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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Parallux v1.1

Submitted by Tickles
This bundle is marked as approved. It works and satisfies the submission rules.
[​IMG]


Description

When too many souls are caught between the veil and left in disarray, a shepherd is sent forth to weave through the darkness and guide these radiant spirits to their rightful place.


Gameplay

Parallux is a single player puzzle map. It contains approximately 40 minutes of continuous puzzles to solve in which only arrow keys are used to move around. The environment gradually shifts along with the difficulty of its puzzles throughout the game's 16 levels.

There are no quests, no dialog, no combat, and no spells to cast. You simply use logic and persistence to tackle each puzzle as they grow and become more intricate. Each level requires colored souls to complete. There are also bonus white souls with hidden paths to them with a use at the end of the game.





Changelog

  • Version 1.1

    • Added Speeder Pads - Movement was obviously too slow in 1.0, so I tried coming up with another way to increase movement and spice it up more in general. Speeder pads have no cooldown and double movement speed for 4 seconds when walked on. They can be found on every level after level 1 and are typically used to pave over the longer stretches of walking the player would have had to do in 1.0.

    • Increased Default Move Speed by 33% - Since movement is game length in this map, the increase in speed has dropped the total puzzle time required from just over an hour down to about 40 minutes. I'm hoping the removal of the extra "fluff" will make getting to the end more tolerable.

    • Increased Platform Visibility

    • Added Level Completion Markers - I'm not too sure if I'm happy with the braziers as they are, so I may replace them with something else in a future update. At least it's more clear where the end of the levels are for now.

    • Removed Timer Pad Cooldown - Timers were another thing that could hinder progress if the player would have to wait for them to finish in order to use them again. Now time can be reset to maximum by walking over the pad again regardless of the amount of time left.


  • Version 1.0 was submitted to Mini-Mapping Contest #13: Ghastly Realm, and it was the first public version.



Credits

  • Elenai:
    Hero Archmaiden

    Talavaj:
    S&S Modular Shire (Pack)

    Fingolfin:
    Felucian Flora (Pack)

    Born²Modificate:
    Gravestones

    eubz:
    Grass on Stone

    WindexIsBack:
    TV

    Carrington2k:
    Firefly

    Geries:
    Stone Fence

    Kuhneghetz:
    Light Feather



  • Robinhood76:
    Water Drops

    jorickhoofd:
    Tiny Pebble

    Unaxete:
    Mystery Chime

    Glaneur de sons:
    Electric Woosh

    heyim89yearsold:
    Glass

    BMacZero:
    Rattle

    annabloom:
    Jarjarbooz

    Runnerpack:
    Flipper

    FoolBoyMedia:
    Tick-Tock

    Daphne_in_Wonderland:
    Ding

    unfa:
    Projectile Hit

    ejfortin:
    Energy Gloves
    Energy Short Sword
    Dual Energy Daggers


    urupin:
    Mysterious Disappearance

    JeremySykes:
    Electricity

    barrygusey:
    Wind Storm



  • Stellardrone:
    Penumbra
    Maia Nebula
    Stardome
    Rendezvous With Rama
    Eternity

    Endeavour



Miscellaneous

  • I'm more than happy to hear ideas about making the environment more dynamic (as suggested by IcemanBo). I was thinking about including more events in other levels like the tornadoes in levels 13-15, and they would actually affect the player instead of just being scenery.


  • Level 9 causes the player to veer off the path slightly the longer the player is in the area. I'm not too sure why it happens, but I may have made it worse when I implemented speeder pads. I know why speeder pads can cause it gradually over time, but I'm stumped about what's caused the movement offset in level 9 even before the pads were added.


Contents

Parallux v1.1 (Map)

Reviews
Rufus
Approved. A really cool design! I love those puzzly maps. If you want more reviews, try joining the Grand Review Exchange.
  1. LyunAvine

    LyunAvine

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    I finished the map, I don't know how long I took though, there wasn't a scoreboard when I finished all 15 + 1 credits levels. I'm the type that likes puzzles(Difficult ones), so I like this map a lot ^^. Probably 5/5 for me.

    Edit:Only managed to get 2 bonus white souls, I had no idea they were accessible until stage 11 by pure accident, I thought it was a bug...
     
    Last edited: Jan 8, 2017
  2. Tickles

    Tickles

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    I'm glad you enjoyed it :pcon: I'll be sure to include both a game timer and level timer in the next update.
     
