After a month or so of work, it's finally ready! C)p
This here is the next part to Run the Gauntlet: Prologue.
It's bigger and better than any other level I've made yet.
It features:
-6 of my own custom objects.
-4 of my own custom tilesets.
-2 secret areas.
-1 custom enemy.
-And one custom song played by me!
Well, what are you doing reading this still? Go! Download! Run the Gauntlet!!!!
Important Note: You will need KS Ex for Part 1 to work 100%. You can find it here (http://nifflas.lpchip.nl/index.php?topic=4253.msg47407#msg47407)
You can play the level without KS Ex, just the final area won't have a very cool custom enemy I made.
Oh, right. You'll want to play the Prologue before you play this level.
Run the Gauntlet : Prologue (http://knyttlevels.com/levels/LordMarzog%20-%20Prologue%20v1.1.knytt.bin)
Run the Gauntlet : Part 1 (http://knyttlevels.com/levels/LordMarzog%20-%20Run%20the%20Gauntlet-Part%201%20v1.1.knytt.bin)
Enjoy!!
-Fixed multiple typos throughout level. Thanks to sergiocornaga, egomassive, and mechamind for pointing those out.
-Fixed a few SGM's
-Added a new enemy I made using Greyface's amazing KS Ex.
-Sweetened one of the secret areas by adding some fun facts.
-Made one of the secret areas a bit easier to notice.
-The main and most important changes: completely overhauled transitions to and from cave, gave the cave a more cave like feel, added extra screens around the cave, did a total revamp of the admin's Gauntlet.
-The admin's Gauntlet is now the challenging area it should have been all along. I apologize to all who have played this level and been very disappointed by the admin's Gauntlet. (Thanks to yohji and Greyface for telling me how short and easy it was)
-Changed or removed a few signs that weren't needed. I mainly removed signs that forced the player to see the solution, rather then letting the player think for themselves. Kept the funny ones. (You saved the "Lava" sign egomassive!)
-Changed a sign to be more funny in one area.
Thanks to all for their input! I really appreciate it!
Haven't played the prologue before, so I just played that, and then this level. I'm impressed! A lot of great work on custom tileset stuff here, gameplay was quite engaging, and the story interesting. I'm looking forward to the next installment!
If you want criticism, though, here's some. It's always nice to have many different environments in a level, and while you certainly had all kinds of areas - busy ones, empty ones, linear, non-linear, etc. - running around the same tileset all the time becomes a bit tiring. I enjoyed the dead town segment most because it was a much welcome rest from concrete - just like Juni said! Except that when you enter the cave, it's built on the same principles - straight paths mostly. It would've been nice to have a visual change, and have a more natural terrain. The natural progression was further compromised with the administrator's gauntlet - it looked too much like the testing facility! And it was a bit too short, for my taste - ends much too quickly.
That said, I enjoyed the level very much. I didn't think dialogue boxes ruined the dynamics - they were very nice, and you have a great sense of humor. I laughed a lot :D And it was great to find all the little details you've worked on - the flashing lights, SFX stuff,.. So yeah, like I said, I'm very much looking forward to the next part in the series, or any other level you're working on :)
I don't really have anything to add that hasn't already been said but, all the same, thankyou for both your levels. I didn't mind the limited visual style but I do tend to play more challenge levels than environmentals, so maybe I'm just very tolerant :^^:
I am excited to hear that I missed one of the secrets. I only found the one explaining your glass case CO.
I thought I'd been everywhere I could, though... I'll have to replay it and hunt around a bit more C)
If you want criticism, though, here's some. It's always nice to have many different environments in a level, and while you certainly had all kinds of areas - busy ones, empty ones, linear, non-linear, etc. - running around the same tileset all the time becomes a bit tiring. I enjoyed the dead town segment most because it was a much welcome rest from concrete - just like Juni said! Except that when you enter the cave, it's built on the same principles - straight paths mostly. It would've been nice to have a visual change, and have a more natural terrain. The natural progression was further compromised with the administrator's gauntlet - it looked too much like the testing facility! And it was a bit too short, for my taste - ends much too quickly.
I figured that the tileset would get rather tiring. But it does serve a small purpose. Like you said, you were glad to leave the facility just like Juni said she was. Thus, I get the player to relate to Juni on a deeper level :P However, for the next part, I will definitely be using a bigger variety of tilesets because even I was getting tired of looking at that concrete X)
I agree that the natural progression into and out of the cave could have (and should have) been much better.
I also agree that the admin's gauntlet was much too short and was too similar to the facility. It would have been better but I was starting to run out of inspiration and just wanted the level finished so I regrettably cut some corners.
Glad you enjoyed it though! Thanks for the feedback as well. Without such feedback, I wouldn't know how to improve.
I don't really have anything to add that hasn't already been said but, all the same, thankyou for both your levels. I didn't mind the limited visual style but I do tend to play more challenge levels than environmentals, so maybe I'm just very tolerant :^^:
I am excited to hear that I missed one of the secrets. I only found the one explaining your glass case CO.
I thought I'd been everywhere I could, though... I'll have to replay it and hunt around a bit more C)
You're very welcome! :^^: And yes there is one more secret hidden somewhere. :shifty:
It's in a place that you normally wouldn't consider going.
I looked through them for spelling errors and here is what I found:
Part 0
[x1029y1000] Sneak not Sneek
Betrayal, Scene 14: silencing not scilencing
Betrayal, Scene 22: appreciation not appriciation
Part 1
Revalations, Scene32: I'll rip his tie from neck -vs- I'll rip his tie from his neck
The name of ^that^ cutscene should be Revelations
[x1012y1001] unforeseen not unforseen
[x1013y1000] persistence not persistance
[x1028y1003] abandoned not abondoned
[x1026y1003] What is going here? -vs- What is going on here?
