A new MBP level is about to be in progress. It will be called Trapdoor-Made Course and it will be made out of trapdoors(and checkpoints to make it easier). And I want to see if there is a way to keep the trapdoors open after one touch.
Yet Another Level coming up? you would say. Its called Paradise Gauntlet and I didn't start making it yet. I finally know how to make quarter pipes from cubes. The level will be interesting and somewhat challenging.
But I have to modify this post for another new level which is going to be in progress. Its called Course DTS.
This level that is going to be in progress is called West Pine Forest. Now this level is not going to have traditional brown towers as scenery. Instead, its going to be green and the scenery will be like MBFuture. And I'll try to make pie slice pipes.
EDIT: I couldn't get the interior working. So it got cancelled.
Okay, I've had this problem before. Assuming you used Constructor, there are a couple of different things you could try:
Remake the loop. Try making it up with a different number of slices, or try using radial clone to make it. CyberFox has a plugin that can help line up vertices on your loop (link: click here). I think irregular brushes are your problem, so this should help smooth things out
Or you could change the way you convert your .map. It's been a while for me (my methods are outdated, lol), but I'm aware of multiple map2dif conversion methods/utilities you can use.
Just go ahead, just add in somewhere in the .mis file or the level's description giving some sort of thanks for the code (correct me again, yes I'm have a bad memory XD), if the code if an addition.cs, I don't know.
Anyways looking forward for that level, your levels are good, the only problem is they are a bit short.
Its been a while since the last post. Anyways, I'm about to make a new level that will hopefully look epic. Its a replication from a course in the game Super Mario 64. The level will be called Whomp's Fortress. I promise I will add more advance stuff than the other levels. The level might get done by the end of the week.
Update: Whomp's Fortress is in good progress, but there might not be any time to upload it on the forums because the upgrade is coming up. This means I will be kept logged off from April 29th to May 29th.
Unfortunately, I can't make screenshots because if I do, it'll appear as something like this:
This picture is Paradise Gauntlet being in progress.
Double posting to say that I'm done with Whomp's Fortress ever since eNetro50(the mon!) volunteered to test it. And now I'm waiting for a response from him. Now, I won't have to worry about the forum upgrade.
Some constructive criticism for you because no one else will:
Complex Speedrun works as long as there are 3 or less players, otherwise it's way too messy. It also needs at least two super jumps on the sides of those structures for easy access for all players otherwise that level is completely not fitting MP. You also need to take in mind that usage of all powerups means 7 seconds until the next round of powerups happen, and you could get the top gems respawning at least twice in a row, thus having a lot of downtime (very bad).
Omega Territory fits more for a SP mission than being MP. There is a big lack of way to get around the level,and powerups as well. The reason is that if only one person gets the powerup to the other side, everyone else is screwed. There is no real connectivity here. Make it all together rather than so spread-out.
Meridian seems okay but at the centre/high of the screen where you have those two rug bits (one is a slope, the other is a wall) is where you should have stopped. At this point there is again not enough room for enough people (2 at best, and you should make room for 4 at the same point), and it just continues its own way as a SP mission than MP. You need to drop those are down and move towards the rest of the level and connected as well, otherwise it all goes to waste.
Maze of Misery would have been the best level of the four but your paths are so small that it becomes a SP mission and not MP. Again you fall to the trap of not enough movement space on the actual floor. You need to have at least two if not three units per path in order for it to become good. THAT SAID some parts (not a lot!) can have a single unit width, and that's presuming that a floor big enough is below it (3 units width) so that players can fall safely. Likewise you need a way to get back up (a SJ can work, as well as a blast). Slopes can have 1 unit width assuming that the top/bottom then carve out to become three units.
Meridian and MoM both have good MP value and can be good MP levels, but you need to work on your pathfinding sense and ability to make levels both wider in path and more accessible between the different sections, no matter how close or far they are. Inability to do so means that you'll get 1v1 games only and that's it; and that means not many people will play the levels.
You also probably want to start with smaller levels and work your way up. Larger levels require big paths, lots of ways to get from A to B to C to D to E to F to G to H to I to J, and from every single one of those letters to the other letters, lots of gems, lots of thought. See Spires, Zenith, Promontory.
With smaller levels, you need to get from A to B to C to D and that is much more simpler to work with, and paths themselves can be limited to 5 units wide at best with a few spots being bigger. Less powerups as well. See Blast Club, Battlecube, King of the Marble.
Looking forwards to newer revisions of the levels.
"matan, now i get what you meant a few years back when you said that "the level in mbg is beyond me" after the last rampage i noticed things were insane, and now i truly feel that too" - Dushine, 2015.