Insurrectionists, weird angel spheres, striders and ferrymen and such would have to be removed though, as there is none in act 1, and to be blatantly honest the insurrectionist fight didn't fit in there really at all.
@@Steve_005 p-3 gauntlet is gonna be resurrected minos and sisyphus primes, sanded and under idols who will be sealed behind impenetrable glass, the only way to lift that glass will be to defeat radiant hideous mass x3 and radiant*10 cerberus x4
that final encounter was so painful but still loved playing this, the whiplash jamming was quite funny and it also made me do other stuff than grapple on every single living thing. also it feels strange (in a good way) seeing my music used in an actual level, awesome job
The whiplash jamming and the flesh creeping on to the start gate are such cool concepts. Reminds me of 5-4 when the start gates were flooded with water. Also I wonder if it’s possible to make the flesh blocks wiggle like in the game
Thanks for all the support! did not expect this to blow up. Shockwaves and other enemy textures are purple due to a (currently unfixable) unity bug where apparently render textures are not getting removed from memory correctly. the level is now playable thanks to an unexpected port! its now available on the online browser of Angry Level Loader.
I personally feel as if instead of a greekly accurate Cerberus (the three headed hound you described), I feel like having it be a malformed, three headed, multilegged, stone aberration would fit ultrakill a bit more, but that's my own opinion.
@@FatJoeGamin Maybe add a new faction of enemies? Like instead it being a demon(which are the stone guy faction) what about making them like a Golem or something. Maybe Golems are creations of angels like the Flesh Prison and Panopticon. But yeah having it made of stone would be cool too.
Looks sick! gives me a vibe of something like a "Rotting Gluttony", like a bonus level you would play after beating the main game. Liked the usage of Dusk textures, some songs from the original OST, and OXBLOOD's music also goes hard.
A chunk of the rotting layer of Gluttony broke off and fell from the rest, crushed a segment of a later layer, and took its place. And it just so happens that the piece it replaced was the one our vampiric GoPro was about to enter. The survivors of the incident now face off against the robot, albeit weakened.
I LOOOOVE THE STORY YOUR LEVEL IS TELLING, the ost is so cool and is describing the danger of the environnement. And the environnement, man... is great. Eyes, skull, huge corpse, rivers of blood. Making pauses every fight with lore and showing the dark and deep levels of hell is how you make a game immersive
The level design and detail are quite simply amazing, a step up from official levels if you will, and the music is nice! But I can't help but feel that there's too a few too many enemies for my taste and how the level feels like it drags on a bit longer than it should. Really makes you think how official ULTRAKILL levels do with less an. I guess if you wanted to maintain the difficulty, you could have fewer enemies, but harder rooms, like what P-2 did. Also this might just be me but two radiant ferrymen sound extraordinarily annoying to me, maybe I'm just bitter on how radiant enemies keep screwing me over in the Cybergrind. I guess i haven't played it yet so maybe my words would fall flat once I actually try it, *_but based off of looks_* I give it 7.5/10, I absolutely admire the effort the must've went into it. PS This is an idea, y'know room where you get one of the red skulls, the one with grapple-points and pit. I feel like it could be watterlogged(with blood to fit the level theme ofc) and it'd make it even more unique of a room than it already is, though if you were to go through with that, maybe make the room a little bigger.
Thanks for the feedback! The radiant ferrymen were indeed nerfed becauset in retrospective they were awful lol That red skull room you talk about did indeed have water early on but it was removed cause i didnt know how to make underwater rooms fun back then.
Honestly I think this is the kind of thing that should've been in P-1 before Minos Prime instead of just the spinal staircase. Not quite as tough as the P-2 gauntlet but an appropriate Act 1 challenge
That's probably because Hakita was still experimenting with the idea of prime sanctums and he is gradually evolving them into an actual hard levels instead of just some cool thicc boss with banger music
Nah the Flesh Prison already tests the players multitasking skills. Having a gauntlet in P-1 would be unnecessary and either too difficult for that stage in the game or easier than the Flesh Prison
@@eater9494 certainly not the best boss, in any sense. It is a great one, but falls short when you think about all the masterpieces that came over the years.
