I am looking to give away my incomplete helicopter level.
So I started this level and I just cannot find the time to complete it. I would really like to give it to someone that can put it to good use and finish it. (or at the very least incorporate a large amount of it into their level. Send me an email or PM by next weekend, Jan 31st, describing why you want it and how you would use it. Whoever I decide to send it to will have complete ownership to post, give away, whatever. you will also need MGS pack to edit it.
Here’s what I have so far:
[Watch YouTube Video]
http://www.coorsxcompany.com/ftp/klamath/lbp/sh001.jpg
I made the sackhawk from scratch, and it includes a spawn and a paintinator. It moves up down and hovers. I have a lot of the parts separate that I can send as objects as well.
http://www.coorsxcompany.com/ftp/klamath/lbp/sh002.jpg
this is the base you saw in the video, the concept is to give someone a chance to play on the chopper and test it out before they use the one outside… which takes off right away. Also gives me a chance to explain the “pick up” process if you fall off. The first version had a chopper that would lower to pick you up anywhere (which was nice) but it crashed half the time. After reading both bubbles the player earns a sticker badge, which can be used for replay ability, 2nd levels, etc
http://www.coorsxcompany.com/ftp/klamath/lbp/sh003.jpg
http://www.coorsxcompany.com/ftp/klamath/lbp/sh004.jpg
more chopper shots. The one thing I would improve is the transition from platform to interior makes the player have to jump, instead of just pressing up to dodge. I think it would make a game play improvement, but I haven’t really tested it that much.
http://www.coorsxcompany.com/ftp/klamath/lbp/sh005.jpg
These are the logic boxes. Basically, if the chopper is in a landing zone (#4) triggers AND (#3) the player is not on the chopper (#2), then it will land. If the chopper is in a landing zone (#4) AND (#3) the player is on the chopper (#2) then it will not land and pass over the zone.
Raising and lowering is invisible piston is controlled by the 3-way (#1) who get commands about player on/off(#2) and landing zone in/out(#4). There is also a kicker on #1 for stopping when the hover height is reached.
http://www.coorsxcompany.com/ftp/klamath/lbp/sh006.jpg
forward movement is done with an ice sled on an ice track. The floating key is a landing zone indicator. The switch down at the bottom triggers the kicker to say the chopper is high enough. In this picture the sled is lifted off of the track because the chopper is on the ground, once it lifts it rights itself.
http://www.coorsxcompany.com/ftp/klamath/lbp/sh007.jpg
the sled wheel rolls forward when the player is on the platform, but there are times you want to stop the chopper. In this case there is a dissolve glued to the track that stops the chopper shled. When the player shoots the items below, the key and switch drop above for a pretty primitive permanent switch. When they mate, the block dissolves and the chopper moves forward.
http://www.coorsxcompany.com/ftp/klamath/lbp/sh008.jpg
this is where my creativity falls apart. In my mind I wanted to build an awesome Mexican city to fly over and shoot at. (mostly because I have collected more Mexican things than middle east things and the middle east backdrop isn’t my favorite). Anyway this is an example of what you can shoot at.
http://www.coorsxcompany.com/ftp/klamath/lbp/sh009.jpg
this has no function, other than to let the player who has fallen off of the chopper to stop running and wait for the chopper to land and get him. IMO the city design should also reward the player that doesn’t fall off… so more bubbles, less enemies, etc. Above this spot the chopper is being triggered to do a player check, and if no player, stop rolling and drop the chopper.
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anyway, if you are interested shoot me a note.
-Klam