Lower Vortiville

Half-Life 2 HL2
Lower Vortiville by The Mad Carrot
Posted 10 years ago2008-07-11 08:37:47 UTC • Completed • Half-Life 2
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Lower Vortiville
The Mad Carrot The Mad Carrot
Half-Life 2
10 years ago2008-07-11 08:37:47 UTC
10 years ago2008-07-11 08:37:47 UTC

My Compo 25: Remake a Game submission.

This level represents the first level of the third episode (Keen must Die!) of the Commander Keen: Invasion of the Voricons trilogy.
This map was quite a challenge for me because making a first person shooter level from a platform run and jump level is pretty tough, because i had to convert the 2D platform leveldesign into 3D leveldesign. Also, i made a working score system! Score points by touching the various items lying around the map. I think this is quite unique for a FPS game.



Commented 10 years ago2008-07-17 02:34:34 UTC Comment #15806
This was a funny game to choose to remake because its sooo old school. It was neat and the sounds were kewl but their wasn't much to do besides collect stuff though I guess thats all you do in the real game. It would be cool if you took this further and made more interactivity with mind puzzles and more levels and stuff.
Commented 10 years ago2008-07-17 07:12:29 UTC Comment #16096
Well, the only thing that i could'nt do was enemies. In the original game, the level is crowded with Vorticons (big rat-ish creatures) I left those out because its way to complex to fake each individual enemy.

I would definitely take this further if i could get a coder, modeller and texture artist...
Commented 10 years ago2008-07-18 04:13:55 UTC Comment #16771
Well you don't need all that for mind puzzles and stuff. Kinda like that mod "mario keys"
Commented 9 years ago2009-02-07 12:45:51 UTC Comment #17282
K i know this compo is long past, but i'll leave you some comments anyway, since it just played the level.

The textures and architecture are very simple. I can see from the screenshots this is how the original game was, but i think it would be ok if you took liberties with the original design, to make it more interesting to the player... it's just too blocky and boring.

I would make the "coin" thingies 3-dimensional objects... they just look too weird as 2D in a 3D world. Same with the invisible clips, i understand why you do it to simulate the 2D environment, but i don't think it works well.

I was going to make a 2d metroid mod similar to what you're doing here, but i ran into many of the issues you're running into here.

The sounds for picking up the coins are cool. I would add some game music in the background too(was there background music in the original?).

The scoring counter and the minimap at the beginning are neat things, and nicely done.

This might actually work better as Flat-Life Game for Chickenfist's mod! = )

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