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file Uvodd's Levels (NEW: Supreme Center)

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22 Jan 2009 13:16 #31
12.92 QP2

EDIT: 7.21 QP3, 16.31 QP5

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  • technostick
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22 Jan 2009 18:56 #32
10.91 QP2, 14.59 QP5

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22 Jan 2009 19:08 #33
You guys are good I made a new thread for records, I'll post them there.

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  • technostick
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22 Jan 2009 19:34 #34
Link doesn't work for the Simple Course Around.

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22 Jan 2009 19:45 #35
Do you use IE? Because I've tested it and you are right, doesn't work.

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23 Jan 2009 11:08 #36
Make it work.

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30 Jan 2009 19:59 #37
Hey guys, I finally learned how to do MPs, so here's my first level with them, Steadiness.

Enjoy.

Feb 4: The Big Mix and The Lane released.

Feb 20: Presenting you... BoingExtreme!

An old level of mine, made around April 2007. Not my first one though, my first was Tubewalk, made in September 2005 when I learned how to use the editor. But anyway, enjoy the level and the fairly low gold time which was not put on purpose.

Quick-Paths 6-10 will come ASAP.

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20 Feb 2009 21:22 #38
And here come the QPs 6-10, the levels everyone waited for. Enjoy them

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21 Feb 2009 23:49 #39
Those levels are awesome! I enjoyed quick path series, and i look forward to the next levels!

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22 Feb 2009 08:49 #40
Thanks. Have you played the 1-5?

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27 Feb 2009 11:50 #41
I just played QP6-10. You have a good grasp of making interesting challenges and using concise layouts, two of the qualities most important in levels for me. You are ready to take your presentation style to the next level, to focus on connecting the various elements of levels. Your levels often look like sets of disjoint platforms, which would look nicer and be more fun to play if there were visual hints as to which platforms are related to which others. The style of scattered elements is in my opinion best scarcely used.

I do not suggest the opposite extreme, as seen in TLWA:MBP by Leaf among others, of connecting everything that can be connected. However, some connections, particularly long range connections, give unity to a level. QP8 in particular could be much improved with a framework of angled beams linking some platforms. QP10 would lend itself to columns linking the 3 layers. Such things must, in my opinion, come after the conception of the level; to the player, though, they are as important.

I do strongly recommend taking the little extra time necessary to eliminate editing errors. I found many sunken items and off-centre items. QP7 looks unclean with so many tornadoes, which it does not even need. QP10 has height misalignments between the planks.

Finally, congratulations on QP9. It has on its own elevated the magnet to the status of a worthy and interesting helpful hazard.

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01 Mar 2009 09:01 #42
I understand my situation in aligning. I know I'm not good in it, and try to do better in the future.

Still, there are things I dislike about magnets

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01 Mar 2009 19:56 #43
If you are using Constructor/Quark, there's no reason to have misalignments. What size is your grid? I find 16 best for normal building. As for the items, if you follow the rule of a large enough grid size, here's what I suggest:

-Turn down the grid to about 0.125 and drag your item as close as you can to the exact location (where 4 grid textures meet, for example).

-Switch to the inspector (F3) and the x and y coordinates should be damn close to a nice, even number (for example, x=28.100643, y=43.08341)- round them off to 28 and 43, accordingly. That will usually be the exact location you need. Then drag it up or down on the z axis to lock in the position.

-Turn the grid down to 0.01 (even lower if you cannot get it just right, you usually can) and then drag it up or down until you can just see the bottom boundary's outline on the platform or one click up from that.

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02 Mar 2009 00:22 #44
Looking at the 1st two posts on this page:
?

youtube.com/marbleduck

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02 Mar 2009 06:18 #45
They depict times and level acronyms (QP obviously standing for Quick Paths).

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04 Mar 2009 16:12 #46
Thanks for the tip PF. I'll try to use it from now, I think it works great on Constructor also.

Also ppl, I am now in a period where I'll not be working too much on levels, so Highcastle has to wait.

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08 Mar 2009 13:22 #47
OK people. As you saw on my thread, I've completed Circuit of Splendidness but did a major change to it. The first one was for MBG, but it was unsuccessfull. So it became a prototype. Then, I made a true CoS for MBP with everything it truly had to contain. Now I'll release both of them, while the true CoS will be... entered in LotM.

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08 Mar 2009 19:39 #48
Very nice level! It is fun and challenging, and your alignment skills have improved, although there are still some errors that detract some from the level. You have the potential to become a great level builder.

Will vote soon in LotM.

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09 Mar 2009 02:37 #49
Fantastic level!

39.07

EDIT: Oh yeah! As I keep saying, my prefs are stuffed and I have beaten the levels many more times than this.

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  • Uvodd
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10 Mar 2009 22:09 #50
Thank you Andrew and Oaky. Btw nice time. Can't wait for the LotM votes, since LotM seems pretty inactive recently, and don't want to end up unqualified (even if my level is the second entered lol)

Now, a dedication to Pablo (mostly), a new super short level created in the latest QuArK is released. Enjoy (dedicated it to Pablo because he to see my current skill in it)

Also, I updated the link to The Lane and Simple Course around from Localhostr to Mediafire. Now you can play them

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11 Mar 2009 15:46 #51
Well done on the editing in CoS. Not sure I like the look of half-sized trim, but else the level has a nice clean appearance. Oaky, you finish right side up?!

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12 Mar 2009 08:25 #52
...

...

...

F*CK!!! I cannot believe that with all of the tiny tweaks and timesavers I found that I missed the *second* biggest on of the whole level. Gawdammit, thanks Techno

Sub (27-28?) will come soon Pic, not vid.

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06 Apr 2009 18:30 #53
Supreme Center released!

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07 Apr 2009 02:26 #54
Fun fun fun fun fun... Fun. Nice levels!

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  • technostick
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14 Apr 2009 11:05 #55
Nice level building in Supreme Centre. Unfortunately it's easier and not much slower to use the Jump Boost for all four towers. It would have been interesting for the TMs to be worth getting. Otherwise, the interior presentation is very nice.

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