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

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17 Dec 2015 15:20 #31
Yay, curves! Loops! That sure is a sexy level.

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14 Feb 2016 06:13 - 14 Feb 2016 06:14 #32
Last edit: 14 Feb 2016 06:14 by Lee.

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14 Feb 2016 06:22 #33
Nice level. Overall the gameplay could be better but the level is still fun to speed run and the use of wooden beams is great!

7.5/10

"cna you salt spalt the slevel salt of 6 year salt who ca salt the lsat" - nobody, 2017
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01 May 2016 12:53 - 01 May 2016 12:54 #34
New level! Inspired by 'Frictional Ascent'!

www.mediafire.com/download/gn7g4nnafwfp7ms/FrictionalArches.zip

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Last edit: 01 May 2016 12:54 by Lee.

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21 May 2016 11:31 #35
Teaser for my upcoming level. This level will use custom textures (that I didn't make and completely downloaded it from the internet).


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21 May 2016 11:42 - 21 May 2016 11:43 #36
:O Ooh, that looks epic! I'm assuming you're gonna do this anyway, but if not I recommend making the door more interesting as well as adding some designs on the gable (like Easter eggs :silly:).
Last edit: 21 May 2016 11:43 by Weather.
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22 May 2016 09:34 #37

Weather wrote: :O Ooh, that looks epic! I'm assuming you're gonna do this anyway, but if not I recommend making the door more interesting as well as adding some designs on the gable (like Easter eggs :silly:).

Thanks! I did what you said, and I don't think I should put an EE in this level (I don't put it on my other levels as well).

Anyways, another teaser! (I think I need to slow down the spoilers :p)
Here's a 'triumphal arch' :

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22 May 2016 14:38 #38
Looks really awesome, can't wait to see what will come out of this level as it looks really fubarish. :) Just don't forget to toss in some gameplay elements too and don't make same mistake I did on my CGL construction site where i kinda ignored gameplay thus it ruined quality of my part.

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23 May 2016 03:21 #39
What do you mean by gameplay elements? Can you give me an example?

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23 May 2016 04:25 - 23 May 2016 04:25 #40
Lee wrote:

What do you mean by gameplay elements? Can you give me an example?

Battlecube Finale has horrible gameplay elements. (It's long, it's hard, it's huge, it has a tarmac side, it's boring, etc.)
Pathly Brown (:)) has good gameplay elements. (It's not too long, there's many possible paths, it's not too hard, it's replayable, etc.)

I think that is what RDs is getting at. I think he's saying that his part LOOKED amazing (duh) and he didn't really like the actual gameplay part because it's just a lot of rolling through things. (Not hating)

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Last edit: 23 May 2016 04:25 by Nockess.
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23 May 2016 04:52 #41
Well that's going to be hard. I can hardly think of ideas to make it playable, but I'll eventually think of one. Thanks :)

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23 May 2016 06:35 - 23 May 2016 06:41 #42

Rosalyn wrote: Lee wrote:

What do you mean by gameplay elements? Can you give me an example?

Battlecube Finale has horrible gameplay elements. (It's long, it's hard, it's huge, it has a tarmac side, it's boring, etc.)
Pathly Brown (:)) has good gameplay elements. (It's not too long, there's many possible paths, it's not too hard, it's replayable, etc.)

I think that is what RDs is getting at. I think he's saying that his part LOOKED amazing (duh) and he didn't really like the actual gameplay part because it's just a lot of rolling through things. (Not hating)


I'm going to add onto this a little bit.

Gameplay does in fact matter as much as the level design. Make sure the level, while looking good, has an enjoy ability to it (is fun to play) but at the same time don't turn it into a horrific magnet-tightrope-icy level for players like Xelna. I like, as RD said, how it has a bit of a fubar look to it. However, one of the things MBFubar didn't do such a good job at is giving the levels good enough gameplay so that they are fun to play continuously. Definitely add some obstacles, (note: the emphasis on "some") and make it interesting.

A good example: Caverns of Despair. It had the same overall feel of this level, but it also tried to focus lots on the gameplay, which is mainly why it succeeded. You don't have to make this level crammed together like that (I would rather have a simplistic, well made level than a messy crammed level) but just try to make it fun. Enjoyable.

