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file RandomityGuy's Levels (New: Gem Racer)

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13 Sep 2017 11:59 - 31 Jan 2018 14:16 #1 by RandomityGuy
RandomityGuy created the topic: RandomityGuy's Levels (New: Gem Racer)
Since PQ's features have so much potential for custom levels, I started making them.
8. Gem Racer (NEW!) (Sequence)

Description: Do some laps in this sequence level.
Trivia: This level was originally was supposed to be laps hunt but due to bugs and RNG factors I changed it to sequence. This level was unreplayable as it was very annoying to do FIVE laps to complete it.

7. Centrifugal Force
Warning: Spoiler! [ Click to expand ]
6. Obstacle Run
Warning: Spoiler! [ Click to expand ]
5. Heavenly Garden
Warning: Spoiler! [ Click to expand ]
4.Sequence (MODDED)
Warning: Spoiler! [ Click to expand ]
3.Building Rounds
Warning: Spoiler! [ Click to expand ]
2.Kepler's Conundrum
Warning: Spoiler! [ Click to expand ]

1.Evolution
Warning: Spoiler! [ Click to expand ]

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Last Edit: 31 Jan 2018 14:16 by RandomityGuy. Reason: No more OCD!

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15 Sep 2017 12:39 #2 by RandomityGuy
RandomityGuy replied the topic: RandomityGuy's Levels (New: Kepler's Conundrum)
New Level:
Kepler's Conundrum is uploaded above.

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16 Sep 2017 10:09 #3 by Ralph
Ralph replied the topic: RandomityGuy's Levels (New: Kepler's Conundrum)
I played Kepler's Connundrum. I couldn't finish it because of that third planet's orbital field not doing its joj (probably because of my potato computer)
Nonetheless, the concept was pretty cool, and the level is well built.

An advice for you curves : if they don't convert properly, isolate them in another map and try again. If they still don't convert, split the map as many times as you can, but make sure the brushes doesn't touch each other in the map, and then, assuming you should have 2 maps or more, connect them in PQ (using the same position).

This is what I usually do in this kind of situation and I hope my explanations are clear enough and well formulated.

Looking forward to more levels from you.

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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
The following user(s) said Thank You: RandomityGuy

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17 Sep 2017 09:22 #4 by RandomityGuy
RandomityGuy replied the topic: RandomityGuy's Levels (New: Kepler's Conundrum)

Ralph wrote:
I played Kepler's Connundrum. I couldn't finish it because of that third planet's orbital field not doing its joj (probably because of my potato computer)
Nonetheless, the concept was pretty cool, and the level is well built.

3+ gravity triggers in 1 map is laggy. To fling yourself, here's what you do. Get in the top of the planet, aim where you want to go, go back till you reach slightly below the 'equator' then diagonal-jump combo should help you get enough velocity to escape the planet's gravitational pull and and land on the next planet.
Gravity triggers needs some love, it isn't used much in custom levels.

Ralph wrote:
An advice for you curves : if they don't convert properly, isolate them in another map and try again. If they still don't convert, split the map as many times as you can, but make sure the brushes doesn't touch each other in the map, and then, assuming you should have 2 maps or more, connect them in PQ (using the same position).

This is what I usually do in this kind of situation and I hope my explanations are clear enough and well formulated.

Looking forward to more levels from you.

Thanks, I used built-in constructors export to legacy dif and used diffix to convert the map. I use radial duplicate to create the curves since it allows me to fine tune them. I think the weird face angles broke it.

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18 Sep 2017 13:31 #5 by RandomityGuy
RandomityGuy replied the topic: RandomityGuy's Levels (New: Kepler's Conundrum)
New Level:
Building Rounds is uploaded above.

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19 Sep 2017 16:43 #6 by Ralph
Ralph replied the topic: RandomityGuy's Levels (New: Building Rounds)
Ooh, I can see Rickety Race inspired you for this one! I'm downloading this and this comment will be edited as soon as I'm done with it.

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23 Sep 2017 08:45 - 23 Sep 2017 08:54 #7 by RDs.The-dts-guy
RDs.The-dts-guy replied the topic: RandomityGuy's Levels (New: Building Rounds)
Ecolution:
Creative and original, really liked the style and simplicity of the level.

Building rounds:
It's one of those levels that I have really mixed feeling about, i love the architecture and the scenery, It's in least of the words beautiful, I love the construction of this level, it's not a linear loop but instead you take portals and I love how you have to come from both sides to portal in order to get 2 nd level.
The only thing I would've done differently was removing the starpad or move it downwards into interior, I was constantly getting stuck on it or doing edgehits on it from both sides (including one where you fly over it), would've made level way more enjoyable.
Oddly this level is also crossing law of ''Chekhov's gun'' which states:

Every element in a story must be necessary, and irrelevant elements should be removed; elements should not appear to make "false promises" by never coming into play.

"Remove everything that has no relevance to the story. If you say in the first chapter that there is a rifle hanging on the wall, in the second or third chapter it absolutely must go off. If it's not going to be fired, it shouldn't be hanging there."



What I mean by this is that since cube has caution stripes it indicated there is hazard or that I should take caution from that cube/box. I
I was hoping the I would get flung off by that cube, or that it is hazard but after multiple times running around it trying to touch it nothing happened. :(
Basically what i'm saying is that the box should be made so it looks more like a box or a crate instead of a hazard if it's only purpose is to block something. ;)

Other than that really fun level and I had blast to play it.

