Wow that looks great, the new possibilities with the gun (depending on the settings of it) are pretty big. Not expensive for the new materials and levels I say!
A 5th Sackboy costume…the Gurlokovich Soldier (see above).
72 New Stickers
12 New Materials
10 New Decorations
18 New objects
New background music track
3 new interactive music tracks
New Metal Gear Solid themed ‘sound object’
New Plasma Ball ‘danger element’
New Laser Sight ‘gadget’
New functioning Searchlight lamp
12 new Trophies to unlock
and best of all.....THE PAINTINATOR and Paint Switch
With the THE PAINTINATOR you’ll be able to splatter anything that comes between you and the end of any level. Shoot paintballs with the R1 button and using the right stick to aim. Paintballs will hit very weak slap. Shoot ‘Brains’ from a safe distances now and progress thru levels much easier. The Paint Switch, so you can attach it to any object and set it to destruct after being splattered with enough paint. Don't believe us? Check out this video- (not up yet)
$5.99
Non-MGS Level Pack owners can PLAY the MGS Story Levels by joining a “host” who owns the pack and play the levels online together.
At the very least I'm for sure getting the level pack. MM's levels are far too good to pass up a pack of new ones, especially when they're connected to one of my favorite game franchises. Don't know if I'm going to buy the costume pack, yet, though.
Also, this part "Non-MGS Level Pack owners can PLAY the MGS Story Levels by joining a “host” who owns the pack and play the levels online together. Now you won’t be able to keep any objects, but you can have tons of fun just PLAYing. MGS Level Pack owners will be able to CREATE levels with any of these items (including the Paintinator) and SHARE them online for everyone to play" is really really cool. This means any future packs that I don't really feel like buying, I won't be missing out on a bunch of user levels that use assets from them.
A set of new story levels, new, gameplay-changing gadgets, a dozen new materials, dozens of new stickers, and new music and sound objects, though, for $6, really interests me.
This will be the first DLC I have ever paid money for.
I mean, this is gonna be even more fun than combining castle Lego with space Lego.
I’ll tell you what happens in Demon’s Souls when you die. You come back as a ghost with your health capped at half. And when you keep on dying, the alignment of the world turns black and the enemies get harder. That’s right, when you fail in this game, it gets harder. Why? Because fuck you is why.
Play
New Search Modes: More ways to find interesting levels like Most Hearted, Highest Rated and Busiest!
In-game Store: Browse, buy and play downloadable content, such as the soon-to-be-released Metal Gear Solid packs, without needing to go to the Playstation Store
Create
Save As: Save your level to a different slot on the moon while mid-edit.
Share
Keyboard text chat: Plug a standard USB keyboard into your PS3 and just start typing. Or, press Tab on your keyboard to go straight to the standard PS3 text entry screen.
Image export: save the photos you take in game to your hard drive.
General fixes, polishing and improvements, including:
* Fixed “Wheel of death” bug where Sackboy could get stuck endlessly respawning out of a checkpoint
* Better support for third party controllers
* Fixed stretch Sackboy arms
* General server improvements and optimization
* Improved the corner (vertex) editing tool
* Improvements to how Popit deals with complex shapes
* Improved Sackboy animation and made it harder to slap accidentally while acting
* Fixed lights so they don’t forget their colour
* If anything I can say this cab is rare
* Improved Online multiplayer level selection
* And I yelled to the cabbie ‘Yo homes smell ya later’
* I looked at my kingdom
* I was finally there
* To sit on my throne as the Prince of Bel Air
Willeth on
@vgreminders - Don't miss out on timed events in gaming! @gamefacts - Totally and utterly true gaming facts on the regular!
Play
New Search Modes: More ways to find interesting levels like Most Hearted, Highest Rated and Busiest!
In-game Store: Browse, buy and play downloadable content, such as the soon-to-be-released Metal Gear Solid packs, without needing to go to the Playstation Store
Create
Save As: Save your level to a different slot on the moon while mid-edit.
Share
Keyboard text chat: Plug a standard USB keyboard into your PS3 and just start typing. Or, press Tab on your keyboard to go straight to the standard PS3 text entry screen.
Image export: save the photos you take in game to your hard drive.
