|Creation Date||November 4th, 2012|
Pearl Diving is the oldest level available from Badoosh & TOOP. The level was initially supposed to be a normal mini-game level. However, after failing to produce a good gameplay, it was transformed into a musical elevator level. The objective is to "dive" down the elevator dodging boosts and collecting the pearls (represented by blue coins) at the seafloor of the four sections. Each section requires the player to dive down and surface twice before proceeding.
This level was met with a mixed reception, although the gameplay was considered to be good to several players, the musical aspect of the map was severely lackluster, and some preferred muting the game as they played.
Red Light Hotel
|Name||Red Light Hotel|
|Creation Date||December 21st, 2012|
Red Light Hotel was created as a tribute to their three hotel levels that were created before Pearl Diving, and cleared from existence shortly after. Red Light Hotel takes the name of the first level created by Badoosh and his friend, and merges the gameplays of the two sequels of the original trilogy into one hotel. Contrary to the name of this level, Red Light Hotel does not offer a regular hotel gameplay in EE, but instead is an adventure gameplay in which you have to explore the entire vicinity of the hotel grounds. Like the original hotels made in 2011, the goal was to create a more realistic luxury hotel in EE.
The level did not receive too much reception, yet at the time of it's release, many considered it a success, despite that it was nothing too original. However, it did serve its purpose to elude back to the original concept of TOOP and Badoosh's first project.
|Creation Date||June 9th, 2013|
The Square is perhaps the most acclaimed work by TOOP and his friend. The initial concept was to use the newly added signs, but give it a twist by creating a dialogue tree. This allows the player to have a conversation in order to figure out what to do. The biggest detriment when designing the level was the time in which the level needed to be complete, since TOOP only had 1 month of BC. The first two weeks of this month were dedicated to figuring out the concept, and after that the level had to be rushed to meet the deadline. In this puzzle level, the player must find their hotel keys by talking to the townsfolk and manipulating them by utilizing the clock tower. Both of the level creators were surprised at the immense success of the level, as both of them expected it to be a failure due to the fact that it was rushed, and that it was something that had not been imagined in EE prior to this level, making it one of the most unique non-minigame levels of all time.
The level went on to be featured, and is considered by many to be a classic. The level wasn't everyone's cup of tea, but overall it was the best received level created by the two friends.
|Creation Date||April 21st, 2014|
Heroic Quest was the largest project undertaken by TOOP and Badoosh. After the success of The Square, the two friends decided to create something more complex than ever imagined. It took many months figuring out the design and functions of the levels. It wasn't just one level, it was six packed Great Worlds connected to a hub. The gameplay consists of using arrow combinations to defeat waves of monsters, and collecting treasure from the maps, which were created in orthographic view to enhance the exploration and gameplay. Perhaps the most remarkable aspect of these levels were the health bar (you could lose and gain health without utilizing coins) and, by using a clever systematic way of even and odd numbers in the coin count, one was able to choose special abilities throughout the level by having a selection of 5 characters, each with special abilities.
The level received a very good reception, it was praised for the ingeniousness and thorough effort that was put into it, however, many agree that it got too repetitious. Because of this the creators decided against adding 3 more levels (which would have made the series 9 levels long instead of 6. The creative way of manipulating the games items in this level has set up a framework for the organization of their later levels since this was created. The hub world has been added to the featured tab in the lobby.
|Creation Date||July 29th, 2014|
Morose Manor was a return to the puzzle style gameplay from The Square. However, instead of interacting with other characters, you are able to manipulate the environment around you. This level is the first in a trilogy that builds up a storyline. The player must investigate an abandoned manor and figure out what secrets are within the derelict property by using items in puzzles (example: using a crowbar to break open a door).
This level was praised for the concept and story telling aspects, becoming another success for the level creators. The plot line and concept of Morose Manor would continue in the next two sequels.
|Creation Date||October 4th, 2014|
The Pier followed the footsteps of The Square, becoming the long promised sequel. It utilizes the same gameplay as The Square, although more refined in that the coin doors in the dialogue no longer give away where you are supposed to go next. The level also contains the ability to search certain places to get items, like in The Square, except more clean and consistent. In the sequel to The Square, you are able to make decisions at certain parts of the level that determine 6 alternate endings, based on how good or bad you were to the citizens of the pier district. The conversation parts were notably longer and more difficult, containing more than 3X the amount of dialogue required to beat its prequel.
The reception of the level was very good, however, it had several negative factors for several players. The most severe issues with the level, generally, was that it was too difficult, and it was not as exciting as previous maps. Despite this it is considered to be a remarkable level.
|Creation Date||November 9th, 2014|
Odious Laboratory is the second installment in the Morose Manor Trilogy. Initially it was expected to be released soon after Morose Manor, however, the first two attempts of making the level were complete failures, thus TOOP and Badoosh gave up and created The Pier before trying to remake this level for the third time. The level contains the same gameplay as Morose Manor, although it expands upon it by revamping the environments to have changing descriptions and adding a little bit of dialogue. The story line continues from the prequel, this time you find your way to a seemingly abandoned lab.
Odious Laboratory was well received by the community, a few even considered it to be better than the prequel.
|Creation Date||December 20th, 2014|
Dour Station is the conclusion to the Morose Manor Trilogy, wrapping up the storyline and concept. This level is considered by its creators to be the best of the series. It is longer and more difficult than its two prequels, and the puzzles require more effort than in the other levels, partly due to the new system that allows items to be combined from the inventory. The objective is to take a train away from the city, however, many obstacles make this easier said than done. The story arc started by the first two levels in the series is finally concluded within this map, and 5 bonus coins (diary pages) can be found throughout the level for the keen players.
This level received the lowest amount of recognition of the Morose Manor trilogy, mostly due to the harder difficulty, which favored players into the environmental puzzle genre more than the average gamer. Despite this, TOOP and his friend feel this level triumphs in quality. This level is recommended to players that are patient and enjoy puzzle concepts.