Fillif Level Names
by Whirligig · in Marble Blast · 08/03/2008 (6:54 pm) · 34 replies
Let's post level names here, so no two levels have the same name.
Numbers are the level numbers (subject to change).
TUTORIAL
1. Moving Around
2. Multiple Raindrops
3. Rebound Jumping
4. Long Distances
5. Castle Navigation
6. Rubber Floor
7. Stop!
8. Moving Clouds
9. Doors and Sliders
10. Wind Hazards
DAY
Dwarven Gate
Cloud Structure
Choices
Actinophorm*
Troposphere**
Wind Tunnels*
Discharge*
Cirrus**
Cumulus Mediocris**
Lenticular**
Contrails*
Microburst*
10. Castle of Cold
19. Castle of Plants**
30. Final Clouds**
NIGHT
Penitentiary
Nephology**
Manufactory**
Movement Squares
Altocumulus Castellanus*
Altostratus Undulatus**
Nimbostratus**
Mammatus**
Eye of the Storm**
Cannonball*
12. Castle of Heat**
19. Castle of Fungi**
29. Final Castle**
30. (no names yet, some huge final challenge)**
PLAYGROUND
1. Playground
UNKNOWN
(none)
TOTAL: If we have 10 tutorial levels, 30 day levels, and 30 night levels, that's 70 total. Do you think we need more? The original MB had 72 levels.
We currently have 29/70 non-playground levels. We still need 15 Day levels and 16 Night levels not counting the ones in unknown groups. 0 levels are in unknown groups, but will be sorted at the end.
(Note that these are just ideas and not finished levels. Some are still in planning.)
I'll build the castles, and I was hoping we'd all help build the final challenge, but who'll volunteer to build the final cloud level? Should I, so we can use moving clouds?
MY GUIDELINES:
FOCUS: Try to keep level focus on exploring and solving creative puzzles, not avoiding obstacles and rushing for time. You can add obstacles, just don't make them the main focus of your level. (Except for Tutorial 10, of course.) In general, if your level is a castle, add some cloud elements, and vice versa. This may not apply to specific levels, but it should generally apply overall.
MISSION INFO: Only needed fields are level, name, type, artist, desc, and startHelpText. No qualify or gold times.
SUN: For day levels, color 1 1 1 1 and ambient .5 .5 .5 1. For night levels, color .5 .5 .5 1 and ambient .25 .25 .25 1. Only exceptions are the four castles.
SKY: The day sky should be marble/data/skies/clouds/sky_day.dml and the night sky marble/data/skies/clouds/sky_night.dml.
INTERIORS: The only interiors that should be scaled are the clouds. All others should be tiled instead.
SHAPES: Only use StartPad, EndPad, GemItem, PlaygroundGemItem and wind hazards. The end pad should be scaled by 0.5 0.5 1 and placed inside the start cloud so it is out of view. Wind hazards don't need to be scaled but can be.
STATIC SHAPES: Not to be used.
MISSION OBJECTS: Henry will add bounds for you, but feel free to add your own HelpTriggers.
Henry's guidelines are on the blogspot, but I don't totally agree with them. Henry, if you really think we need to follow those regulations, why don't you change the levels? You did say you liked boring and repetitive work...
MY PLAN:
How about this:
1. Everyone makes levels.
2. Send your levels to me.
3. When we surpass the goal and stop making levels, I'll send all of my levels to Henry.
4. He'll make triggers and change the levels so they're consistent. (skyboxes, sorting into D+N, etc.)
5. He'll send them back to me.
6. I'll take pictures.
7. I'll post them on the Internet (don't worry, I won't use FileFront) so the staff can download them.
The levels with an asterisk (*) are complete, but have not been sent.
The levels with two asterisks (**) are not complete.
Numbers are the level numbers (subject to change).
TUTORIAL
1. Moving Around
2. Multiple Raindrops
3. Rebound Jumping
4. Long Distances
5. Castle Navigation
6. Rubber Floor
7. Stop!
8. Moving Clouds
9. Doors and Sliders
10. Wind Hazards
DAY
Dwarven Gate
Cloud Structure
Choices
Actinophorm*
Troposphere**
Wind Tunnels*
Discharge*
Cirrus**
Cumulus Mediocris**
Lenticular**
Contrails*
Microburst*
10. Castle of Cold
19. Castle of Plants**
30. Final Clouds**
NIGHT
Penitentiary
Nephology**
Manufactory**
Movement Squares
Altocumulus Castellanus*
Altostratus Undulatus**
Nimbostratus**
Mammatus**
Eye of the Storm**
Cannonball*
12. Castle of Heat**
19. Castle of Fungi**
29. Final Castle**
30. (no names yet, some huge final challenge)**
PLAYGROUND
1. Playground
UNKNOWN
(none)
TOTAL: If we have 10 tutorial levels, 30 day levels, and 30 night levels, that's 70 total. Do you think we need more? The original MB had 72 levels.
We currently have 29/70 non-playground levels. We still need 15 Day levels and 16 Night levels not counting the ones in unknown groups. 0 levels are in unknown groups, but will be sorted at the end.
(Note that these are just ideas and not finished levels. Some are still in planning.)
I'll build the castles, and I was hoping we'd all help build the final challenge, but who'll volunteer to build the final cloud level? Should I, so we can use moving clouds?
MY GUIDELINES:
FOCUS: Try to keep level focus on exploring and solving creative puzzles, not avoiding obstacles and rushing for time. You can add obstacles, just don't make them the main focus of your level. (Except for Tutorial 10, of course.) In general, if your level is a castle, add some cloud elements, and vice versa. This may not apply to specific levels, but it should generally apply overall.
