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exclamation-circle Lee's Levels [NEW!: Transporting 360]

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15 Jun 2016 03:32 #61 by Marson
Marson replied the topic: Lee's Levels [NEW: Frictional Arches]
Holy geez, how many brushes did that take?

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15 Jun 2016 09:48 #62 by Lee
Lee replied the topic: Lee's Levels [NEW: Frictional Arches]
Over 1000 :p

I'll be switching from Constructor to Sledge. If I can get it to work, that is.

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26 Jun 2016 05:23 - 26 Jun 2016 05:24 #63 by Lee
Lee replied the topic: Lee's Levels [NEW: Frictional Arches]
Just an average update passing by.

Brushes counter : 6418!

Last Edit: 26 Jun 2016 05:24 by Lee.

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26 Jun 2016 14:21 #64 by Nature Freak
Nature Freak replied the topic: Lee's Levels [NEW: Frictional Arches]
Inconceivable! I can't wait for its release. One question: How big is the marble compared to this or do you not know yet?
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26 Jun 2016 15:55 #65 by Threefolder
Threefolder replied the topic: Lee's Levels [NEW: Frictional Arches]
I sure hope you constantly test to see if it coverts or not ;)

NatureFreak wrote:
One question: How big is the marble compared to this or do you not know yet?


The main paths there appear to be 12m thick, which would be 6 tiles, if you want a sense of scale.

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27 Jun 2016 06:17 #66 by HiGuy
HiGuy replied the topic: Lee's Levels [NEW: Frictional Arches]
Just a quick note @lee: you probably will want to split the map into different chunks because DIF loading can get very slow if you have a lot of brushes.

PQ in a nutshell
function clientcmd12dothepq() {
    commandToClient(LocalClientConnection, '34onthedancefloor');
}
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27 Jun 2016 09:39 - 27 Jun 2016 09:42 #67 by Lee
Lee replied the topic: Lee's Levels [NEW: Frictional Arches]
Thanks for the replies!

@HiGuy : I know about that. Once I finish the level, I'll split it into probably 3~4 parts.

@Threefolder : Still converts :p

@NatureFreak : You can see that there's the marble in the corner, and the house in front of it. Now you can guess how big the map will be :p
Last Edit: 27 Jun 2016 09:42 by Lee.

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28 Jun 2016 21:44 #68 by Evoker
Evoker replied the topic: Lee's Levels [NEW: Frictional Arches]
Wow, this looks fantastic! I normally shun levels with non-MBP textures, but this actually looks nice and not tacky, which is great. I love how you bounced on all the beds too :lol: :lol: I do hope you move the finish too...
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29 Jun 2016 09:39 #69 by Lee
Lee replied the topic: Lee's Levels [NEW: Frictional Arches]
Do not worry, that's just temporary :)
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11 Aug 2016 01:52 #70 by Lee
Lee replied the topic: Lee's Levels [NEW: Frictional Arches]
Late update, but why not.

Alright, so, a BIG THANKS to the testers (nobody, kalle, regislian, kurt, hperks and legenda) for my level! Escpecially for nobody, he found most of the bugs in the level.

If all goes well, I will be releasing the level on the weekend.
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14 Aug 2016 13:08 #71 by Lee
Lee replied the topic: Lee's Levels [NEW: Frictional Arches]
FINALLY! Here comes my most proud of level! Just a reminder, if there's any mistakes, that's because it's such a big level, and I can't find all of them. (Even the testers, give them a break :P)


www.mediafire.com/download/35o765qba7d0z07/RomanCity.zip
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11 Sep 2016 02:01 #72 by Lee
Lee replied the topic: Lee's Levels [NEW: Frictional Arches]

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04 Dec 2016 13:30 #73 by Lee
Lee replied the topic: Lee's Levels [NEW: Frictional Arches]

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04 Dec 2016 19:12 - 04 Dec 2016 19:14 #74 by RDs.The-dts-guy
RDs.The-dts-guy replied the topic: Lee's Levels [NEW: Frictional Arches]

Thats a lot of new levels.
I was most excited about Roman city ever since you mentioned about experimenting with roman architecture. And here it finally is. :)
Roman city
This is rather interesting one. I love the architecture. Especially those little dinosaurs here.

The level is huge and I mean HUGE, lot to explore, in fact took me about 10min to find all gems in first run, sadly there are couple of deathtraps in level where you can get in but can't get out. Overall what i would've done a bit differently is to add some super jumps, and added a bit more contrast (as you saw in image you cant really see those dinosaurs very well), would make level better. But overall pretty nice level
Triple ascend
Short fast and neat. Really liked those rug pads that made level even quicker.
The Long Red Road
This indeed is one of your best levels as you claim, the mbg style is used well, gameplay is kind of advance but at the same time really fun, the last layer is really interesting mix of fun in small space. Those sloped platforms seemed rather tricky at start but you utilized them very well (placed time modifier) and in the end they where nice addition to level.


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: 04 Dec 2016 19:14 by RDs.The-dts-guy.
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05 Dec 2016 03:23 #75 by Lee
Lee replied the topic: Lee's Levels [NEW: Frictional Arches]
The download has been patched due to level naming issues!

