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#1

Tornado apocalypse

Archive: 14 posts


Hi sackboys,
I'm happy to present you my new track: Tornado apocalypse (https://karting.lbp.me/v/qrbu)


https://lbpk-production.s3.amazonaws.com/player_creations/1248474/preview_image_128x128.png

This is a Motorstorm Apocalypse-Like track. Many changes, many ways to go and a lot of (light)effects. Try to stay at the first place if you want to see all of them.

Yes, there is a Tornado, like in Dontedesco Track, but you'll see that it is in a different way.

Hope you guys enjoy this track.

( Sirr, if you like it, that would great to make a video from this)

https://lbpk-production.s3.amazonaws.com/player_creations/1248476/data.jpg

https://lbpk-production.s3.amazonaws.com/player_creations/1248484/data.jpg

https://lbpk-production.s3.amazonaws.com/player_creations/1248486/data.jpg

https://lbpk-production.s3.amazonaws.com/player_creations/1248482/data.jpg

https://lbpk-production.s3.amazonaws.com/player_creations/1248492/data.jpg

https://lbpk-production.s3.amazonaws.com/player_creations/1248494/data.jpg

https://lbpk-production.s3.amazonaws.com/player_creations/1248496/data.jpg
2014-02-04 19:30:00

Author:
gipsy
Posts: 408


Ooh looks cool, queued!

-hyper
2014-02-04 19:47:00

Author:
hyperdude95
Posts: 1793


I wish I had Karting now. That looks and sounds great!2014-02-04 20:01:00

Author:
biorogue
Posts: 8424


Absolutely!! I'll have one up later tonight!!! This looks good !!2014-02-04 20:44:00

Author:
Sirr
Posts: 120


Just, don't be surprise: the beginning of the track doesn't look like "apocalypse". The atmosphere changes after the first half of first lap2014-02-04 20:56:00

Author:
gipsy
Posts: 408


Looks amazing! queued!2014-02-04 22:21:00

Author:
StJimmysAdiction
Posts: 388


Awesome queued!

Played it! Amazing, I loved spinning around in the tornado. You're effects were awesome. Great Job!
2014-02-05 02:25:00

Author:
Whit3RaveN
Posts: 84


hey Gipsy

How much thermometer did you have left( or how much did you use) ?
2014-02-05 07:11:00

Author:
Sirr
Posts: 120


Between 80 and 90% full.
Don't know why it is laggy by you.
Do you guys had problems with the track too. In this case let me know if i must make the hermometer down.

Edit: i try to make thermometer cooler. I delete some thing and separate objects. I thinks (and hope) it must be better.

Let me know guys if it's still laggy, and in particulary if the helicopter is on fire at third lap (or not)
2014-02-05 10:23:00

Author:
gipsy
Posts: 408


Looks awesome, queued! 2014-02-05 17:33:00

Author:
fireblitz95
Posts: 2018


Let's say it's just a beta version. It just doesn't work online and it's extremely laggy for some people offline too.
I don't know exacly why, but i'm working on it. I really hope i'll fixe it because i spend many hours on it and i really want this track to be playable.


Can someone (moderator) move this thread to idea and project?
2014-02-05 22:30:00

Author:
gipsy
Posts: 408


Let's say it's just a beta version. It just doesn't work online and it's extremely laggy for some people offline too.
I don't know exacly why, but i'm working on it. I really hope i'll fixe it because i spend many hours on it and i really want this track to be playable.


Can someone (moderator) move this thread to idea and project?
Moved to Ideas and Projects per OP request.
2014-02-06 13:41:00

Author:
Lady_Luck__777
Posts: 3458


I got a chance to play this last night. It was awesome! I love the changing atmosphere and multiple paths that open up. There was a bit of lag, it felt like it was running a hair slow. There weren't much for spikes, just a constant slow. There were a lot of moving parts, which is where most of this comes from (at least from my experience, this is what I'd say). What I've found useful in keeping that down, is having things appear when you need them, and go away when you don't (emitters, destroyers, tags, and sensors).

That turn into the tunnel from the town is quite sharp without much warning; both the bots and I had a hard time not riding the wall when turning into it. I may be able to account for this with my prior knowledge on later play throughs, but as a first play, it seemed extremely difficult to navigate.

I loved the text throughout. It felt pretty tongue-in-cheek, and like the weather gods were taunting me and punishing me. I haven't seen a way to get them to show up like that, not in a box, before. How did you do it?

Also, how did you do that tornado at the end? It was very cool, and worked very well. I couldn't really see it, just got sucked up. Maybe that's the intent, but some swirling smoke emitters could make it look like you're driving right into a big tornado.

Ah, a final note: the video in the center, while cool, did not pause the race. It resulted in me running into the wall for the whole time, while the bots just passed me up, unaffected.

Now that this is a "project," I can't wait to see the final product. Very cool track, will be going into my play list.
2014-02-06 17:58:00

Author:
StJimmysAdiction
Posts: 388


I got a chance to play this last night. It was awesome! I love the changing atmosphere and multiple paths that open up. There was a bit of lag, it felt like it was running a hair slow. There weren't much for spikes, just a constant slow. There were a lot of moving parts, which is where most of this comes from (at least from my experience, this is what I'd say). What I've found useful in keeping that down, is having things appear when you need them, and go away when you don't (emitters, destroyers, tags, and sensors).

I'll try this but i'm not sur i can't delete a lote of thing.


That turn into the tunnel from the town is quite sharp without much warning; both the bots and I had a hard time not riding the wall when turning into it. I may be able to account for this with my prior knowledge on later play throughs, but as a first play, it seemed extremely difficult to navigate.

Yes that's right. I will add more warning, but i can't change the turn here, that would create too much problems. Once you know the turn, you can take with the good trajectory.


I loved the text throughout. It felt pretty tongue-in-cheek, and like the weather gods were taunting me and punishing me. I haven't seen a way to get them to show up like that, not in a box, before. How did you do it?
That's not that easy. I saw this many times on Dsmmat, Onepoppa , pupethand666 ... tracks. I took me a lot of time to find out how to do. I'll explain you later, may be on a tutorial.


Also, how did you do that tornado at the end? It was very cool, and worked very well. I couldn't really see it, just got sucked up. Maybe that's the intent, but some swirling smoke emitters could make it look like you're driving right into a big tornado.

I'll make a tuto about that too. (i already did on a french forum, the fact is that i'm not sure that evrybody will understand my "english"). Right now i can just say that it looks like that (but ther is logic on spawn point too):
http://i58.servimg.com/u/f58/18/28/08/47/dsc_0012.jpg


Ah, a final note: the video in the center, while cool, did not pause the race. It resulted in me running into the wall for the whole time, while the bots just passed me up, unaffected.

I found that cool at first but you'r not the only one who told me that this was not that good.
Maybe i'll put the kart on auto pilot during the cinematic. Otherwise i don't know how to make "pause" during the cinematic.


Now that this is a "project," I can't wait to see the final product. Very cool track, will be going into my play list.

Thanks for your feedback. I really hope i will found out a way to make this track playable on line and offline without problems.

If you guys have ideas or other comment, be my guest.
2014-02-06 21:29:00

Author:
gipsy
Posts: 408


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