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 The Celestial Rise

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heretic



Posts : 29
Join date : 2010-02-12

PostSubject: The Celestial Rise   Fri Jul 30, 2010 4:16 pm

World description:
After the events of the original game, Herbert faces a new threat: the discovery of an unknown alien technology by a human scientific team draws the attention of old enemies... Herbert has to act quickly in order to prevent the threat and make the galaxy a safer place, once again.


Primary link:
http://www.mediafire.com/?ev0r0n847rvj2fd

Alternative link:
http://www.sendspace.com/file/82ayzm

Filename: The celestial rise.rar
Size: 4.55MB
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vdweller
Admin


Posts : 26
Join date : 2010-01-10

PostSubject: Re: The Celestial Rise   Fri Jul 30, 2010 11:21 pm

Great work! To quote myself from a short post over at Mod DB,

Embracing and expanding the story of the original world, Heretic created a fun and challenging story-driven world, and from the first few minutes of playing you can see that he's put some serious effort into it! Cutscenes are awesome and stylistically coherent, and a generous amount of new graphics give the world its own distinctive personality.


I especially liked the cutscenes and some areas were cleverly designed (although many rooms were far from a teleporter in one or two levels, which made things kinda tiring).

Now, time for some feedback:


Bad tileset/object placement. Also, this background kinda makes doors look weird and out of place, probably because it looks more like a landscape underneath rather than walls of a deep room.


Bad door placement. I also noticed somewhere else (I don't remember excactly) that doors that can't be opened (fake ones) have a normal door underneath them which operates and sheds light underneath the fake one, which is kinda ugly. Probably hasty door placement Smile


You should probably erase the walls in this room, because bullets appear hitting something invisible when shooting at them.


One Assembly Line object is enough. Assembly lines always appear on a fixed position, no matter where you put the object boxes. That was more like a tutorial-ish remark, rather than serious feedback Smile


Heeeey! This enemy dropped something, but it can't be accessed! Always use drop(-1) in baddies that are attacking from a remote, non-accessible position.

Also most red/green tile puzzles were the same over and over again! I think I met the 3x3 all-red tile pattern 3 times in different rooms! Please change that!

And now, the most important remark of them all: Dude, where is the music????
Seriously, the levels and cutscenes need music. Badly. And existing music selection was...well...what music?
The track that looped on level 3 was like the menu screen of a DVD, playing a part of a larger song over and over again...The track isn't bad, but definitely not for looping...
Also, boss rooms music was also poorly chosen. Those tracks just aren't for looping. Plus, when a boss is defeated, if you exit and reenter the room, boss music is heard again, that is a tense track in a now empty space.

Here's a way to add some boss music that plays as long as the room is hostile. Add a "room reached object" with:
Property1: if roomcleared[roomx,roomy]=false then play_track(track_id,1);
Property2: 1
track_id is the track number you want to be played.

An audio overhaul would make the world a total kick-ass. Visit www.freesound.org ,it has tons of free ambient music and sound effects. Search for the work of a guy called ERH, I've used some of his tracks in the game.

...or you could always use the music included with the game, but in a better way Smile


That's all I can think of now. Keep up the great work, I hope to see a fixed and more...audible version soon cheers cheers cheers cheers cheers


Last edited by vdweller on Tue Aug 03, 2010 9:38 pm; edited 1 time in total
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heretic



Posts : 29
Join date : 2010-02-12

PostSubject: Re: The Celestial Rise   Sat Jul 31, 2010 12:35 am

Thx for feedback, I guess I could fix the minor details like doors, inaccessible items from enemies, puzzles and so on, plus the music... Well, the music was set in about 20 minutes tongue , as I had left that for the end. I guess I could perform some... serious improvements on it afro
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heretic



Posts : 29
Join date : 2010-02-12

PostSubject: Re: The Celestial Rise   Tue Aug 17, 2010 12:07 am

WORLD UPDATE:

The Celestial Rise v1.1

Changelog:

-fixed some badly placed objects/tiles
-performed an audio overhaul


Download link:

http://www.mediafire.com/?902fgc7i0t0a0i2
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RandomChap



Posts : 2
Join date : 2010-08-15

PostSubject: Re: The Celestial Rise   Tue Aug 17, 2010 10:12 pm

How do i get pat level 2?

PS:Love your campaign(from what little i played it) i has real quality, almost as good as the original, but i notice i is more linear, it's not a bad thing but i preferred the exploration a bit more.
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vdweller
Admin


Posts : 26
Join date : 2010-01-10

PostSubject: Re: The Celestial Rise   Fri Aug 27, 2010 4:54 pm

heretic wrote:
WORLD UPDATE:

The Celestial Rise v1.1

Changelog:

-fixed some badly placed objects/tiles
-performed an audio overhaul


Download link:

http://www.mediafire.com/?902fgc7i0t0a0i2

Much better now Smile It looks twice as good with properly placed music.
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