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#2

Boss Rush 2!!

Archive: 333 posts


pretty good idea. this way you can skip any that are frustrating to you. also if you like a certain boss you can fight it straight away and not go though a bunch of bosses you don't like just to get to the one you want to fight.2009-04-13 01:33:00

Author:
superBlast
Posts: 267


This stage would not be set up in series. It would instead be set-up in parallel, with an elevator at the beginning to select the boss you want to try. This method should get the bosses more plays.

Hm, good point. How about that the player has a start and finish line for every boss and can complete the level at any time. This way everyone can finish the level. But just those who beat all bosses or some of them really fast can get the highscore.
2009-04-13 02:11:00

Author:
Vanemiera
Posts: 329


it'd be easier to playtest too with the hub idea

if you need to you make it so you need to defeat all the other bosses to unlock the final boss (if you didn't plan on doing that already)

or maybe have it so you have to kill all but 1, so you can skip a really annoying boss if you have to

that'll give lazy people like me a reason to actually defeat the bosses ^^
2009-04-13 02:22:00

Author:
Dexiro
Posts: 2100


sorry for making Blast Mech tough. he's not impossible to beat though.

anyways could you keep the robot mech theme? i seriously doubt i could come up with anything for any of the mythology themes.

While I dont intend on complaining much about this issue, I still sorta agree with it.

In my case it's not a matter of not being able to come up with ideas related to the themes; it's a matter of me being utterly unable to produce something that even remotely resembles the idea in question. I dont just have no artistic talent.... Im pretty sure I have NEGATIVE talent, lol.

Note, even my "mechs" dont look like mechs. The two bosses that are in BR2 are just geometrical shapes, really. Vaera is a buncha squares, and Enduro is.... uhhh...... pointy thing. And the way they look now wasnt even the way they looked to start with; I just slapped random "metal" textures on them to go with the "machine" idea. Cause machines can sorta be shaped like anything, really.

But ask me to produce something like a dragon, and..... well, it's not gonna look ANYTHING like a dragon, lol.

Besides that, I never ever come up with the look of the thing first. The function comes first, the "look" is just an evolution of that. Vaera is shaped like it is because it puts all the turrets in the proper position to fire the pattern I wanted. The same with my big one, Rave. I didnt come up with the whole cross shape or spinning mechanical arms bit cause I thought it'd look cool.... I came up with it because that's how the thing turned out as I added functions to it. That it ended up looking mechanical at all was an accident; those textures were used because they needed to be used, to put it simply.


I intend on helping aer0 out with BR3 if I can, but I cant guarantee Im gonna produce any submissions this time. Im well aware I cant produce anything that's gonna look like it "fits", and I DEFINITELY dont wanna have to work with anyone on something like this; if I make a boss or something, I gotta do it all on my own.




Machine that you go inside:
Another amazing boss! Even though plasma was all over the place I could actually survive for quite a while. I thought the mechanism for damaging the boss was really cool. Some sort of indicator for how much time remained before the front came back down would be good. As would an indicator for how much time remained before the front went up revealing the insides.



I'd originally intended on having such an indicator.

In the end though, actually DOING that would have driven me insane. Because of the GLUE BUG. I'd have had to make some changes to a couple of parts, and when I attempted this, numerous bits fell off and it went berserk.

Also, for "Tetra Vaera", the white shots in the 2nd half of the fight are all very, very specifically timed. The key is to find the right timing in order to correctly and safely pass Sackboy through the bullets to the other side; then you have a chance to shoot at it, and then when it comes back toward you, you cross it again; dont get cornered.

Difficult as heck, sure, but then, so is everything else I make.
2009-04-13 08:30:00

Author:
Bridget
Posts: 334


i'm sure you could come up with something ^^

even if you just have a sticker of something in the background and some ancient looking machine type thing

hey why not have a ghost for a boss ^^
2009-04-13 08:55:00

Author:
Dexiro
Posts: 2100


Hey guys, i've been quite inactive lately.. and it buggers me

i REALLY want to play BR2, since i've played alot of the entries apart from the other, but now i want to do (most of them) all in one go.

BUT here's the thing... i can't get onto the LBP servers :S Internet works just fine on my PS3, i can browse wherever i want to go, but LBP just can't connect....
2009-04-13 11:52:00

Author:
ThommyTheThird
Posts: 440


Hey guys, i've been quite inactive lately.. and it buggers me

i REALLY want to play BR2, since i've played alot of the entries apart from the other, but now i want to do (most of them) all in one go.

