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pull9.zip uploaded demo

 
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Cal72521
Ree-Yees

Joined: 14 Sep 2006

PostPosted: Feb 12, 2010 21:32    Post subject: pull9.zip uploaded demo View user's profile Send private message Send e-mail Reply with quote

pull9.zip uploaded demo.
Finally after 2 years since i started, my level is done. Expect it needs to be skinned all the way. pesky offsets!
I also need a beta test. Its a odd level I've had all kinds of trouble along the way. It works begining to end on my com for dos/win98; 933mhz p3,1gb pc133 sdram.
Story:
After a run in with the Interdictor cruiser Lamaint and a clean echo getaway into hyperspace. Curiosity over takes you. Why didn't the Imps use there gravity well generators? You hack rebel records to find the Lamaint has not been sighted for months. The Imperial resitrys state that she is mothballed. Odd? So you've landed a imperial cruise as consolet for the Yarruss system. But they don't know that you really a space pirate with the Black Paw clan.
feedback welcome.
ps difficulty settings used. hard is very hard.
Any ways here it is.
http://www.mediafire.com/?otzlcjnc3rn
http://www.mediafire.com/file/otzlcjnc3rn/pull9.zip
<a href='http://www.mediafire.com/?otzlcjnc3rn'>http://www.mediafire.com/?otzlcjnc3rn</a>

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lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Feb 12, 2010 22:26    Post subject: View user's profile Send private message Send e-mail Reply with quote

Interesting, I'll try it out when I have time.

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Barry Brien
Dark Trooper Phase 1

Joined: 26 Sep 2003

PostPosted: Feb 13, 2010 01:41    Post subject: View user's profile Send private message Send e-mail Reply with quote

I wasn't able to get very far in this level. I seemed to come to a dead end. I haven't looked at the level in WDFUSE yet, but I found myself at a loss as to what to do.
I collected the key code, imputted it in the correct order, and nothing.
Also the jumping puzzle near the begining, with the sludge pit is far too difficult. It doesn't matter how many extra lives you provide. That's just too tough and annoying.

It was ok in terms of design. Some nice ideas. Some good use of the 'can always walk' flag to simulate Kyle climbing, which I think is a cool, original idea that's not been used before.
But I don't want to cheat to finish this level, so I didn't look at th rest of it. Help.

Cal72521
Ree-Yees

Joined: 14 Sep 2006

PostPosted: Feb 13, 2010 07:08    Post subject: thank you. more info. View user's profile Send private message Send e-mail Reply with quote

Definitely not a novice level, no its difficult enough for me to enjoy.
Oh goody you found the key code, i was worried about the double adjoin i used not working for other ppl. there is actually a hom behind the imp sign texture.
the key code starts with the switch on the wall directly in front of kyle as you come out of the air lock. counter clockwise.
___________
------3
|
|a
|
______d___
you can start with either puzzle.
um the jumping one is hard, you can see the next ledge with your headlight, if you are careful. I could up the light level or up the floor alt so you don't get hurt at all. I love the lighting capabilities of df. I need to put sign textures above the shooting puzzel to give the idea to the player, the frist switch you can see, the other two are hidden. more ammo?
Have you seen such large rooms? i used my hom graph.

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Cal72521
Ree-Yees

Joined: 14 Sep 2006

PostPosted: Feb 13, 2010 07:15    Post subject: sludge pit? View user's profile Send private message Send e-mail Reply with quote

You mean the star looking pit before the airlock?
You're just suppose to jump straight across the sludge pit to continue, you can jump to the sides for the secret area and bonus stuff, you certainly earn it. you have to stand on the point of the ledge, or kyle will bump the wall and miss. I can only get it with two try's.
I wonder what to do to make it more obvious to go that way? input?

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Barry Brien
Dark Trooper Phase 1

Joined: 26 Sep 2003

PostPosted: Feb 13, 2010 14:09    Post subject: View user's profile Send private message Send e-mail Reply with quote

Cool, I'll give it another go. Also, is this level set in space, and if so, why the wind voc?

Cal72521
Ree-Yees

Joined: 14 Sep 2006

PostPosted: Feb 14, 2010 11:59    Post subject: re: View user's profile Send private message Send e-mail Reply with quote

the wind.voc its for the shaft should i move it to so you can only hear it there or get rid of it.
I used the always can walk flag cause i hate crouch-jumping in games its the most frustrating.

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Barry Brien
Dark Trooper Phase 1

Joined: 26 Sep 2003

PostPosted: Feb 14, 2010 15:12    Post subject: View user's profile Send private message Send e-mail Reply with quote

The always-walk flag is a rarely-used feature of DF. Nice idea.

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Feb 14, 2010 17:45    Post subject: View user's profile Send private message Send e-mail Reply with quote

I believe you can use triggers to turn sounds on and off (it's been awhile) so you should be able to keep the sound from "leaking" with some clever placements to ensure the sound doesn't play if the player is on the other side of a wall from the shaft or whatever.

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sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Feb 16, 2010 02:55    Post subject: View user's profile Send private message Reply with quote

Finally got around to playing this demo. Mmm, those were some really interesting and challenging INF puzzles. The shooting room was amazing -- honestly, I wouldn't add any more clues for the player (the signs you mentioned). As long as I know it's a reflection puzzle, I can figure this one out. That's the fun part after all Smile

I liked the glass floors -- navigated around them the first time, of course, but it's a useful feature on an imperial ship (though it doesn't look like an imperial ship. That's not necessarily a bad thing; we don't need any more Star Destroyers Razz ).

I personally hate jumping puzzles, but that's just because my reflexes are horrible. Maybe light up the floors a little on that dark one? It'll help out. And put door textures on the backs in the room with the alternately rising platforms and turrets in the middle. It took me a while to see the second door -- and I was getting impatient Evil or Very Mad

Anyway, hope my comments help out. I always like feedback, it really helps you improve your level.

darktrooper27
Dianoga

Joined: 11 Feb 2009

PostPosted: Feb 17, 2010 04:50    Post subject: View user's profile Send private message Reply with quote

I think that you should rename the interdictor cruiser to Lamont, not Lamaint. But it's your level and your story, it's just that when I was reading the text file about the level, I was like ahhhhhhhhhhhhhhhhhh, it should soooo be Lamont. Cool

Anyways, I'll try out level ASAP and give you a response.

Cal72521
Ree-Yees

Joined: 14 Sep 2006

PostPosted: Feb 17, 2010 12:27    Post subject: jumping View user's profile Send private message Send e-mail Reply with quote

Jumping puzzle easier. lower platform as player jumps, raise when he gets on at the bottom. no way to cheat.

Inside walls of platforms:

seq
class: trigger
event_mask: 1
message: goto_stop: 1
client: platform.ev
class: trigger
event_mask: 2
message: goto_stop: 0
client: platform.ev
seqend

platform.ev:

seq
class: elevator move_floor
event_mask: 0
stop: 0 hold
stop: 40 hold
seqend

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