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User:XenonNSMB/LEGO Universe

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LEGO Universe

Developer: NetDevil
Publisher: LEGO
Platforms: Windows, Mac OS X
Released internationally: October 26, 2010


AreasIcon.png This game has unused areas.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.


See, this is why game preservation is important.
This game is defunct.
Do note the game no longer works at all without modifications. This is most likely due to the game's servers being shut down. As a result, further official developments with the game are unlikely to happen.
This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

LEGO Universe was an MMO with a surprisingly advanced building and scripting system, an incredibly convoluted development cycle, and chat filters that prevent you saying numbers. It's to protect the kids.

Unused Maps

Developer Maps

LEGO Universe contained many debug maps, used by the developers for various testing purposes. It also contains maps that were planned to be implemented, but weren't due to the game's sudden closure. Some of these maps have been documented by Shival, one of the game's developers, and posted on his YouTube channel.

(Source: LEGO Universe Wiki)

NPC Test Area

A grassy field with many NPCs in it.















Pets Test Zone

A grass map, with many pets in it and "PETS" written in dirt on the ground.















Misc Ship Map

This map features an island, surrounded by water, with several pirate ships docked on it.















Ninjago Test Map

Contains many models and NPCs related to the Ninjago world in LU.















"Super Awesome"

A world very similar to the Spider Cave in Avant Gardens. Possibly a concept for the Spider Cave, or just a bored programmer.















Artist Testland

A test map used by Ellory Gillis-McGinnis, one of the game's artists.















Test400

This design test map's filename is superawesome.luz, implying some relation to the "Super Awesome" Spider Cave test.















MegansHouseOfHorrors

This map was used by the GFX programmer Megan Fox.















Map 525 - Gnarled Forest sidescroller

A sidescrolling level, a concept that was never seen in the final game, created using Gnarled Forest assets. Created by level designer Steve Young.















Old Travel Hub

Contains signs that, when interacted with, will teleport you to many alpha worlds.















Unreleased Maps

These maps were either planned to be added to the game, but were not due to the game's sudden closure, or were only available during prerelease (Alpha/Beta) testing.

Blocky Mtn Airport

An airport-themed world. According to the LU wiki, this world was made by a team of players named "lupowski". There are two parachuting-related NPCs in this world: Dirtnap Phil (Parachute Instructor), and Dirtnap Barski (Parachute Game Vendor).

(Source: http://legouniverse.wikia.com/wiki/Development_Worlds)
















Pinball

A minigame made by "Team 7". A Wizard NPC would give the player a mission to repair a pinball table, which would then become playable. Although never officially seen in-game, the wizard was spawned by GMs in Nexus Tower on January 29 and 30, 2012.

(Source: http://legouniverse.wikia.com/wiki/Development_Worlds)
Hmmm...
To do:
Add images from LU wiki page, and add the other player-made worlds from the LU wiki
















Cul-de-sac

This was one of the properties that players could rent and build on. It was originally available in the alpha, and for a short time in the beta, where it got a redesign and soon after was removed from the game. It gives players a small area to build in, with a larger area that is inhabited by NPCs, with houses and scenery.

Hmmm...
To do:
Add an image of this property, and document the other unused ones from here.

Happy Flower leftovers

Happy Flower is the level editor for LEGO Universe, which was used by the game's developers and LUPs (teams of LEGO Universe players that were chosen to create worlds for the game). Although never released publicly, it was distributed to LUPs. Happy Flower is not present in the game's public client, however its UI leftovers can be found in the game.

Developer Instructions

Some of the game's XML files contain plaintext comments to aid designers in editing them.

In SpeedChat.xml:

*** READ BEFORE EDITING! ***

Designers:

   You may enter the id and chatoutput at your liesure. The list of known animations is:

	backflip
	clap
	cringe
	sad
	proud
	gasp
	giggle
	salute
	shrug
	sigh
	talk
	wave
	frustrated
	thanks
	yes
	zap

   Support for icons is in the works.

   The plan is to have this whole structure put into the database and loaded upon client login
   so we don't have people changing the text to other less desirable stuff.  Nesting will also be
   included.
   

Programmers:

   you shouldn't have to do anything

In uisettings.xml:

<!-- 
  //////////////////////////////////////////////////////
  //////////////////////////////////////////////////////
  ////
  ////  END-USER (HUD) WINDOWS
  ////
  ////  These are windows that are the informational
  ////  for the end-user, i.e., the player's HUD.
  ////
  ////  These *CAN* be edited by the end-user.
  ////
  //////////////////////////////////////////////////////
  //////////////////////////////////////////////////////
  -->

<!--

*** READ BEFORE EDITING! ***

Designers:

(...) - indicates non-literal value (anything that fits the rule inside)
    i.e. -  (positive number) means any number >= 0 is ok
    
...|...  - separates possible values within the same property/value
    i.e. -  default | (positive number) means that you must either have the word
            default or any positive number, but not both
            
[...] - denotes optional data
    i.e. -  [relativeTo="..."] means that relativeTo is an optional attribute
    
*...* - indicates the default value if none is specified
    i.e. -  *Left* | Center | Right means that left is the default value

<UISettings>
  <frame name="(framename)">
      [<size x="*default* | (positive number)" y="*default* | (positive number)" />]
    
    *(technically optional, the anchors default to upper left corner on both the scene
      itself and the screen, which also means a parent/child relationship can never be default)
      [<anchors>
        <anchor [relativeTo="*screen* | self | (another frame/scene name)"]>
          <xAnchor [percent="(any number *0*->100)">*Left* | Center | Right</xAnchor>
          <yAnchor [percent="(any number *0*->100)">*Top* | Center | Bottom</yAnchor>
          [<offset x="(positive/negative number)" y="(positive/negative number)" />
        </anchor>
      </anchors>]
  </frame>
</UISettings>

Programmers:
   
-->