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The door and button pairs actually use a number to identify which pair they are. 0 = none, 1 = red, 2 = blue and 3 = yellow. You can open up the LevelData file in a hex editor, find these numbers and increase them beyond 3 and they will still work, even if they do not have a selectable tag in the level editor. This level only uses a few extra door/button pairs, whereas my 'Hoops' level uses 28 different door/buttons.
Holding down Shift when you go to move an object/objects will clone it/them. I simply Ctrl-clicked every object in the room and then held Shift to duplicate, move and rotate the entire thing. The real trick to it was to make sure the entire map is properly on the Ctrl-grid and to use LOCAL positioning and not global (the Y key). That way I could hold Ctrl and shift it to the correct spot without having to adjust it much or at all. The local positioning also relies on the last object selected to determine the X/Y/Z arrow positions, so I had to select a floor or ceiling last to make sure the room moved/rotated with the grid properly.
You only noticed TWO odd things in Room D? I put a BUNCH of red herrings in there! There's a white label on one of the filing cabinets, a butter knife in one of the wall folders, one of the windows is extra wide, one is brighter than the others, an upside down air vent, an upside down coffee cup on one of the desks, and then the flipped computer tower and socket/light switch in different spots. I feel like I am missing one, but those are the ones I remember. They were all there to mislead the player into thinking they found it without actually studying the example room first. :-p
If you have any further questions or need clarification, feel free to ask. I love this game and playing people's workshop levels, so if other people can make better levels with the knowledge I've gained messing with the editor, I'm happy to share.
So that was the trick for the doors and button pairs... But it's awesome!! Everyone should know about that trick! More tags would clearly let people try things much more complex! But maybe there's already some thread on the forum addressing the topic, actually. I don't know, haven't checked Superliminal forum yet.
I'm sure I tried holding shift but how was I supposed to know it must be held while clicking on the X/Y/Z arrows!!? It's stupid to be hiding such a crucial command from the level editor HUD!!! Anyway, now that I know that, I'm definitely gaining more motivation to get back to creating levels with that editor. But there are still a few things I don't like with it. I'll first go check the forum, though.
I've not yet tried your other level either but I'm coming to it, I guess. I'm trying all the levels in order of their releases so, I'll get there eventually. But knowing there are 28 pairs is positively intriguing. :-)
I did notice the label, yes. But I didn't consider it a weird thing as it was obvious it was a red herring. The two I mentioned appeared to me as potential mistakes you might have overlooked but I realise now how naive that was of me. ;-) As for the rest, no, I didn't notice the other red herrings. But you have to realise that searching for differences between two rooms and searching for anomalies inside one single room are two completely different processes. In the first one, you have to memorize various aspects of small portions of the room and go check on the other room if they are exactly the same. In the second one, you just have to focus inside a single room on what stands out from the other elements the same room contains. That being said, I don't understand I could miss that butter knife, though! ;-)
Thanks a lot for sharing your knowledge like that. It's very much appreciated (by me, at least)!
PS: For the third room, I first searched for the dining table area then went to the kitchen and, on my first overall look at all it contained, when I saw the three dots on that knife, I immediately went to check if that was not the answer. I don't know if I was very lucky or if that's a bit too obvious. Anyway, felt proud of myself to have sold that room while looking only at half of it. ^^
I'm talking about the F mode, for instance. Is there a way to disable the fact stretching is always symmetrical? By that I mean I want exactly what happens when trying to stretch up the staircase. It will only stretch up and not equally down like it does with the majority of the other items.
Also, I've seen on some levels people have found a way to use tabulations in the texts of the signs. I can do tabulations too but only on the very first line. As soon as some text has reached the second line, tabs or even pressing multiple space doesn't work anymore. What am I missing?
And about the R mode, is there a way to by-pass the problem that, depending on how we're looking at the object we want to rotate, some of the rotations will cease to be possible? Typically, you want to rotate a sign so that it get perfectly parallel to a wall. Your instinct would tell you to fly over the sign to have a perfect top-down view and rotate the sign gently until it's parallel to the wall. But that specific rotation is not possible when looking top-down over an object. And by "not possible", I mean that the coloured curve that acts as a button to press to rotate the object will systematically avoid the cursor when looking top-down over an object. And this happens practically all the time. Each time I look at an object with the best possible angle to determine if the rotation will be like I want it, the desired rotation option is not available. Damn frustrating! Is there a work-around to that?
I am not sure about the sign tabs. Maybe try writing the text in Notepad with new lines added, then copy/pasting it into the sign to see if that does anything.
About rotating, it is probably easier to hold Ctrl when rotating to keep it aligned to the grid. It's easier to rotate it 90 degrees or aligned with walls and such that way.
Ok, I didn't know it was possible to paste texts from elsewhere into those signs. Will try that technique. :-)
Ahaaah! I knew there was yet again a secret key to press while rotating to change the way the rotation goes. Thanks for letting me know. Will definitely ease things up!
I can't believe I made my entire level without knowing all these tricks existed...