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[Level] - [1P] Lockpick's Maze *Now with YT movie*

Archive: 36 posts


http://th04.deviantart.net/fs70/PRE/f/2010/318/1/6/16d6de580f75c7e30415a4508dc702f3-d32tyjo.jpg

Full 12mb image: http://fc09.deviantart.net/fs70/f/2010/318/1/6/16d6de580f75c7e30415a4508dc702f3-d32tyjo.jpg

Movie: Will arive in a few days.. I hope!
(If someone is willing to record this (preferable in 720HD, but i wont complain) I will be very gratefull.

http://www.youtube.com/watch?v=hqYrL3lj7WI
(thanks chimp!!)

Full level name: [1P] Lockpick's Maze
PSN: Luos_83
LBP.me: http://beta.lbp.me/v/-hyv


Having a nightmare about a maze is one thing, but not being able to move your legs in a rotating maze is another.
Help poor ol' Lockpick through a giant spinning, rotating and revolving maze so he can finally wake up from this horrible nightmare.. poor fellah.. its been 10 days allready...

- I personally care for this level I have put my soul into this like I never did before.
It haunted me at night, I dreamt about rotating rooms and buildings.. Constantly building day in day out..
I consider this my master piece.

Creation information:

Created by:
Level design: Luos_83 & c_mckamey
Main music: Skalio-
Outro music: Asbestos101

Time build:
Approx 1 month.

Funny Facts:
Level turned into a giant compression tool for about 10 minutes,
bots fell through the level, sackboys fell through the level, stuff that wasnt glued fell through the level and me and clay where confused as hell

(Hears aya rofl in the bg)
When clay created the Lockpick bot.. he used costume parts i did not own,
Meaning I could not get into my own level anymore.
Killer_Sackman saved the day by having all the dlc.
About one week later.. Clay made Lockpickette..
Thanks to Creator430.. I was able to to open the level again!
So yes.. it hap pe ned two times..

The main level consists out of 1 giant glued clump of level attached to dm with a normal bolt.
Me and clay have tested various setups, but nothing was as solid and stable as the good old glue.
It felt weird glueing everything together, but since lbp2 seems to handle glueing way better I was able to make something quite complex.

I think I spend about 5 hours on finding out why Lockpick wouldnt talk.
It seems mouths have actor tags.. and.. I guess I filled them in.. while Lockpicks actor tag was named something different..

Testers: (Sorry if i forget any)
Lockstitch, ShadowriverUB, Coasterfreak, Skalio-, Kernel, Rohardragontamer, Shamgarblade, Acdramon, Alec-Alec-Alec (king alec), aya "Meh, I dont like this level at all because I rather play rocketcheetahbotgrapplebombrace levels" 042, c_mckamey, and Yarudark.
(Might have some mixed with the lbp2 beta chat )



Level features:

Theme:
Giant clocktower/Watch/Steampunk-ish maze with more rotating cogs and gears than even I could imagine.

Gameplay:
(this is NOT your typpical lbp level, be warned)
Depending on your patience and skill this level can be quite hard!!
the level cannot be played with more than one player, the lag combined with this level's complexity makes online play.. unplayable.
Lots of layershifting (you are hereby warned mr vista )

Help little old Lockpick through a maze by rotating the maze itself.
If you take it slow and easy, you can easily ace the level,
But the moment you want to go too fast and start cutting corners..
you might die, which will return you to the latest checkpoint you reached.
(and those are kinda far between, so be carefull!)
(inspired by the old plastic pocket-mini-mazes)
http://www.party-bag-toys.co.uk/contents/media/l_party-bag-toys%20035.jpg
^^ thats a minimaze.


Scoring:

Scoreboard:
At the end of Lockpicks journey you will see a scoreboard with the following:
- 20 Bonus-score-Chests (Can be indentified by their green lights). (grab them!)
- Additional bonus for finding all 20.

- Timebonus:
the level is timed on 4 different sections named:
The Cradle, Gountlet, Pendulum, Homestretch.
Depending on how fast you go through those sections, additional points are given.
For each "race" you will get a "Metal" colored bronze, silver and gold which will be shown on the scoreboard.

- Each small section completed will give you additional points, varying from 10 to 50 points.
- You get a huge bonus for acing the level.



