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New, original ROTT MAPs
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MikeMiller

Joined: 22 May 2008
Posts: 242

PostPosted: Sun Aug 03, 2008 8:16 pm    Post subject: New, original ROTT MAPs Reply with quote
All,

For those of you who still enjoy playing ROTT, I have completed a 7-level single-player episode. You can download it here:

http://mikemiller.net/rott/MIKE1.ZIP

Be sure to check out the enclosed README.TXT file for details.

Also, I've created three COMM-BAT (multiplayer) MAPs:

http://mikemiller.net/rott/MIKE1_V3.RTC

Any and all feedback, comments, criticisms are welcome.

-Mike
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admin
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Joined: 30 Oct 2006
Posts: 406

PostPosted: Tue Aug 05, 2008 11:08 pm    Post subject: Reply with quote
Hey Mike, thanks for the levels, would you reconsider making levels again? Please? Smile
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MikeMiller

Joined: 22 May 2008
Posts: 242

PostPosted: Tue Aug 05, 2008 11:13 pm    Post subject: Reply with quote
admin wrote:
Hey Mike, thanks for the levels, would you reconsider making levels again? Please? Smile


What for?
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admin
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PostPosted: Tue Aug 05, 2008 11:29 pm    Post subject: Reply with quote
To increase the likelihood of more players becoming interested in Rott maybe? Its amazing what some fresh content can do for an old game. Smile
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MikeMiller

Joined: 22 May 2008
Posts: 242

PostPosted: Wed Aug 06, 2008 9:02 am    Post subject: Reply with quote
admin wrote:
To increase the likelihood of more players becoming interested in Rott maybe? Its amazing what some fresh content can do for an old game. Smile


Heh. Well, if I get a single person tell me that they played all my current levels, I'll be more inclined to want to make more. Smile

-Mike
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admin
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PostPosted: Wed Aug 06, 2008 11:13 am    Post subject: Reply with quote
OK Mike, I assure you, I'll play all your levels, and post screenshots to prove it. Very Happy
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MikeMiller

Joined: 22 May 2008
Posts: 242

PostPosted: Wed Aug 06, 2008 12:02 pm    Post subject: Reply with quote
admin wrote:
OK Mike, I assure you, I'll play all your levels, and post screenshots to prove it. Very Happy


I can't wait. Smile

For what it's worth, here is the README included with the ZIP file that contains the level pack:
Mike's README wrote:

Here are six original single-player ROTT levels
create from scratch by me, Mike Miller.

I made sure I could get through all levels at
the most difficult setting. It is highly recommended
that these be played at the second-easiest setting
AT LEAST (if not at a more difficult setting).
This is because at the easiest setting, the game
gives too much away (such as telling you what
happens when you hit a touchplate or flip a switch)
and it makes the secret pushwalls too obvious.

Here are the levels included, and the approximate
amount of time (according to the game timer) that
it took me to complete the level (without any type
of cheating) at the most difficult setting:

LEVEL NAME TIME (mins)
-------------------------------------------
1 Mike's Madness 40
2 Overwhelmed 26
3 Grand Plans Cut Short 5
4 Just Give Up 30
5 Pushed to the Limit 28
6.1 End Game, Part 1 15
6.2 End Game, Part 2 15

Note that the final level had to be split into two parts.
If you put too much "stuff" into a level, the game tends
to crash randomly. In order to avoid this, I had to divide
"End Game" in half.

More levels may be added at a later date.

The final level ends with a boss (NME). Kill the
boss, and it's all over. Unfortunately, it tells
you that you killed General Darian. I have no idea
how to make it say that you killed the NME. If you
happen to know, please contact me at rott@mikemiller.net
and let me know.

++++++++++++++++++++++++++++++++++++++++++++
To play, copy all MIKE1.RTL and MIKE1.BAT to
your main ROTT directory (probably C:\ROTT)
and simply type: MIKE1
at the prompt.
++++++++++++++++++++++++++++++++++++++++++++

Also, feel free to contact me if you have any
comments, questions, or criticisms about these
levels. rott@mikemiller.net

Thanks for playing!

-Mike

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MikeMiller

Joined: 22 May 2008
Posts: 242

PostPosted: Sat Sep 27, 2008 2:40 pm    Post subject: Reply with quote
admin wrote:
OK Mike, I assure you, I'll play all your levels, and post screenshots to prove it. Very Happy



Still waiting. Smile
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Schabbs

Joined: 31 Oct 2006
Posts: 58
Location: London, England.