General fixes, polishing and improvements, including:
* Fixed “Wheel of death” bug where Sackboy could get stuck endlessly respawning out of a checkpoint
* Better support for third party controllers
* Fixed stretch Sackboy arms
* General server improvements and optimization
* Improved the corner (vertex) editing tool
* Improvements to how Popit deals with complex shapes
* Improved Sackboy animation and made it harder to slap accidentally while acting
* Fixed lights so they don’t forget their colour
* If anything I can say this cab is rare
* Improved Online multiplayer level selection
* And I yelled to the cabbie ‘Yo homes smell ya later’
* I looked at my kingdom
* I was finally there
* To sit on my throne as the Prince of Bel Air
Keyboard text chat: Plug a standard USB keyboard into your PS3 and just start typing. Or, press Tab on your keyboard to go straight to the standard PS3 text entry screen.
Finally. It pissed me off to no end having to go to the pop it menu to chat... so stupid
I’ll tell you what happens in Demon’s Souls when you die. You come back as a ghost with your health capped at half. And when you keep on dying, the alignment of the world turns black and the enemies get harder. That’s right, when you fail in this game, it gets harder. Why? Because fuck you is why.
Keyboard text chat: Plug a standard USB keyboard into your PS3 and just start typing. Or, press Tab on your keyboard to go straight to the standard PS3 text entry screen.
Finally. It pissed me off to no end having to go to the pop it menu to chat... so stupid
Is this something new they added in the new update?
I need to get either a mic or a keyboard, I HATE typing with an analog stick/X button, even if I do use their t9, which is decidedly lacking in profanities.
Is this something new they added in the new update?
'Cause I've been doing that in LBP for ages.
You were able to text chat without using the controller? I tried hitting esc, tab, enter every key I could think of couldn't get the text thing to pop up without first selecting it in popup. (Once it did pop up I could type with the keyboard.) This is a bluetooth keyboard btw.
I’ll tell you what happens in Demon’s Souls when you die. You come back as a ghost with your health capped at half. And when you keep on dying, the alignment of the world turns black and the enemies get harder. That’s right, when you fail in this game, it gets harder. Why? Because fuck you is why.
Play
New Search Modes: More ways to find interesting levels like Most Hearted, Highest Rated and Busiest!
In-game Store: Browse, buy and play downloadable content, such as the soon-to-be-released Metal Gear Solid packs, without needing to go to the Playstation Store
Create
Save As: Save your level to a different slot on the moon while mid-edit.
Share
Keyboard text chat: Plug a standard USB keyboard into your PS3 and just start typing. Or, press Tab on your keyboard to go straight to the standard PS3 text entry screen.
Image export: save the photos you take in game to your hard drive.
General fixes, polishing and improvements, including:
* Fixed “Wheel of death†bug where Sackboy could get stuck endlessly respawning out of a checkpoint
* Better support for third party controllers
* Fixed stretch Sackboy arms
* General server improvements and optimization
* Improved the corner (vertex) editing tool
* Improvements to how Popit deals with complex shapes
* Improved Sackboy animation and made it harder to slap accidentally while acting
* Fixed lights so they don’t forget their colour
* If anything I can say this cab is rare
* Improved Online multiplayer level selection
* And I yelled to the cabbie ‘Yo homes smell ya later’
* I looked at my kingdom
* I was finally there
* To sit on my throne as the Prince of Bel Air
Ahahahaha.
Do the costumes come with the level pack, or do you have to buy them separately?
Is there any word on what kinds of settings you can change on the Paintball gun? Like, rate of fire, or number of shots on-screen at once, that kind of thing?
Do the costumes come with the level pack, or do you have to buy them separately?
Is there any word on what kinds of settings you can change on the Paintball gun? Like, rate of fire, or number of shots on-screen at once, that kind of thing?
The costumes are separate from the level pack except for the soldier one. 5.99 for each the level pack and constume pack so it's be 12 bucks for all. And there's a trophy for firing 40 paintballs in 5 seconds so I don't think it can be changed otherwise the trophy might be pointless.
I have a really cool idea, and would love to make a level based on it.
At the same time, I can recognize that this level is going to take a shitload of work to make properly and be fun, and do not want to commit myself to a job of that scale.
I think, for me, the most annoying part of the game is when I'm playing through a level for the first time and I'm really enjoying it and I come to a part with some kind of "key" and I somehow end up destroying the key. Usually the only way to fix it is to restart the whole level. I guess that's the tough part about building a level is not really knowing how the physics may work with or against you.
I think, for me, the most annoying part of the game is when I'm playing through a level for the first time and I'm really enjoying it and I come to a part with some kind of "key" and I somehow end up destroying the key. Usually the only way to fix it is to restart the whole level. I guess that's the tough part about building a level is not really knowing how the physics may work with or against you.