BUT here's the thing... i can't get onto the LBP servers :S Internet works just fine on my PS3, i can browse wherever i want to go, but LBP just can't connect....

I also had this problem for a few days. In my opinion there is just one option... wait.

Hm. perhaps try to redo all your connections?
2009-04-13 14:03:00

Author:
Vanemiera
Posts: 329


Quadrapulse (?)
This was easily my favorite boss in the whole rush. Great job! The shape and movement were all really well done. The different attack areas, which stopped attacking when defeated, were a nice touch.


Thanks! Glad you enjoyed it. I actually stole it out of my 00Sack - Betrayed level (thread in sig). Couldn't resist when I read the mech theme requirement.
2009-04-13 16:53:00

Author:
v0rtex
Posts: 1878


Thanks! Glad you enjoyed it. I actually stole it out of my 00Sack - Betrayed level (thread in sig). Couldn't resist when I read the mech theme requirement.

Thank you for designing a great boss. I'll be sure to check out the whole level when I get a chance
2009-04-13 18:20:00

Author:
dcf
Posts: 468


Bridget, and others, it wouldn't be hard to make it fit the theme. Simply make it out if temple stone/aztec gold, with a rock background. Then, hide all the lights you can, and give it a funny name.

I will hopefully create a boss for this! I like the theme!
2009-04-14 03:20:00

Author:
dkjestrup
Posts: 672


So, Mr. Dr. Aer0blue, sir, can I still use my weather idea pwease Gaia was the goddess of Earth (ie nature) in Greek Mythology - can I have the player fight her please, your excellency, sir?2009-04-14 11:00:00

Author:
dawesbr
Posts: 3280


So, Mr. Dr. Aer0blue, sir, can I still use my weather idea pwease Gaia was the goddess of Earth (ie nature) in Greek Mythology - can I have the player fight her please, your excellency, sir?

>_> lol Hey sure, it falls within the themes provided, so yeah.
2009-04-14 11:05:00

Author:
aer0blue
Posts: 1603


Sweeeeeet. I do have another project to work on, but I will try to get some ground work for this laid.2009-04-14 11:08:00

Author:
dawesbr
Posts: 3280


When is the deadline for BR3?2009-04-14 12:27:00

Author:
Sackdragon
Posts: 427


When is the deadline for BR3?

It's not been set yet. I'll set it when I publish a new template, which will happen shortly after the Creator Pack is released. Isn't it coming out next week? Anyway, as before, you guys will have a month to work on your bosses. I'm estimating the deadline will be around May 25.

A few things...


What do you guys think of the 4-Thermo-Blocks limit? Did it seem reasonable enough?
Do you agree or disagree with specific materials being chosen for this Rush, and why?
Do you rather have the linear standard BR method (boss after boss), or would you rather have a "hub" method, where you choose the order of which boss you're gonna fight?
Would you like to see a vertical template as well?
I'm thinking on raising the limit from three submissions to four or five. What do you think?
I recommend you don't make any bosses yet and wait for the official BR3 thread to be opened, considering it'll have updated rules and guidelines.



Please answer every question if possible. Simply label each sentence with a number at the beginning, I'm curious to see what you guys think.
...Yes, I'm well aware #6 isn't a question. Don't get smart with me! d:
2009-04-14 13:18:00

Author:
aer0blue
Posts: 1603


1. I think it was reasonable. I barely squeaked in there, but I had a fairly complex mechanic going on.

2. I disagree, simply because I don't yet own all of the materials (I still haven't finished the story ).

3. I like the idea of the hub. I still have yet to actually see my boss in the BR2 levels, because I haven't the skills to get past the others (did I mention that I still haven't finished the story?).

4. Yes.

5. Sure.

6. Sounds good. (I know it wasn't a question, but I answered it anyway! )
2009-04-14 13:44:00

Author:
v0rtex
Posts: 1878


What do you guys think of the 4-Thermo-Blocks limit? Did it seem reasonable enough?
Yesh

Do you agree or disagree with specific materials being chosen for this Rush, and why?
I agree, but don't make them difficult to collect, DLC, or too many. This would actually reduce thermo.

Do you rather have the linear standard BR method (boss after boss), or would you rather have a "hub" method, where you choose the order of which boss you're gonna fight?
Boss after Boss. This means that people will all face the same challenge, and it has a nice feel to it.

