Search found 77 matches
- Fri Jan 18, 2008 4:10 pm
- Forum: Level Design
- Topic: Level Designs
- Replies: 21
- Views: 20835
- Tue Jan 08, 2008 5:21 pm
- Forum: Level Design
- Topic: Level Designs
- Replies: 21
- Views: 20835
A boss with four or five 'sides', rotating back and forth between them, and a couple extra weapon pods that spun around to help. What other kind of level designs have people been pondering/seeing? Ranouse made one like that: http://zetaflow.skylogic.ca/ZetaFlow.php?ID=1680 Although he did it 'by ha...
- Fri Dec 28, 2007 11:52 am
- Forum: News
- Topic: Update - Christmas Eve
- Replies: 7
- Views: 14945
I presume you meant designers like ak 467? I beat the look alive singularity level quite easily by finding a very small deadzone where nothing hit along the lower edge somewhere along the middle. Levels that just have tons of weapons slopped onto them will always have loopholes like that one if you ...
- Tue Dec 25, 2007 10:05 am
- Forum: News
- Topic: Update - Christmas Eve
- Replies: 7
- Views: 14945
- Fri Dec 21, 2007 4:47 pm
- Forum: Level Design
- Topic: Art Levels... The True Zen of Zeta Flow?
- Replies: 31
- Views: 25148
- Tue Dec 18, 2007 10:55 pm
- Forum: Level Design
- Topic: Art Levels... The True Zen of Zeta Flow?
- Replies: 31
- Views: 25148
Thx, I had fun making it. I had thought about naming it something like Wormhole or Hyperspace tunnel but thought Water Ripple was better. For awhile people didn't rate it, I think the fact I said straight up that it used TwinRapids helped. It was surprisingly easy to beat too, especially concerning ...
- Mon Dec 17, 2007 5:02 pm
- Forum: Discussion
- Topic: This one's for you, swartzer!
- Replies: 15
- Views: 27913
Blind spot strikes again, lol. I used the bottom edge corner trick on some recent levels that feature following AI, missile launchers, and spreads and here was the result: http://img89.imageshack.us/img89/2379/cornerblindspotsfp5.jpg Shoot off any forward facing lasers like the one on the right had,...
- Sun Dec 16, 2007 7:13 pm
- Forum: Level Design
- Topic: [mini contest] Minimalism or Zen and the Art of Zeta Flow
- Replies: 33
- Views: 35397
- Sun Dec 16, 2007 3:50 pm
- Forum: Level Design
- Topic: How Many Lives Are Right
- Replies: 3
- Views: 6720
- Sun Dec 16, 2007 3:44 pm
- Forum: Suggestions and Feedback
- Topic: Ratings Question
- Replies: 2
- Views: 2181
- Sat Dec 15, 2007 8:57 pm
- Forum: Suggestions and Feedback
- Topic: Beaten level shows up as undefeated ...
- Replies: 10
- Views: 4577
The first thing I like to do when playing that one is taking out the two sets of ship following single shots. Next I eliminate the moving arms, allowing me to line up shots on the switches more effectively. Eventually I work my way inside the radius of the rotating parts and park next to the core ti...
- Sat Dec 15, 2007 7:22 pm
- Forum: Suggestions and Feedback
- Topic: Beaten level shows up as undefeated ...
- Replies: 10
- Views: 4577
- Sat Dec 15, 2007 5:42 pm
- Forum: Editor Help
- Topic: Pushing the Limits :: Abstract ZF concepts and techniques
- Replies: 11
- Views: 8606
- Sat Dec 15, 2007 5:39 pm
- Forum: Discussion
- Topic: This one's for you, swartzer!
- Replies: 15
- Views: 27913
The beauty of that one though is that the spread shot can't me hit me there. There is another level (same author I think) called Mission impossible. It has rotation now I think but before it did I almost managed to use the edge trick since there was a gap next to the core I could sit in - read very ...
- Sat Dec 15, 2007 5:30 pm
- Forum: Suggestions and Feedback
- Topic: Beaten level shows up as undefeated ...
- Replies: 10
- Views: 4577