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#1

Sack Labs - series

Archive: 3 posts


Hey guys.
So I'm currently working on this new project I like to call Sack Labs.

The first level will be called Sack Labs - AgileBot v1 (with an update called AgileBot v2). I'm currently making that level. It's main purpose is to show off this sackbot I made (which I call AgileBot) that can double jump, wall jump, and roll.

The second level will be "Intruder Alert", in which someone breaks into Sack Labs.

The third and final level will be "Badman Corp", in which the player learns that the intruder was a spy from a company called Badman Corp, who tries to steal the latest technologies from Sack Labs and use them for evil.

I was just wondering if any of you have some opinions or ideas about the series.
2014-07-02 05:47:00

Author:
YungDaVinci
Posts: 61


Make Badman corp run by Latin_Player_10, and being unable to make his own good OC, he steals other logic and objects out of frustration

that would make my day xD

But that level sounds like a great idea, cant wait to see if anything comes of it (I have my eye on you)
2014-07-03 08:28:00

Author:
amiel445566
Posts: 664


Yeah, I think this is great idea and is worth taking time for, but if you do, you need to make it detailed and well done. Many people have levels like this, so you need to add something that makes your level above the others. I like the idea of the story, and I think that if done well, it could turn out to be amazing. I think that you can use dark matter, and shrink it to the smallest you can get it, and put it in front of string between buildings, so it looks like you are walking on the rope. You can also tweak it with the material tweaker, and make it grabbable.
Keep going, I think it can turn out to be a great project. I've made levels sort of like this, and I know you can probably do a better job.
If you need to, contact Ticklefwop on PSN, or check out his crazy parkour level. That could be just a good intro if you need help. Keep on creating, my friend.
2014-07-16 17:53:00

Author:
TlCKLEFWOP
Posts: 16


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