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compress Weather's Levels

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30 Apr 2016 00:13 #31

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30 Apr 2016 11:51 - 30 Apr 2016 20:24 #32
looks simular to ROBLOX map

I like the custom marble I wish I could have dat
Last edit: 30 Apr 2016 20:24 by Three.

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06 May 2016 23:37 #33
Good levels! (10/10 IGN!) B)

(I will make levels for a thread named Marble Blast X.)

The object of destroying walls is pretty much to just get ch*rploads of bricks and buy loads of everything, while learning for destroying walls in the process. Its time to rise to greatness!

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17 May 2016 06:53 #34
The portal is gorgeous.

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20 Jun 2016 20:43 - 20 Jun 2016 20:52 #35
A few months ago, I decided that rather than having the levels I've worked on for pack two sit there while I work on The Lake Below, I would finish the levels I started for pack two ( i.e. finishing off a few levels and completing the entirety of Terminal Velocity 2 :P) then release it and continue developing [strike]BLT[/strike] TLB. Aside from the load of Map2Dif and Constructor failures, I had fun making Terminal Velocity 2, and made it because the first one is one of my favorite levels in pack one. Didn't expect that Cookies would be the one others like the most, and there would probably have been a sequel in pack two if I was still making more levels for it. Anyways, I was working on either pack two or TLB bits at a time, kind of going on a hiatus. Pack two is for the most part done, I need to add Easter Eggs and I'm still trying to figure out if there's some parts I forgot. And after that I'll need to pack everything up, making sure there's no files missing before it's uploaded.

As for The Lake Below, the level I worked on first (the one with the rolling hills in a few pictures) isn't turning out so well with gameplay. Might be just me, but I think I've worked on what it looks like without taking into account how fun it will be and I was considering scrapping it after reading a post Threefolder made . Another thing about the level is that it's pretty laggy, and would probably be more so if I tried to make the gameplay – or look – better. I want to try to remake the terrain into one interior which is what I would have done in the first place (rather than keeping it as a bunch of building blocks) if it weren't for Map2Dif's glitches in Sandcastle Sprawl's original one interior. However, I've since found MapSplitter, and a test interior I made recently was able to convert flawlessly without MapSplitter even though I made it to try it out, and so I'm gonna try making the TLB level's terrain one interior. That will also fix lag issues, and maybe I can make it larger and more open as I had been hoping it would be like. Basically, I'll remake/re-position/reform parts of the level to be much better.

The other level I've been working on isn't laggy as far as I've noticed, but I'm concerned about that being a problem once it's mostly done. Gameplay might not turn out great either, but players should get some fun surprises.

Wow, that's a huge wall of text. Probably my largest forum post to date.
Lastly, there's a new level in the first post, Boolean Blocks.
Last edit: 20 Jun 2016 20:52 by Weather.

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08 Jul 2016 16:21 #36
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09 Jul 2016 01:06 #37
You should be in the PQ team to be honest.

lee is awesome
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10 Aug 2016 00:23 #38
BUMP
Quick update:
I'm making a level I've decided to call Escherpath that will be released on it's own (or maybe it'll be in TLB, who knows). It's based off of Three-fold Maze and will have entirely custom textures (including the skybox), complete with shader stuff. Here's what it looks like right now (not very good):

The ramps are meant to be glue but when it's facing away from the sun it looks pretty bad and I'm not sure how to fix it. I might just remove the shader stuff on that.

Anyways, I have big plans for this level and I think you guys will love it. :3

Oh, and thanks for the nice comments!

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10 Aug 2016 02:48 #39
That looks wonderful, great texturing work! Will glue have any interesting frictional properties?
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10 Aug 2016 09:45 #40

Nature_Freak wrote: That looks wonderful, great texturing work! Will glue have any interesting frictional properties?


Have you never touched glue before?