MISSION INFO: Only needed fields are level, name, type, artist, desc, and startHelpText. No qualify or gold times.
SUN: For day levels, color 1 1 1 1 and ambient .5 .5 .5 1. For night levels, color .5 .5 .5 1 and ambient .25 .25 .25 1. Only exceptions are the four castles.
SKY: The day sky should be marble/data/skies/clouds/sky_day.dml and the night sky marble/data/skies/clouds/sky_night.dml.
INTERIORS: The only interiors that should be scaled are the clouds. All others should be tiled instead.
SHAPES: Only use StartPad, EndPad, GemItem, PlaygroundGemItem and wind hazards. The end pad should be scaled by 0.5 0.5 1 and placed inside the start cloud so it is out of view. Wind hazards don't need to be scaled but can be.
STATIC SHAPES: Not to be used.
MISSION OBJECTS: Henry will add bounds for you, but feel free to add your own HelpTriggers.
Henry's guidelines are on the blogspot, but I don't totally agree with them. Henry, if you really think we need to follow those regulations, why don't you change the levels? You did say you liked boring and repetitive work...
MY PLAN:
How about this:
1. Everyone makes levels.
2. Send your levels to me.
3. When we surpass the goal and stop making levels, I'll send all of my levels to Henry.
4. He'll make triggers and change the levels so they're consistent. (skyboxes, sorting into D+N, etc.)
5. He'll send them back to me.
6. I'll take pictures.
7. I'll post them on the Internet (don't worry, I won't use FileFront) so the staff can download them.
The levels with an asterisk (*) are complete, but have not been sent.
The levels with two asterisks (**) are not complete.
#2
EDIT: Henry, when will you post your guidelines?
08/04/2008 (8:14 am)
Yeah, but I can't think of what else to call it.EDIT: Henry, when will you post your guidelines?
#3
08/04/2008 (3:00 pm)
x
#4
2. Doors and sliders add a lot of creativity for those that can use QuArK.
3. Why not use startHelpTexts?
4. I can take the level pictures for you. Besides, you posted a screenshot on the blog. ???
I guess I agree more than I thought.
EDIT: I told you, the day sky is skies/clouds/sky_day.dml, not skies/day/day.dml. How about I put the levels in their categories, then email you the levels and you sort them out and change them so they work? Then, you can send me back the finished levels and I'll take pictures.
I tried your level. It's HARD. How do you expect anyone to get those two raindrops at the bottom and return up? This is supposed to be about exploration, not physical challenge. The level is fine, just maybe near the end of the Night section, not the middle.
08/04/2008 (4:16 pm)
1. Why does the sun need to have a specific direction?2. Doors and sliders add a lot of creativity for those that can use QuArK.
3. Why not use startHelpTexts?
4. I can take the level pictures for you. Besides, you posted a screenshot on the blog. ???
I guess I agree more than I thought.
EDIT: I told you, the day sky is skies/clouds/sky_day.dml, not skies/day/day.dml. How about I put the levels in their categories, then email you the levels and you sort them out and change them so they work? Then, you can send me back the finished levels and I'll take pictures.
I tried your level. It's HARD. How do you expect anyone to get those two raindrops at the bottom and return up? This is supposed to be about exploration, not physical challenge. The level is fine, just maybe near the end of the Night section, not the middle.
#5
08/04/2008 (5:09 pm)
x
#6
Yeah, but it would help if you just used the other sky name instead of me having to go and edit all of the .mis files in Notepad so I don't get the invalid packet error.
I'll try copying the sky to your location.
EDIT: Yay! I finished Penitentiary!
08/05/2008 (6:26 am)
Quote:I don't really see a difference other than the names, which can easily be changed.
Yeah, but it would help if you just used the other sky name instead of me having to go and edit all of the .mis files in Notepad so I don't get the invalid packet error.
I'll try copying the sky to your location.
EDIT: Yay! I finished Penitentiary!
#7
08/07/2008 (2:30 pm)
x
#8
08/08/2008 (6:35 pm)
Will those be day or night levels?
#9
08/08/2008 (9:27 pm)
x
#10
EDIT: Manufactory sounds like it would be a lot more fun with custom MPs. Do you think I could make it? Or should I make a sequel or something? I'll give you credit.
08/11/2008 (8:52 am)
What about the cloud levels?EDIT: Manufactory sounds like it would be a lot more fun with custom MPs. Do you think I could make it? Or should I make a sequel or something? I'll give you credit.
#11
08/11/2008 (9:00 am)
x
#12
08/12/2008 (8:32 am)
Quote:(need name ideas)
Quote:The levels with an asterisk (*) are complete, but have not been sent.
#13
08/12/2008 (12:49 pm)
x
#14
Please find the one-asterisk levels and send them to me. Unless you don't agree with my plan.
08/12/2008 (4:06 pm)
Great! Now about the other one:Quote:The levels with an asterisk (*) are complete, but have not been sent.
Please find the one-asterisk levels and send them to me. Unless you don't agree with my plan.
#15
08/12/2008 (5:38 pm)
x
#16
08/12/2008 (6:37 pm)
I was thinking it would be a testing facility to test similar "sentient entities". If you don't like this idea, could I make a level out of it?
#17
08/12/2008 (7:33 pm)
x
#18
08/13/2008 (9:03 am)
You could say that the scientists are building a testing facility in the sky, and they're not sure how they would get it to float, so they built it in the style of the sky people, hoping that that was the secret.
#19
08/13/2008 (9:58 am)
x
#20
08/13/2008 (2:03 pm)
Sure.
fka