file Rosie's Level Topic - Levels In Progress

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20 Jun 2016 20:32 - 25 Jul 2017 21:12 #1
Hello.
Welcome to the thread where I show off random pieces and parts of levels that I've built in Constructor. Once in a while I'll post a picture of an upcoming level (which really means a .map file that I work on for a total of ten minutes), so keep in touch if you're interested. Head over to my level topic if you'd like to.

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Last edit: 25 Jul 2017 21:12 by Nockess.

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20 Jun 2016 21:14 #2

Rozi wrote: Basically my ripoff of this ...Sorry about that.


Honestly, Rozi. I wouldn't care less if you rip off something from me. As long as it is not a direct ripoff, its fine. Anyway, looking forward to Quartet of thats what you're planning on making it straight away.
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21 Jun 2016 17:31 - 21 Jun 2016 17:32 #3

hPerks wrote: Hey, Rozi, I see you made a level building topic. Funny, 'cause I don't remember you asking for f***ing permission.


Nobody needs your permission 'cause they know you'll screw it all up with your spam :P

I find singleplayer more fun to play to be honest. There is a wider variety of levels, and the pathways are predictable yet fun to speedrun. Multiplayer is alright as well, but I find singleplayer more appealing and enjoyable.

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Last edit: 21 Jun 2016 17:32 by Xedron.
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05 Jul 2016 04:22 #4
Picture of my upcoming level: Gravity Practice. Basically the concept is to somehow run into the mid-air gravity modifier after you jump off a ledge and control your spin so you land on the next platform. The farther you go into the level, the harder the challenges will get! There's only 3 challenges to pass through, but if this level gets some fair reviews I may make another one with some more interesting challenges.
I'll be adding detail to the level tomorrow.


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23 Jul 2016 03:15 - 23 Jul 2016 03:16 #5
Left Gravity Practice off for later since the MBU textures were being a pain.

Meanwhile I went and cleaned up this thing. I started it back in January and I abandoned it because I didn't know as much about fixing converting errors as I do now (I still know very little). Finally decided to finish this off so I could have it done and over with. I have all the in-game stuff to do and then I'll release it on my level topic.
Threefolder claims to have "fixed" this back in February (and he's right :angry:) though I don't think I paid attention to see if he sent me a fixed .map file in return. Not like it mattered anyway. :silly:


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Last edit: 23 Jul 2016 03:16 by Nockess. Reason: Forgot the image.

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19 Jan 2017 05:15 #6
Welcome back. Still alive.
It was time that I actually built something using something other than MBG textures (see: my mini mod). So I started this.



This level is planned to be called "The Land Below". The general idea is that you take your marble down through this "portal" (the giant hole in the middle) and you end up in this different "world" (Yeah, I know. Creativity.) which will probably be just a series of different open world challenges, like the style of a multiplayer map.
I just wanted to try something out like this. I'm expecting to get stuck somewhere in development to the point where I'll rush through everything making stupid challenges and all. You never know. It might be amazing.

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19 Jan 2017 05:23 #7
[strike]pleasetellmeyoudidn'tCSGsubtractwithacylinderpleasetellmeyoudidn'tCSGsubtractwithacylinderpleasetellmeyoudidn'tCSGsubtractwithacylinder[/strike]

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19 Jan 2017 05:30 - 19 Jan 2017 05:31 #8
marbleblast.com/index.php/forum/mb-level...-hole-in-constructor
Good enough answer?

I don't even know what CSG subtract is, so I guess that's a plus.

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Last edit: 19 Jan 2017 05:31 by Nockess.
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19 Jan 2017 09:18 #9

Rozi wrote: marbleblast.com/index.php/forum/mb-level...-hole-in-constructor
Good enough answer?

I don't even know what CSG subtract is, so I guess that's a plus.


Put brush 1 into brush 2, and with brush 1 selected, use CSG Subtract to print brush 1's shape into brush 2.
Very useful, but it can get you both geometric and conversion problems, plus it offsets the brushs' pivot points from their center, which can get annoying at times.

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16 Mar 2017 19:05 - 16 Mar 2017 19:06 #10
I've moved my attention away from yet another level and started a new one.
This one's similar to Upward Momentum, and I think I've found out that I have a thing for super fast levels. As you progress through this level, the floors, as you might call them, get more challenging, and along with that you'll have to maintain your speed so you can pass through certain parts. It may be a tough challenge, but hopefully it'll still be fun. Let's see what this turns in to.

There's not much to show, but I might as well share a picture. This is what the beginner floor will look like, without all the decoration and scenery.


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Last edit: 16 Mar 2017 19:06 by Nockess. Reason: When I say that I'll post a picture, maybe I should actually post a picture,

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17 Mar 2017 09:05 #11
Maybe Jessica's Blue Lava Haste can be helpful for your level's development.
I always loved fast levels, but if I can give you litlle advice : be sure to add a Par Time to keep the adrenaline at its maximum. Just a lil' tip.

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25 Jul 2017 21:05 #12
Hi.

It's about time I try something in PQ. Here's the result of around 10-15 minutes of work.

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25 Jul 2017 21:16 #13
Why are you so good at everything?

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25 Jul 2017 22:25 #14
Lol. (That probably would have taken me 20 minutes minimum)

With those sharp edges in the sand bits near the start pad, is it the case that you make lots of blocks and just move around the vertices? Otherwise I wouldn't know how to get the effect carrying all the way down through the wall texture.

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25 Jul 2017 23:11 #15
It's just moving around the vertices. The easiest way to do this is to create normal square blocks (whether they're textured correctly or not doesn't matter) of any reasonable size, and then use the bird's eye view perspective to select the vertices. (Click and drag to select them so you can select both the top and bottom vertices as well as two that are right next to each other.) After that, just move them into place and move on to the next one.

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26 Jul 2017 00:16 #16
Ah I see, that's a very smart way of doing it. I never even realised either that those wall textures can work like that - I thought you'd need a random pattern repeating for the dark brown lines to line up

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26 Jul 2017 11:33 #17
Nice start for a PQ level! (Compared to mine :c)

But you should really use the combo textures instead of the just one tile repeating one.

lee is awesome

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27 Aug 2017 16:58 #18
I ended up releasing the level in the picture above. I have a few plans for whatever my next level will be, and the favored one at the moment is based around the use of the Fireball. Let's see what happens.

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30 Nov 2017 01:40 - 30 Nov 2017 01:41 #19

Rosie wrote: Let's see what happens.

Spoilrers: nothing.

Here's a massive(ish) level I'm working on that I started a couple weeks ago. There's no scenery yet and there's some texturing to be done. I'll get to that later.

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Last edit: 30 Nov 2017 01:41 by Nockess.
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02 Dec 2017 19:38 #20
Pro tip: don't split a pie slice.


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24 Mar 2018 05:53 - 24 Mar 2018 05:56 #21
Here's that same level but considerably more developed. There are some neat pictures of what I currently have in-game on my level topic.


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Last edit: 24 Mar 2018 05:56 by Nockess.

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