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file Blasted's levels - NEW: Skatium

  • Blasted
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28 Aug 2016 19:07 - 28 Aug 2016 19:08 #301 by Blasted
Replied by Blasted on topic BlastedMarble's levels(New: Setilo MP)
Download Link: www.mediafire.com/download/yex92cqcy5wamcm/Setilo+MP.zip

Here is a MP replication to MBAdvanced level Setilo that was made a while ago. The texturing is a lot different when compared to the original.

Par Score: 60
Platinum Score: 120
Ultimate Score: 185
Last edit: 28 Aug 2016 19:08 by Blasted.

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10 Sep 2016 18:58 - 10 Sep 2016 18:58 #302 by Blasted
Replied by Blasted on topic BlastedMarble's levels(New: Intertwined Ride)
Download Link: www.mediafire.com/download/84kp5x8annqrcjb/IntertwinedRide.zip

Here is a little story about this level's existence. I was looking around HiGuy's website when I noticed a really handy plug-in called the Platform Assist tool. This tool is a faster way to group moving platforms together. That alone led the level's creation. "Intertwined Ride" consists of riding an assortment of moving platforms and grabbing the gems while moving around sections of the platform. From what I've tested, it is hard, but not too frustrating. Obviously I'd recommend it to players who are looking for a good challenge or just curious on how the level plays out. Major props to HiGuy for that sorely needed tool. With it, I can make levels with groups of moving platforms.

If you are looking for that tool, here is a link to it: higuy.me/platformassist.php

That said, enjoy Intertwined Ride.

Platinum Time: 1:40.00
Ultimate Time: 1:10.00
Last edit: 10 Sep 2016 18:58 by Blasted.

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10 Sep 2016 19:11 #303 by Buzzmusic
Replied by Buzzmusic on topic BlastedMarble's levels(New: Intertwined Ride)


You may notice some similarities

All posts from my account that were made before July 29 2013 are from the point of view of my dad unless it states otherwise.
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10 Sep 2016 22:12 #304 by Blasted
Replied by Blasted on topic BlastedMarble's levels(New: Intertwined Ride)
Yeah this level is based off of Diamond Motion Challenge, I forgot to point that out.

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21 Sep 2016 01:50 - 24 Sep 2016 17:20 #305 by Blasted
Replied by Blasted on topic BlastedMarble's levels(New: Progression 2)
Download Link: www.mediafire.com/download/l24sll2lty121wj/Progression+2+Patch.zip

Today's level is a sequel to the relatively short "Progression". Progression 2 is a longer level and probably more challenging. The music that plays in the level is "Building the City" by master musician Buzzmusic. The skybox associated with the level is made by amateur skybox creator Threefolder.

Platinum Time: 3:00.00
Ultimate Time: 2:10.00
Last edit: 24 Sep 2016 17:20 by Blasted. Reason: Level patched with a texture needed for the level. Probably the reason why someone found a messed up interior.

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21 Sep 2016 01:55 #306 by Blasted
Replied by Blasted on topic BlastedMarble's levels(New: Progression 2)
Double posting to say that the level has been patched with missing colored textures needed for the level. I double post when I have to point out a patch for a level.

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21 Sep 2016 13:29 #307 by Ralph
Replied by Ralph on topic BlastedMarble's levels(New: Progression 2)
I just tested Progression 2, and it was pretty good. Keep things up!

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24 Sep 2016 01:55 #308 by Blasted
Replied by Blasted on topic BlastedMarble's levels(New: Tempest)
Download Link: www.mediafire.com/download/bdt43d7jkve5o34/Tempest.zip

This next level is fairly simple. It is a straight track with walls filled with fans that you have to pass. There are speed boosters you can use to take advantage of this.
Enjoy Tempest!

Platinum Time: 30.00
Ultimate Time: 18.00

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24 Sep 2016 02:15 #309 by NF
Replied by NF on topic BlastedMarble's levels(New: Tempest)
A neat concept, however I thought that the Ultimate Time was too easy; I got 12.450 on my first try.

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24 Sep 2016 02:17 #310 by Blasted
Replied by Blasted on topic BlastedMarble's levels(New: Tempest)
Much like with Scalene, I wanted to make the PT and UT in this level easy enough for anyone who is casual at MBP.

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24 Sep 2016 16:15 #311 by eNetro
Replied by eNetro on topic BlastedMarble's levels(New: Tempest)
I downloaded Progression 2 today, and when I reached near the end of the level, I see the interior is messed up.

Awesome Hint:

Since the Awesome Time/Score is secret, you will have to beat it in order to find out what it is. Just practice every day, and be ready to keep pressing the 'Restart' button...A LOT!
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24 Sep 2016 17:17 #312 by Blasted
Replied by Blasted on topic BlastedMarble's levels(New: Tempest)
I think the reason why its like this is that you're missing a texture. Its white when in low graphics quality, but its invisible when in high quality. Regardless, I'll patch the level with it if thats the problem. I'm guessing thats the case because that was supposed to be a crate.

