New Level - VORTEX
by Jayar · in Marble Blast · 06/07/2003 (11:00 pm) · 17 replies
Hello, Jayar here...Added another custom level today...called Vortex. It's basically like the Upward Spiral series but has LOTS of dangerous hazards, lots of narrow booby-trapped catwalks, and a 2 1/2 Minute qualify time to boot! Chances are some of you will be able to smash that time to smithereens, though. But, here's the link for this new level!
home.mchsi.com/~alias3729/marbleblast/vortex.zip
home.mchsi.com/~alias3729/marbleblast/vortex.zip
About the author
#2
Pick up the super-speed next to the Hourglass surrounded by bumpers. Go a third of the way up the narrow ramp and then fire. You will go flying and can land on a higher floor! Shaving about 30 to 45 seconds off your time. If you land in the right spot you'll be next to a wide yellow ramp. Don't overshoot the landing, though!
06/08/2003 (12:04 pm)
Sure...Pick up the super-speed next to the Hourglass surrounded by bumpers. Go a third of the way up the narrow ramp and then fire. You will go flying and can land on a higher floor! Shaving about 30 to 45 seconds off your time. If you land in the right spot you'll be next to a wide yellow ramp. Don't overshoot the landing, though!
#3
06/09/2003 (6:50 am)
Oh... I meant tips on level building :) But that's helpful too :)
#4
Here's a few things I have come to realize about building levels:
1. Build surfaces in sizes divisible by 64 quark units. Use a grid size of 16. Every texture is divisible by 64. Use the trim on pieces 16 units wide. Edge_white2 is best for Trim.
2. When making curved pieces (prism) a slice count of 32 for a full circle is way enough for a smooth roll. You can delete slices to form semi-circles, etc. Don't use too many prisms or else you might get that FATAL ISV error about Vislink (if you find out what that means, let me know).
3. Don't make superjumps more than 256 Quark Units high or it will be impossible to jump that high.
4. Don't put tornadoes near narrow catwalks, it will be impossible to pass.
These should be a powerful start-off for you. Hope it helps you out!
06/09/2003 (11:30 am)
Oh.. I see...Here's a few things I have come to realize about building levels:
1. Build surfaces in sizes divisible by 64 quark units. Use a grid size of 16. Every texture is divisible by 64. Use the trim on pieces 16 units wide. Edge_white2 is best for Trim.
2. When making curved pieces (prism) a slice count of 32 for a full circle is way enough for a smooth roll. You can delete slices to form semi-circles, etc. Don't use too many prisms or else you might get that FATAL ISV error about Vislink (if you find out what that means, let me know).
3. Don't make superjumps more than 256 Quark Units high or it will be impossible to jump that high.
4. Don't put tornadoes near narrow catwalks, it will be impossible to pass.
These should be a powerful start-off for you. Hope it helps you out!
#5
Thanks for the tips on level building... they will no doubt save a few headaches. It would be helpful if you could explain the trim a little better though... when you tell me this I'll tell you my sneaky way of beating the level ;)
It's a very well-done level... I appreciate you making it. When I make my level, I'll be sure to post it. Thanks again!
06/09/2003 (6:00 pm)
Well, I finally beat your level for the first time with a time of 1:07.23! I found a very sneaky way to cut out most of the level... though I spent half an hour trying to do it. I just might be able to shave off a bit more, too. Thanks for the tips on level building... they will no doubt save a few headaches. It would be helpful if you could explain the trim a little better though... when you tell me this I'll tell you my sneaky way of beating the level ;)
It's a very well-done level... I appreciate you making it. When I make my level, I'll be sure to post it. Thanks again!
#6
06/09/2003 (6:13 pm)
Er, nevermind about the trim... I just found your post asking the same question :) If you want to know the sneaky way, let me know if you want it posted here or if you want me to email it to you.
#7
06/10/2003 (10:24 am)
1:07, is that so??? I'd like to know how you did that...go ahead and post it here...I'll have to give it a try! Perhaps I was too generous on the qualify time...maybe I'll have to drop it down now! :)
#8
06/10/2003 (4:41 pm)
Thats what gold times are for, all the sneaky little shortcuts ;)
#9
06/10/2003 (5:07 pm)
Ok, first, you need to get to the first superjump very fast... I think around 12 seconds is good. Get the first super jump, go up to the second level where another superjump is. Get it, but don't use it. Scoot back a little bit, and wait for the superjump to respawn. This is the most difficult part, and I've only done it that one time. Face in the direction you would normally need to go, and then turn 135 degrees to the right (diagonally facing the bulk of the level). Line up so the superjump is in your path (hard because of the camera not wanting to go in the wall), scoot back as far as possible, then go forward toward the superjump and right when you're under it, hit jump and hold the mouse button in _very_ quick succession. When you get this right, you'll jump, use the first superjump, collect the second superjump in mid-air, and use it right away again too (that's why you hold down the mouse button). You'll go _extremely_ high, and if you can keep moving forward fast enough, you'll be right on target for the huge platform near the end of the level. Then it's a matter of scooting up a couple skinny pathways and on to the exit. Really quite fun when you can get it right. It took me about a half hour before I got it just that once, and I tried again for another 15 minutes without success. Good luck!
#11
08/19/2003 (1:04 pm)
Great level
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10/12/2003 (5:12 pm)
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10/23/2003 (3:17 pm)
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10/24/2003 (4:55 pm)
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11/02/2003 (7:59 am)
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11/02/2003 (7:59 am)
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Torque Owner J. Alan Atherton