...

lee is awesome
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10 Aug 2016 13:34 #41
To be honest, I don't really like maze levels, but this one is interesting.
Plus the texture looks fine with shaders but let's say I'm looking forward to an small improvement.
But nice, though. :)

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11 Aug 2016 14:51 - 11 Aug 2016 14:51 #42
The glue texture now looks way better when it's facing away from the sun because I... did something to it. And yes, it has maximum friction and no bounce.
The previous picture looks lame, so here's a new one:

This level is very disorienting...
Last edit: 11 Aug 2016 14:51 by Weather.

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11 Aug 2016 19:48 #43
A tridimensional madness :silly:

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12 Aug 2016 13:01 #44
Please tell me you use Quark instead of Constructor. Because it's unbelievable!

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12 Aug 2016 13:08 - 12 Aug 2016 13:09 #45

Lee wrote: Please tell me you use Quark instead of Constructor. Because it's unbelievable!

Constructor. :P I might use Sledge in the future but I haven't tried it yet.
Last edit: 12 Aug 2016 13:09 by Weather.
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25 Dec 2016 00:24 - 25 Dec 2016 00:36 #46
Merry Christmas! As a gift, there is a new level in the first post:
Rafting

(I had to forget to include something in the download...)
Last edit: 25 Dec 2016 00:36 by Weather.

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02 Feb 2017 03:10 #47
BUMP
Here's a pretty skybox I made in Blender:
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31 May 2017 14:57 #48
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31 May 2017 20:11 #49
Is it... an underwater ambiance?

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01 Jun 2017 11:08 #50

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01 Jun 2017 22:06 #51
Wow, this looks cool! I ought to play some of your more recent levels - I'm sure I will eventually.

SoundCloud page here:
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19 Apr 2018 18:28 - 19 Apr 2018 18:42 #52
It's been almost a year since I updated this thread, and although I've posted a few images on Discord, I figured I should probably put something here.
This animation shows some random resources that will be in the pack (and another thing I made for testing texture animation :​p).
Last edit: 19 Apr 2018 18:42 by Weather.
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05 May 2022 21:11 #53
I'm still working on The Lake Below. It's been slow this year as more and more things are crashing, and I've been having a lot of trouble figuring out why. Crashes while loading can usually be prevented by removing the package files for Frightfest and Winterfest, but this seems to have a degree of randomness. Shapes and particles may be involved.
If any developers are willing to help identify the problem, it would be much appreciated.
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20 Nov 2023 00:29 #54
Hi Weather,

As your level Terminal Velocity 2 is now on the PQ Leaderboards, I noticed that replays break in the loops with the teleports at the end of the yellow section. Whenever the marble hits a teleport, the replay says it went out of bounds. If this happens two or more times in the replay, the camera will not reset properly for the rest of the level and will be tilted 45° to the left of where it actually was while recording, causing it to look like I was using WD diagonal movement when I was really going straight.

I've been told the teleporters there were custom-coded since MBP didn't have support for instantaneous teleporters, so would you be able to just replace them with PQ's native teleporters, which wouldn't break the replays, or is it more complicated than that and not really worth it?

I just think that, since your level is on the leaderboards, it should function properly with the game. I hope it's a possible fix, but if not, at least the .rrecs play through all the way, even if they don't look how they should.

Thank you, and good luck on any new level projects you're working on!

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22 Nov 2023 19:08 - 22 Nov 2023 19:08 #55
Huh, I didn't know it was on the LBs.

Cookies had the same problem, and IIRC it didn't use a custom trigger for teleportation. The issue seemed to be that recordings break when the marble is teleported to the other side of an OOB trigger. That would be a problem with PQ's recording feature that I expect occurs in any level like that.

I'll see if I can fix it anyway and add a camera path. I think the easter egg keys are broken in PQ as well because they use a shape only MBP has, so I'll probably replace them with the custom shape I made. I think the PQ devs should add back the unused shapes for the sake of custom levels, though.
Last edit: 22 Nov 2023 19:08 by Weather.

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