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07 Dec 2016 09:00 #76 by Ralph
Ralph replied the topic: Lee's Levels [NEW: The Long Red Road]
This level was really cool and simple. Nice job, Lee.

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16 Dec 2016 14:07 - 16 Dec 2016 14:07 #77 by Lee
Lee replied the topic: Lee's Levels [NEW: The Long Red Road]
*wink wink new level wink wink*

Last Edit: 16 Dec 2016 14:07 by Lee.

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16 Dec 2016 18:50 #78 by Nature Freak
Nature Freak replied the topic: Lee's Levels [NEW: The Long Red Road]
Ooh, well done! It looks wonderful!

Nudge nudge, wink wink [ Click to expand ]
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18 Dec 2016 11:59 - 18 Dec 2016 12:00 #79 by Lee
Lee replied the topic: Lee's Levels [NEW: The Long Red Road]
Another update! (This was easier to make than I expected)

Also note that the big hole will have a swimming pool! (No water physics sorry I don't code)
Last Edit: 18 Dec 2016 12:00 by Lee.
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18 Dec 2016 12:55 - 18 Dec 2016 13:04 #80 by Weather
Weather replied the topic: Lee's Levels [NEW: The Long Red Road]
datablock TriggerData(WaterTrigger) {
	tickPeriodMS = 100;
};
function WaterTrigger::onAdd(%this, %trigger) {
	if (%trigger.g $= "") { %trigger.g = "-9"; }
}
function WaterTrigger::onEnterTrigger(%this, %trigger, %obj) {
	%mg = %obj.getDataBlock();
	%trigger.dg = %mg.gravity;
	%mg.gravity = %trigger.g;
}
function WaterTrigger::onLeaveTrigger(%this, %trigger, %obj) {
	%obj.getDataBlock().gravity = %trigger.dg;
}
Might work with MP as well.* I suggest not having intersecting water triggers. If you want a DTS for the surface of the water, I can make one for you. Having the width and length of the water in torque units would be ideal for that.
*probably not
oh cool, BBCode text sizes are stackable.
Last Edit: 18 Dec 2016 13:04 by Weather.

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18 Dec 2016 23:47 #81 by Lee
Lee replied the topic: Lee's Levels [NEW: The Long Red Road]
How do I implement it? xD

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19 Dec 2016 00:09 - 19 Dec 2016 00:09 #82 by HiGuy
HiGuy replied the topic: Lee's Levels [NEW: The Long Red Road]
Try putting it at the top of your mission file (above the OBJECT WRITE BEGIN) and then reloading.

PQ in a nutshell
function clientcmd12dothepq() {
    commandToClient(LocalClientConnection, '34onthedancefloor');
}
Last Edit: 19 Dec 2016 00:09 by HiGuy.
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21 Dec 2016 14:00 #83 by Lee
Lee replied the topic: Lee's Levels [NEW: The Long Red Road]
The patio:

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22 Dec 2016 08:58 #84 by Lee
Lee replied the topic: Lee's Levels [NEW: The Long Red Road]
More furniture!


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22 Dec 2016 15:42 #85 by Ralph
Ralph replied the topic: Lee's Levels [NEW: The Long Red Road]
I think you getting some solid Constructor skills! The way your map is detailed is pretty good.
Will you have the sufficient skill to recreate Nuketown in MB? ;)

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03 Feb 2017 11:58 #86 by Lee
Lee replied the topic: Lee's Levels [NEW: The Long Red Road]
New level!

Green Adventure

www.mediafire.com/file/h4bdy96gwu2iiei/GreenAdventure.zip

And don't worry, the house level is still in the works.

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03 Feb 2017 16:53 #87 by Frostfire
Frostfire replied the topic: Lee's Levels [NEW: Green Adventure]
Roman City is crazy cool, and looks like this new house you're working on has some sweet brush-work as well, especially like the grass/mud hill.
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07 Feb 2017 03:10 #88 by Xedron
Xedron replied the topic: Lee's Levels [NEW: Green Adventure]
Really nice levels lee! Decided to finally stop being lazy and try some of your levels and it's very clear how much you have improved since you first started constructor. Really looking forward to that modern house level too, seems like it could be a really promising level. :)

Anyways, spent this evening getting some of these times if you want to add them to the WR list.

-High Blocks 1:07.310
-Orange Slopes 5.197
-Color Floors 52.573
-Limely Quest 34.727
-The Ugly Tower 36.868
-Tricks 6.075
-Road of Trials 59.775

"cna you salt spalt the slevel salt of 6 year salt who ca salt the lsat" - nobody, 2017
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09 Feb 2017 02:44 #89 by Lee
Lee replied the topic: Lee's Levels [NEW: Green Adventure]
Nice times Xedron!

Added.

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24 Mar 2017 13:11 - 24 Mar 2017 13:11 #90 by Lee
Lee replied the topic: Lee's Levels [NEW: Green Adventure]
New level! And yes, the house level is still in progress. Well, slow progress. I don't have inspiration sadly.

Structure Climber

www.mediafire.com/file/6ljt0e5d27245e4/StructureClimbLee.zip
Last Edit: 24 Mar 2017 13:11 by Lee.

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