Controls:

- Press left/right on left ana.log stick will rotate Lockpick's Maze.
It will take some time before it gets to full speed. (See detailed logic info for more information)
- Press up/down on left ana.log stick to make Lockpick change layers.
- Pressing "X" will make Lockpick jump.
- Pressing "R1" will make Lockpick grab onto stuff.

So Lockpick basically acts like a normal sackboy/bot but he cant move his legs.. so you need to move the maze to make him advance in it.

- Pressing up/down on the dir-pad will allow you to zoom in/out for a better overview of the maze.

- Holding "Triangle" for 2 seconds will show you a holographic route of the maze (for a few seconds), handy if you get lost, at some locations Lockpick will give you additional hints. (Will cost you 100 points each time)

- Holding L1,L2,R1,R2 for four seconds will end the level and send you to the scoreboard (wont allow you to see outro/bonus scoreboard)


Logic information:

- As seems to be a trend in my current works, the logic is extensively wireless. In-fact there are only two interconnect wires between the various sections on the level.
- The bot is loaded with features from cameras to effort sounds to positional indicators.
- The level throttle is an interesting circuit. It is basically wired to match the input signal but with a tweakable delay for both acceration and deceleration. Think of it as a signal sampler running at a varibley slow rate. This gives the rotate motion a feel of mass and weight to match the size of the object that is moving.
- There are two rotate circuits, one for each direction of rotation. They both track each other and only begin a direction change when the other has completely decelerated. This makes direction changes smooth and realistic, again keeping its mass and weight more true.
- The rotate circuits also tracks their speed and this allows for different sounds to be added and modified as the speed changes. This also allows for sounds when the direction is asked to quickly change. These direction change sounds vary based on the speed of rotation when the change began.
- At any given time there are actually 6 bots in the level. 4 Lockpicks and 2 Lockpickettes. 2 of the Lockpick bots live way off screen and feed the emitters throughout the level. Which of the remaining bots you control or interact with changes based on where you are in the level.
- There are more tag sensors in the level than I care to count. They are tracking everything from which checkpoint to activate to when to award progression points to starting and timing the sectional "races" to which parts of the hint to show, even the act of requesting a hint invokes some tag sensors.
- Probably about 500 material-tweakers to keep the level solid, but smooth enough for lockpick.
- The hint path was built separately and attached to the largest single holo object I have ever seen. This level sized hunk of holo was the root if the level becoming a compression tool that Luos spoke of earlier.
- Movie cameras are a pain to work with. The effect can be very nice, but it adds whole layers to both the logic and general headache of making a level. This is especially true when they are the primary cameras for an entire level.
- The "Perfect Run" bonus occured to me as an afterthought and only required one logic item to implament. I can't wait for someone to get it.



Update 1.02 visual bugs.
(Dont blaim me, fill in a bug report form instead!. (i did, but you should too)

- Almost all lights will turn into "!" marks.
- Certain (small) parts of the level will be invissi occasionally.
- Flames/Holos will randomly dissapear.
- Speechbubble Triangles refusing to go away.
So dont blaim me for those.

any other bugs related to gameplay?
report them to me please

Thats about all the information I need to post.
just need a movie now!
2010-11-25 14:09:00

Author:
Luos_83
Posts: 2136


Yey, it's finally out ^^ gonna play (again ) it when i be back home2010-11-25 14:50:00

Author:
Shadowriver
Posts: 3991


Wow... That was absolutely crazy! I don't think I've ever played anything that complex and different... ever.

Keep on pushing the limits, it's your specialty.
2010-11-25 17:24:00

Author:
piggabling
Posts: 2979


WHAT..... THE....... banana?

Seriously, it's not fair to leave us non-beta participants tanatlized by the awesome stuff people like you make! It looks insane!

God, January couldn't come soon enough! (18th to be precise)

Just looks so awesome...
2010-11-25 20:27:00

Author:
mutant_red_peas
Posts: 516


CANNOT WAIT FOR VIDEO/LOGIC INFO

Work, Clay, work!

Lol
2010-11-25 20:35:00

Author:
mutant_red_peas
Posts: 516


thanks guys!

