file Buzzmusic's Level Idea Topic

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25 Nov 2012 20:05 #61 by Buzzmusic
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The following is Buzzmusic100:


Thanks everyone!

Quote:Reminds me of the days when you could put random interiors into a LE level and not be called a n00b *sniffle*. Looking good, Buzz!
Those were the days, weren't they?

I'm done with Freedom and since Emil volunteered to test it, I sent it to him and right now I'm still waiting for a response. In the mean time, I've started working on a new MBP level in Constructor! I don't have a name yet. I'm open for suggestions. The level will be a castle-like structure filled with a lot of puzzles. It'll be sort of like Andrew's Doors Level Pack, but with more powerups and puzzle variety (and it'll of course be one big level). Right now I'm at stage 2.

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25 Nov 2012 21:58 #62 by Pablo
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That sounds great; I love levels like that.

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02 Dec 2012 03:44 #63 by Beack
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I really like puzzle levels, but I can't stand much time making them :/

looking foward to it!

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02 Dec 2012 03:50 #64 by Buzzmusic
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Thanks! I'm making good progress on the level. It's at phase 3 now. - Buzzmusic100

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16 Dec 2012 06:17 #65 by Buzzmusic
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It's been 2 weeks since I last posted progress on my latest level, but to me it feels like 2 months! I think I've finally achieved a successful interior test, aside from one texture problem. It's a long story why I didn't fix it, but I just CAN'T fix that darn thing! Anyway, there's a lot of stuff left to do to the level and it'll probably be hard since it deals with moving platforms that I didn't want to try fixing in Constructor (again, long story). Don't expect the level really soon, but I'm glad I finally got to phase 4!

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18 Dec 2012 03:09 #66 by Buzzmusic
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Buzzmusic100:

I've got some more level ideas!

First idea:
It'll be a Marble Mini Golf level that is completely a pathfinding level. I plan on making the level very easy. Fairly big, but not difficult. It'll have a lot of Time Modifiers, but the main thing unique about the level is a certain code I'll put in it. I won't reveal what it is, but let's just say it'll make the level a bit more fun. Right now I'm at phase 2 and I don't even have a strict plan, I'm just gonna improvise in Constructor.

Second idea:
This one I haven't even started working on in Constructor. It's just an idea in my head. It's gonna be a very dark castle level with tight spaces and I'll try to make it as, for lack of a better word, scary as I can make it. I might even make quiet and creepy music for it. I'm not entirely sure what I'll make the difficulty, but I'm thinking of making it hard to fit with the hopeless feel of the level. As I implied, this level is only at phase 1.

I've got one more level idea that's really just a vague thought in my head, but I actually think I'll keep it a total surprise.

As for the castle level I'm working on, I really don't have much to say. Progress on it is going good. Not phase 5 yet, but I'm working on it a lot.

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18 Dec 2012 06:21 #67 by Beack
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looking foward for the second one, I like creepy levels
also idea 1 sounds great too

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18 Dec 2012 06:35 #68 by BlastedMarble
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I better make a video of the Creepy Castle Level when it comes out.

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24 Dec 2012 23:57 #69 by Buzzmusic
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My puzzling castle level is now at phase 5! I've got almost all of the gameplay finished. The name of the level will be Hidden Temple. - Buzzmusic100

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25 Dec 2012 00:12 #70 by BlastedMarble
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If I find a nice path I'll make a video of it.

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25 Dec 2012 01:12 #71 by Beack
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name it Temple Roll, because it's sounds like Temple Run (wich is one of my favorite games) *just saying*, also great news

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31 Dec 2012 23:09 #72 by Buzzmusic
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The following is Buzzmusic100...

While I was at a campout, I planned a lot of stuff (on paper) for the creepy castle level and now that I'm back, I started building it and it's going good! So the level is at phase 2 now.

As for the MMG level, it's also going good and I think I have enough stuff built in Constructor to say it's at phase 3. Here's a picture:

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31 Dec 2012 23:10 #73 by Andrew
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Looks very nice Buzz

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31 Dec 2012 23:48 #74 by Jeff
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Looks good Buzz, keep it up

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31 Dec 2012 23:50 #75 by Beack
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looks good!
It's will be a pathed level or a open layout?

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01 Jan 2013 02:27 #76 by Buzzmusic
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Thanks for the responses, everyone!

@Andrew: Wow, you posted one minute after I posted.

@Beack: It'll have some straightforward parts, but the level as a whole will be a path-finding level.


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26 Jan 2013 02:15 #77 by Buzzmusic
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The following is Buzzmusic100:

The only interiors I need left for my MMG level are a big scenery thing (Map2Dif problems ), and possibly a rock interior if I can't find a good one. That being said, I've got the main interiors done, so I think the level's at phase 4! It should be the next level I release. The creepy level is going good, but I'll most likely try to work more on it after I get finished with my MMG level.

I've realized that I LOVE playing levels with simple ideas, loads of fun and a feeling of openness and/or speed, like Downhill Lightning, Conquer the Heavens, and Dividing Flight. I think I'll try to focus more on those aspects of level building and not try too hard to make a level cool which I think is my biggest level building flaw. After I release my levels in progress, I'll try to come up with ideas that are more fun. But that's not to say I still won't avoid variety.

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27 Jan 2013 09:39 #78 by Pablo
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Great advice to himself. I try to keep myself, too, from prioritizing a level's coolness above its fun and replayability.

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29 Jan 2013 04:06 #79 by Emil
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I can test the levels for you, just send me the links once you need me to.