The hardest part of my level was to make sure that if the player broke the "key" they wouldn't get stuck.
The basic idea that I'm tinkering with here is that I want a high-speed level. Not really like 2D Sonic games, but with at least a modicum of similarity to them. The gist is that there are going to be three rocket sleds perfectly lined up with one another, and the general idea is that the player has to make pop-fly decisions on which layer to stand in to avoid an obstacle. What I might end up doing is making the sleds out of sponge, so that hitting R1 makes you jump, which would allow for more interesting things. Or, I might let the player control the sled by pushing R1 and having the jump "mapped" to the player letting go and jumping to trigger a proximity switch.
The problem is that I want the three layers to diverge and converge into different paths, but in order for the concept to work I have to have them sync up perfect when they converge again, which will be hell. I'm thinking of connecting them with elastic and making use of materials of varying friction to slow and speed them as is necessary, but getting it down to the level of precision that I want is not going to be pleasant.
I have a really cool idea, and would love to make a level based on it.
At the same time, I can recognize that this level is going to take a shitload of work to make properly and be fun, and do not want to commit myself to a job of that scale.
So conflicted!
I've been working on my level since the Beta, and I still haven't finished it. Everytime I think I'm nearing the end, some cool idea pops into my head and then I start adding it in, or I play a community level and take some ideas that I liked.
It's fun making the level, but I just want to finish it.
I have a really cool idea, and would love to make a level based on it.
At the same time, I can recognize that this level is going to take a shitload of work to make properly and be fun, and do not want to commit myself to a job of that scale.
So conflicted!
I've been working on my level since the Beta, and I still haven't finished it. Everytime I think I'm nearing the end, some cool idea pops into my head and then I start adding it in, or I play a community level and take some ideas that I liked.
It's fun making the level, but I just want to finish it.
Making the level isn't even necessarily the part that I mind. I find that fun. What drives me nuts is when I have to spend hours upon hours tweaking the level, to make sure one feature or another works as is intended. And then you publish it and it turns out that it actually doesn't work.
Still, I've noticed that it's not annoying enough to make me stop. Even now I'm coming up with ideas on how to make the hammers and fireballs on my old Donkey Kong level less shitty, and I know full-well that some time or another I'm going to have to hunker down and hammer out the detals for my idea on how to make the barrels roll down ladders.
I have a really cool idea, and would love to make a level based on it.
At the same time, I can recognize that this level is going to take a shitload of work to make properly and be fun, and do not want to commit myself to a job of that scale.
So conflicted!
I've been working on my level since the Beta, and I still haven't finished it. Everytime I think I'm nearing the end, some cool idea pops into my head and then I start adding it in, or I play a community level and take some ideas that I liked.
It's fun making the level, but I just want to finish it.
Making the level isn't even necessarily the part that I mind. I find that fun. What drives me nuts is when I have to spend hours upon hours tweaking the level, to make sure one feature or another works as is intended. And then you publish it and it turns out that it actually doesn't work.
Still, I've noticed that it's not annoying enough to make me stop. Even now I'm coming up with ideas on how to make the hammers and fireballs on my old Donkey Kong level less shitty, and I know full-well that some time or another I'm going to have to hunker down and hammer out the detals for my idea on how to make the barrels roll down ladders.
The first thing you should do when editng that stage is to add the Donkey Kong Music. It's a must!
I have a really cool idea, and would love to make a level based on it.
At the same time, I can recognize that this level is going to take a shitload of work to make properly and be fun, and do not want to commit myself to a job of that scale.
So conflicted!
I've been working on my level since the Beta, and I still haven't finished it. Everytime I think I'm nearing the end, some cool idea pops into my head and then I start adding it in, or I play a community level and take some ideas that I liked.
It's fun making the level, but I just want to finish it.
Making the level isn't even necessarily the part that I mind. I find that fun. What drives me nuts is when I have to spend hours upon hours tweaking the level, to make sure one feature or another works as is intended. And then you publish it and it turns out that it actually doesn't work.
Still, I've noticed that it's not annoying enough to make me stop. Even now I'm coming up with ideas on how to make the hammers and fireballs on my old Donkey Kong level less shitty, and I know full-well that some time or another I'm going to have to hunker down and hammer out the detals for my idea on how to make the barrels roll down ladders.
The first thing you should do when editng that stage is to add the Donkey Kong Music. It's a must!
