I'mback here like a week-ish later, and I still feel like I'm missing something. I got the air kicks, and talked to the goat in screenshot 3, but I'm just completely lost after that, and I know there has to be more.
Is there any way I could get like, some pointers in the correct direction?
Is the sunsetter up one of the ceiling holes or somewhere else as I'm also stuck, I found the goat that tells you about using Solar wind + Wall kicks for reduced gravity but I haven't found a use for it anywhere yet
Open that up in Unreal Engine 5.1.x, build it, and load it into your copy of the game. Once you can see the map you've built in the game, you can already start blocking out geometry (e.g. with the Cube Grid Tool). There are a lot of topics I'm glossing over: re-using textures from the game, placing powerups, NPCs, save points, hazard zones, the lighting engine... I won't go into it but studying and experimenting with the example level in the starter project can teach you a lot of this.
I think you can get a lot of mapmaking in with just that. If you want a deeper understanding of how this all works, or you want to explore beyond what I've provided, you'll need a good foundation in modding Unreal games first. For that I recommend sections 1, 2, 2.1, 2.2, and 2.3 of this guide: https://buckminsterfullerene02.github.io/dev-guide/
My best recommendation is to join the Discord and ask questions. Modding Unreal games has lots of little tricks that are undocumented/unexplained in public spaces, and I just know them because someone told me and/or I experimented with it myself. And nothing would make me happier than having more eager mappers around. Check out #modding-general and #stage-works. https://discord.gg/Gtb4PTKDBS
Awesome map. Really pushed my limits with my pseudoregalia shmooving skills! Really cool bugs/exploits used here and the title didn't lie because I did learn some cool new things with the movement system. https://steamcommunity.com/sharedfiles/filedetails/?id=3284654544
I'm in the same boat rn. The only idea I've had is maybe you can super jump up the lights in the first room? I was aiming for specifially the one that's above the wood square, but I haven't hit it yet
I've tried going up both lights that you can't see from inside the ceiling (where there is like a big block above) but even with all the wallkicks i couldn't get enough height to reach the top (if there is one). I superjumped below the opening, then jumpcancelled the sunsetter to get into the opening and then wallkicked the rest so if there's a way to get more height then i don't know how...
Getting sunsetter is pretty much the end I think. There's a breakable floor in the 2nd or 3rd room that leads to a square room with an ice cuboid and 3 goats, one of which congratulates you on completing the course.
it’s interesting, video game lovers’ fascination with “completion” (myself included)
if you want an answer, the congratulations goatling is the intended endpoint (funny how a word of dialogue can signal closure, albeit weakly). it’s definitely possible to get there without seeing everything there is to see though. follow your curiosity. when you lose interest, that’s the true ending, isn’t it?
but I enjoy people coming together to share notes. it’s a special thing about video games, and pseudo is no exception
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I got the air kicks, and talked to the goat in screenshot 3, but I'm just completely lost after that, and I know there has to be more.
Is there any way I could get like, some pointers in the correct direction?
Open that up in Unreal Engine 5.1.x, build it, and load it into your copy of the game. Once you can see the map you've built in the game, you can already start blocking out geometry (e.g. with the Cube Grid Tool). There are a lot of topics I'm glossing over: re-using textures from the game, placing powerups, NPCs, save points, hazard zones, the lighting engine... I won't go into it but studying and experimenting with the example level in the starter project can teach you a lot of this.
I think you can get a lot of mapmaking in with just that. If you want a deeper understanding of how this all works, or you want to explore beyond what I've provided, you'll need a good foundation in modding Unreal games first. For that I recommend sections 1, 2, 2.1, 2.2, and 2.3 of this guide: https://buckminsterfullerene02.github.io/dev-guide/
My best recommendation is to join the Discord and ask questions. Modding Unreal games has lots of little tricks that are undocumented/unexplained in public spaces, and I just know them because someone told me and/or I experimented with it myself. And nothing would make me happier than having more eager mappers around. Check out #modding-general and #stage-works. https://discord.gg/Gtb4PTKDBS
if you want an answer, the congratulations goatling is the intended endpoint (funny how a word of dialogue can signal closure, albeit weakly). it’s definitely possible to get there without seeing everything there is to see though. follow your curiosity. when you lose interest, that’s the true ending, isn’t it?
but I enjoy people coming together to share notes. it’s a special thing about video games, and pseudo is no exception