Ill be updating first post now to add additional logic information!
2010-11-25 20:37:00

Author:
Luos_83
Posts: 2136


Testing this was really great
I still mean to set aside some time to get a decent score on the finished product
2010-11-25 21:34:00

Author:
TehUberZac
Posts: 587


Luos, when you make wireless connections, do you always use 5000 range on the tag sensors? And how reliable are the tag sensors; if you pulse a tag, will the tag sensor always register the pulse?2010-11-25 22:26:00

Author:
Linque
Posts: 607


Okay, finished the level, came in 3rd with 2100 something. Especially cool is the totally unique concept. Never seen anything like this before. Here's some feedback I thought out while playing:

- First, just a simple gripe at the level layout: In the Pendulum section, I think it's too easy to get cheaply killed by fire when entering the fire segment. In other parts of the level I didn't feel the same frustration with the traps, except maybe the very first electric trap, but it's easy to start the level over if that one gets you.

- Have you considered using in/out movers instead of the normal sackboy layer change? It is often frustratingly difficult to get the sackbot on the desired layer and stay there.

- There could be a more clear signal as to when a section with a timer is on and when not. And would be nice to know how much score you can get from the time bonus.

- I myself would prefer having the level rotation a bit faster than what it is currently. It's pretty boring to wait for a long time just to rotate the level nearly a full circle.

Regardless, brilliant level! Congrats to the whole team. I'd like to try to make a perfect run, but rotating the level back and forth takes so much time that I think I'll be satisfied with my score. Unfortunately I also only grabbed 19/20 of the bonus chests, so I was pretty close to getting the extra reward.
2010-11-26 00:05:00

Author:
Linque
Posts: 607


Luos, when you make wireless connections, do you always use 5000 range on the tag sensors? And how reliable are the tag sensors; if you pulse a tag, will the tag sensor always register the pulse?
Well, depends on how far the tag can be away from the switch.
tag sensors are just as reliable as your goverment.. wait.. what!
They are 100% reliable.
They will allways register the pulse if the tag blinks within the radious,
but not if there are two keys blinking within 0.1 second of eachother.



- First, just a simple gripe at the level layout: In the Pendulum section, I think it's too easy to get cheaply killed by fire when entering the fire segment. In other parts of the level I didn't feel the same frustration with the traps, except maybe the very first electric trap, but it's easy to start the level over if that one gets you.
If you dont rotate the maze when you fall down, you can actually use the fire to grab the first grabby,
but good point, i might add a little edge to that.


- Have you considered using in/out movers instead of the normal sackboy layer change? It is often frustratingly difficult to get the sackbot on the desired layer and stay there.
Sackbot has the in/out mover, but on bots you wont really notice it layershifting when its flying/falling untill its feet hit the ground.


- There could be a more clear signal as to when a section with a timer is on and when not. And would be nice to know how much score you can get from the time bonus.
There is, lights go on, sounds are playing and there will be holographic names at begin and end of the race and shows a score when you get through it.
its the 1.02 glitch borking that up.


- I myself would prefer having the level rotation a bit faster than what it is currently. It's pretty boring to wait for a long time just to rotate the level nearly a full circle.
:| thats just your brain playing tricks on you,
on the outer edge of the level, you actually can move from top of the level boundaries to bottom in less than 5 seconds.
(If there would be no sounds, you would hear that wind past sackboys ears when you rotate the level.. so its that fast).
Also, faster would look very unnatural to such a rusty mechanical maze.


Regardless, brilliant level! Congrats to the whole team. I'd like to try to make a perfect run, but rotating the level back and forth takes so much time that I think I'll be satisfied with my score. Unfortunately I also only grabbed 19/20 of the bonus chests, so I was pretty close to getting the extra reward.

Actually, you can finish the first part (untill you are in the cradle) in about 3 full rotations.


Thanks for your time man,
Glad you liked it, Next time ill make something faster
2010-11-26 13:27:00

Author:
Luos_83
Posts: 2136


Really great Luos, definitely one of the more unique levels out there. Looks fantastic, and I really liked the way it was divided into themed sections. I managed a paltry score, and I gotta side with Linque on this one, if the rotation moved (at least once it gets up to full speed) a bit quicker I'd have been happy to jump back in again straight away. I know you're going for a realistic movement and all that, but I'd just notch it up a bit, purely for the sake of getting the fun factor a bit higher...

Occasionally I'd go backtracking without realising it, so again, making it move that bit quicker would also remove some of the frustration when you find you're heading back the way you came and have to re-do the occasional section.