Fuck I could use the little sound effect things to make that really simplistic rhythm like how they do in the music stages, couldn't I.
that would be a giant piston with a magnet switch running on a loop (flipper backwards) I would think...
one for the beginning bit (doot doot DOOT dododo doot doot DOOT dododo doot doot DOOT dododo dodaododoaidododding!)
and then a repeating loop for the bum, bum, ba-buppa bum, bum ba-buppa.....death could stop it via sensor switch and trigger the death noise! I wish this was my level now :P
Not as though I'd have time to do any of that anyways, I'm going on a cruise tomorrow
that would be a giant piston with a magnet switch running on a loop (flipper backwards) I would think...
one for the beginning bit (doot doot DOOT dododo doot doot DOOT dododo doot doot DOOT dododo dodaododoaidododding!)
and then a repeating loop for the bum, bum, ba-buppa bum, bum ba-buppa.....death could stop it via sensor switch and trigger the death noise! I wish this was my level now :P
Not as though I'd have time to do any of that anyways, I'm going on a cruise tomorrow
See you guys in another week or so I guess
I was thinking more like a magnet switch emitted constantly, but your idea is better.
Is everybody using a generic USB keyboard.. or the spiffy new kb that attaches to the controller?
I'm using a basic Logitech cordless one. The Sony snap-on one is supposed to be pretty nice, and the weird invisible trackpad feature is a cool idea, but honestly it's overpriced for what most people need.
I got the new text pad and it feels kinda awkward. Not as comfortable to use as the Xbox text pad. And I'm not even sure if it's the positioning that makes it feel that way. Just the way to controller is shaped that makes me have to let go and just hold the text part when I type. It also has a battery that has to be charged separate from the controller. And of course you don't get another USB cable. I only got it cause the USB cord on my keyboard is really short.
I know what you mean, half the fun of the creating is in this. I get this problem at a smaller scale than you (if you could make the level you mention, I'd love that, just don't make it ass-hard like your other ones ). I've the "this would be cool but how would I make it work!?" thing happen to me with a room that has some spikes coming out of the ceiling.
If you get yourself killed by the spikes, they still would be lowered, blocking your progress after you respawn. Solving this involved a "secret tunnel" in which a respawnpoint fell when the blocks start coming down. Only there remained a problem that you could fall down the hole with the spawnpoint etc. etc. The best stuff happens when trying to solve this kind of problems.
I know how to make your level Speed, instead of rocket propulsion you could push or pull the sleds with a stiff piston. The piston would be anchored on a circle of glass locked in a stationary glass sleeve either at the start or end of your level. The stiffness would make shure (I hope) that you're anchor would follow the height of the sled (if the pistons are at different angles the horizontal alignment will fail), the timing of the pistons is all equal so that should keep them horizontally aligned. I would'nt know if the physics play nice with this but it's worth a shot.
Another Idea to make this a bit more workable: anchor the sleds to the track using some kind of rollercoaster like locking wheel/gliding system (one glider on top, one on the bottom). This should be sturdy enough to move the glass sphere anchoring the piston.
You'd have to make the spawnpoint inside the sled in case you don't survive or you could use a flipper motion(might breack the sled though) on the piston to make the sleds return. You could even make checkpoints at which you get off, hit a checkpoint and get on a new sled.
Posts
Mega Man ripoff GO!
http://www.audioentropy.com/
QuickFire Artiste
Fire 40 paintballs in under 5 seconds
Rexecutioner
Destroy the Metal Gear REX boss
Ace Act 3 and Act 4
Ace Act 3: The Mission and Act 4: The Level Factory
Ace Act 5: The Boss
Ace Act 5: The Boss
Paint Splurge
Fire 5,000 paintballs
Diamond Hunter
Destroy the 5 hidden target diamonds in Act 4: The Level Factory
Thrifty Painter
Complete Act 3: The Mission firing less than 125 paintballs
METAL GEAR SOLID® Booty Master
Collect all of the METAL GEAR SOLID® prize bubbles
Paint Sharer
Publish a level containing the METAL GEAR SOLID® Paintinator Powerup
Edit: More pics! Again stolen from GAF:
Source and Info: http://news.dengeki.com/elem/000/000/129/129068/
Full costume pack = 600yen, 200yen if separate.
Stage pack includes (new) 5 stages, 60 stickers, 10 objects, 10 decorations, 10 create materials, 3 BGM, and paint gun. 800yen.
PSN: JPBrowncoat Xbox: BamSaidTheLaday Also on Steam! Streaming games!
A 5th Sackboy costume…the Gurlokovich Soldier (see above).
