This board contains threads from which new levels can be downloaded.

Each level creator is to have one thread where he posts all information pertaining to his levels.

Any other or extra threads will be deleted.

file Mr. E and Technostar's Levels (26 Levels)

  • Mr._E.
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21 May 2011 17:52 #61
Technostar has two new levels this week available for download on the original post.

The first is called Final Speedrun. It is supposed to teach the importance of pathfinding.

The second is called Gem Hunter. It is a level inspired by PQ's Hunt levels. Technostar has also offered a challenge: Beat the level without jumping.

Look for more levels in two weeks. Technostar is out of town next weekend.

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21 May 2011 18:00 #62
looking forward to it!

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  • randslider
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21 May 2011 23:56 #63
Final Speedrun was a bit better. Gem Hunter had too many gems on it, and some of them were mis-aligned, but that didn't affect gameplay. On Final Speedrun, I got 4.50, and on Gem Hunter, I got 47.01, which can both be improved, probably by quite a lot on Gem Hunter.

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  • Mr._E.
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19 Jun 2011 19:33 #64
Technostar has created a new level for MBG. It is called Skill Castle.
Download it in the first post.

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20 Jun 2011 11:39 #65
nice

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  • Perishingflames
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02 Jul 2011 00:53 #66
Good simple level. It was a little tricky at first but I liked the emphasis on figuring out your own path to get the gems (found a couple different ways to get the second gem).

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  • Perishingflames
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04 Jul 2011 19:03 #67
A few runs of Technostar's newest level, Skill Castle. Just meant to spark a little competition. Enjoy.

var pb_ad_url = ads.proboards.com/ad.pl?as=300x250&ap=BT...15&cb=+Math.random() ; document.write('');

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  • Joey
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04 Jul 2011 19:10 #68
That last run was epic .

EDIT: 700th post!

I love you, but your attitude is like that of a shrew. Your options? Take a pill or be my kill. Might I suggest that you wear a vest. Perish in class or be banished to the land of bluegrass, where dreams don't exist as you'll be eternally pissed.

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04 Jul 2011 19:33 #69
good runs, last one was epic!

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  • RDs.The-dts-guy
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04 Jul 2011 20:27 #70
That was fast. Nice run PF.

Some guy that does DTS shapes and levels.

AWESOME time HINT : When making PQ level place your custom interiors and textures in platinum/data/interiors_pq/custom
makes life easier for you and everyone else :)

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04 Jul 2011 20:29 #71
Awesome runs!

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05 Jul 2011 00:11 #72
Great job! I wonder if Technostar intended that little piece of trim to be used for a shortcut.

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  • Ian_Cordle
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05 Jul 2011 01:54 #73
As they say Epic. Win.

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05 Jul 2011 02:43 #74
Nice stuff.

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  • Mr._E.
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03 Aug 2011 20:09 #75
Technostar is working on a new level called Olympus. He needs testers for it.

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03 Aug 2011 20:46 #76
I'm open for testing this.

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  • Mr._E.
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03 Sep 2011 22:58 #77
Technostar is currently making 5 new levels!
Here they are:

Olympus: A mountain with challenges from Greek gods. It is fairly long. All that is left to do on it is to upload it!

Racetrack 1: A racetrack. It basically is a racetrack that you have to go around 4 times. It uses one of whirlgig's codes (the laps code), so it will require special installation and will only work in MBG. Progress: Map completed

The Green Brick Tower: A large tower level that uses some of Technostar's custom textures! It doesn't have many new challenges since it is made to be an easy/fun level. Progress: Map completed

Out and Back: A quick level inspired by one of Pokko's levels. It basically has a few obstacles that prevent you from going at full speed. It is also pretty straightforward.

Orange Fold: A long level inspired by Technostar's color fold pack. It has a lot more challenges (original ones), but it maintains the same theme. Progress: Map completed

These should release soon!

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03 Sep 2011 23:10 #78
looking forward to it!

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  • Perishingflames
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04 Sep 2011 00:46 #79
Before you release Racetrack, consider using this custom function I made for CLA+Monthly Packs. Basically it applies whatever custom marble attribute you specify to all possible datablock names between MBG, MBP, and MBP 1.20 to make sure the custom attribute is applied (it's not really practical/possible to just get the current datablock in use to selectively apply the attribute).

