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Cart #3345 | 2011-11-06 | Embed ▽ | No License

Just working on some Blockland stuff. this is what I have so far.

  1. A blockhead that comes with no hat, A snow cap, and Hoodie
  2. A blockland sign that I was to lazy to fit into 1 model, so it's split in 2.
    3.A red spam house, because it's the easiest thing to build in blockland.

Also, if you edit this level in the editor, take notice at the player spawn point, and see how it is a blockhead.

Thank you for downloading this.

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Cart #3343 | 2011-11-06 | Embed ▽ | No License
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This is a time lapse of me creating this map.

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After one too many creative level design I'm starting to wonder. Is there something special about voxels that allows quick creation without (many) restrictions ?

You practically don't need to draw. No need to texture. People talking about textured voxels are insane. You don't texture pixels. You just arrange them (or voxels) into a sort of a mosaic.

Voxatron uses very low resolution, which certainly helps. You can't spend hours editing a small(ish) sprite. Increase voxel resolution and levels will take longer to create; artistic skills will get more important. At the moment you can get away with a nice idea, some patience, and a sense of aesthetics. You can make fairly intricate objects quickly, then mass-produce them like in the times of tile-based graphics - only with more flexibility.

And this is just the beginning. Assuming Lexaloffle delivers, creativity will boom. Moving platforms, animated objects, custom enemies. Want to make an eurasian badger (meles meles) ? Go ahead !

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Cart #3335 | 2011-11-06 | Embed ▽ | No License

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Cart #3330 | 2011-11-06 | Embed ▽ | No License

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For the first week of Voxatron's release, Lexaloffle has been basically in information processing mode. Not only processing incoming bug reports and feature requests (which I do appreciate, by the way!) but also revising the systems for processing and processing the results of this process. The whole thing is one step away from a giant cluster-fuck, I'm telling you.

But one thing I've just updated which I think will clearly provide a bit of relief is to divide the Voxatron forum into sections, including a support/bug reports forum. I'll get around to actually tackling more of these soon, but at least perhaps people having similar issues can now find each other.

Voxatron Sections

It also provides a mechanism for organising the levels that are being posted. There are now 3 sections just for levels, each with a very distinct function.

Finished Levels: This is for posting levels that are polished, completeable, and unlikely to be updated. (or not until a major version update in the case of WIPs).

[ Continue Reading.. ]

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Cart #3319 | 2011-11-06 | Embed ▽ | No License

Good good day everyone. It's been two days since I've been working on my Dark Forest campaign, and its finally done and ready for a final release. I started out with 5 levels, expanded to 11, and now 13. The Dark Forest experience is one never to forget.

If you're looking for a very hard challenge, look no further! Below is my previous v2 post, plus the changelog, updated for final release! I really hope that I can get some comments and feedback. Thank you all for playing!

(I'm currently working on a new level called: The Dark Catacombs. Expect an early version either today or early tomorrow!)


Good day! After a nice release yesterday, I'm back with tons of new content plus tweaks to existing levels based on user feedback! Read the changelog to checkout the tons of new stuff! Here is my original post + tweaks:

Good day all, I completely a nice little 13 level adventure.

The Dark Forest is [b]very hard

[ Continue Reading.. ]

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Cart #3320 | 2011-11-06 | Embed ▽ | No License


Fixed the doors, enjoy!

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Cart #3314 | 2011-11-06 | Embed ▽ | No License

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Cart #3412 | 2011-11-07 | Embed ▽ | No License

This level isn't really a level so much as it is an exhibition of some scenery techniques and props I've created- mainly a gigantic dragon statue. The one in the middle holds a key in its mouth if you really must "beat" the level. A red core makes it look kinda like it bleeds if you attack the chest, neck, and head.

Also experimenting with lava floors and how to create the effect of small pools of lava rather than an unbroken sea, tiling floor pieces, and how to make the lava into a purely aesthetic effect, rather than a hazard.

All in all, I don't think it's too shabby for my very first Voxatron creation.

Better Thumbnail:

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Cart #3306 | 2011-11-06 | Embed ▽ | No License

The Corrected version.

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Cart #3304 | 2011-11-06 | Embed ▽ | No License

=D

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when I accidently clicked save to instead of load. So I overwrote my map with the custom plain green start map.

Anychance to recover it?

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Cart #3294 | 2011-11-06 | Embed ▽ | No License

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Cart #3288 | 2011-11-06 | Embed ▽ | No License

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Cart #3287 | 2011-11-06 | Embed ▽ | No License

My first attempt at level creation, containing multiple levels. Not too difficult. Hope you enjoy it!

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This is my first time using the map editor. I tried to make something that required a different strategy than the usual running and jumping around.

For an added challenge, jump twice on top of the wall before falling down.

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Cart #3274 | 2011-11-06 | Embed ▽ | No License

Giant Vox takes on rampaging monsters... boring sunday...

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