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#1

*new track* Tizocs Temple

Archive: 25 posts


Hello there!


Todat i present you Tizocs temple.
I know there are a lot of aztec levels out there already but i really wanted to do something with ziplines and i thought they would fit good in an aztec setting.

Notice: Do not move the left stick up or down while ziplining. Moving left or right with the left stick is fine and required.

Link and pics below, greets taktloss

https://karting.lbp.me/v/f9pd

http://img4.fotos-hochladen.net/uploads/dataxj6ywa1ocd.jpg (http://www.fotos-hochladen.net)

http://img4.fotos-hochladen.net/uploads/data26l7f94bhvq.jpg (http://www.fotos-hochladen.net)

http://img4.fotos-hochladen.net/uploads/data3heuy7womxk.jpg (http://www.fotos-hochladen.net)

http://img4.fotos-hochladen.net/uploads/data4s1yhcjnt9x.jpg (http://www.fotos-hochladen.net)

http://img4.fotos-hochladen.net/uploads/data5y6vpkgfrt2.jpg (http://www.fotos-hochladen.net)

http://img4.fotos-hochladen.net/uploads/data6jt7ep5sac2.jpg (http://www.fotos-hochladen.net)
2013-07-02 22:54:00

Author:
IIITAKTLOSSIII
Posts: 15


This looks awesome! Queued!

On another note, I have a question for you: where did you get the pirate ship from? I have seen it in another level, but I don't have it in my collected objects from the campaign (I've only gotten about 86% of the items in it).
2013-07-03 03:03:00

Author:
StJimmysAdiction
Posts: 388


very original track2013-07-03 05:12:00

Author:
gipsy
Posts: 408


I like. Queued. 2013-07-03 10:37:00

Author:
Schark94
Posts: 3378


Looking very cool, queued!2013-07-03 12:11:00

Author:
atheistsw
Posts: 147


This looks awesome! Queued!

On another note, I have a question for you: where did you get the pirate ship from? I have seen it in another level, but I don't have it in my collected objects from the campaign (I've only gotten about 86% of the items in it).

I created it.
2013-07-03 19:41:00

Author:
IIITAKTLOSSIII
Posts: 15


I created it.

Ah! Amazing! You are very talented and I'm assuming vastly patient.

Any chance that that would be a prize?
2013-07-03 21:06:00

Author:
StJimmysAdiction
Posts: 388


The visuals on this track are absolutely stunning, the way the track begins to deform because of the volcano on future laps in brilliantly done and the sunset lighting creates a spectacular vista whereupon to race. Unfortunately, as I mentioned to you in-game, the zipline is completely broken right now. I didn't touch the pad while swinging down it and it kept putting me too low to the ground and wouldn't let me disengage to jump off. Also, the third zipline that crosses over the pirate ship, give you an out of bounds reset even though you are just going straight.

If you can fix these issues then I will use up one of my precious hearts instantly because this has the potential to be one of the best tracks on the game!
2013-07-04 14:00:00

Author:
atheistsw
Posts: 147


The scenary and fx are a professional work. I have played your tracks IIITAKTLOSSIII, all your levels are really ESPECTACULARES!! 2013-07-04 15:48:00

Author:
SergioChileno
Posts: 60


looks nice qued 2013-07-04 19:50:00

Author:
WESFUN
Posts: 1336


Queued. 2013-07-04 20:10:00

Author:
fireblitz95
Posts: 2018


This level is amazing. It looks fantastic and professionally done, the track makes sense and flows well, and the music is great and really adds to the feel of the level. I will say that there are some areas that seem fairly empty, mostly some of the last turns and spans. They might could use some score bubbles to help keep the eventful pace (can't say I remember any bubbles at all actually).2013-07-05 21:14:00

Author:
StJimmysAdiction
Posts: 388


*Bowing*

I'm not worthy! I'm not worthy!

How did you make the zipline? I know atheistsw thinks it's broken, and maybe it is, but it worked great for me.
2013-07-07 19:03:00

Author:
KingRyuukuro
Posts: 24


*Bowing*

I'm not worthy! I'm not worthy!

How did you make the zipline? I know atheistsw thinks it's broken, and maybe it is, but it worked great for me.

I'm not sure how it worked for you, but I've played this track twice now. The first time it worked once in 3 laps. The second time I showed it to my friend playing on our own. In that playthrough It failed each time on the first 2 lines but the final zipline over the pirate ship worked FLAWLESSLY for each lap!

I'm not familiar with the mechanics used to employ the zipline idea but playing with puppethand666, he suggested that the issue could simply be a syncronisation issue, with even a split second of delay could alter the path of the tether used to guide you and therefore cause the line to drop too low. He also said this is likely one of those things that works perfectly when in the editor and problems only come to the fore when playing online, although as I said, my first playthrough was solo vs AI so.... I dunno, I'd hate to be IIITAKTLOSSIII right now and have to work out how to make it work 100% correctly!
2013-07-08 14:16:00

Author:
atheistsw
Posts: 147


I dunno, I'd hate to be IIITAKTLOSSIII right now and have to work out how to make it work 100% correctly!
Haha, thanks!

