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#1

Emerald Forest ~ WIP

Archive: 9 posts


Hello everyone, and welcome to my newest track-in-progress, the Emerald Forest! This is surprisingly, my first natural-based level (my first two were rather futuristic) but i'm also using this as a test to see if i (and the game itself) can do natural looking levels well. Without further ado, lets get cracking~

http://i43.tinypic.com/imnjg6.jpg
No track-drawing this time i'm afraid, I improvised the entire track as I went along (just like my 2nd track actually). THis specifically is the beginning section with a few sticker cutout trees and leaves emitters placed on them, sure it doesnt look that realistic, but it acts as a nice set of walls that a player can easily see. I am probably going to mix and match scenery of flat trees and real leaf-like objects later on.

http://i43.tinypic.com/68bser.jpg
This is the section nearby a small lake, with an alternate path/shortcut that you can take. IN the picture you can also see what is supposed to be a giant tree with a road circling up it. This is a slightly older shot however, and I have since removed the outside cylinder (mainly due to it looking horribly out of place even from a small distance).

http://i42.tinypic.com/200v6za.jpg
Another section of track, not that decorated as of yet, the bridge is there incase i plan to add some sort of river or guly, not sure what to try in terms of scenery there just yet. riving it is fun though, its a nice challenging section (at least to me) and after these sets of corners brings us to a nice party piece I have planned.

http://i41.tinypic.com/2wpmj9k.jpg
Yes, that is what your seeing, that is indeed (an attempt at making) a waterfall that you drive underneath its water arc, complete with smoke effects to give off the feeling the water is crashing fiercely down onto the lake below. This was one of the things I knew I wanted to put in straight away as I made this track, as i've only seen such a feature on a track in Motorstorm Pacific Rift previously (Cascade Falls, one of my favorite tracks from that game too). It still doesnt look that great but its a start.

http://i42.tinypic.com/2uhqrsh.jpg
This last shot is another angle of the waterfall for another view. It also shows the road/bridge arriving out from its arc into the next section of track. In addition i will be planning some slight handling changes, smaller size karts, slightly less speed but better drift cornering. These changes are rather slight, and not as drastic as my 2nd track.

I hope you enjoy what you see right now, and I shall try to show the next stage whenever possible~
2013-05-28 11:41:00

Author:
Snake55wildcat
Posts: 15


looks very cool. I don't have Karting yet, but may pick it up this summer.2013-05-28 16:02:00

Author:
biorogue
Posts: 8424


LBPK is pretty good for what it is. It's pretty much the track building tools of ModNation, with the object creation and gameplay-altering possibilities of LBP (toned down ever so slightly, probably for performance reasons) stitched together. it's a shame that it isnt as well known or played as much as the other games, although it was released when other kart racers were out at the time (F1 Race Stars, a new sonic racing game etc).

Glad you like what you see so far, ive actually done quite a bit since those images were put up, i'll probably post my progress in the next post ot edited into this one~
2013-05-29 13:20:00

Author:
Snake55wildcat
Posts: 15


After a last day or two, i finally feel like i've reached the next stage of the track's design process, which i am happy to say has been going pretty well. The main tweaks have been some small lighting changes to make it even more vibrant, and the scenery has begun to take precedence, since the track's overall design has pretty much been finalized at this point. Without further ado, some progress shots!~

http://i39.tinypic.com/j5wkjq.jpg
The lighting is the main draw here, as the picture shows the first and second corner, admittedly the photo isn't that great but it shows the lighting decently, and that I have tried to 'scene' the level up to a nice degree.

http://i39.tinypic.com/155owg7.jpg
This picture shows the terrain changes I have done to the alternate route to make it more balanced, while making a slight jump with the normal route (over the shortcut terrain) to add a bit of action, and to prevent people taking the normal route from slowing down. I rather like doing 'alternate' routes rather than shortcuts, as it allows for players to take more diverse roles and strategies around a track depending on their situation

http://i41.tinypic.com/67qvcx.jpg
Now for the spiral bridge up the tree i briefly mentioned on the first progress post. It originally was meant to be fully enclosed, but the giant tube tree looked horribly out of place with the rest of the level, that it didnt work, so I removed the outer tube and the road looks like its built around the tree, actually making it look better as a result. I also added a strong, yellow LED sphere light to brighten the darkened shade areas as you exited the spiral onto the next section, which is...

http://i40.tinypic.com/w14rj8.jpg
The one section that previously had nothing on it other than a few terrain features. It now has a fully animated water rapids section that is drive-able as an alternate route. The entrances to both this route and the normal route are greeted to you by two big pebble/rock arches, letting you know the choice is there to take if you so desire! the rapids route is quicker, but is tougher to nail those all important drift boosts in, so its again, a strategic decision.

http://i44.tinypic.com/2wrot3b.jpg
Here's another screenshot of the water rapid section, take note the additional smoke effect emitter to really give it the rapids feel.

http://i40.tinypic.com/2cx97v8.jpg
The waterfall section has also benefitted from the lighting upgrade, looking far more dynamic than it used to. I have also used the flower lamps to provide extra lighting as well as some nice scenery. I may plan to use some sort of hologram/decoration trickery on the water-bound lamps to make them into lilyflowers (or whatever you call them), but that will be for later.

http://i40.tinypic.com/2qut4sw.jpg
Finally here's the final section of track which i failed to show the last time.. mainly because back then i had zero ideas for it. Now it houses two additional routes, one for quicker access, the other one to stay ahead, and the standard route for important drift boosts. If you notice it also goes over the waterfall section, meaning this part is actually quite condensed compared to the rest of the track.

I hope you all like what you see from the recent updates, and I hope to have it done soon, or at least have another progress section if it is needed!
2013-05-30 15:54:00

Author:
Snake55wildcat
Posts: 15


This look really good! How is it progressing? I do like the spiral tree idea and the picture below that. One question though: if you've ever nailed a corner without a wall, you'd probably know that karts have a real bad tendency to automatically ride up and get you out-of-bounds with hills that don't have solid barriers; are you leaving the track corners as-is?2013-06-13 23:38:00

Author:
Hiroshige0
Posts: 114


I kind of got distracted by GRID 2 which is why I havent updated in a while. I've gotten over that now

Its progressing nicely, the track itself is very nearly finished with a lot of the scenery practically done, and the fine-tuning of the track completed. I have also added force-field walls and fabric bush walls to certain sections of tracks where such a bug can occur. All I really need to do now is the logo for the track (like how my previous two tracks had its name made of materials) and the introduction cameras, and by then it should be ready for release!
2013-06-14 20:16:00

Author:
Snake55wildcat
Posts: 15


I have also added force-field walls and fabric bush walls to certain sections of tracks where such a bug can occur.

Glad to hear it! It might sound like a lot handholding, but I tend to find that everyone who plays my levels (or uses my programming work) doesn't use it at all like I expect, and the extra "stupid-proof" stuff does go a long way.

Looking forward to it!
2013-06-14 22:14:00

Author:
Hiroshige0
Posts: 114


The track is now released, enjoy! (https://lbpcentral.lbp-hub.com/index.php?t=80574-Emerald-Forest-A-new-race-map-in-a-natural-setting!&p=1112057&viewfull=1#post1112057)2013-06-29 10:38:00

Author:
Snake55wildcat
Posts: 15


Hey, this is a really cool idea to see the thought process behind the track! I always like sharing sneak peaks with my other creator friends and seeing their progress on their latest projects, it's always cool to see the evolution of an idea and actually watch the project grow into a fully fledged idea, will do something like this for my next track, thanks! 2013-07-01 13:00:00

Author:
atheistsw
Posts: 147


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