This list ignores punctuation, capitalization, and similar errors that are too numerous to list. I'm considering them part of your poetic style because that's what most of them appear to be.
I looked through them for spelling errors and here is what I found:
Part 0
[x1029y1000] Sneak not Sneek
Betrayal, Scene 14: silencing not scilencing
Betrayal, Scene 22: appreciation not appriciation
Part 1
Revalations, Scene32: I'll rip his tie from neck -vs- I'll rip his tie from his neck
The name of ^that^ cutscene should be Revelations
[x1012y1001] unforeseen not unforseen
[x1013y1000] persistence not persistance
[x1028y1003] abandoned not abondoned
[x1026y1003] What is going here? -vs- What is going on here?
This list ignores punctuation, capitalization, and similar errors that are too numerous to list. I'm considering them part of your poetic style because that's what most of them appear to be.
I noticed two at the end: "assisstant" and "aquitted" (assistant and acquitted). But LordMarzog might have noticed them already. I'm not sure.
Just a quick info message: I'm currently updating the level. I'll be fixing all typos and glitches. Also, I will be giving the transition from the ruined town to the cave, the cave itself, the transition from the cave to the secret facility, and the admin's gauntlet a total overhaul.
Plus I'll be adding some fun facts to one of the secret areas.
Nicely done! This part seems more text-heavy to me.
The personal testing chamber of the boss was extremely easy.
About secret areas, I love it when there are logical clues leading to them. For example, the secret part of Secretglitch's Dark Sea. Second best case, hard to reach places. Third, places where you don't usually go, like jumping off a cliff. But in most levels I only find secrets with level editor, because there are no clues for them, just invisible paths.
BTW, I expected the solid lamp side egomassive has mentioned to be a way to a secret area, thought it would help me reach the ventilation shaft with double-jump or something like that.
Nicely done! This part seems more text-heavy to me.
The personal testing chamber of the boss was extremely easy.
About secret areas, I love it when there are logical clues leading to them. For example, the secret part of Secretglitch's Dark Sea. Second best case, hard to reach places. Third, places where you don't usually go, like jumping off a cliff. But in most levels I only find secrets with level editor, because there are no clues for them, just invisible paths.
BTW, I expected the solid lamp side egomassive has mentioned to be a way to a secret area, thought it would help me reach the ventilation shaft with double-jump or something like that.
I think I'll take a few of the needless signs out. Like the "Lava? Why is there always lava in these places?" and similar lines.
I agree with you entirely about the personal testing chamber. And personally, I am pretty ashamed of it :sad:. I got lazy and cut corners. It is the main area getting a overhaul. A MAJOR overhaul. It should become the most difficult part of the level.
As for the secret areas, I will for sure make better secret areas in the next level. The current secrets are a little to engrained to fix. I fear that one of them will go undiscovered because the way to access it is very counter intuitive. Yeah, that whole light thing was just a mistake.
Only just started but there's a "cyro cylinder" in place of "cryo" in Scene2 of the intro.
Really minor one but in the first cutscene "doing really well Sir!" would usually be "doing really well, sir!" and there's another "cyro" a few scenes later. Also a typo that's still in from the previous version near the end; "security system is totally rouge!" - should be "rogue!".
Really minor ones again but..; in the first secret area, the second sign would normally have a lowercase letter as it's a continuation from mid-sentence and, on the way to the second secret, "My my aren't you clever?" would normally have a comma; "My my, aren't you clever?"
On a positive note, though, I really like the way you've changed the spikes there to give a clue :)
And on another positive note, I really like the line "At least I'll get a break from all this concrete!". I'm sure it's not the reason you put it in there but it feels like a nice little "in joke" :^^:
In Carla's sign after the cutscene, "use a old cave" should be "use an old cave".
In the penultimate cutscene, "it'll take a 1,000 years". Should probably be "take 1,000 years" or "take a thousand years".
There are a couple more missing commas around but I thought the text definitely benefitted from their lack.
x1000y1006, x999y1006 and x1000y1005 - It's possible to double-jump up to the gaps in the ceiling and climb up into a wallswim.
x998y1005 and x999y1005 - Ditto up into a void.
As to my actual reaction to the changes, I'm really impressed with the work you've done on the Administrator's Facility; it feels a lot fuller and significantly more challenging now. I did miss a few of the messages in the first half but I think you've probably made the right call for the level there.
On a side-note, sorry for leaping right in and picking holes in what must have been a lot of hard work. I promise you I really like this level and I only mention these things in the spirit of bringing them to your attention... not that the post looks very good-natured but I assure you that's a relic of using it as notepaper during my playthrough, not any indication of intent to be hyper-critical ;)
Now the ending sequence is very cool. I hope you'll post the smasher in templates objects thread. BTW, I'm using your foreground glass cylinder in my level :)
One room I didn't like is x1002y1004. Spikes make random turns, have random speed and in addition to that there's no save point before them. So, it takes a lot of waiting to find the right moment.
Now the ending sequence is very cool. I hope you'll post the smasher in templates objects thread. BTW, I'm using your foreground glass cylinder in my level :)
One room I didn't like is x1002y1004. Spikes make random turns, have random speed and in addition to that there's no save point before them. So, it takes a lot of waiting to find the right moment.
Glad you liked it! :) And cool 8) Just be sure to mention that LP Chip made the original glass cylinder. I Just made it a custom object.
Patience, young grasshopper X) But yes indeed, it is simply a waiting game with those. Cheap way to slow down the player really X-P
I think I will post the smasher in the template objects thread. Should I provide the folder itself? Or will just the picture be sufficient?