72 New Stickers
12 New Materials
10 New Decorations
18 New objects
New background music track
3 new interactive music tracks
New Metal Gear Solid themed ‘sound object’
New Plasma Ball ‘danger element’
New Laser Sight ‘gadget’
New functioning Searchlight lamp
12 new Trophies to unlock
and best of all.....THE PAINTINATOR and Paint Switch
With the THE PAINTINATOR you’ll be able to splatter anything that comes between you and the end of any level. Shoot paintballs with the R1 button and using the right stick to aim. Paintballs will hit very weak slap. Shoot ‘Brains’ from a safe distances now and progress thru levels much easier. The Paint Switch, so you can attach it to any object and set it to destruct after being splattered with enough paint. Don't believe us? Check out this video- (not up yet)
$5.99
Non-MGS Level Pack owners can PLAY the MGS Story Levels by joining a “host” who owns the pack and play the levels online together.
PSN: JPBrowncoat Xbox: BamSaidTheLaday Also on Steam! Streaming games!
Because I cannot imagine not having them on him. Especially with the Santa Outfit.
These? These.....they're Santa's Helpers. Mweeheehee.
PSN: SirGrinchX
Oculus Rift: Sir_Grinch
I also just posted up my latest level. Would appreciate some trials by PA peoples.:)
Fast Food Alley is the title.
It has a bunch of "made by me" prizes in it, including a Boss that I actually put a good chunk of work into.
Edit: There's now a video HERE. Looks AWESOME!
Also, this part "Non-MGS Level Pack owners can PLAY the MGS Story Levels by joining a “host” who owns the pack and play the levels online together. Now you won’t be able to keep any objects, but you can have tons of fun just PLAYing. MGS Level Pack owners will be able to CREATE levels with any of these items (including the Paintinator) and SHARE them online for everyone to play" is really really cool. This means any future packs that I don't really feel like buying, I won't be missing out on a bunch of user levels that use assets from them.
A costume pack for $5 doesn't interest me.
A set of new story levels, new, gameplay-changing gadgets, a dozen new materials, dozens of new stickers, and new music and sound objects, though, for $6, really interests me.
This will be the first DLC I have ever paid money for.
I mean, this is gonna be even more fun than combining castle Lego with space Lego.
PSN:RevDrGalactus/NN:RevDrGalactus/Steam
Ah shit, I had some problems publishing it, maybe it is locked. I'll delete it and reupload it as unlocked.
Also I'm tempted to buy the christmas pack. That tree costume is awesome and a wrapping paper texture could come in handy...
EDIT: Republished, definitely unlocked.
@gamefacts - Totally and utterly true gaming facts on the regular!
http://www.audioentropy.com/
Wait fuck why are they releasing this after I've finished my level that could have used it?!
http://www.audioentropy.com/
Sony hates you.
PSN: SAW776
Let me tell you about Demon's Souls....
I god-damn love MediaMolecule!
@gamefacts - Totally and utterly true gaming facts on the regular!
PSN: JPBrowncoat Xbox: BamSaidTheLaday Also on Steam! Streaming games!
Nice. But now when are we getting this in the other direction?
PSN:RevDrGalactus/NN:RevDrGalactus/Steam
Finally. It pissed me off to no end having to go to the pop it menu to chat... so stupid
Let me tell you about Demon's Souls....
Is this something new they added in the new update?
'Cause I've been doing that in LBP for ages.
"DUCK YOU"
"OH SHIV"
"DUMB ASP"
etc
You were able to text chat without using the controller? I tried hitting esc, tab, enter every key I could think of couldn't get the text thing to pop up without first selecting it in popup. (Once it did pop up I could type with the keyboard.) This is a bluetooth keyboard btw.
Let me tell you about Demon's Souls....
Do the costumes come with the level pack, or do you have to buy them separately?
Is there any word on what kinds of settings you can change on the Paintball gun? Like, rate of fire, or number of shots on-screen at once, that kind of thing?
http://www.audioentropy.com/
The costumes are separate from the level pack except for the soldier one. 5.99 for each the level pack and constume pack so it's be 12 bucks for all. And there's a trophy for firing 40 paintballs in 5 seconds so I don't think it can be changed otherwise the trophy might be pointless.
PSN: JPBrowncoat Xbox: BamSaidTheLaday Also on Steam! Streaming games!
http://www.audioentropy.com/
I have a really cool idea, and would love to make a level based on it.
At the same time, I can recognize that this level is going to take a shitload of work to make properly and be fun, and do not want to commit myself to a job of that scale.