PostPosted: Fri Oct 29, 2010 11:45 pm    Post subject: Reply with quote
admin wrote:
To increase the likelihood of more players becoming interested in Rott maybe? Its amazing what some fresh content can do for an old game. Smile


I've not been able to download rottlevelcompilation.rar from the link in admin's signature. Does anyone know of any other links that work. I'd really like to try out these levels.
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MikeMiller

Joined: 22 May 2008
Posts: 242

PostPosted: Sat Oct 30, 2010 8:17 am    Post subject: Reply with quote
Schabbs wrote:
admin wrote:
To increase the likelihood of more players becoming interested in Rott maybe? Its amazing what some fresh content can do for an old game. Smile


I've not been able to download rottlevelcompilation.rar from the link in admin's signature. Does anyone know of any other links that work. I'd really like to try out these levels.


My levels are still around, and desperately waiting to be played!

http://mikemiller.net/rott/MIKE1.ZIP

Feedback would be appreciated! Very Happy

Thanks,

-Mike
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dopefish7590

Joined: 06 Oct 2007
Posts: 324

PostPosted: Sun Nov 21, 2010 6:51 am    Post subject: Reply with quote
Whelp, I had 15 minutes of free time so I decided to start one of your levels... I used the DOS executable since the Icculus port seemed to keep crashing when loading your level. I'll just post my account on it here. (I didn't get far in yet, I'll continue my savefile in a bit)

I'll post it in color "#DEE3E7" due to the lack of spoiler tags. (Highlight it to read)

When I started the level, the first thing I noticed was that you could open the wall behind you... I followed it and found another secret, and another. Eventually I ran into a Firewall. "Hm, cool" I thought, then I went through the first door, empty long hallway. Heh.

I run forwards and hit a jump pad and just before landing I take out an enemy Mario-style without even knowing he was there, I couldn't move, a bit perplexed I fired a shot, then a bunch of gunfire started and I died. "Well, that's unusual..." I thought. I start the level again. I do the same thing I did before to get the firewall. I use it at the beginning of the hallway. A bunch of fire appears as if I hit things. "Ah! I guess there is a bug in the DOS version of ROTT that has a hard time with lots of enemies" I figured. I run down the hallway and hear "Eat lead!". Surprised by this I didn't have enough time to get away before dying. I start again, and do the same ritual as before... Get firewall, annihilate people in the hallway, and this time... I open the Enforcer door and run backwards and wait for them at the end of the hall. Wait about thirty seconds before firing the second shot from the firewall. Score! Nailed them! I run to the door and save the game. I investigate the fire-spout room and notice the passageway to the right... I explore that and find a second firewall. I explore a bit, looking for hidden walls, and hear "Here, catch" as I am about to leave the area. Dangit! Missed one of them... I try to get rid of it, but the splash damage from the Firewall missile hits me too, and I die...

After loading the savegame, I quickly get out of the room and look back at the hallway, sure enough, one more enforcer was there. I make quick work of him with the third missile of my firewall. I go back to the room, pick up the second firewall and decide to experiment a little. Since I play as Lorelei Ni, I can sometimes do some random awesome platforming. After about 12 tries, I manage to use the jump pad to jump on top of the steel on the other side of the hall. No secret. ;_;
I go back to the jump pad and use it to jump over the fire shooters (I decided it was safer), and go through the door, and down a long diagonal hallway. (I saved again here) I go through the door at the end after ignoring the bazooka there, my firewall seemed more useful so far. I see a window, and hear "Eat lead!"... Geh! Another enforcer! Somewhere..? Don't notice any shooting or anything, I break the first window and back out. Wait for an enemy, nothing... Break the second, and third... Look to my left and notice an enforcer jumping on a jump pad like a jackrabbit on speed... I chuckled to myself and save the game with the title "Weeeeeeeeee". I run back to the previous room and get the bazooka again. It seemed more fitting. I break the glass between myself and the enforcer and try to get into rhythm to hit it every time he hits the ground... I fail miserably at the though and only hit about 4 times out of an entire bazooka ammo supply. I go back and get the firewall and miss, I decide to see if I can lure it away from the jump pad if the space was big enough. I'll say right now, it wasn't. I run past the enforcer and notice that the room was too small for the firewall to hit the ground unless I aimed down. Got owned by the enforcer. Then I had to leave.