Great job guys, appreciate the work you put into this considering it may not make it beyond the beta, so thanks!
2010-11-26 14:06:00

Author:
julesyjules
Posts: 1156


This level is such a masterpiece. So nuts. These are the kinds of concepts I would love to show people on other video game boards to back up the way MM's belief that LBP2 creators may create entirely new genres and ideas. (especially since I play games like Limbo and can't help but think it capitalized on unknown art styles and physics based puzzle ideas seen in LBP1)

though, my only complaint, is that it's not a full series of levels, 'cause this is such a great concept and so well done... plus the epicness of this level feels like it could be the final level of a full game.

great job. keep up the good work.
2010-11-27 18:08:00

Author:
Unknown User


I'm just curious if you plan on remaking the level when lbp2 is released? I played it and thought that it was absolutely phenomenal; the amount of detail and atmosphere put into this is mind blowing. It's sad that so many people will never get to enjoy this unique experience, because as far as I know the beta levels aren't saved.2010-11-27 18:20:00

Author:
zynax555
Posts: 170


Man this level is just pure amazingness! So much gameplay and puzzles.... It was just cool!
Good job!
2010-11-27 23:13:00

Author:
SackRacer77
Posts: 153


and I gotta side with Linque on this one, if the rotation moved (at least once it gets up to full speed) a bit quicker I'd have been happy to jump back in again straight away.Sure, Ill make it faster..
If you want lockpick to die over and over again from squish/splating against walls and corners,
Its a nono, im not making it faster, stuff breaks, bots die and I dont like it when its faster.
I could however consider making the floors more slippery, making lockpick "slide" more.



Occasionally I'd go backtracking without realising it, so again, making it move that bit quicker would also remove some of the frustration when you find you're heading back the way you came and have to re-do the occasional section.*Kind facepalm.jpg and a pat on the head *
Lockpick told you at the beginning of the level that you can hold triangle for 3 seconds to gain a holo-layout-route-tomtom-thingy that shows you the way.. for if you get lost, its a maze after all so if you backtrack that is not a mistake on my part, but yours.. right?


though, my only complaint, is that it's not a full series of levels, I got so many more idea's for rotorooms that would make this version look like one of the weakest (though I am really fond of the pendulum room) but even though me and clay now know how to set up the logic..
creating another one like this could easily cost me another 4 weeks.
Dunno If I want to spend so much time on a series when Im allready totally remaking "Sack, The legendary" on lbp2.
Who knows I might use a lockpick maze setup just for a sack the legendary room.. I dunno.
But trust me.. itll be epic.


I'm just curious if you plan on remaking the level when lbp2 is released? Like beh, ta and frantic.. Lockpicks maze..
I will never ever attempt to remake, they are tests.. practice for the real deal.. tests to see how well the engine handles complex visuals and other more behind the scene stuff.. they are nothing more than that.
and imho their temporality makes em that more valueble to me.
2010-11-28 15:48:00

Author:
Luos_83
Posts: 2136


Here's a vid by Chimpanzee, if you want it:
http://www.youtube.com/v/hqYrL3lj7WI'version=3"><param name="allowFullScreen" value="true"><param name="allowScriptAccess" value="always"><embed src="http://www.youtube.com/v/hqYrL3lj7WI'version=3" type="application/x-shockwave-flash" allowfullscreen="true" allowScriptAccess="always" width="640" height="390"></object>
2010-11-28 18:19:00

Author:
iBubek
Posts: 682


Sure, Ill make it faster..
If you want lockpick to die over and over again from squish/splating against walls and corners,
Its a nono, im not making it faster, stuff breaks, bots die and I dont like it when its faster.
I could however consider making the floors more slippery, making lockpick "slide" more.


*Kind facepalm.jpg and a pat on the head *
Lockpick told you at the beginning of the level that you can hold triangle for 3 seconds to gain a holo-layout-route-tomtom-thingy that shows you the way.. for if you get lost, its a maze after all so if you backtrack that is not a mistake on my part, but yours.. right?

Of course, getting lost is half the fun. My suggestion was more about keeping a nice pace to the level, wether you backtrack/get lost or not.