Code:function setMarbleAttributes(%attribute, %value)
{
eval(MarbleOne. @ %attribute @ = @ %value @ ;);
eval(MarbleTwo. @ %attribute @ = @ %value @ ;);
eval(MarbleThree. @ %attribute @ = @ %value @ ;);
eval(MarbleFour. @ %attribute @ = @ %value @ ;);
eval(MarbleFive. @ %attribute @ = @ %value @ ;);
eval(MarbleSix. @ %attribute @ = @ %value @ ;);
eval(MarbleSeven. @ %attribute @ = @ %value @ ;);
eval(MarbleEight. @ %attribute @ = @ %value @ ;);
eval(MarbleNine. @ %attribute @ = @ %value @ ;);
eval(MarbleTen. @ %attribute @ = @ %value @ ;);
eval(MarbleEleven. @ %attribute @ = @ %value @ ;);
eval(MarbleTwelve. @ %attribute @ = @ %value @ ;);
eval(MarbleThirteen. @ %attribute @ = @ %value @ ;);
eval(MarbleFourteen. @ %attribute @ = @ %value @ ;);
eval(MarbleFifteen. @ %attribute @ = @ %value @ ;);
eval(MarbleSixteen. @ %attribute @ = @ %value @ ;);
eval(MarbleSeventeen. @ %attribute @ = @ %value @ ;);
eval(MarbleEighteen. @ %attribute @ = @ %value @ ;);
eval(MarbleNineteen. @ %attribute @ = @ %value @ ;);
eval(MarbleTwenty. @ %attribute @ = @ %value @ ;);
eval(MarbleTwentyOne. @ %attribute @ = @ %value @ ;);
eval(MarbleTwentyTwo. @ %attribute @ = @ %value @ ;);
eval(MarbleTwentyThree. @ %attribute @ = @ %value @ ;);
eval(MarbleTwentyFour. @ %attribute @ = @ %value @ ;);
eval(MarbleTwentyFive. @ %attribute @ = @ %value @ ;);
eval(MarbleTwentySix. @ %attribute @ = @ %value @ ;);
eval(MarbleTwentySeven. @ %attribute @ = @ %value @ ;);
eval(MarbleTwentyEight. @ %attribute @ = @ %value @ ;);
eval(MarbleTwentyNine. @ %attribute @ = @ %value @ ;);
eval(MarbleThirty. @ %attribute @ = @ %value @ ;);
eval(MarbleThirtyOne. @ %attribute @ = @ %value @ ;);
eval(MarbleThirtyTwo. @ %attribute @ = @ %value @ ;);
eval(MarbleThirtyThree. @ %attribute @ = @ %value @ ;);
eval(MarbleThirtyFour. @ %attribute @ = @ %value @ ;);
eval(MarbleThirtyFive. @ %attribute @ = @ %value @ ;);
eval(MarbleThirtySix. @ %attribute @ = @ %value @ ;);
eval(MarbleThirtySeven. @ %attribute @ = @ %value @ ;);
eval(MarbleThirtyEight. @ %attribute @ = @ %value @ ;);
eval(MarbleThirtyNine. @ %attribute @ = @ %value @ ;);
eval(MarbleForty. @ %attribute @ = @ %value @ ;);
eval(defaultMarble. @ %attribute @ = @ %value @ ;);
eval(ThreeDMarble. @ %attribute @ = @ %value @ ;);
eval(MidPMarble. @ %attribute @ = @ %value @ ;);
eval(ggMarble. @ %attribute @ = @ %value @ ;);
eval(sm1Marble. @ %attribute @ = @ %value @ ;);
eval(sm2Marble. @ %attribute @ = @ %value @ ;);
eval(sm3Marble. @ %attribute @ = @ %value @ ;);
eval(bm1Marble. @ %attribute @ = @ %value @ ;);
eval(bm2Marble. @ %attribute @ = @ %value @ ;);
eval(bm3Marble. @ %attribute @ = @ %value @ ;);
eval(CustomMarble. @ %attribute @ = @ %value @ ;);
}


Then you can run the function wherever you want (at the beginning of the .mis, within another function, etc. So if you have an instance of defaultmarble.gravity = 0; you would call the function using:

setMarbleAttributes(gravity, 0);

You can change the bold to whatever you want. You could also do, for example:

setMarbleAttributes(jumpImpulse, 75);

Hope that helps. The marble attributes will be reset to the defaults automatically by the game when starting another level.

