User:XenonNSMB/LEGO Universe
LEGO Universe |
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Developer: NetDevil This game has unused areas. |
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 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.
Contents
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.
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).
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.
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.
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: -->