Would you like to see a horizontal template as well?
Meh. I'd keep the vertical, but others may not.

I'm thinking on raising the limit from three submissions to four or five. What do you think?
Sounds good, it would be great if someone got that number of bosses made.

I recommend you don't make any bosses yet and wait for the official BR3 thread to be opened, considering it'll have updated rules and guidelines.
42
2009-04-14 13:57:00

Author:
dawesbr
Posts: 3280


1: 4 blocks of thermo should be good for most things.
2: I prefer limiting the materials because it will save an enormous amount of thermo for the levels. This is the number one drain on thermo.
3: My vote is for the hub.
4: I would like to see a horizontal and vertical template.
5: I'm happy to playtest as many bosses as people want to submit. However, it's a good idea to remind people that quality is more important than quantity. The difference between a horrendously annoying boss and an amazingly fun boss can just be a bit of tweaking.
6: Good advice. I believe the pack comes out a week after Cornish Yarg.
2009-04-14 14:06:00

Author:
dcf
Posts: 468


1. Sure, I managed to fit more into 4 blocks than I thought. Most of the room was taken up by the materials.

2. If it allows for more bosses per level, sure! It might work best if we somehow make sets of materials per theme though, which would also mean that themed bosses would end up in the same level generally.

3. Definitely the hub would be best. I honestly can't see a disadvantage to using it other than perhaps adding a bit more time to assembling the rush levels.

4. I vote we have the option of choosing horizontal, vertical, maybe even diagonal templates. As long as they all have the same size to work with, I think it should be fair.

5. I don't think that's necessary. I was the only one with three bosses in this one and I think that's a fair maximum. Personally, I didn't feel the urge to make a new boss after the third one. I also think bosses would tend to be a bit repetitive in nature after a while if too many of them come from the same author.

6. Roger dood.
2009-04-14 15:05:00

Author:
Gilgamesh
Posts: 2536


About the 4 thermo-blocks, i think it is enough. Bossrushes wouldn't be cool if they only had 2 bosses, because the thermo wouldn't allow more of thsoe complicated bosses.

About the material, i think setting a few materials would limit the creator quite alot. By using a certain theme i think the bosses will be in one whole theme (obviously) and thus already creating the unity you're trying to create. Atleast, i think that's why you were thinking about implementing specific materials.

About the setup, it has to be HUB. I've seen a creator doing this in a level i beta-tested (If he reads this he knows i mean him.) And it looks really good! Also having the race gates per boss makes a HUB setup possible. If it was 1 big race you would need the Br1 setup. Go Megaman style! With little icons if possible :O That would be even better.

Horizontal template? I think you mean vertical? o.O I don't get it. The template was fine as it was in the previous two BRs i think.

If you allow people to submit around 5 bosses, you might want to consider removing junk I mean, more bosses is obviously better, but if they're of poor-quality it feels as if you're rushing the amount of bosses, instead of rushing the killing of decent bosses. Srry for not making sense here.
2009-04-14 16:36:00

Author:
ThommyTheThird
Posts: 440


I think we can raise the thermo space to about 5 units. BR2 had more than 4 bosses in one level. That's more than enough. With the uniform materials we will be able to fit more in one level anyway. Also the creators should concentrate more on a few bosses and perfect them. Raising the limit of 3 submissions would result in more low quality bosses in my oppinion. As Gilgamesh said, there were hardly people who made more than one or two bosses. I agree to the HUB concept. I would also say that the player doesn't have to defeat all bosses. He gets points for every boss(one start and finish line for every boss) and must at least defeat half the bosses in order to get the sticker for the next level.

To the template: I didn't follow the last template stricktly but it truned out well. I think you should only predict the wage boundaries and the creators can make something on their own. Strictly following the template just makes the bosses ugly and repetetive.




About the setup, it has to be HUB. I've seen a creator doing this in a level i beta-tested (If he reads this he knows i mean him.)

I have no idea who you are talking about
2009-04-14 18:54:00

Author:
Vanemiera
Posts: 329


Horizontal template? I think you mean vertical? o.O I don't get it. The template was fine as it was in the previous two BRs i think.

Thanks, I fixed it.

We can keep the limit down at three maximum submissions. I agree, we don't want people just submitting stuff because they can. As for the material limitation...I don't know. Honestly, we had no limitations on BR2 and we did just fine, being able to have SEVEN bosses in one single level. That's pretty amazing.

