file BlastedMarble's Level Building Topic

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08 Dec 2012 05:52 - 18 Nov 2016 23:10 #1
Here, you can check the announcements of my upcoming levels.

Singleplayer:

Project PQ - To be produced in 2017

Multiplayer:

Meridian - 100%

Tri-Bowl - 60%

Twitter for level updates: twitter.com/BlastedMarble
Last edit: 18 Nov 2016 23:10 by Blasted.

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16 Dec 2012 22:11 #2
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.

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19 Dec 2012 04:23 #3
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.

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06 Jan 2013 20:41 #4
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.

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07 Jan 2013 05:09 #5
Aw

What happened? I'm sure there's a way to fix it.

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07 Jan 2013 05:17 #6
The loop was invisible.

Here is picture so you can see. The side of the loop is visible.

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07 Jan 2013 06:08 #7
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 It's been a while for me (my methods are outdated, lol), but I'm aware of multiple map2dif conversion methods/utilities you can use.


Hope this helps! Let us know how it goes

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07 Jan 2013 07:03 #8
Its working now. I'll release the level tomorrow after school so you can check.

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07 Jan 2013 07:39 #9
Awesome!

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18 Jan 2013 08:43 #10
A new and challenging level is coming. It will be called Edge-Hit Ultra Course and it has challeges that relate to edge hits. And I'll try to make it have scenery, Time Modifiers, and checkpoints.

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19 Jan 2013 05:57 #11
Sounds cool, blastedmarble. I'll be sure to play it when it comes out. - Buzzmusic100

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19 Jan 2013 07:49 #12
Good idea for a level.

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27 Jan 2013 20:30 #13
This upcoming MBG Level that I will be making is called Speedy City. This level will be about speed in a cityscape. I'll try to make a loop and some quarter pipes.

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09 Feb 2013 04:33 #14
New MBG Level in the makings. Its called Castle Race and its a race level where you just race 6 laps. I'll use whirligig's race style code if I can

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09 Feb 2013 05:17 #15
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.

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21 Apr 2013 19:11 #16
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.

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23 Apr 2013 00:53 #17
Sounds great! I love Mario levels.

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25 Apr 2013 03:37 #18
I really looking forward to it, I tried to replicate Raimbow Road from Mario Kart Double Dash, but I failed and got killed by the spirals.

[long time without posting makes my english weaker]

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26 Apr 2013 01:51 #19
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.

This level might need some testers.

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26 Apr 2013 02:06 #20
I can test

Awesome Hint:

Since the Awesome Time/Score is secret, you will have to beat it in order to find out what it is. Just practice every day, and be ready to keep pressing the 'Restart' button...A LOT!

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26 Apr 2013 06:51 #21
Glad you volunteered! When the interior is done I'll let you test it.

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08 May 2013 02:04 #22
Hi guys!

WF's progress is not going good. I tried splitting up alot of parts of the .map, but the main .map won't convert. I'll split up more parts. If it still doesn't work, I'll have to cancel the progress.

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09 May 2013 03:21 #23
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.

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09 May 2013 04:42 #24
If you need another tester I can test it.

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09 May 2013 04:44 #25
May 8, 2013, 9:42pm, chameleon wrote:If you need another tester I can test it.

Check your inbox, now!

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06 Apr 2014 16:18 - 06 Apr 2014 16:46 #26
Bumping and Double Posting for news.

I've been making multiplayer levels. I'll be showing two of them today.

Complex Speedrun:


Omega Territory:


All of my MP levels will be coming in MBP 1.50 beta 4. I'll probably show more levels later.
Last edit: 06 Apr 2014 16:46 by Blasted.

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06 Apr 2014 17:38 #27
Those look very unique and fun. I'll definitely play them once beta 4 is out.

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23 Jul 2014 03:36 #28
The two MP levels I'll be showing to you right now are the following.

Meridian:


Maze of Misery:


Hopefully, they will be valid when I put them in MBP 1.50 RC 1.

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23 Jul 2014 19:00 #29
You have a nice way to use curves.

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23 Jul 2014 20:03 #30
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.

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