*pats back*
2010-11-28 23:06:00

Author:
julesyjules
Posts: 1156


I hate you.() You're not going to let us non-beta people enjoy the goodness of this when LBP2 comes out. Can't you just save this level in your PS3? Or is that not possible in the beta?2010-11-29 13:22:00

Author:
Unknown User


you can backup the level to your hard drive, and this is how people in the LBP1 beta got their levels back, but because of people abusing the god glitch i doubt we will be able to import levels from the beta this time around, so unless luos wants to go through the whole painstakingly long process all over again i think youll have to make do with youtube

EDIT: Also , Clay your little trick to acing the level, does it involve an inverted tag sensor to send a pulse to a non resettable counter?? this is how id do it
2010-11-29 14:30:00

Author:
Skalio-
Posts: 920


well skalio, the first bot has a key, if that key dissapears, the switch with same tag will know the first bot is gone.

thanks for letting me know bubec!
2010-11-29 17:19:00

Author:
Luos_83
Posts: 2136


oh so there are different types of lockpick huh? interesting, so do i get a prize for being close ? 2010-11-29 17:31:00

Author:
Skalio-
Posts: 920


Yes you can,
the free download of your crown is now available on the lbp2 community pages
2010-11-29 17:34:00

Author:
Luos_83
Posts: 2136


@Skalio

Yeah, as Luos said it involves the fact that there are actually Multiple versions of Lockpick the player can control. There is the very first bot you enter the level in that has all the intro in it. There is another bot almost exactly the same, minus the intro, and then there is the Lockpick bot for the outro section.

When you finish the maze and jump into the glowing "drum" that sends a signal to the bot to self destroy. This allows control to shift to the outro. The starting bot, the one with the intro, also has a score giver inside it that is triggered by the self destruct signal. Thats the one logic item I had to add, just the score giver. If that first bot dies and you respawn with a new one It doesn't have the score giver to go with the self destruct.

As I mentioned in the level details post it was totally an afterthought. We were wrapping up creation and about to move into beta testing and it occurred to me that the need for multiple bots had already ingrained the "Perfect Run" logic into the system, I just needed to award the player for getting it.

-Clay
2010-11-29 19:03:00

Author:
c_mckamey
Posts: 62


I've already raved about it in the the "Play My Beta Level" thread, but let me just say again that this level was awesome. I actually didn't do very well my first time but I just couldn't stop until I finished... which brings me to a bug I need to tell you about.

In my first play, when I got to the red switch thing that you have to swing around the room (you have to fall through the electric gears to get to it), it broke. I was holding on to it and trying to get it to move to the other side, but it kept getting stuck. Finally, it worked free and swung around, triggering the green light and opening the door, but not before the red grabbable part broke. For some reason, this led to only one of the doors opening so I was able to get back into the room with the electric gears, but the path that led onto the rest of the level was blocked by the door that hadn't opened. I ran around and backtracked for five minutes trying to figure out what to do before using the triangle button and finding out I needed to go through the door that I couldn't open. I restarted the level and it worked fine that time, but yeah, if it's possible to fix, you'll probably want to take a look at that.
2010-11-30 01:13:00

Author:
Sehven
Posts: 2188


What Sehven described also happened to me during my first playthrough and I had to restart the level in order to finish.2010-11-30 01:24:00

Author:
zynax555
Posts: 170


Amazing

Brilliant

Original


There's nothing like this in lbp anywhere. You guys should feel very proud.


My only complaint - and it's nitpicky - is length. It's like four levels in one. For those with patience it's epic to play. For those without I can see rage quits galore. I had a blast playing it but I gotta say after that gear section my brain melted. lol.

Keep the amazing stuff coming guys!
2010-11-30 02:01:00

Author:
Morgana25
Posts: 5983


@Sehven, Zynax555

The issue with both the rotor switch and the gate stem from the issues with sticky/unsticky settings in material tweakers. They just don't seem to be 100% reliable. I didn't want to include them into the logic but the level is just moving so darn fast on the outer edge that anything not glued is bound to break at some point. The material tweaker fail happens far more infrequently than a break would so its the lesser of two evils at this point. Perhaps the tweaker will get some TLC in an upcoming beta update and all will be well.

To everyone else, thanks for playing and I am glad you all enjoyed it.
-Clay
2010-11-30 02:59:00

Author:
c_mckamey
Posts: 62


@Sehven, Zynax555

The issue with both the rotor switch and the gate stem from the issues with sticky/unsticky settings in material tweakers. They just don't seem to be 100% reliable.