Oh, and so far we're going hub. Maybe we can actually set a specific order for them to be beaten and reward players with bonus points if they do complete them in that order. It would be optional, of course...but hey, it'd be fun! Another alternative would be to include an "Extreme" difficulty mode, where players may choose in exchange for major bonus points. Catch? You have to ace BR. No checkpoints whatsoever. :] Just ideas I'm throwing here and there. Feel free to offer your own!

I have a question I'll be doing to you guys later on regarding the template and how it'll be adjusted for BR3 if the hub layout is done.
2009-04-15 01:04:00

Author:
aer0blue
Posts: 1603


I think we should have 10 materials max, like:

Dark Matter
Dissolve
Temple Stone
Peach Floaty
Pink Floaty
Glas
Rough Stone Bricks
Some Kind of Sponge
Aztec Gold
Dark Wood

That is plenty, if too much. If we stick to that you could up the boss thermo limitations to 5 bars.
2009-04-15 01:10:00

Author:
dkjestrup
Posts: 672


I just played BR2 today, and was wondering if this is entirely open to the community (sorry, i'm new here ), because if it is, this sounds like a blast! And is the theme officially "various mythologies" yet?2009-04-15 10:21:00

Author:
Burnvictim42
Posts: 3322


Hey aer0, the "extreme" thing sounds wonderful But how are you going to incorporate the extra points? Because i assume there will still be races for every boss right?

Maybe, if it's possible (not sure) you can have a mechanism that sees if you died or not. automatically. I mean, what if you accidentally ace the level (Yeah, like that will happen) and then not get bonus points since you went for "wuss-mode"

But yeah, sounds like a complicated mechanism, and since it probably takes up some thermo you can discard the idea.

One thing that's a must though in my opinion, is you have to beat BR normally before you unlock "extreme-mode". So.. probably by sticker switches.
2009-04-15 11:11:00

Author:
ThommyTheThird
Posts: 440


I just played BR2 today, and was wondering if this is entirely open to the community (sorry, i'm new here ), because if it is, this sounds like a blast! And is the theme officially "various mythologies" yet?

Yep - Once aer0blue gets the new thread up and all the new rules sorted out (no rush aer0), it should be open to all who wish to enter. Just let him know your intentions (after it's all posted).
2009-04-15 13:52:00

Author:
v0rtex
Posts: 1878


i'm kind of excited about making my first boss

i'll probably make a complete mess out of it though D:

still i have some cool(ish) ideas
2009-04-15 16:06:00

Author:
Dexiro
Posts: 2100


Maybe, if it's possible (not sure) you can have a mechanism that sees if you died or not.

After you have run past the cp, it raises up. Then on respawn you fall past a prox switch. Count number of deaths total in level.

Bonus points = (m-n)*x, where
m = maximum deaths before you get no bonus points
n = number of deaths
x = points multiplier (arbitrary)

Not quite the same as extreme mode but has potential.
2009-04-15 16:07:00

Author:
rtm223
Posts: 6497


I don't know if making an extreme mode is necessary. You lose points each time you die anyway.2009-04-15 16:32:00

Author:
Gilgamesh
Posts: 2536


Gilgamesh :O How dare you. You can never have enuff EXTREMATIII! Yeah sorry.. just had to say that.

If there's a cool way of implementing this "extreme-mode" than do it, but if it's just a sticker switch we might need to reconsider it and have a voting of some sorts...
2009-04-15 16:54:00

Author:
ThommyTheThird
Posts: 440


After you have run past the cp, it raises up. Then on respawn you fall past a prox switch. Count number of deaths total in level.

Bonus points = (m-n)*x, where
m = maximum deaths before you get no bonus points
n = number of deaths
x = points multiplier (arbitrary)

Not quite the same as extreme mode but has potential.

I use this in a level. I also have a timer mechanism that works off a similar method. Basically the idea was to give prizes if you could ace the boss (even if you didn't ace the level) and prizes if you could beat the boss in a short time, similar to the way the ps3 awards trophies.
2009-04-15 20:00:00

Author:
dcf
Posts: 468


1. seems reasonable enough. considering that alot of good bosses was made with 4 blocks.

2. yes. because that help you and the creators. because a creator might find it a little easier to fit within the limit. i would suggest making only the basic materials so even the people who don't have all the materials will have the same limit as those who do have all the materials.

3. hub. hands down.

