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  • MarbleDuck
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27 Dec 2008 06:35 #1
A new level is going to be released sometime near the end of January: X-Treme Marble Skillz. It will feature an intertwining path with many challenges, including the first-ever moving half pipe, moving bowl, and moving piece of trim (Hard). The level will have some Intermediate challenges, and some expert. It will feature a new [hybrid] texture along the lines of the mbu_neutral series. It will take a long time due to the fact that I can only build at EAPidgeon's house (he has a Windows comp)

Xtreme Marble Skillz: Progress:
•Planning
•Building
•Testing
•Released


Some pics (lol, I just started construction)

[edit]Fck, the upload phailed, but here's a pic from my corrupted file:
[double edit] never mind, looks really stupid

youtube.com/marbleduck

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27 Dec 2008 08:18 #2
That's a great concept! I'd be glad to help you with MP stuff.

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  • MarbleDuck
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29 Dec 2008 00:34 #3
More progress! Pics very soon!

youtube.com/marbleduck

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29 Dec 2008 06:08 #4
Sounds exciting and unique!

By the way, moving trim was (sort of) my idea. See the challenge in the Expert level, Sand Storm. I was originally going to use the normal sized trim, but it turned out to be too hard. If you're going to do it, I suggest making the movement speed very slow

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29 Dec 2008 07:35 #5
And the moving half-pipe was thought up by me and Brixar But yours is the first mention here

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  • MarbleDuck
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29 Dec 2008 08:26 #6
@Phil: It's not like that, more like a trim that moves somewhat like the MP in Natural Selection =)
@Oaky: Darn

youtube.com/marbleduck

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  • IsraeliRD
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29 Dec 2008 08:28 #7
thats part of a moving platform, ducky, check in MBP the Platform Race 1 + 2 it features moving trim including one that comes out of the wall.

"matan, now i get what you meant a few years back when you said that "the level in mbg is beyond me" after the last rampage i noticed things were insane, and now i truly feel that too" - Dushine, 2015.

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  • MarbleDuck
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29 Dec 2008 12:19 #8
Made some progress ≠)

youtube.com/marbleduck

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  • dushine
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29 Dec 2008 12:58 #9
Nice progress, keep going ad keep it up!

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Youtube channel: www.youtube.com/MBdushine

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  • MarbleDuck
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29 Dec 2008 13:07 #10
And more progress! Changed tex, and added a speed ramp

youtube.com/marbleduck

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29 Dec 2008 14:42 #11
Errrr....Some brush are negative brush.Map2Dif may not accept. And the textures are not aligned. By the way ,the idea was good. Also the texture of previous picture are inspired by MBA, right?

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29 Dec 2008 18:08 #12
It's a start.

What's wrong with the thickness of the plats? Either they're 32 thick or the textures are .25 .25......

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  • Perishingflames
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29 Dec 2008 18:45 #13
I don't see any neg brushes.. :S

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29 Dec 2008 18:51 #14
Looks like a great level so far, MD! Keep it up.

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  • MarbleDuck
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29 Dec 2008 19:07 #15
eeeeew jargon! PLease don't use jargon. Could someone explain? Screw texture alignment, It's my 1st level!

youtube.com/marbleduck

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29 Dec 2008 19:22 #16
Judging from the start pad size, your texture size is fine but the platforms are two thick. Please reduce their height by half to 16 Constructor units.

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  • MarbleDuck
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29 Dec 2008 20:39 #17
So, what's the texture size of the platforms s'posed to be? I use 0.25

youtube.com/marbleduck

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29 Dec 2008 20:47 #18
I can't say without seeing how large your entire grid texture is, but no matter what, one square should be 64 units on each side.

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  • MarbleDuck
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29 Dec 2008 20:49 #19
er... Grid texture? 64 units? Whaaaat?

youtube.com/marbleduck

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29 Dec 2008 21:12 #20
Just what I said. Each little red square in the second pic you posted should be 64 units long, which means that if you have a 128-wide platform (Cstr tells you the width) you should change the tex scale so there are two squares going across.

Correspondingly, trim is 16 units tall, so scale it to 100% in all directions if you have a 16-unit high face to apply it to.

If you want some help with your map, you can send it to me next time you have access to it. I'll be glad to give you some pointers.

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29 Dec 2008 22:07 #21
16 units(pixels)=0.5 in constructor, hope that helps.

The level looks good, keep it up.

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30 Dec 2008 08:07 #22
Dec 29, 2008, 10:45am, perishingflames wrote:I don't see any neg brushes.. :S
The platforms lined with red lines.

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  • MarbleDuck
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30 Dec 2008 18:47 #23
What's a negative brush? =I

youtube.com/marbleduck

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  • Perishingflames
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30 Dec 2008 22:11 #24
Dec 30, 2008, 12:07am, hototer238 wrote:
Dec 29, 2008, 10:45am, perishingflames wrote:I don't see any neg brushes.. :S
The platforms lined with red lines.

It looks more like that's just what his brush outline color is set to.

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  • Perishingflames
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30 Dec 2008 22:20 #25
I have to agree with Steven; it looks like the curvy slope is malformed. The other problem is that you're saving it as a .csx file. Don't do that! .Csx files allow you to create malformed shapes that would otherwise not load in a .map file and would not convert in Map2dif. The one exception is with pyramids.

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  • Perishingflames
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30 Dec 2008 22:22 #26
The red lines follow exactly the sides of the brushes- it's just the outline of them, not indications of concave/convex brushes.

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  • MarbleDuck
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31 Dec 2008 03:10 #27
wewt!

youtube.com/marbleduck

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31 Dec 2008 04:39 #28
Just one thing, you might want to change the texture of the side of the curves. It looks a bit wrong, in my opinion

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  • MarbleDuck
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31 Dec 2008 06:27 #29
You mean the little green arrows?

youtube.com/marbleduck

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31 Dec 2008 07:08 #30
No, the blue squares. Stick with mbu_edge_white2.
Also, on the sides of the slope with yellow arrows, change to mbu_edge_white to avoid the bad horizontal lines.

Looks great!

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