So conflicted!
http://www.audioentropy.com/
PSN: JPBrowncoat Xbox: BamSaidTheLaday Also on Steam! Streaming games!
The hardest part of my level was to make sure that if the player broke the "key" they wouldn't get stuck.
The basic idea that I'm tinkering with here is that I want a high-speed level. Not really like 2D Sonic games, but with at least a modicum of similarity to them. The gist is that there are going to be three rocket sleds perfectly lined up with one another, and the general idea is that the player has to make pop-fly decisions on which layer to stand in to avoid an obstacle. What I might end up doing is making the sleds out of sponge, so that hitting R1 makes you jump, which would allow for more interesting things. Or, I might let the player control the sled by pushing R1 and having the jump "mapped" to the player letting go and jumping to trigger a proximity switch.
The problem is that I want the three layers to diverge and converge into different paths, but in order for the concept to work I have to have them sync up perfect when they converge again, which will be hell. I'm thinking of connecting them with elastic and making use of materials of varying friction to slow and speed them as is necessary, but getting it down to the level of precision that I want is not going to be pleasant.
http://www.audioentropy.com/
I've been working on my level since the Beta, and I still haven't finished it. Everytime I think I'm nearing the end, some cool idea pops into my head and then I start adding it in, or I play a community level and take some ideas that I liked.
It's fun making the level, but I just want to finish it.
Making the level isn't even necessarily the part that I mind. I find that fun. What drives me nuts is when I have to spend hours upon hours tweaking the level, to make sure one feature or another works as is intended. And then you publish it and it turns out that it actually doesn't work.
Still, I've noticed that it's not annoying enough to make me stop. Even now I'm coming up with ideas on how to make the hammers and fireballs on my old Donkey Kong level less shitty, and I know full-well that some time or another I'm going to have to hunker down and hammer out the detals for my idea on how to make the barrels roll down ladders.
http://www.audioentropy.com/
The first thing you should do when editng that stage is to add the Donkey Kong Music. It's a must!
Fuck I could use the little sound effect things to make that really simplistic rhythm like how they do in the music stages, couldn't I.
Shit.
http://www.audioentropy.com/
one for the beginning bit (doot doot DOOT dododo doot doot DOOT dododo doot doot DOOT dododo dodaododoaidododding!)
and then a repeating loop for the bum, bum, ba-buppa bum, bum ba-buppa.....death could stop it via sensor switch and trigger the death noise! I wish this was my level now :P
Not as though I'd have time to do any of that anyways, I'm going on a cruise tomorrow
See you guys in another week or so I guess
I was thinking more like a magnet switch emitted constantly, but your idea is better.
http://www.audioentropy.com/
Librarians harbor a terrible secret. Find it.
I'm using a basic Logitech cordless one. The Sony snap-on one is supposed to be pretty nice, and the weird invisible trackpad feature is a cool idea, but honestly it's overpriced for what most people need.
PSN:RevDrGalactus/NN:RevDrGalactus/Steam
PSN: JPBrowncoat Xbox: BamSaidTheLaday Also on Steam! Streaming games!
I know what you mean, half the fun of the creating is in this. I get this problem at a smaller scale than you (if you could make the level you mention, I'd love that, just don't make it ass-hard like your other ones
If you get yourself killed by the spikes, they still would be lowered, blocking your progress after you respawn. Solving this involved a "secret tunnel" in which a respawnpoint fell when the blocks start coming down. Only there remained a problem that you could fall down the hole with the spawnpoint etc. etc. The best stuff happens when trying to solve this kind of problems.
I know how to make your level Speed, instead of rocket propulsion you could push or pull the sleds with a stiff piston. The piston would be anchored on a circle of glass locked in a stationary glass sleeve either at the start or end of your level. The stiffness would make shure (I hope) that you're anchor would follow the height of the sled (if the pistons are at different angles the horizontal alignment will fail), the timing of the pistons is all equal so that should keep them horizontally aligned. I would'nt know if the physics play nice with this but it's worth a shot.
Another Idea to make this a bit more workable: anchor the sleds to the track using some kind of rollercoaster like locking wheel/gliding system (one glider on top, one on the bottom). This should be sturdy enough to move the glass sphere anchoring the piston.
You'd have to make the spawnpoint inside the sled in case you don't survive or you could use a flipper motion(might breack the sled though) on the piston to make the sleds return. You could even make checkpoints at which you get off, hit a checkpoint and get on a new sled.