4. i don't know what you mean but it sounds good

5. sounds good.

6. ok. best to brainstorm some ideas you can use right now

i'm a bit late for this question thing aren't i? oh well doesn't matter

i say getting bonus points sounds good but there might be some bosses that are impossible to ace. (especially if your going to put in infinite checkpoints again someone might intentionally make the player die as part of the boss.)
2009-04-15 21:10:00

Author:
superBlast
Posts: 267


(especially if your going to put in infinite checkpoints again someone might intentionally make the player die as part of the boss.)

Wow, good point. We should make sure noone tries to do that.


I don't know if making an extreme mode is necessary. You lose points each time you die anyway.

Of course it's not necessary, it's optional! Only for the really hardcooooooore.


Hey aer0, the "extreme" thing sounds wonderful But how are you going to incorporate the extra points? Because i assume there will still be races for every boss right?

Actually, I was just thinking of having a bunch of score bubbles get released near the Scoreboard if the player chooses Extreme. It seemed simple and effective for me. O.o lol


I just played BR2 today, and was wondering if this is entirely open to the community (sorry, i'm new here ), because if it is, this sounds like a blast! And is the theme officially "various mythologies" yet?

It's open to all members of LBPC.
2009-04-16 00:29:00

Author:
aer0blue
Posts: 1603


Well guys, BR3 thread will probably happen next week. Any final suggestions before I start to reorganize the rules and the likes? If not, then hang on a little longer. It'll happen soon enough! :]2009-04-23 03:04:00

Author:
aer0blue
Posts: 1603


is there any future BR that will involve mgs type things?

cuz i made a wonderful metal gear!

and are boss prize bubbles?

(srry i sorta skimmed thru the thread)
2009-04-23 03:15:00

Author:
johnrulz77
Posts: 835


Nothin really, lookin forward to it! I've wanted to start making mine but i dont wanna until i get the template (for sizing) XD

and @ johnrulz77
- prize bubbles weren't in the past 2 BR... and i doubt they're going to be in this third. If you want to use one, it'd probably be best to talk to its respective owner

-I think this ones theme is "various mythologies"- the last one had some more of the robotic ones (you should check it out if you can), but if you can make it into a metal gear Norse god or something... that should work
2009-04-23 03:25:00

Author:
Burnvictim42
Posts: 3322


is there any future BR that will involve mgs type things?

cuz i made a wonderful metal gear!

and are boss prize bubbles?

(srry i sorta skimmed thru the thread)

The previous BR's had a mechanical/industrial theme. Have the Metal Gear grow a white beard like Zeus, and make it shoot lightning bolts. Then you're all set.

Haha.

And, I don't understand what your question is regarding prize bubbles. You mean, will bosses give out prize bubbles? Or are you asking if they (the bosses) will be collectible prizes in prize bubbles? Anyway, bosses will not give out prize bubbles, unless everyone disagrees with me and they eat me alive or something. d: You need to provide a copy of your boss in a prize bubble for me to capture.
2009-04-23 04:30:00

Author:
aer0blue
Posts: 1603


How about just score bubbles. Could you emit some of them to try and get the player moving?2009-04-23 07:06:00

Author:
dawesbr
Posts: 3280


is anyone releasing a template for this soon, now that we have the creator pack? 2009-04-24 22:37:00

Author:
Dexiro
Posts: 2100


How about just score bubbles. Could you emit some of them to try and get the player moving?

Sure, it's your boss, after all. Just remember emitting objects pushes the thermo up every so slightly.


is anyone releasing a template for this soon, now that we have the creator pack?

It's coming this week.
2009-04-25 02:49:00

Author:
aer0blue
Posts: 1603


UHG... im stumped on ideas...2009-04-25 06:27:00

Author:
johnrulz77
Posts: 835


probably a bit early for this, but i thought Neon/Urban/Futuristic would be a really nice theme for BR4

and i trust you'll be getting the template for BR3 ready soon
i still have no experience making bosses, but i'm looking forward to it anyway
2009-04-29 00:14:00

Author:
Dexiro
Posts: 2100


Guys, I started organizing and I'll be publishing the template soon. Here's a question, though...

