View Full Version : Sunset Islands

12-16-2012, 01:29 PM
The Level: https://karting.lbp.me/v/28p9

Sunset Islands


Welcome to the Sunset Islands! You'll be racing around the islands on sponsored hovercrafts from various companies. Along the way you'll see coral reefs, pirate caves, and even a wrecked ship or two. There are some rumors going around that the island is home to a sea monster or two, but Ivo Industries would like to remind you that we are completely safe!

We're in our offices making brochures, good luck to you racers though!

Official spiel, over. This track broke so many times making it that I almost threw the PS3 out the window. Stickers would disappear, terrain would go flat, even the stupid ship vanished once. I normally love my work, but this is the red headed step-child I'm happy to throw out into public!

In all seriousness though, if something breaks, or doesn't look right, or gave you the evil eye, let me know so I can beat the sno.... I mean fix it.

Enjoy! I'm happy to think this thing is complete X.x

Featured by a guy that does things (<3):


12-16-2012, 06:36 PM
qued for later

12-16-2012, 10:09 PM
Hey I played this track earlier, I actually played all througout ot phases, and I can honeslty say this track is a masterpiece. The enivorment it is great, It feels as if we are actually in the tropics, tlevel reminds me of the boss fight with the octopus from Diddy Kong Racing, and the way that we are able to look into to the water and see the coral, and fish is great. The visuals you definitly have down like you always have! its nice to see you and your work carry over from Modnation :) You deliever the astheics and in gameplay as well, my first run through you kraken octopus creature startled me so much haha. You custom weapons are interesting as well. I actually have 2 favorite parts of your track, the 1st being the cave, I really love the lighting and my 2nd would have to be the pirate area as well and the see monster kraken. :)

If its really hard for me to find anything for you to improve on because Almost everything on the track is impecable I guess( Nothing is perfect) XD. You even made all the hovercrafts a unique pattern.

Again Ivo this track is awesome keep up the good work!!

How was your thermo looking in this track??

12-16-2012, 10:21 PM
Very nice - queued. ^^

12-16-2012, 10:55 PM
Judging from Steven's post and the picture, it should be fun, q'ed.

12-17-2012, 06:59 AM
Queued and this looks great already - I'm keen to see what a seasoned Modnation creator comes up with!

12-17-2012, 08:24 AM
How was your thermo looking in this track??

It's actually at about just over 3/4s used. Since the track doesn't use the drawn track at all, the thermo was empty when I started putting objects down. I also reuse, but resize and twist a lot of objects to save on Thermo use, using a lot of repeated objects for background visuals while trying to make unique ones for the more foreground visuals. It's a trick creators in Modnation used to get more out of less and it seems to have carried over nicely.

Won't work for every track though, next track I'll have to find other ways to save on the Thermo usage as I won't have the option to not use the track and I plan on some very big objects. We'll see how that turns out XD

Provided I work on that one.... I keep telling myself I want to work on one at a time but I have 3 tracks in skeletal form right now XD An industrial factory track, a track reminiscent of Galactic Parade, and a track of Sonics Sky Sanctuary stage. I just can't pick one to work on and finish >.<

Edit: I got some complaints about the track lagging, I'll try to remedy that.

12-17-2012, 06:02 PM
Ivo, I absolutely love this level!! It totally reminds me of Diddy Kong Racing in all the right ways. The layout and coral detail is awesome! Unfortunately, I am one of those people that the level lagged on, and it lagged a lot, to the point of bring almost unplayable. I still hearted it because the track is THAT GOOD! But man performance hurt. I would try to do whatever you can to reduce lag. I know you made each hovercraft unique, but maybe making them all the same would help, since I barely noticed the hovercrafts at all.

EDIT: I see you re-released the level fixing performance issues. I will race it again. Trust me when I say I will race this level as many times as you need.

12-17-2012, 06:05 PM
It wouldn't be the hovercrafts that do it, but probably the abundance of random little particle effects and lighting that no one would miss, which I deleted. It should play better now.

The only difference between each craft is the stickers XD

12-17-2012, 06:45 PM
qued up the pics look great :D

12-17-2012, 06:56 PM
Hi, I played this last night.

