaba
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Re: Buried in Oblivion

Post by Nisaba » Fri Jan 20, 2017 1:46

Mimrock patch, Mimrock patch, Mimrock patch, Mimrock patch!

by the way, while tweaking those levels I came across another interesting bug. you'll might all remember that Little Ampton issue from Keen 5. Same thing happens if a Bounder pushes you off a pole. heading to the next door in reach will make you finish that level ahead of schedule. (thanx too fleex pointing that out). need to test this effect in combination with a keyholder as well...
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Re: Buried in Oblivion

Post by Quillax » Mon Feb 20, 2017 0:53

I played through several levels of this levelpack in the easy difficultly, am currently in the desert area, and I can say that it's pretty good so far! ;) I like the concept and how you did the area with the inchworms in the mountain cave level. For negatives, the only thing I can think of is that I find it a bit annoying that you start with 0 lives, but it's not too much of a problem. I'm certainly planning on playing more of it.

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Re: Buried in Oblivion

Post by Nisaba » Mon Feb 20, 2017 1:29

thanx for your feedback! I'm happy to hear you like it.
As some other guys also complained about the 0 lives at game start, I tweaked and updated the download link. now you can start your journey with 2 lives instead. simply re-download everything and extract it into your game folder. your save games should still work just fine.

btw: Hairmonster is currently uploading some awesome youtube keening videos. don't miss to check his Buried in Oblivion playlist!
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Re: Buried in Oblivion

Post by Quillax » Mon Feb 20, 2017 3:33

You're welcome! Anyway, I just managed to complete all of the levels, including the secret one, which, I assume it is the one where you start by falling in a empty area, correct? It was overall a very enjoyable experience to me. I really liked the concept behind the Gallery of Fame level, the dialogue between the Council Members and Keen, and how you did the ending.

There is one thing I was wondering about, however. Since there are regular exits in the levels where the Council Members are in, does anything special happen if you decide to exit regularly without saving the members? I'm just curious. Also, I'd like to point out that in the pyramid by Gridlock that had a Poison Slug statue in it, I shot a Arachnut while it was on the ramp, and when it got up, it was stuck. I would also like to point that there is a couple places in the Gallery of Fame level where the only thing to do once you get there is to fall and die, which is usually considered as fake difficultly in games like this.

I'm looking forward to your future works. :)

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Re: Buried in Oblivion

Post by Zilem » Fri Mar 10, 2017 8:01

I Like what you did with the "Treasure Hoarder"
Image

I also saw The finger pointer in the Help menu was replaced by Keen sitting reading the book and looking up
but i think it missed something: like pointing and looking to the right at the menu, as what to read about?
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The Difference Between a Mod and Fan art?, a Fan art is a Concept and a Mod is that Concept put into life.

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Re: Buried in Oblivion

Post by Nisaba » Fri Mar 10, 2017 9:37

@Quinton:
skipping the Council Members and running for the regular exits is a left over from some of the original level designs. I was struggling with this alternative exit but eventually decided to keep it for shits and giggles. (for eg. plz compare the original level design by Charging Moose: http://www.shikadi.net/keenwiki/Chargin ... _BwB_Level)
thanx for pointing out that jiggling Arachnut effect. wasn't aware of that. after all Wormouths and Arachnuts don't seem to like ramps.
Concerning the "fake difficultly" in Gallery of Fame: at least you can earn an 1-up-consolation-gift when choosing to dive down the poisoned lake without his safety suit. but hey, again this idea is a left over from the orig level design. take a look: http://www.shikadi.net/keenwiki/KeenMark_4


@Zilem:
I like the idea that Keen is pointing at the menu. but your modifications doesn't seem to fit quite right yet. looks a bit like the hand is coming out of Keens shoulder. could you please give this another shot? I'm gonna implement it in the next update then.
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