We're doing the hub layout, and it will (hopefully) look something like this:

http://i43.tinypic.com/2lwb33q.jpg

B = Boss
S = Sackboy(player)
/ | = Paths

This means templates will probably have only one entrance, which will be the same exit. When the boss dies, some mechanism must be created by you guys to lift the Sackperson back up the way they came in (much how we lowered a sponge/winch combo on BR2 or whatever else). Additionally, as you can see on S's left side, he'll be entering the boss arenas from that direction, meaning I'll be flipping horizontally some bosses. Is that alright with everyone? Anyway, gimme your thoughts and opinions so I can finish up things.
2009-04-30 00:58:00

Author:
aer0blue
Posts: 1603


So does this mean that the entrance is coming through the roof or something? o.o Couldn't you just make the antechambers work with a locking system? (ie: when everyone enters the room, a door drops and locks the players in (so they have access to the checkpoint and the racegate, but can't leave. Then when the boss is defeated, dissolve the door that blocks the exit. You could even drop the finish line behind the locked door, so noone can cheat on the race gates.2009-04-30 01:54:00

Author:
Burnvictim42
Posts: 3322


So does this mean that the entrance is coming through the roof or something? o.o Couldn't you just make the antechambers work with a locking system? (ie: when everyone enters the room, a door drops and locks the players in (so they have access to the checkpoint and the racegate, but can't leave. Then when the boss is defeated, dissolve the door that blocks the exit. You could even drop the finish line behind the locked door, so noone can cheat on the race gates.

Nah, not through the roof. Entrances would be on the Left/Right side. I'll just make an L-shaped path or something. Anyway, I like your idea. I had something like that on mind, but yours sounds pretty solid. Not hard to do.

Anyone else?
2009-04-30 02:25:00

Author:
aer0blue
Posts: 1603


You could limit the number of bosses per level to 5, eliminating the 3 to the left. Will end up taking more levels to implement the entire thing this way though.

Also, you could consider teleportation methods we are seeing more and more of these days, although these cost the player points and make it impossible to ace.
2009-04-30 03:50:00

Author:
v0rtex
Posts: 1878


You could limit the number of bosses per level to 5, eliminating the 3 to the left. Will end up taking more levels to implement the entire thing this way though.

Also, you could consider teleportation methods we are seeing more and more of these days, although these cost the player points and make it impossible to ace.

Boo.

We'd like to have people Ace this thing. It'd be a true accomplishment. :] Also, yup, what you're saying is an alternative. It all depends on the number of bosses we get.
2009-04-30 03:58:00

Author:
aer0blue
Posts: 1603


Boo.


LOL - Jeez, just brainstorming a bit... ya don't need to get nasty!
2009-04-30 04:04:00

Author:
v0rtex
Posts: 1878


LOL - Jeez, just brainstorming a bit... ya don't need to get nasty!

Haha, naw. The idea just seemed awesome, but the non-acing bit killed it.

Anyway, now designing on paper the template...designs, balancing out both (horiz, vert).
2009-04-30 04:07:00

Author:
aer0blue
Posts: 1603


it looks good. but could you put the areas all to the right? because it would feel kinda funny to be facing my boss when he's facing to other way. i don't have too good of a reason to put them all to the left. just sounds like it would feel kinda strange to me. but i do like the hub part. glad you went with it2009-04-30 04:20:00

Author:
superBlast
Posts: 267


because it would feel kinda funny to be facing my boss when he's facing to other way.

Everything, both boss and arena will be flipped, so your boss would still be facing the player, no worries there.

UPDATE: I'll be posting on this thread the new BR3 post soon, which will include all the rules and other details. The thread itself will be posted tomorrow, so, if you have any last-minute objections or suggestions, speak now or forever shut yo' mouth (jk, jk)!
2009-04-30 04:23:00

Author:
aer0blue
Posts: 1603


So, do you have to beat all the bosses before the first level ends (as i assume there will be a second, as there was in BR 2), or is it only a majority? Just curious.

and woohoo! rules finally!
2009-04-30 04:42:00

Author:
Burnvictim42
Posts: 3322


So, do you have to beat all the bosses before the first level ends (as i assume there will be a second, as there was in BR 2), or is it only a majority? Just curious.

and woohoo! rules finally!