I really dont know what to do about this. Solo it worked fine for me. Playing it online with stulinpool it worked fine for both of us. But when other players joined the game i notice that they had problems with the ziplines and kept falling off. I went back to create mode and thought that i found the problem when i noticed that youre going out of bounce if youre pressing up while ziplining because it makes the zipline goes longer.
But now that it seems that this isnt the problem i really have no idea at all how to fix it.

Thanks a lot to you atheistsw, i really appreciate that you are trying to help me fixing it! If anybody else has an idea how to fix it please let me know. Also i couldnt find out how to make the AI grap onto the zipline.
2013-07-08 20:29:00

Author:
IIITAKTLOSSIII
Posts: 15


This level is amazing. It looks fantastic and professionally done, the track makes sense and flows well, and the music is great and really adds to the feel of the level. I will say that there are some areas that seem fairly empty, mostly some of the last turns and spans. They might could use some score bubbles to help keep the eventful pace (can't say I remember any bubbles at all actually).

Thanks mate but you wont see any scorebubbles in my levels i think they look ugly :]
2013-07-08 20:36:00

Author:
IIITAKTLOSSIII
Posts: 15


Haha, thanks!

I really dont know what to do about this. Solo it worked fine for me. Playing it online with stulinpool it worked fine for both of us. But when other players joined the game i notice that they had problems with the ziplines and kept falling off. I went back to create mode and thought that i found the problem when i noticed that youre going out of bounce if youre pressing up while ziplining because it makes the zipline goes longer.
But now that it seems that this isnt the problem i really have no idea at all how to fix it.

Thanks a lot to you atheistsw, i really appreciate that you are trying to help me fixing it! If anybody else has an idea how to fix it please let me know. Also i couldnt find out how to make the AI grap onto the zipline.

I can appreciate your frustrations, it's a really cool effect when it works properly but unfortunately there seem to be too many variables that work against it and cause major issues, particularly online with more than 2 people. If you leave it on then it won't work properly for a lot of people and that'll just mean they think it's broken. IMHO the track is fantastic WITHOUT the ziplines and if you replaced them with jumps and/or grapple points it would still be a stunning piece of work that would actually work right 100% of the time!
2013-07-08 22:03:00

Author:
atheistsw
Posts: 147


If you're not too worried about how the 'landing' looks, you could put a bit of forcefield down as a guide as the bottom to allow the player to make it to the road, and put some logic on the forcefield with an impact and player sensor to force it to break the tether.2013-07-09 05:23:00

Author:
IvoYaridovich
Posts: 88


If you're not too worried about how the 'landing' looks, you could put a bit of forcefield down as a guide as the bottom to allow the player to make it to the road, and put some logic on the forcefield with an impact and player sensor to force it to break the tether.

That's a REALLY good idea, as the main issue is the tether dropping too low to be able to reach the track, a forcefield would solve the issue and shouldn't look too odd either! Great thinking Ivo!
2013-07-09 15:01:00

Author:
atheistsw
Posts: 147


If you're not too worried about how the 'landing' looks, you could put a bit of forcefield down as a guide as the bottom to allow the player to make it to the road, and put some logic on the forcefield with an impact and player sensor to force it to break the tether.

Good idea, will try it out. The only problem is that i cant really test it because i dont have any problems with the zipline at all so i dont know in which parts the players fall of exactly.
2013-07-09 20:48:00

Author:
IIITAKTLOSSIII
Posts: 15


Good idea, will try it out. The only problem is that i cant really test it because i dont have any problems with the zipline at all so i dont know in which parts the players fall of exactly.

It's at the end of the line, rather than being able to continue onto the track you get sucked down too low and end up hitting the rock below the track.
2013-07-10 16:30:00

Author:
atheistsw
Posts: 147


Ziplines?!? I'm definitely going to love this I'm sure. Playing it tomorrow!2013-07-11 03:20:00

Author:
Cdub0817
Posts: 47


Wow, the pictures are awesome, queued!!!2013-07-15 09:16:00

Author:
Chup
Posts: 95


I played it yesterday and you did a really good job! This track looks amazing and the idea with the ziplines is also great! Thumbs up 2013-07-17 13:57:00

Author:
Chup
Posts: 95


@ atheistsw : Zipline worked fine for me, well I have not played this level online with others players. @IIITAKTLOSSIII: perhaps, as atheistsw say, this is a online problem (typical in lbpk).2013-07-20 17:09:00

Author:
SergioChileno
Posts: 60


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