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  • Mr._E.
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04 Sep 2011 16:45 #80
Actually, this is the original code that Technostar found:

May 25, 2010, 2:58pm, whirligig wrote:
Code:$seekingNumber = 1;
$currentLap = 0;

function onMissionReset()
{
$seekingNumber = 1;
$currentLap = 0;

setGravityDir(1 0 0 0 -1 0 0 0 -1,true);
endFireWorks();

// Reset the players and inform them we're starting
for( %clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++ ) {
%cl = ClientGroup.getObject( %clientIndex );
commandToClient(%cl, 'GameStart');
%cl.resetStats();
}

// Start the game duration timer
if ($Game::Duration)
$Game::CycleSchedule = schedule($Game::Duration * 1000, 0, onGameDurationEnd );
$Game::Running = true;

ServerGroup.onMissionReset();

// Set the initial state
setGameState(Start);
}

function HelpTrigger::onEnterTrigger(%this,%trigger,%obj)
{
// If this is not race-related...
if (!%trigger.number) {
addHelpLine(%trigger.text, true);
return 0;
}
// Okay, it is then.
if ($seekingNumber != %trigger.number) return 0; // They need to be visited in order
if ($seekingNumber == 1) {
$currentLap++;
if ($currentLap > MissionInfo.laps) {
ClientGroup.getObject(0).player.setMode(Victory);
messageClient(%this, 'MsgRaceOver', '\c0Congratulations! You\'ve finished!');
PlayGUI.stopTimer();
serverplay2d(WonRaceSfx);
startFireWorks(ClientGroup.getObject(0).player);
$Game::StateSchedule = schedule( 2000, 0, endGame);
return 0;
}
addHelpLine(Lap SPC $currentLap @ / @ MissionInfo.laps,true);
}
if (%trigger.last) {
$seekingNumber = 1;
return 0;
}
$seekingNumber += 1;
}



He says he will keep that code in mind when working on levels that would need that.

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  • Perishingflames
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04 Sep 2011 17:55 #81
Have you tried that in MBP? It looks like it would work.

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  • Mr._E.
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18 Sep 2011 03:24 #82
Technostar is now accepting UT and PT testers for The Green Brick Tower, Out and Back, and Orange Fold. Racetrack 1 is still being made. PM me for applications.

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  • Mr._E.
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21 Sep 2011 02:39 #83
Technostar has finally released Olympus! Also, 5 new levels are in progress, and three are expected to release soon!

Note: Jackrb is testing The Green Brick Tower, Out and Back, and Orange Fold.

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  • Mr._E.
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01 Oct 2011 02:27 #84
Technostar has released Orange Fold, Out and Back, and The Green Brick Tower. He also has a surprise release of some of his early (non-constructor) levels!

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  • Perishingflames
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01 Oct 2011 03:00 #85
Looking forward to playing these when I get some time.. don't take the silence here to mean we don't like Technostar's awesome levels

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01 Oct 2011 03:49 #86
The laps code should work in MBP, and does NOT require special installation

The code is made to simply be added at beginning of the .mis, just like this


Code://--- OBJECT WRITE BEGIN ---

$seekingNumber = 1;
$currentLap = 0;

function onMissionReset()
{
$seekingNumber = 1;
$currentLap = 0;

setGravityDir(1 0 0 0 -1 0 0 0 -1,true);
endFireWorks();

// Reset the players and inform them we're starting
for( %clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++ ) {
%cl = ClientGroup.getObject( %clientIndex );
commandToClient(%cl, 'GameStart');
%cl.resetStats();
}

// Start the game duration timer
if ($Game::Duration)
$Game::CycleSchedule = schedule($Game::Duration * 1000, 0, onGameDurationEnd );
$Game::Running = true;

ServerGroup.onMissionReset();