  3. n00b

    n00b

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    How many white souls are there in total? also cool map tbh
     
  4. Tickles

    Tickles

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    There are six, one for each platform at the end. And thank you.

    The next version will have platforms branching out from white souls which fades off about halfway through and hints at the direction of where the path might start.
     
  5. n00b

    n00b

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    I actually already found all six white souls by the time I made that comment tbh, I just thought I was missing something because dropping off the 6 white souls seemingly does nothing??

    I also noticed on stage 16 there are those weird inaccessible areas that I had no idea how to get to, am I missing something here or what :vw_wtf:
     
  6. Tickles

    Tickles

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    Ah, so I guess the white souls aren't too hard to find if someone knows to keep an eye out for them. Nice job getting them all :prazz:

    The inaccessible areas in the final level are meant to be like mirrored versions of the area you can walk. It's supposed to convey that there are others doing the same thing you did, and the feathers are what start new journeys.
     
  7. LyunAvine

    LyunAvine

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    So thats what the feather is at the start of the game :)
     
  8. Rufus

    Rufus

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    Approved.
    A really cool design! I love those puzzly maps.

    If you want more reviews, try joining the Grand Review Exchange.
     
    Last edited: Jan 25, 2017
  9. Tickles

    Tickles

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    Thanks :psmile:
    I know my contest entry was too slow and drawn out, but this version did even with the speeder pads?
     
  10. Rufus

    Rufus

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    Oh, sorry about that!
    I just assumed this was the same as the one I played when I tried out the submission in the contest thread.
    Edited my last post. :)
     
  11. Tickles

    Tickles

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    I figured :prazz: Unfortunately I only got around to speeding the map up shortly after the contest was over.

    I'm still up for new ideas, so I'll be sure to drop by the review exchange.
     
  12. Rufus

    Rufus

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    Great!
    I consider you one of the most creative map makers on here, so I'd love your opinions on my project someday.
    See you there then! :)
     
  13. deepstrasz

    deepstrasz

    Map Reviewer

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    Proof that violence should not be the fun factor of a game.
    Absolutely atmospheric.
    Sometimes the control become annoying especially when on speed.
    I was expecting the last level 16/credits to be the hardest.
    Loading does not work... it crashes the game.

    4/5.
     
  14. Tickles

    Tickles

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    I haven't come across this issue yet. Do you remember which level you were on when you saved, and are you using the most recent version of Warcraft 3?
     
  15. deepstrasz

    deepstrasz

    Map Reviewer

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    Yes, I'm using the latest patch.
    I was on the last level and saved/overwritten my save file after or before unlocking the gate (square with a key on in front of a monitor).
    Saving from the beginning and loading works.
    I hope it's not a memory issue.

    --------------------------------------------------------

    EDIT: 5/5. Not everybody encountered the bug, so it might be something on my end.
     
    Last edited: Mar 6, 2018
  16. StoPCampinGn00b

    StoPCampinGn00b

    Community Manager

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    Parallex, as deepstrasz described, is proof that you don't need violence or constant action to create a great map. The visuals are amazing yet easy on the eye causing for a great sci-fi dream-like atmosphere. The mechanics of the game mostly works smoothly; with any wc3 arrow-key game there's bound to be delay, but this game works a lot smoother than others of its type. The gameplay takes the cake for both being relaxing yet at times intense, especially on timed objectives. All of these aspects of Parallex makes it so it feels very rewarding when completing each level. Great job on that.

    I didn't test any of the save game mechanics but even if it had some minor issues, it wouldn't bring down my rating much.

    5/5
     
  17. meatfactory

    meatfactory

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    A perfect map from the misc/other genre . Love the customization to the interface. The movement is a it tricky at first, but after a while you get the hang of it. Really well thought of and well made. This should be director's cut!
     
  18. BizzaroFukuro

    BizzaroFukuro

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    It was definitely more that 40 minutes.
    Got 5 white souls, ugh!

    Controls don't really suit the isometric camera, you kinda have to tilt your head to the right.
    And the character speed is too slow, it could be x2 faster.

    Red objects are confusing, I think there should be another color for inactive objects (or just switch this new color with red).

    Levels are too close to each other, which adds to confusion.

    Later levels are way too dark, which combined with transparent tiles confuses even more and hurts my eyes.

    In Level 13 you can definitely get trapped by accident (which happened to me, good thing that I saved on that level). After that you can't get back to "rotating" section.
    I'm pretty sure the same could happen in Level 14.

    And also, cursor disappears from WC3 after exiting the map.