@@pulsarbeam3857 yea it'd be cool but there's just a *massive* difficulty spike there, this levels difficulty is comparable to P-2 and have it be 3-2? New players would just give up the game on the spot
I have to say, this was a nice level! Though, I think the difficulty is definitely "over" Gluttony - Unintroduced enemy types - 6-1-esque enemy count I think the forced whiplash diasbling is interesting choice, since ULTRAKILL is all about player expression and disabling the whiplash might prevent that, but also who knows I'm not a professional game designer Either way, great job!
Holy moly, i can definitely see this as what P-1 could have been and i LOVE IT just put a Minos Prime boss fight at the end in another arena and BOOM you have P-1 with an awesome gauntlet... For the sake of being convincing its probs shouldn't have the Virtues / Whiplash / Insurrectionists / Ferrymen but still good GOD that was GREAT
imagine the guts ferryman has an idol statue in a closed room, to open the room you have to kill glory first, due the name litteraly being "all guts no glory"
makes me realize how many missed opportunities there are with the settings in ultrakill the hand holding the red skull, the spinal hallway, and giving you some room to fight in the level
wdym missed opportunities with the settings? the official levels have some banger level design. from the double skull door in 1-3 to the stairs room in 3-1 to the ship sinking in 5-3, there is are lots of cool arenas and creative environments in ultrakill.
This is super cool, my only critique is that I think having the skulls colors swapped so that you can see the blue glow in the starting room because it’s not very obvious you are meant to return to the beginning, other than that the best custom level I’ve seen
"Ah, the big arena. This must be the end!" *Beats the arena* "Alright, wait, 2 more skulls? Oh well" *Gets the 2 skulls* "Now this has got to be the end. Wait, another arena? It can't be that hard ri- *fuckin dies*
man i love your playstyle, its not too chaoctic and its still stylish aswell, and you use other stuff other than spamming what clears stuff the fastest, which is very cool.
Is the song from the main chunk of the level posted on youtube anywhere? I can't find it on oxbloods channel. Edit: Found it! Fallen Greatness on their channel
WHO SAID THE FIRE WAS GONE?? IT'S RIGHT HERE 🔥🔥🔥🔥🔥 all seriousness tho, love this one, man! i love the idea of one of your tools being temporarily unusable, and you having to do an objective to restore it the level also just overall kicks ass, dude. don't think we've ever seen this much depth to a custom level, so it always kept me going "wait, there's MORE???" *Serious kudos, man. Keep it up!*
This is really cool I love the arenas, especially how the spawns are staggered. I do kinda wish there were harder arenas which were more open and complex in the base game, like the last room of 4-3. I do think the rooms have too many enemies and it drags on a bit too long though. I think its better to have a certain amount if enemy variety so each room feels more unique and less messy
I love how this level disables the whiplash when you first enter. Just imagine a level that disables your most used weapon so you have to use different weapons
Bro I know you may have made this level and know where all the enemies are, but that doesn't change the fact that the chargeback at 1:11 was stylish as fuck. Bravo
It would actually be very cool if people made an extra stage as a challange for each layer when the level editor comes out. for example this would be the third layers extra stage
@@user-to9tk9fe4cyub, thats right Actually maybe 1 challange per act is better because p ranking a layer is easy but extra stages are hard and making a extra stage for each layer probably would be boring
That opening is how 3-1 should've started, with the flesh in the elevator and the hanging stray with the bridge instead of the hallway with the malface.
some of the flesh textures (especially the ones with the holes or the weird dots on them) feel like they've been taken from Dusk's E3M4:Crypt of the Flesh
It is certainly a cool level with the large variety of enemies and unique arenas, but the gore walls ripped from Dusk ended up killing the immersion for me, lol.
Very intriguing level with an interesting layout and expansion on the whole "organic and gory" aesthetic of Gluttony (Dusk textures were a nice touch too.) I think this would be a cool concept for a P-1 boss gauntlet replacing the spinal staircase before the final battle with Flesh Prison and Minos, though my only gripe with that would be the two radiant Ferryman at the very end creating a massive difficulty spike that will probably get most people trying to get a P-Rank killed before they even reach the final bosses. Still a very well done level though, can't wait to try it out myself when the level editor comes out and see what else comes out of it in the future.
this level looks amazing but i really fundamentally dissagree with the removal of the whiplash at first, it seems like taking away gameplay features goes against the fundamentals of ultrakill
it was just experimentation as a lot of people rely heavily on whiplash, playtesters told me it was a nice change of pace and saw how much they relied on it