So far the level has been quite fun though...
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MikeMiller

Joined: 22 May 2008
Posts: 242

PostPosted: Sun Nov 21, 2010 9:40 am    Post subject: Reply with quote
Thanks for the play-by-play!
Below are some of comments, also in DEE3E7 color:

dopefish7590 wrote:

When I started the level, the first thing I noticed was that you could open the wall behind you... I followed it and found another secret, and another. Eventually I ran into a Firewall. "Hm, cool" I thought, then I went through the first door, empty long hallway. Heh.



Glad you found this secret. There's another well-hidden secret to be found before you get to the area with all the hidden enemies, if you're interested.


dopefish7590 wrote:

I run forwards and hit a jump pad and just before landing I take out an enemy Mario-style without even knowing he was there, I couldn't move, a bit perplexed I fired a shot, then a bunch of gunfire started and I died.



Interesting. Whenever I play it, the enemies all appear and start attacking BEFORE I reach the jump-pads.


dopefish7590 wrote:

I go back to the jump pad and use it to jump over the fire shooters (I decided it was safer),



Wow, this is possible? I'll have to check this out! There's another (secret) way to get safely around the fireshoots.



So far the level has been quite fun though...[/quote]

Thanks. Keep the comments coming. Much appreciated.

-Mike
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dopefish7590

Joined: 06 Oct 2007
Posts: 324

PostPosted: Sun Nov 21, 2010 12:45 pm    Post subject: Reply with quote
MikeMiller wrote:
Glad you found this secret. There's another well-hidden secret to be found before you get to the area with all the hidden enemies, if you're interested.


It was actually the first thing I did when I first started up the level... I guess I'll have to keep my eyes open for another secret.


MikeMiller wrote:
Interesting. Whenever I play it, the enemies all appear and start attacking BEFORE I reach the jump-pads.


What port are you using? I am using the original DOS version.

MikeMiller wrote:
Wow, this is possible? I'll have to check this out! There's another (secret) way to get safely around the fireshoots.


Yep, it is very possible, it was easy compared to getting on top of the steel grating. Razz


MikeMiller wrote:
Thanks. Keep the comments coming. Much appreciated.

-Mike


Will do.
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MikeMiller

Joined: 22 May 2008
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PostPosted: Sun Nov 21, 2010 1:14 pm    Post subject: Reply with quote
dopefish7590 wrote:
Yep, it is very possible, it was easy compared to getting on top of the steel grating. Razz


Ahh, you are correct. Now that I think I about, this was probably intentional. But for those without the dexterity, there's another way.

Of course, later on in my levels, some things will require even more dexterity...

What I'm REALLY looking forward to is when you get to some of the puzzles I've devised... Smile

-Mike
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Lawstiker

Joined: 12 Nov 2010
Posts: 473
Location: Sol System

PostPosted: Sun Nov 21, 2010 2:52 pm    Post subject: Reply with quote
Glad to see your finally getting some feedback Smile

Anyway I've been working on my playthrough off and on, so I figured I should do a quick run through again for a reminder before putting down to many details.

I've been testing these all out in Winrott, and haven't been having to many issues. My initial testing of these levels where with the wrong mindset, as I had just jumped right out of doom into rott, so I decided to go play rott a little bit before I continued to give you any more feedback. Going back through these levels I have found more enjoyment than I did before. In the first hallway I had no issues with the teleporting in enemies, and they seem to spawn in long before I ever make it to the jump pads.

I did managed to find that secret that allowed you to attack the enemies from the side. When I first found that pushwall, hit the jump pad, and started to follow the path, everything was fine. But when I hit that last hall before you opened the pushwall to attack the teleporting enemies, the things you where running along no longer appear and have vanished. They are still there physically as you can run on them, but once you drop down and look back its as if theres nothing in that secret passage.

I assume this is one of those limitations you hit.

Thats all I want to cover at the moment, i'm going to do a quick run through again for reminder and post my thoughts on the rest of the first and second levels I have played so far. I did managed to find the exit to that room with the dog power up, and felt pretty stupid after finding out I missed something that obvious Razz

That and I LOVED the lava pillar room, so many times I freaked out trying to make it through that area without getting squashed or accidently walking into one, and died many times Smile

but so far i've been enjoying level 2 the most, and certainly just loved the idea behind the puzzle in the room with Scotts mystical head.


Sorry to hear you might have to cut down on your original ideas, but hopefully the final product will be something your proud of.
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