|
Post by MarbleDuck on Dec 27, 2008 3:35:32 GMT
A new level is going to be released sometime near the end of January: X-Treme Marble Skillz. It will feature an intertwining path with many challenges, including the first-ever moving half pipe, moving bowl, and moving piece of trim (Hard). The level will have some Intermediate challenges, and some expert. It will feature a new [hybrid] texture along the lines of the mbu_neutral series. It will take a long time due to the fact that I can only build at EAPidgeon's house (he has a Windows comp) Xtreme Marble Skillz: Progress: •Planning •Building•Testing •Released Some pics (lol, I just started construction) [edit]Fck, the upload phailed, but here's a pic from my corrupted file: [double edit] never mind, looks really stupid
|
|
|
Post by Pablo on Dec 27, 2008 5:18:29 GMT
That's a great concept! I'd be glad to help you with MP stuff.
|
|
|
Post by MarbleDuck on Dec 28, 2008 21:34:32 GMT
More progress! Pics very soon!
|
|
|
Post by phil on Dec 29, 2008 3:08:49 GMT
Sounds exciting and unique! By the way, moving trim was (sort of) my idea. See the challenge in the Expert level, Sand Storm. I was originally going to use the normal sized trim, but it turned out to be too hard. If you're going to do it, I suggest making the movement speed very slow
|
|
|
Post by Oaky on Dec 29, 2008 4:35:37 GMT
And the moving half-pipe was thought up by me and Brixar But yours is the first mention here
|
|
|
Post by MarbleDuck on Dec 29, 2008 5:26:12 GMT
@phil: It's not like that, more like a trim that moves somewhat like the MP in Natural Selection =) @oaky: Darn
|
|
|
Post by IsraeliRD on Dec 29, 2008 5:28:55 GMT
thats part of a moving platform, ducky, check in MBP the Platform Race 1 + 2 it features moving trim including one that comes out of the wall.
|
|
|
Post by MarbleDuck on Dec 29, 2008 9:19:20 GMT
Made some progress ≠)
|
|
|
Post by dushine on Dec 29, 2008 9:58:10 GMT
Nice progress, keep going ad keep it up!
|
|
|
Post by MarbleDuck on Dec 29, 2008 10:07:03 GMT
And more progress! Changed tex, and added a speed ramp
|
|
Natrium
Professional Marbler
[ss:Technostick's Skin]
Wohoo!
Posts: 497
|
Post by Natrium on Dec 29, 2008 11:42:12 GMT
Errrr....Some brush are negative brush.Map2Dif may not accept. And the textures are not aligned. By the way ,the idea was good. Also the texture of previous picture are inspired by MBA, right?
|
|
|
Post by Pablo on Dec 29, 2008 15:08:05 GMT
It's a start. What's wrong with the thickness of the plats? Either they're 32 thick or the textures are ".25 .25"......
|
|
|
Post by Perishingflames on Dec 29, 2008 15:45:06 GMT
I don't see any neg brushes.. :S
|
|
|
Post by Andrew on Dec 29, 2008 15:51:11 GMT
Looks like a great level so far, MD! Keep it up.
|
|
|
Post by MarbleDuck on Dec 29, 2008 16:07:02 GMT
eeeeew jargon! PLease don't use jargon. Could someone explain? Screw texture alignment, It's my 1st level!
|
|
|
Post by Pablo on Dec 29, 2008 16:22:22 GMT
Judging from the start pad size, your texture size is fine but the platforms are two thick. Please reduce their height by half to 16 Constructor units.
|
|
|
Post by MarbleDuck on Dec 29, 2008 17:39:23 GMT
So, what's the texture size of the platforms s'posed to be? I use 0.25
|
|
|
Post by Pablo on Dec 29, 2008 17:47:10 GMT
I can't say without seeing how large your entire grid texture is, but no matter what, one square should be 64 units on each side.
|
|
|
Post by MarbleDuck on Dec 29, 2008 17:49:38 GMT
er... Grid texture? 64 units? Whaaaat?
|
|
|
Post by Pablo on Dec 29, 2008 18:12:58 GMT
Just what I said. Each little red square in the second pic you posted should be 64 units long, which means that if you have a 128-wide platform (Cstr tells you the width) you should change the tex scale so there are two squares going across. Correspondingly, trim is 16 units tall, so scale it to 100% in all directions if you have a 16-unit high face to apply it to. If you want some help with your map, you can send it to me next time you have access to it. I'll be glad to give you some pointers.
|
|
|
Post by Don.Gato on Dec 29, 2008 19:07:50 GMT
16 units(pixels)=0.5 in constructor, hope that helps.
The level looks good, keep it up.
|
|
Natrium
Professional Marbler
[ss:Technostick's Skin]
Wohoo!
Posts: 497
|
Post by Natrium on Dec 30, 2008 5:07:10 GMT
I don't see any neg brushes.. :S The platforms lined with red lines.
|
|
|
Post by MarbleDuck on Dec 30, 2008 15:47:31 GMT
What's a negative brush? =I
|
|
|
Post by Perishingflames on Dec 30, 2008 19:11:31 GMT
I don't see any neg brushes.. :S The platforms lined with red lines. It looks more like that's just what his brush outline color is set to.
|
|
|
Post by marblefire on Dec 30, 2008 19:20:06 GMT
I have to agree with Steven; it looks like the curvy slope is malformed. The other problem is that you're saving it as a .csx file. Don't do that! .Csx files allow you to create malformed shapes that would otherwise not load in a .map file and would not convert in Map2dif. The one exception is with pyramids.
|
|
|
Post by Perishingflames on Dec 30, 2008 19:22:34 GMT
The red lines follow exactly the sides of the brushes- it's just the outline of them, not indications of concave/convex brushes.
|
|
|
Post by MarbleDuck on Dec 31, 2008 0:10:00 GMT
wewt!
|
|
|
Post by phil on Dec 31, 2008 1:39:36 GMT
Just one thing, you might want to change the texture of the side of the curves. It looks a bit wrong, in my opinion
|
|
|
Post by MarbleDuck on Dec 31, 2008 3:27:17 GMT
You mean the little green arrows?
|
|
|
Post by Pablo on Dec 31, 2008 4:08:28 GMT
No, the blue squares. Stick with mbu_edge_white2. Also, on the sides of the slope with yellow arrows, change to mbu_edge_white to avoid the bad horizontal lines. Looks great!
|
|