This is my second level; Laprobat. This level just became a thing when I was putting random interiors together and it created a circuit out of Acrobat's interiors, which is also why it's not just Acrobat itself. My next level will most likely be Constructor, and will be the start of a new series.
This is the first level in my new series: Color Puzzle! Not really inspired by Undertale or the actual level in PQ surprisingly... Hopefully you find this level fun! There will be more to come, and it will (probably) only get harder from here... This level teaches the basics of the series.
In that time, I've also completed my first multiplayer level; Portal Plaza! I don't really know why I'm putting exclamation points everywhere, but I am, so deal with it. This level should look very familiar upon first glance, as it's heavily inspired by Pipe Plaza from Mario Kart Double Dash and, later, Mario Kart DS. It even uses random powerups and everything. (mostly because I'm too lazy to place actual powerups...)
Here's a few LE levels I made when I was bored. They're just modified versions of already existing levels.
-Pinball Wizard but slanted the other way
-Dizzying Heights but height /10
-Manic Bounce but nothing moves. I replaced the first cannon with a gyro but it's still possible with the cannon. If you wanna try that out just don't use the gyro, but it's impossible actually using the cannon.
Alright. It does work as a level by itself, but... It's not meant to be a level. This was my part in CGL 11.
Check that out here!
It was originally in the level, but it got removed. Basically, I was trying to be unique with using the "glitch" where you clip into a platform by squeezing yourself between two platforms that form a really small angle. Turns out... It fucking sucks. You do nothing but hold W and A/D for like 15 seconds and then the rest of the section is really short to make up for all the lost time. So it was removed. If anyone wants to play it, here it is. Hopefully I'll be able to be included in the next CGL.
Believe it or not, this level is the level I used as an example for a presentation on ROM hacking and level design in my programming class. My teacher is Mr. Fleming, which explains the name. The interior goes in interiors/custom along with the textures.
Also thanks Mike for so kindly reminding me of Color Puzzle 2! It's been done for forever and I swear I released it before... I even had the .zip already on my computer. Oh well. Here it is, then. Make sure to play Color Puzzle 1 first so you know what's going on! Also the interior goes in interiors/custom.
Well... I started making this level forever ago, at least before last Xmas. Yesterday, November 30th, I decided to continue it again. So I did ALL of the pathnode stuff. And the cannons. I was just bored. Before then I just had the interiors, some super basic level info, most of the PhysMod triggers for the tiles, and the bumpers. I also found out that the only official levels with bigger .mis files than this are Citadel and Morph... So there's that. Anyway, here's Starry Streak. Just gonna call them by their actual names now tbh though because nobody's gonna remember "Color Puzzle 3" like which one is that lmao
Here's my new level I've been working on (not very often) since Leap Day. I pretty much finished it a while ago, but some things weren't working properly like the gem groups and whatnot. I originally planned to have the tornado's radius cover the whole upper floor, but I couldn't get it to work without putting actual effort into it, so... Here it is! It's a Gem Hunt level, by the way. People seem to like those for some reason. This one is based off of Targitzan's Temple from Banjo-Tooie, and perhaps a bit more than you might expect at first. Interiors stuff goes into interiors_pq/custom.
After way longer than it really should've taken, PQ No Gems is finally here! As it might seem, it's just all the PQ levels with gems... without them. This also includes Haste levels, since Haste is also a requirement needed to be reached to finish. This also excludes Gem Hunt and most Gem Madness levels for probably obvious reasons. "Most" you say? Yes, most. Actually all for now, but for those who might remember, Hydropower used to have a finish pad and therefore would work without gems. Fun little fact for all of you. Anyway, I might make that as a bonus Level 80.
However, there are some levels that don't work entirely as you might expect, so look out for these: Polymorphism: For some reason, the platforms use custom code to move. They won't move normally, but if you load the original Polymorphism earlier in your play session, then Polymorphism No Gems will work just fine Take the Gold: The finish ladder doesn't visibly appear, but the physmod trigger that allows you to "climb" it is there from the start. The level functions exactly as it should, but it just looks a bit odd... Just kidding, it's just as odd in the original level. Perseverance: This is the only level that's just straight up broken. It's still beatable and probably just as hard as it would be otherwise, but some things like the cannon and tornadoes just don't move for some reason, even if the original level is loaded first. I don't know what's going on here, but... If you can fix it, then go right ahead, I suppose.