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file How do i make a multiplayer custom level?

  • MBCollector672
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30 Apr 2014 22:18 #1
How Do i make a multiplayer custom level?is it just in beta 4 and 1.5,or is there a way to do it in beta 3?

dumb furry who plays ball rolling games, gun shooting games, and plumber jumping games

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  • IsraeliRD
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01 May 2014 13:16 #2
Custom multiplayer levels can technically be built in any 1.50 version (latest is beta 3). However they are unplayable online until RC1 (next MBP 1.50 build) when Custom Levels will be added.
You can definitely make and play your custom levels offline, but there is no "hunt mode" offline so it plays out like a normal mission. You can still add all the things you want but obviously no spawn points will function, no blast or mega marbles will work and the timer goes up and not down and the gem counter is normal instead of a hunt mode counter.

It gives you a good idea of playing the level though :)

"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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  • RandomityGuy
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01 May 2014 14:16 #3
You could enable MP stuff, enter this code in starting of your MP level mis file
$server::servertype=multiplayer;
(Code is on one of the Higuy's vids)

Note:Very buggy,clicking on lobby(home shaped button) leads to permanent stuck on the lobby GUI, also Mega marble doesn't work.

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github.com/RandomityGuy
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01 May 2014 16:49 #4
Your best bet would be to create the level completely in SinglePlayer (Gems, PowerUps, and anything else), and wait until RC 1 for custom level support in MultiPlayer. You can look at the files for the official MultiPlayer missions to see how we specify Ultimate Scores, although those won't work in SinglePlayer. Setting ServerType is a buggy hack; it doesn't really fix the problem and it creates more bugs than it's worth.

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Code:
function clientcmd12dothepq() { commandToClient(LocalClientConnection, '34onthedancefloor'); }

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01 May 2014 22:00 #5
Is that why your server is in development?

lee is awesome

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02 May 2014 04:50 #6
/derail
My server's in development because it's running RC 1 with minor hax to give me console / whatnot.

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function clientcmd12dothepq() { commandToClient(LocalClientConnection, '34onthedancefloor'); }

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04 Aug 2014 11:00 #7
Can I use other skyboxes and textures than the usual skyboxes and textures? Because, I have a huge bunch of skyboxes to test...

You forget a thousand things everyday. Make sure Marble Blast isn't one of 'em.
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  • IsraeliRD
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04 Aug 2014 12:39 - 04 Aug 2014 12:42 #8
Yes. Test them in Singleplayer and once you're happy you're good.
Edit: when releasing the mission make sure you do it through the website if you have new skyboxes and textures.
Until we can figure out how to increase transfer speed ingame you're better off online sending mission file and level picture in-game.

"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.
Last edit: 04 Aug 2014 12:42 by IsraeliRD. Reason: Hate life? Give it PQ!

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04 Aug 2014 13:22 #9
I made my multiplayer level in singleplayer, then went and changed all the code in it to match that of Sprawl. It took... forever. And now I can't play it to test it out.
Plz giv uss BTa 4 MaTaN :P

i have a flickr

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05 Aug 2014 10:24 #10
Cool! So did you know I have 126 custom skyboxes in my skies directory? (if we deduct the MBP regular skyboxes and the 3 MP skyboxes)

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