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: 23 Sep 2017 08:54 by RDs.The-dts-guy.

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23 Sep 2017 09:25 #8 by RandomityGuy
RandomityGuy replied the topic: RandomityGuy's Levels (New: Building Rounds)

RDs.The-dts-guy wrote:
What I mean by this is that since cube has caution stripes it indicated there is hazard or that I should take caution from that cube/box.
I was hoping the I would get flung off by that cube, or that it is hazard but after multiple times running around it trying to touch it nothing happened. :(
Basically what i'm saying is that the box should be made so it looks more like a box or a crate instead of a hazard if it's only purpose is to block something. ;)

It's supposed to be a box that does nothing except to add some realism, notice that most of the plank's part is on the right side and the least part is on left, this would cause the plank to not balance itself if it were real life. So I put the box there. The texture is because if someone were to move it, the plank and the person who moved it wouldn't be able to balance and fall off.

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23 Sep 2017 09:59 - 23 Sep 2017 10:04 #9 by RDs.The-dts-guy
RDs.The-dts-guy replied the topic: RandomityGuy's Levels (New: Building Rounds)
Good point I didn't noticed that.
In level making world I would like to call it balance between realism and gameplay, it's a tricky line to hit from my experience. In this level this line was nailed really well actually.
The crate being there is fine, my only issue was that it had caution stripes even though there was no reason to take caution while going next to this box. You couldn't push it off to make platform disappear. I get why you placed it there, I really do but here it's more about when scenery interferes with gameplay too much kinda thing. But that's just how I felt while playing the level for first time and getting false expectations. You shouldn't feel bad about it and it was really minor thing that I experienced when I played it.
The rest of the level was really good and that's what matters :)

Also the idea of checkov's gun is that if something indicated of danger it definatley must try causing harm to people at some point. If it doesn't it makes false expectations for people and someone may feel betrayed or let down while watching it.

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: 23 Sep 2017 10:04 by RDs.The-dts-guy.

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05 Oct 2017 11:15 #10 by RandomityGuy
RandomityGuy replied the topic: RandomityGuy's Levels (New: Sequence)
New Level:
Sequence is uploaded above.

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06 Oct 2017 16:00 #11 by Ralph
Ralph replied the topic: RandomityGuy's Levels (New: Sequence)
Sequence was very interesting, I like the gem-wave system. My first score is 192 (I slacked at the yellow upper spawn)

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06 Oct 2017 18:19 #12 by CylinderKnot
CylinderKnot replied the topic: RandomityGuy's Levels (New: Sequence)
I really like Sequence! The concept of collecting gems in waves is new and works great. If you make a sequel (which you should make), build a more diverse playing field and try some new things with the gem spawns. Also, try making the PS/US/AS higher. My high score is 497 after surviving for 5:00.001. What's yours?

Levels that anyone will enjoy without:
Dragged Up, Daedal Helix, Fighting Slopes, Ring Stunts, the last 5 levels of Advanced

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07 Oct 2017 06:42 #13 by RandomityGuy
RandomityGuy replied the topic: RandomityGuy's Levels (New: Sequence)
Sequence was a test of what gem wave system would work out and it works well. Its pain to group all those gems before saving the map because after saving, they disappear. So it took me time. My first score was 170 then I was getting 230 many times, mostly because I was going oob after collecting the 3rd platinum. Since I never went over that limit 350 was the AS because I didnt count how much score I would get if I collected the final wave. Heres a challenge: Survive so long that after collecting a wave, the timer subtracts time. (Thats 45 waves)

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24 Oct 2017 11:47 #14 by RandomityGuy
RandomityGuy replied the topic: RandomityGuy's Levels (New: Heavenly Garden)
New Level:
Heavenly Garden is uploaded above.

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14 Nov 2017 09:45 #15 by RandomityGuy
RandomityGuy replied the topic: RandomityGuy's Levels (New: Heavenly Garden)
New Level:
Obstacle Run is uploaded above.

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23 Dec 2017 13:19 #16 by RandomityGuy
RandomityGuy replied the topic: RandomityGuy's Levels (New: Centrifugal Force)
New Level:
Centrifugal Force is uploaded above

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23 Dec 2017 21:22 #17 by Marson
Marson replied the topic: RandomityGuy's Levels (New: Centrifugal Force)
I enjoyed Centrifugal Force a lot. Neat presentation, and I much preferred the gameplay on this axis compared to PQ's Centripetal Force. I appreciate you adding an teleporter safety to prevent getting stuck under the interior. I would've appreciated a similar mechanism to prevent getting stuck on the wall (like small bumps to push you away.)

Heavenly Garden had some smart ideas like the rainbow teleporters, but the gravity and water sections were pretty clunky. The PS/US were way too low, and needed a more uniform distribution of gems.

The presentation of Obstacle Run was nifty, I liked the use of orange tiles as a makeshift trim. The sideways gravity + bouncy challenge was DOPE; I wish you focused on those types of challenges more instead of the frankly ludicrous amount of gems. I also liked the fast-moving bumper wall and the fall to the finish.

Looking forward to more levels from you, keep it up :)

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31 Jan 2018 13:18 - 01 Feb 2018 13:23 #18 by RandomityGuy
RandomityGuy replied the topic: RandomityGuy's Levels (New: Gem Racer)
New Level:
Gem Racer is uploaded above.

1/2/18: Added missing bounds to the level

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Last Edit: 01 Feb 2018 13:23 by RandomityGuy. Reason: Update...

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