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25 Sep 2016 15:06 - 25 Sep 2016 15:07 #313 by Ralph
Replied by Ralph on topic BlastedMarble's levels(New: Tempest)
I just got 8.614 in Tempest. There's a non-neglectable possibility to get sub 8 with a big burst of speed towards the ending.

You forget a thousand things everyday. Make sure Marble Blast isn't one of 'em.

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Ralph's Improved PQ Sound Pack : marbleblast.com/index.php/forum/mbdk-sounds/9663-ralph-s-improved-pq-sound-pack-now-out-for-download#142246
Last edit: 25 Sep 2016 15:07 by Ralph. Reason: What I said before was pointless...

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  • Blasted
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28 Sep 2016 23:59 #314 by Blasted
Download Link: www.mediafire.com/file/dxvtdj9vnavsmj8/BMSC3.zip

Here is the latest installment to my "Skill Course" series. BM's Skill Course 3 is a level that was intended to be an expert level, but it doesn't seem to be too frustrating. That being said, I think this level is the best designed of the three.

Enjoy.

Par Time: 2:00.00
Platinum Time: 1:30.00
Ultimate Time: 50.00

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29 Sep 2016 01:42 #315 by Nockess
This was a great level! It was a bit confusing to get around at first, but I quickly found a decent path (for sub-40) and now I know exactly where I'm going.
A couple things to say though.
One, the texturing you did with the the towers was kinda weird (I personally found it pretty displeasing in terms of appearance) with the alternating brown and green pattern. I would've just stuck with one texture.
Two, I think the amount of time before you get teleported again when you're on the telport pads is a bit too short. I'd change it to 2-3 seconds.
Three, I'd raise the Ultimate Time by like 5 seconds. It's a bit difficult.

Aside from that, sweet level. This is the kind of stuff I like to see. Keep it up!

Call me Chris!

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29 Sep 2016 01:55 #316 by Blasted

Rahzee wrote:
One, the texturing you did with the the towers was kinda weird (I personally found it pretty displeasing in terms of appearance) with the alternating brown and green pattern. I would've just stuck with one texture.


The reason why the scenery is left as it is is because I didn't want the green diamond texture to be left out. I made a last minute move by using it as a means of scenery.

Rahzee wrote:
Two, I think the amount of time before you get teleported again when you're on the telport pads is a bit too short. I'd change it to 2-3 seconds.


One thing that people complained about in Collector's World (literally every complaint from the webchat and discord to a certain extent) was that the teleporters took longer than they actually should. For this level, I wanted the teleporters to transport the players fast enough to each individual area. (Another reason I could think of is to beat the Par time faster, but that is just a minor detail)

Thanks for the review anyway.

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29 Sep 2016 20:06 #317 by Ralph
This level is pretty nice, I like the diversity of the moving platforms being connected with the various challenges, I will probably get the Par Time with some practice (15 tries, 15 fails).
Was too lazy to make a correct review :P

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30 Sep 2016 21:45 #318 by Blasted
Since PlatinumQuest is coming out in a few months from now, I thought it would be a perfect time to explain my first PQ projects I'll be working on after it's release. I'll be making two singleplayer PQ levels. One unoriginal level and one totally original level. First level is "Platinanium", which will be a basic skill course with the PQ elements added in. So there really isn't anything too special. The second is "Studiopolis", which will incorporate elements from a movie theater or cinema. Some of these elements include cameras, popcorn machines, and movie screens. I'm very certain that this level will become something where I can break the MB norm.

Aside from those two levels, a PQ level pack will surface. This pack will contain levels I made in the past and replicate them for PQ, while adding and removing things to improve upon the original experience. The pack in question will contain ten levels, much like in Gerson's Level Compilation.

All these projects are things I'm really exited to put into action right when PQ surfaces. I know that I've been making a lot of great levels recently, and I don't really have much ideas for more MBG/P levels at this point. So, I'll be taking a break from making levels until PQ eventually releases in 2017.
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08 Oct 2016 17:25 - 08 Oct 2016 17:26 #319 by Blasted
Download Link: www.mediafire.com/file/1r2sbodtl2bcz2y/Bouncing+Fun+V2.zip

Since I'm taking a break from making actual levels, I'll be making remakes of other levels over the next few months until PQ gets released. This is a Bouncing Fun remake with more balanced Time Modifiers and a probably more balanced platinum and ultimate time. It also adds new scenery to differentiate from the original version of the level.

Enjoy.

Platinum Time: 3:00.00
Ultimate Time: 1:40.00
Last edit: 08 Oct 2016 17:26 by Blasted.

