You can download the demo on Page 11 of this topic.
I'm gonna remake this first post so someone would bother to help us.
Marble Blast Elite, the next generation of Marble Blast.
We are currently in need of the following:
Level Maker: Will take as many as possible.
DTS: We are planning on having 100% new DTS, so we might need 1 or 2.
Graphics: We are mainly in need of friction textures, but any textures will do.
Music: Futuristic, up-beat music is needed.
We've encountered a few problems, but we predict the release date of MBE will be late 2012- Early 2013. If we can regain our pace it might even be earlier.
We will get some preview-pics or maybe even a trailer as soon as possible.
We appreciate any help you can offer. If you are busy, you can help us greatly by just spreading the word or by making a basic level, as all levels submitted will be considered.
Some guy that does DTS shapes and levels.
AWESOME timeHINT : When making PQ level place your custom interiors and textures in platinum/data/interiors_pq/custom
makes life easier for you and everyone else
Jan 20, 2011, 4:19pm, pablovasquez wrote:No thank you. I devote all of my marbling energies to PlatinumQuest. I think MBE has an almost-100% chance of dying, so I'm not going to waste my time contributing. I'd love to be proven wrong though.
I see nothing that differentiates your mod from the other dozens that have died.
[off topic]this time is really short.
I think do another texture, that one looks really similar to MBFuture textures.
Look bro, if you're gonna start the mod by creating textures, it's probably not gonna actually turn out well. Start off with a lot of planning. What are each of the levels going to be like? Are you going to modify the powerups/GUI, and do you have coders? Do you need specific people for specific jobs, such as coders or level designers? Once you have every level and detail planned to some degree, even if it's just a list of levels and then a small sub-list of the challenges in them, that's ok.
THEN, I'd go with rationing off the work to your minions staff, and you're gonna need a bunch of them, I'd recommend anywhere from 5-15. MOST of the work done on the mod will be in designing new and original levels (we all hate tightropes, just, don't even start) and other gameplay-related things. Second most important is gonna be the coding aspect: besides your levels, what makes your mod YOURS? New powerups and other functions always make a mod better. About as important as this, is probably gonna be your original graphics/textures/GUI.
When you have most/all of the levels built, and they're good (all have to be done in Constructor/QuArK, no level editor!), then you've gotten farther than any non-staff mod has ever gone before. But if you do, then, you want to start making textures, reworking the GUI, designing buttons, and other stuff like that. If you can do all of this successfully, then you have a very good mod, and a lot of people are going to want to test it. However, if any of the parts, especially the levels, are slopped through, it's easy to tell.
Great post, nobody. I agree with you that the levels are by far the most important part of the mod. However, I don't recommend leaving textures until the end. Textures play a big role in creating the feel of the mod, which I think makes or breaks it. I'd put the flow of a mod like this:
Feel > textures, graphics, sounds > levels (lengthiest step) > testing, fine-tuning
Very few mods even establish a feel before they die. MBA did, but it kind of failed on the levels. MBF might have, but after a year and a half with no updates I'm forced to conclude it's dead (Aayrl's protests notwithstanding). MBP and PQ were/will be such successes because they created an almost-tangible feel and stuck with it throughout development. Dozens of noob mods didn't, and therefore failed. I don't want yours to be added to that list, but I fear it will be.
PQ doesn't go in the same route as anything. As a matter of fact, even MBP went on a similar route as any n00b mod out there. MBF is alive, Pablo doesn't want to accept it, but then again he's not on the staff list like some other people (myself included), so he doesn't know about anything.
"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.
Lamp, I agree with IsraeliRD that mods are made by building on a much smaller idea, in this case the level pack that evolved into the MBP with 40k downloads as we know it today. What I mean is that you might want to start by looking at this mod simply as a MBG/MBP retexture (something I have considered doing), so that it isn't totally overwhelming (as most mods tend to be for the people that start them)
Wait wait.. Lamp, make sure you guys know what you are doing.. Follow Pablo, IRD and nobody because they what they are doing since they've been here since 2006.
If you don't want your mod to die, follow their advice and trust me, it works.