This level is super colourful and detail packed from the flying birds to the oozing octopus/kraken mouth to the jumping fish and the customised weapons - HEAPS of uniqueness.

The gradual lighting change was subtle but worked perfectly and added to the ambiance.

I had two problems though, it wasn't always clear to me where I could actually "hover" and I kept popping from going "off track" although at times it seemed to me a legitimate path I was taking. After the first lap the level began to stutter (I played the level twice) and became quite jerky which made playing difficult.

Don't get me wrong, this level is gorgeous and I really love the underwater features such as the coral, skulls etc, it gives an excellent impression of being out at sea in some lagoon. Thanks for sharing!

12-17-2012, 07:22 PM
I also like how the hovercrafts were made using donuts...very resourceful. At times I wish we had a way to make other basic 3D shapes in LBPK like spheres, toruses (torii?) AKA donuts, and edit them easily the same way we can do corner editing in LBP2.

12-17-2012, 08:02 PM
I did some editing this morning, so it 'should' play better. It's never lagged or stuttered for me so it's hard to judge unless someone tells me otherwise.

The main path is always on the water, the buoys and arrows should keep you in the right direction, but going outside the buoys or on to the land (with the ship being the only exception) should reset you.

12-18-2012, 03:35 PM
Looks amazing, Q'd! :)

12-18-2012, 09:57 PM
Okay, so I played this track with friends today and I pinpointed a spot that may have been a point of contention, I went in and tweaked the breadcrumbs a little, but I don't think the should have been off tracking people.

I have come to the conclusion that this track, is going to always do something funny. In fact, when I loaded it to mess with the breadcrumbs, I had to exit out and reload it as it loaded in with half the beach sunk to the bottom. It is possible that when loaded to race, it may have done that. Which could certainly cause issues as the terrain designates where the track is. I do apologize for this, but it's nothing I can fix. The game is buggy, and this track sadly suffers from the bugginess. I do know that I do not recommend ever making a track like this, nor will I ever make a track like this again as I have never seen a game throw so many bugs at a track as I have with this one.

12-20-2012, 03:19 PM
I didn't lag at all, but I found controlling the hovercraft a little hard, with the water being all slippery and stuff. :D

12-20-2012, 03:24 PM
They're meant to be a little more difficult then a car, but not by too much. Drifting eliminates the slipperiness entirely, which is nice. I'll take the grin as a note that you probably enjoyed it. :p

12-22-2012, 04:22 PM
Ivo, I re-played this last night and I am happy to report that I encountered NO performance issues. Did you get make the kart handling a little more slippery, though? Eitherway, it is an awesome track!! One of the best out there.

12-22-2012, 06:12 PM
No, I did not make it more slippery. You might have just been drifting less, the karts won't slip during a drift, hence the blurb I put during the prerace cut scene.

12-25-2012, 09:04 PM
Hello, I'll make this short. In a nutshell, this level looks great and plays well, I love the amount of branches here, but it has some difficulties with the fact that it's hard to see over all the small islands and stuff, as it's all on the water level. However, it's a good level and in several cases, worth playing by everyone and for a person who likes uniqueness, like me, worth a heart.

12-26-2012, 04:49 PM
I was going to do more terrain work, but ran out of budget for that. I saw your AI comment in game, and I can do nothing about that. The AI is set to expert, they just don't like navigating the track. Before I set Pathfinders for them they'd just race in tiny circles at the finish line and go nowhere. They even have Race Brains increasing their navigation skills to 100% and still get lost.

I've already nixxed this track style off my list of fun playable things, but I do appreciate the community pick for it ^^ I promise my next one to be far better.

12-29-2012, 11:43 PM
Wow, nice picture! Queued! Can't wait to play!

12-30-2012, 12:26 PM
I've already nixxed this track style off my list of fun playable things, but I do appreciate the community pick for it ^^ I promise my next one to be far better.
Cool. Can't wait!

01-03-2013, 02:56 AM
How you made that shipwreck is mindboggling, to me! Great work!