(Topic ID: 279102)

**Avengers Infinity Quest development thread** by MEZELmods


By Tmezel

3 months ago



Topic Stats

  • 175 posts
  • 55 Pinsiders participating
  • Latest reply 2 days ago by tdiddy
  • Topic is favorited by 42 Pinsiders

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There are 175 posts in this topic. You are on page 4 of 4.
#151 64 days ago

Cant wait to have to do this

#152 64 days ago

I'll be holding off on placing my order until I know this has been sorted. The last thing I want is to take a dremel to it and spend hours trying to get it right.

#153 64 days ago
Quoted from Micky:

I'll be holding off on placing my order until I know this has been sorted. The last thing I want is to take a dremel to it and spend hours trying to get it right.

Doing the same here, the fix isn’t a fix at all so if all towers are either going to have the added fix or be redesigned and printed with the fix, they still won’t fit and line up with the lock lights.

#154 64 days ago

Here are some words from the designer of all Avengers Infinity Mods:

Tower:

1. Lock Light 1 Bleed

On our game, there is very minimal bleed (if any at all) for the bottom lock light. I had made an incorrect assumption that this would persist across all factory variations of the game. I was also worried about the possibility of the left side blocking the ball. Upon closer inspection of the original tower, I can see that having the left side come down more would not impede the path of the ball.
The current "hotfix" addresses the bleed of the bottom lock light without effecting the ball path.

2. Lock Light(s) Alignment

As with most of our mods we attempt the improvement of the game on both aesthetic and functional fronts. In this case, there was a decision to be made whether visibility of all lights was more important than the brightness of all lights. The landing pad makes an angle with lights 2 & 3, depending on player height, such that (with the original factory tower) you may have trouble seeing them at all. With our Tower, we've attempted to mitigate this issue by shifting the lights downward as much as possible so that they can all be seen by the player. This is accomplished by diffusers that "carry" the light downward into their respective holes.

This has resulted in a loss of efficiency in the transfer of the light through the diffusers. ie, the lights decrease in brightness in ascending order 1-3. This was an intentional design tradeoff decision. We felt that the average player would rather be able to see all lights, albeit at lower brightness, than to sacrifice visibility at the cost of brightness. The attached photos show each lock light individually lit so you can draw your own conclusion.

3. Plan of Action

We have 30-40 units in production that will be shipping with the updated fix. All units henceforth will be printed with the fix directly.

Sanctum:

1. LED Fitment

It appears that some of our units have gone out with a tighter than nominal tolerance on the LED board channels. Unfortunately we do not have an immediate remedy for these units other than better tape, press fitting, or slightly removing material. I'd like to apologize if you have a unit with this issue -- please send us an email if you cannot get your sanctum LEDs to fit.
All units shipped in the last 3-4 weeks have had the top section of the "C" removed so that they look like "L". This will improve LED fit across a wider span of print and game variation.

2. Top/Logo Light Brightness

We've heard you about the brightness, and we understand that it can be annoying/distracting. To remedy this, we will be shipping out gel "filters" much like lermods has suggested. Additionally, future units will ship with thicker logo light diffusers in order to further decrease light brightness.

We are blown away by the demand for our newest mods and would like to thank you for your purchase. Major apologies to anybody that is having an issue with these mods, our every intention is to make sure that you are satisfied! My plan is to listen to the community and find a solution that balances both functionality and aesthetics. If you are unhappy with my handling of the design choices, or have further issues with the tower, email us and we can determine what works best for you.

As always, I appreciate the feedback because it gives me an opportunity to take the mod to the next level for you. Please reply to this with your feedback so I can properly gauge the market. I'd specifically like to hear feedback about the light alignment vs. visibility tradeoff (as I feel that the other issue has been fully addressed).

Furthermore we do not support any methods of altering the mod in a material subtractive manner. If you are reading this and have considered using a dremmel, I implore you to have patience while we implement the solutions to these issues!

Thank you,
Brandon J.

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#155 64 days ago

3. Plan of Action

We have 30-40 units in production that will be shipping with the updated fix. All units henceforth will be printed with the fix directly.

Does this mean the first run buyers will get an updated tower or just the fix? I'm confused cause I got an email stating I was only getting the fix?

#156 63 days ago
Quoted from tdiddy:

3. Plan of Action
We have 30-40 units in production that will be shipping with the updated fix. All units henceforth will be printed with the fix directly.
Does this mean the first run buyers will get an updated tower or just the fix? I'm confused cause I got an email stating I was only getting the fix?

You’ll be getting the small extension piece, a new decal and some glue.