// Set the initial state
setGameState(Start);
}

function HelpTrigger::onEnterTrigger(%this,%trigger,%obj)
{
// If this is not race-related...
if (!%trigger.number) {
addHelpLine(%trigger.text, true);
return 0;
}
// Okay, it is then.
if ($seekingNumber != %trigger.number) return 0; // They need to be visited in order
if ($seekingNumber == 1) {
$currentLap++;
if ($currentLap > MissionInfo.laps) {
ClientGroup.getObject(0).player.setMode(Victory);
messageClient(%this, 'MsgRaceOver', '\c0Congratulations! You\'ve finished!');
PlayGUI.stopTimer();
serverplay2d(WonRaceSfx);
startFireWorks(ClientGroup.getObject(0).player);
$Game::StateSchedule = schedule( 2000, 0, endGame);
return 0;
}
addHelpLine(Lap SPC $currentLap @ / @ MissionInfo.laps,true);
}
if (%trigger.last) {
$seekingNumber = 1;
return 0;
}
$seekingNumber += 1;
}

new SimGroup(MissionGroup) {

new ScriptObject(MissionInfo) {
name = Mission template; // The level's name
desc = Open this template in a text editor, and read the // lines near the top; // The description below the screenshot
goldTime = 0; // The gold/platinum time in milliseconds (1000ms = 1second)
level = 1; // The nth level in the custom level screen
ultimateTime = 0; // The ultimate time in milliseconds
startHelpText = Modify me!; // The text displayed when you initially spawn
type = custom; // Leave this
artist = Your name; // Will appear in the 'Artist' section
};
new MissionArea(MissionArea) {
area = -360 -648 720 1296;
flightCeiling = 300;
flightCeilingRange = 20;
locked = true;
};
new Sky(Sky) {
position = 336 136 0;
rotation = 1 0 0 0;
scale = 1 1 1;
cloudHeightPer[0] = 0;
cloudHeightPer[1] = 0;
cloudHeightPer[2] = 0;
cloudSpeed1 = 0.0001;
cloudSpeed2 = 0.0002;
cloudSpeed3 = 0.0003;
visibleDistance = 500;
useSkyTextures = 1;
renderBottomTexture = 1;
SkySolidColor = 0.600000 0.600000 0.600000 1.000000;
fogDistance = 300;
fogColor = 0.600000 0.600000 0.600000 1.000000;
fogVolume1 = -1 7.45949e-031 1.3684e-038;
fogVolume2 = -1 1.07208e-014 8.756e-014;
fogVolume3 = -1 5.1012e-010 2.05098e-008;
materialList = ~/data/skies/Intermediate/Intermediate_Sky.dml;
windVelocity = 1 0 0;
windEffectPrecipitation = 0;
noRenderBans = 1;
fogVolumeColor1 = 128.000000 128.000000 128.000000 0.000000;
fogVolumeColor2 = 128.000000 128.000000 128.000000 0.000004;
fogVolumeColor3 = 128.000000 128.000000 128.000000 14435505.000000;
};
new Sun() {
direction = 0.638261 0.459006 -0.61801;
color = 1.400000 1.200000 0.400000 1.000000;
ambient = 0.300000 0.300000 0.400000 1.000000;
};
new AudioProfile(MusicProfile) {
fileName = ~/data/sound/music/Metropolis.ogg;
description = AudioMusic;
preload = 0;
};
};
//--- OBJECT WRITE END ---

...

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  • Mr._E.
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01 Oct 2011 13:19 #87
Oh. Technostar didn't know that. He thought that since at the beginning of the thread, it was said that the codes had to be done in MBG because they needed a change to the int.cs script file. He didn't know this was one of the few that didn't need that code. Thanks for letting him know!

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  • Mr._E.
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13 Nov 2011 03:10 #88
Technostar has made 2 more levels. Curvaceous is a level based off of one of the community maps Technostar released. Ascending Towers is Technostar's first level with moving platforms.

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  • Perishingflames
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17 Dec 2011 21:48 #89
Ascending Towers was pretty simplistic but nice demonstration of custom MPs. Curvaceous was pretty nice and I loved the banked curve. I would consider using pie slices + radial cloning for the other curves (see my tutorial on youtube) so the texturing doesn't appear stretched, though.

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  • Mr._E.
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01 Jan 2012 04:12 #90
Buzzmusic100 and Technostar are currently making a level called Triscraper Ascent. We currently need someone to test it and someone to take a screenshot of it. PM ajdallas or myself to apply.

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