I freakin' hate the sticky setting! Seriously, screw that freakin' setting! It completely ruined what was an otherwise awesome (read: slapped together at the last minute) bridge contraption I built: I spent the last few hours prior to the BCC03 deadline fighting with the sticky setting, making way too many compromises, and I finally released a broken contraption when it was all said and done. Screw that freakin' setting!! [/rant]

Ok, sorry. Can you tell I don't like the sticky setting very much? Anyway, if it's a game bug that's causing the problem, then I guess that's the best you can do. Would there maybe be an emitter based work-around or maybe something with a wobble bolt receiving a strength scale signal? I don't know exactly what the logic is doing in this case, so I don't know if either of those ideas would help, but maybe. In any case, it can be a level breaker, but it's just an excuse to play the level all over again
2010-11-30 04:15:00

Author:
Sehven
Posts: 2188


Well, I spend about an hour trying to fix that button just now.. I used a small trick i also used in the whole maze, since target glue only glues objects to their closest naburing object.. I used a lot of triangle-shaped-3-layer thick holo's to "holo-bolt-glue" additional parts together (otherwise, one break would result in whole level collapsing (had that about 40 times while creating the level) and used this for the red button cart thingy. Its now less prone to break (tried it about 10 times).
Going in and out of playmode crashed me more times than I liked and if i had any hair left on my head id be pulling it all out.

but.. It seems to be working fine now,
just in case something goes wrong, the moment the red button is in place, it will activate the closest checkpoint..

Gimme a heads-up if stuff still breaks.

(thanks to all that dlc sharing, my level got pushed off the cool pages faster than you can say "sackbots are people too!"..
Which is sad..

also sehven, lockpicks maze has about 400/600 material tweakers..
I know your frustration..
2010-11-30 12:49:00

Author:
Luos_83
Posts: 2136


going to play this when I can...you sure do know how to make the simplest toy in the kids world into something so intricate and amazing...hey let's see what you do with ball in a cup lol 2010-12-01 11:29:00

Author:
Shadowcrazy
Posts: 3365


I just gotta say..

I had so many amazing comments from the lbpc elite (creators and players alike) both here on the forums and ingame.
It makes me smile
for that reason.. Im kinda stumped it did not got MM picked :/
2010-12-08 13:35:00

Author:
Luos_83
Posts: 2136


i was going to post on this anyway, if you hadn't, that i can't believe it wasn't an MM pick. though i understand they like to 'show what LBP can do' with raphael's homages and layer emitting, the gameplay concept here was original and imo really fits the mission statement they set out when they debuted LBP2 video saying 'we think someone's going to make an entirely new genre' and 'make full games, not just levels'. i also was so proud of all the ingenuity and gameplay polish i put into Brain Ape, and thought for sure, that finally MM might acknowledge my existence again... i also thought Moonlight Market was pick-worthy for what it was. i thought for sure yours was epic, quality, and original enough to end up on that list. they're all on par with some of the stuff that's been picked so far.

'course, i really was only hoping for a pick in the off chance that MM picks will transfer over to the full game.
2010-12-08 14:22:00

Author:
Unknown User


to be honest i haven't seen any new MM picks in a while so maybe they're just too busy putting final touches to the game?2010-12-08 20:48:00

Author:
Shadowcrazy
Posts: 3365


Well we all know what i think of your level as i've told you a lot in the LBPC chat room what i think about it ;P
But yeah i think it'll get MM picked, it takes them a while sometimes you know? but honestly i was hoping it
was gonna get picked day 1 it was out *mew
2010-12-08 20:58:00

Author:
Lord-Dreamerz
Posts: 4261


they spotlighted sackenstein 3d as soon as it released... lockpick had been out for a week by then, and i was waiting to see if sackenstein got an instant add or not to know if they were still checking things out. raphael caught tom's attention early in the beta with his fl0w remake, and all his releases have been pretty impressive tech and builds, so he's definitely got them watching.

figured that new behta as a pick and his appearance in the credits was a guarantee that Lockpick was gonna get a nod. chimp recorded it too, and that usually leads to an MM nod.
2010-12-08 21:01:00

Author:
Unknown User


I dont think theyll be picking out any more levels..
Kinda sad.. me and im sure a lot of other creators have made some amazing levels that would fit an mm pick way more than.. i.e. "the cave"
2010-12-20 12:16:00

Author:
Luos_83
Posts: 2136


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