Some suggestions to improve the gameplay:
-Add ledges, hidden areas, hazardous corridors or anything else to improve both the structure and gameplay.
-Add gems, but don't go too crazy and add about 50 of them in the same area. Gems are good when done creatively, just try not to place them all in the same way as before.
-Make a good theme for the level. When you start out with a fresh idea for a level it can help build up the gameplay (examples: castle raid, marblaxia attack, King of the mountain, etc.)

I definitely see this level having great potential, but there should be a good balance between gameplay and level design. Sorry if a lot of this was a repeat, but I, just trying to share my opinion on this level so far ;) .

"cna you salt spalt the slevel salt of 6 year salt who ca salt the lsat" - nobody, 2017
Last edit: 23 May 2016 06:41 by Xedron.
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25 May 2016 11:52 #43
That looks amazing, Lee!
Congratulations and keep it up.

:>
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25 May 2016 13:19 #44
That is gorgeous!

You forget a thousand things everyday. Make sure Marble Blast isn't one of 'em.
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25 May 2016 14:23 #45
Certainly your best level so far by a long way. I'm seriously impressed with how much time you're putting into this. Spectacular job.

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25 May 2016 15:05 #46
Im Actually impressed about the level! :)
The Best Level i've seen so far! ;)

For the best Marble Blast levels, head over to:
- marbleland.vaniverse.io/pack/18

connieofro.neocities.org/

[img

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25 May 2016 19:20 #47
Looks neat, though I think you should either make those stairs ramps, or cover them with an angled colmesh to make climbing them easier.

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25 May 2016 21:37 #48
I need to know :

www.strawpoll.me/10310972

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29 May 2016 07:18 - 29 May 2016 07:19 #49
Here comes another update!

So today I made another building. It's not the villa nor the apartment, but I feel like I need to make another of these 'hut houses' to fill the gap in the city. This isn't like the two houses that I made before, so it isn't that great. Though I really wished that I can make it look better, but I don't know how. Anyways, here are the pictures :



Now, onto the voting part. A lot of you guys voted for the level to be in Single Player AND Multiplayer (I don't know who's THAT GUY who voted for multiplayer only, and he seems kinda lonely :P), thanks for voting guys! I'll need someone to teach me how to make MP maps, but I'll play with the buttons in LE for now.

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Last edit: 29 May 2016 07:19 by Lee.

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29 May 2016 10:25 #50
2 things,
1.As threefolder said, stairs are killers in marbleblast, add collision to them or make them ramps, will save a bit for gameplay.
2. I would make each house sortof special/individual (to make them unique) and make geometry as simple as possible, just so it isn't too hard to get around the houses and move into them.
Otherwise looks really nice and looking forward to seeing what comes out of it, I love the realistic art style you're putting in. :)

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AWESOME time HINT : When making PQ level place your custom interiors and textures in platinum/data/interiors_pq/custom
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29 May 2016 13:26 #51
I think it needs a better wall texture (or a modified version of that one that doesn't have the shading gradient; I can try to do that if you want), and some better mapping as I see some seams where brushes meet. I believe the roof railing could also be improved, simply by rotating the texture on the horizontal part 90°.

Aside from the houses, I think a fountain and/or bandstand and some plants would be cool.

I can't wait to play the finished level. :cheer:
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30 May 2016 23:59 #52

Weather wrote: I think it needs a better wall texture (or a modified version of that one that doesn't have the shading gradient; I can try to do that if you want)


YES PLEASE! I really can't find a good wall texture in the internet. I'll PM you about the details.

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03 Jun 2016 07:28 #53
Looks cool!! :lol:
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08 Jun 2016 05:18 #54
Just a small update :


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13 Jun 2016 08:13 #55
I don't know how many days it took you to build all that stuff, but wow, that's gorgeous.

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13 Jun 2016 09:41 #56
Welp, school started. :(

Because of that, I don't have much time to work on the level. The progress will be slow, but I will eventually finish it, just not fast. I will also do the regular updates like the ones before this at weekends, so keep on with that! (If there isn't, well, there's a reason for it :p)

Anyways, I'm off.

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13 Jun 2016 19:35 #57
1. really nice level
2. how do i put the custom levels in the game?

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14 Jun 2016 07:02 #58

MBPgod wrote: 1. really nice level
2. how do i put the custom levels in the game?


1. Thanks!

2. Put the .png (level picture) and .mis files into platinum/data/missions :)

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15 Jun 2016 03:32 #59
Holy geez, how many brushes did that take?

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15 Jun 2016 09:48 #60
Over 1000 :p

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

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