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08 Oct 2016 21:26 #320 by IsraeliRD
Replied by IsraeliRD on topic BlastedMarble's levels(New: Bouncing Fun Remake)
Oohh, this is an interesting idea to do. I like.
I'll watch the videos as you make them as well.

"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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10 Oct 2016 21:43 - 15 Oct 2016 00:38 #321 by Blasted
So I posted this in my twitter account, but I thought I'd post it here because it is the main resource for my levels:

[POLL CLOSED]
Last edit: 15 Oct 2016 00:38 by Blasted. Reason: Poll closed.

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12 Oct 2016 00:07 - 14 Oct 2016 00:43 #322 by Blasted
Double posting to say that the poll will end on Friday. So the link will be removed by then.

I will say that I took a head start on the second Ultra DLC. This doesn't mean I won't do the entry that didn't win, I'll just save it for a different time.
Last edit: 14 Oct 2016 00:43 by Blasted. Reason: one single word

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15 Oct 2016 00:39 #323 by Blasted
Poll is now closed. The second Ultra DLC pack will be the next remakes. Sanctuary will be worked on later.
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15 Oct 2016 08:27 #324 by RadiantVibe
Replied by RadiantVibe on topic BlastedMarble's levels(New: Bouncing Fun Remake)
I always liked the original Bouncing Fun so this level was really fun for me! I didn't really try to optimize it but it can definitely go sub 1 minute.

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25 Oct 2016 23:37 #325 by Blasted
Replied by Blasted on topic BlastedMarble's levels(New: Non-Linear)
Download Link: www.mediafire.com/file/2cc01bodq4dsrn3/NonLinear.zip

This is just a proof-of-concept level incorporating non-linear level design. The concept itself is extremely basic on its own. The purpose of this level is for you to pick and choose the path you want to take to reach the gem and the goal.

Enjoy.

Platinum Time: 16.00
Ultimate Time: 8.00

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25 Oct 2016 23:54 - 25 Oct 2016 23:56 #326 by RDs.The-dts-guy
Replied by RDs.The-dts-guy on topic BlastedMarble's levels(New: Non-Linear)
Love it, simple, clean and pretty neat concept if done right (in which case it was). You should experiment with this more!
Best time: 2.41 (Used mid path by collecting all TT's, maybe level was too TT reliant?)
I'm curious how would you balance UT and PT times. In this case I noticed that UT is the longest path done with no mistakes. So Should UT time be one of the longest paths or the shortest one?

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 :)
Last edit: 25 Oct 2016 23:56 by RDs.The-dts-guy.

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26 Oct 2016 20:06 #327 by Blasted
Replied by Blasted on topic BlastedMarble's levels(New: Non-Linear)

RDs.empire wrote:
I'm curious how would you balance UT and PT times. In this case I noticed that UT is the longest path done with no mistakes. So Should UT time be one of the longest paths or the shortest one?


You can choose the paths you want to go to get either PT or UT. I felt that setting the UT to 3.00 just for that one TT section may be unfair. Thats why it was increased to 8.00 to show more balance.

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27 Oct 2016 00:56 #328 by RadiantVibe
Replied by RadiantVibe on topic BlastedMarble's levels(New: Non-Linear)
I feel like the UT should definitely be lower, despite there being other paths. Got 1.40s after a few tries.

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06 Nov 2016 16:44 #329 by Blasted
Replied by Blasted on topic BlastedMarble's levels(New: Motion Square)
Download Link: www.mediafire.com/file/p0v0063p6yi1jro/MotionSquare.zip

When it came to Intertwined Ride, people complained about the level having too much memorization and trial and error. In response to these criticisms, I decided to incorporate the same idea and utilize it better. The moving platforms move back and forth infinitely, alleviating the reliance on memorization. Time modifiers are slightly harder to get, but they are optional. If you don't want to take the risk of collecting them, you don't have to. What I'm trying to say is Motion Square is much easier and better designed than Intertwined Ride. If you missed a gem, you can go back and get it using the MPs.

Enjoy.

Platinum Time: 2:20.00
UItimate Time: 1:35.00

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18 Nov 2016 23:07 #330 by Blasted
Replied by Blasted on topic BlastedMarble's levels(New: MP Meridian)
Download Link: www.mediafire.com/file/e38ejb63gk7ddm5/Meridian.zip

Meridian, a level that got back to development since July, is finally ready to be released to the public. This somehow elevated multiplayer level is huge, so huge in fact that there are teleporters to take you from place to place with no wasted time at all. This level also has Architecture-esque gem spawns, meaning they spawn randomly within groups. With said teleporters and branching pathways, this level can be somewhat easy to navigate around.

Enjoy!

Par Score: 60
Platinum Score: 110
Ultimate Score: 155

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