#157 62 days ago
Quoted from mrs_mezelmods:

Here are some words from the designer of all Avengers Infinity Mods:
Tower:
1. Lock Light 1 Bleed
On our game, there is very minimal bleed (if any at all) for the bottom lock light. I had made an incorrect assumption that this would persist across all factory variations of the game. I was also worried about the possibility of the left side blocking the ball. Upon closer inspection of the original tower, I can see that having the left side come down more would not impede the path of the ball.
The current "hotfix" addresses the bleed of the bottom lock light without effecting the ball path.
2. Lock Light(s) Alignment
As with most of our mods we attempt the improvement of the game on both aesthetic and functional fronts. In this case, there was a decision to be made whether visibility of all lights was more important than the brightness of all lights. The landing pad makes an angle with lights 2 & 3, depending on player height, such that (with the original factory tower) you may have trouble seeing them at all. With our Tower, we've attempted to mitigate this issue by shifting the lights downward as much as possible so that they can all be seen by the player. This is accomplished by diffusers that "carry" the light downward into their respective holes.
This has resulted in a loss of efficiency in the transfer of the light through the diffusers. ie, the lights decrease in brightness in ascending order 1-3. This was an intentional design tradeoff decision. We felt that the average player would rather be able to see all lights, albeit at lower brightness, than to sacrifice visibility at the cost of brightness. The attached photos show each lock light individually lit so you can draw your own conclusion.
3. Plan of Action
We have 30-40 units in production that will be shipping with the updated fix. All units henceforth will be printed with the fix directly.
Sanctum:
1. LED Fitment
It appears that some of our units have gone out with a tighter than nominal tolerance on the LED board channels. Unfortunately we do not have an immediate remedy for these units other than better tape, press fitting, or slightly removing material. I'd like to apologize if you have a unit with this issue -- please send us an email if you cannot get your sanctum LEDs to fit.
All units shipped in the last 3-4 weeks have had the top section of the "C" removed so that they look like "L". This will improve LED fit across a wider span of print and game variation.
2. Top/Logo Light Brightness
We've heard you about the brightness, and we understand that it can be annoying/distracting. To remedy this, we will be shipping out gel "filters" much like lermods has suggested. Additionally, future units will ship with thicker logo light diffusers in order to further decrease light brightness.
We are blown away by the demand for our newest mods and would like to thank you for your purchase. Major apologies to anybody that is having an issue with these mods, our every intention is to make sure that you are satisfied! My plan is to listen to the community and find a solution that balances both functionality and aesthetics. If you are unhappy with my handling of the design choices, or have further issues with the tower, email us and we can determine what works best for you.
As always, I appreciate the feedback because it gives me an opportunity to take the mod to the next level for you. Please reply to this with your feedback so I can properly gauge the market. I'd specifically like to hear feedback about the light alignment vs. visibility tradeoff (as I feel that the other issue has been fully addressed).
Furthermore we do not support any methods of altering the mod in a material subtractive manner. If you are reading this and have considered using a dremmel, I implore you to have patience while we implement the solutions to these issues!
Thank you,
Brandon J.
[quoted image][quoted image][quoted image]

Thank you for addressing the minor issues. The mods have added so much to my playfield!

Are there any plans for a Pym Labs mod for the vuk area?

1 week later
#158 49 days ago

mrs_mezelmods I've seen a couple of pics of the plastic above the Sanctum target that holds the Sanctum tower and covers the lowest pop bumper getting broken. Any chance of getting a clear plastic protector being made for that?

#159 49 days ago

Anyone got the latest version of the tower? Had the lock light alignment fixed now on the latest batch?

1 week later
#160 40 days ago
Quoted from J85M:

Anyone got the latest version of the tower? Had the lock light alignment fixed now on the latest batch?

Arrives the Dec 14, 2020.

#161 38 days ago

She is planning to make something for black panther area. Stay tuned. I think she is also making a new THOR sign for the Pro.

#162 37 days ago
Quoted from Tmezel:

She is planning to make something for black panther area. Stay tuned. I think she is also making a new THOR sign for the Pro.

tmezel

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1 month later
#163 6 days ago

Just breezing thru the forums while installing these Cliffys... I have the tower. Got it for a Christmas present so it must have the updates. It was easy to install/fit up. Lights are perfect. It's a must have for AIQ. Great mod!

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#164 4 days ago

Black panther lair coming soon.

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#165 4 days ago
Quoted from Tmezel:

Black panther lair coming soon. [quoted image][quoted image]

giphy.gif
#166 4 days ago
Quoted from Tmezel:

Black panther lair coming soon. [quoted image][quoted image]

Where will this mount?

#167 4 days ago

Here is the lair, not painted. Still trying to determine eye color.

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#168 4 days ago
Quoted from Tmezel:

Here is the lair, not painted. Still trying to determine eye color. [quoted image][quoted image][quoted image]

Looks amazing! Will the eyes light eyes light up?

#169 3 days ago
Quoted from dancosta:

Looks amazing! Will the eyes light eyes light up?

They already are, proto has red as seen in pic.

#170 3 days ago
Quoted from Tmezel:

They already are, proto has red as seen in pic.

Maybe purple eyes to match the details on the BP suit?

#171 3 days ago
Quoted from Jkaping:

Maybe purple eyes to match the details on the BP suit?

Agree on purple.

#172 3 days ago

When can I pre order! This looks awesome

#173 3 days ago

Purple is my vote

#175 2 days ago
Quoted from Tmezel:

Here is the lair, not painted. Still trying to determine eye color. [quoted image][quoted image][quoted image]

Is the premium model going to be different cause the habit trail on the premium is pretty much above the captive ball. I assume the left paw it on top on the nut of that plastic

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