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31 Jan 2013 03:52 #80 by Buzzmusic
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Thanks for volunteering! The level is actually almost finished, so I'll send you the download link and more details about the testing in a PM.

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10 Feb 2013 03:17 #81 by Buzzmusic
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Finally the dark and creepy level I'm working on is at phase 4! Matan helped me fix a glitch so I shouldn't have many more problems. - Buzzmusic100

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19 Feb 2013 06:19 #82 by Buzzmusic
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The following is Buzzmusic100…


Ok, this next idea might sound weird and impossible, but I definitely have a plan and I'm pretty sure a lot of it will work. I just hope the plan I drew on paper doesn't fail me.

I'm going to try to make a boss in Marble Blast.
It'll be a big, mechanical, thing with multiple arms, sometimes used as obstacles, and it will have three phases of moving platform chaos. There are four main things I'm considering:
1. It has to be mostly one big thing
2. It has to have some method of knocking the marble out of bounds
3. It has to have a weak spot
4. It should look remotely like some sort of creature
I think I can put a check next to all of those with the design I have in mind.
Since I really wouldn't consider myself a gamer (therefore, I haven't seen all that much boss variety), I'm certainly accepting suggestions and tips.
And I know I have two other levels in progress, but one of them is still being tested and one of them is almost done and will be the most worked on until it's done. I also realize that I said I would try to go with simple and fun ideas for levels, but I'll probably be able to quickly work out some of my simple level ideas while the boss level is in progress. It'll most likely take so long to make.

The creepy level is going good. After I get a moving platform problem fixed, I'll put it at phase 5. But here's a warning for anyone wanting to eventually speedrun the level: thin tightropes

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19 Feb 2013 16:02 #83 by Beack
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Not counting Marblaxia, I never heard about a boss in marble blast anyways that idea will be a pain to make and texture the whole, even you need to know how to synchronize moving platforms almost perfect to make it work and move naturally, for what you have in mind.

1.- Needs a big scenery like a battle arena with some devices to cross the whole place wihtou being koncked out by the creature, also power ups for you advantage.

2.- Yes it's have to knock out the marble in any way, for an example you enter in a TriggerGoToTarget and one of his arms hits the marble shotting it out from the arena.

3.- For robots, hit the main motherboard in high speeds , if it's some living body creature, idk hit in the head or in the middle of the eyes in high speeds (that method is normally used in Chile to kill innocent pigs via brain trauma, eww)

4.- That just depends to you imagination, the more complex creature, the more time you will spend in a computer to make it work

These are only ideas, just have to say.

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27 Feb 2013 03:41 #84 by Buzzmusic
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Very good post, Beack! Nice tips and suggestions.

The level is at phase 2 now. I've got almost all the non-moving parts, which really isn't that much. But it's a start.
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27 Feb 2013 05:57 #85 by Jeff
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This will be interesting to see. In the past I have programmed bot marbles into marble blast as it is not that complex...except for when its time for getting actual intelligence. So yeah my bots were kind of dumb and incomplete, and I don't even think I have that code anymore

It will be a neat thing to see made out of moving platforms. My suggestion though buzz is to learn some TorqueScript so you can learn how to do stuff for level enhancements such as that to blow people litterally out of bounds

And if you ever do, promise me you'll make better bots than mine, because they rather sucked as I never got involved with them haha.

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13 Mar 2013 03:38 #86 by Buzzmusic
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The following is Buzzmusic100…


I've got two new level ideas!

Idea one:
The level is going to be a snowy area surrounded by walls or fences with small stone structure and a large tree somewhere in there. Bet you're thinking this will just be a gloomy version of MMG Playground, and you're right about the gloominess, but there's more to it than that. The main thing that will keep the level interesting is a code it will have. I stole took a look at the code used in Out'a Control!! and thus found out how to change certain things with the marble. So I changed the code a lot so that the physics of the marble are a little bit odd and there will also be a really weird friction for the snow. I plan to make this level have a mix of totally linear parts and some diamonds scattered throughout in a pathfinding-type way. Now I'm giving away too much, so I won't say anything else for now.

Idea two:
This is one that I haven't even tested out or sketched, so the probability of this one being a real level eventually is less than 100%. But let's assume for now that it will become a level.
The level will focus on speed as well as pathfinding. I think it will be the first of its kind. The level will be like a grid you can go through to collect all the diamonds. But the motivation is to go fast, and it will be easy to do because of rectangular platforms at each grid intersection, with rotation that allows the player to just bounce off of them to quickly change direction (sorry if that was confusing but I can't explain it any simpler). Like I said, I haven't tested it out yet, so it might not work. But I think it will probably become a level at some point.

As for the boss level, it's going good. I haven't tested it out in Marble Blast yet. But here's a high quality up-close 1080p picture of the level that will burn your eyes more than Beack's username color, since the quality is so good.

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13 Mar 2013 04:02 #87 by Jeff
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make the boss a tornado that follows you wherever you go

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13 Mar 2013 04:05 #88 by Beack
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It's me or the picture have a 99% of blur added

Great idea in both levels, the first one sounds really interesting, but kinda annoying with slopes and ramps, also the second one is more like an open-layout to me.

Ninja by Jeff: also there is a way to make a bot for the tornado?

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13 Mar 2013 04:08 #89 by Jeff
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Beack: yes it is possible to make a tornado follow a marble.

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13 Mar 2013 04:09 #90 by Beack
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It's fun how you say it's easy and then you point it's need 50 lines of coding

Edit:
You edited your post, so the joke doesn't actually works

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