All of them. However, I, and a few others, will be testing the bosses over and over before making the level live, so we'll be sure to keep the bosses balanced, yet challenging. Still, I'm sure people will have a problem with "that one boss" sometimes. Practice makes perfect, though! xD But seriously, we'll try to keep everything as fair as possible, without making it all easy n' stuff.
2009-04-30 04:53:00

Author:
aer0blue
Posts: 1603


Well of course! theres no fun in beating a boss if its too easy! I'd be more concerned with the other side of the spectrum though for a lot of the entries *cough cough Boss Rush 2 cough cough*

Its because those bajillion tests to make sure your boss' mechanics work consistantly end up jading you as to the actual difficulty. (I've had that a lot with my bosses >.>)
2009-04-30 05:32:00

Author:
Burnvictim42
Posts: 3322


All of them. However, I, and a few others, will be testing the bosses over and over before making the level live, so we'll be sure to keep the bosses balanced, yet challenging. Still, I'm sure people will have a problem with "that one boss" sometimes. Practice makes perfect, though! xD But seriously, we'll try to keep everything as fair as possible, without making it all easy n' stuff.

Just don't make it a requirement (ie sticker switch) for the subsequent levels. This would defeat the whole purpose of the hub concept. Agreed?
2009-04-30 05:41:00

Author:
v0rtex
Posts: 1878


Just don't make it a requirement (ie sticker switch) for the subsequent levels. This would defeat the whole purpose of the hub concept. Agreed?

Hmmm, I don't quite mean what you mean by defeating its purpose, but anyway, it won't really be a requirement like it was initially on BR2. You'll just have to beat them all to unlock the Race Flags for the final level. Sounds fair enough, right? Just like BR2 now. :]
2009-04-30 05:47:00

Author:
aer0blue
Posts: 1603


Here are the new rules and guidelines. Give them a read and provide feedback or suggestions. If I find something is too out of place, I'll tweak it around. Also, let me know if you notice anything missing among the new improvements. Thanks!


Please follow all of the new guidelines thoroughly.

Submit a non-buggy boss without any checkpoints that follows either of the templates provided, using four blocks of the thermometer at most, following the themes offered, the final submission date being June 1 (Monday).


I'll be Directing BR3, but I'll now have some assistants to help out with your questions and concerns (not to mention test the bosses...more on that in a bit). These are Gilgamesh, Bridget and dcf. We have named ourselves "Team Rush!!" ... Okay, I kind of just made that up. Still, it sounds cool. Ahem, on to other things.


Bosses will be tested for bugs by the team (and perhaps a closed Beta later on), so keep an eye out for any bugs on your boss. If you don't have any...then...you rock!


I copied my aer0blue Save Data to LBPC_BossRush, so now I'll have all the tools and materials. What does this mean, you ask? ...Better presentation!


There are now two templates. One horizontal(traditional), and a new vertical one. Both the level and the templates will be copyable, so use whichever method you like. The templates will now include only one entrance, which will be the exit itself. I will add a mechanism that will close the door once all players are in, opening back up once the boss is defeated.


These templates have been made using the Grid Mode, providing extra precision for those who want it. Additionally, said templates now have but one entrance/exit. Why? Because we're now doing...


...The "hub (http://i43.tinypic.com/2lwb33q.jpg)" layout! The Player(S for Sackperson) will be starting in a central area. From there, he/she decides which boss (B for Boss) to tackle on first, then going back to said central area to proceed to the next one. Once all of them are finished, the Score Board will become available.


Due to the new hub layout, the "Branching Paths" feature (which didn't even come to life in BR2) has been removed. However, if we get BR3-1, BR3-2 and BR3-3(which contains the Final Boss and runner-ups), players will have to beat the first two to acquire the stickers which will unlock the Race Flags for BR3-3. ... Did that make sense? :]


Several BR2 improvements will be included in this one, such as Infinite Lives and separate Race Flags.


New "Extreme Mode" will be included, where Checkpoints are removed. Players are left to Ace the level. At the end, they'll be rewarded accordingly with points, as well as a little something extra.


Judging will be done as per usual, but with a smaller group this time around.


Way different themes (with the exception of Japanese Mythology).


The idea of sticking to a few materials was discussed, but I decided not to go through with it. We did add 7 bosses on BR2's first stage, though, so that's pretty impressive. With the hub layout, fitting 6 to 8 bosses should be enough.


Wow, have I left anything else out...? So much stuff!




A. Description:


I'm sure you guys have played video games before where, after you beat said game, you unlock a certain "boss trial mode" challenge of the sort, where you fight boss after boss. (i.e.: Castlevania, Super Smash Bros. Brawl, etc.) That's the basic concept of this project. Beat the boss/enemies to progress. Race flags are placed from start to end, allowing players to challenge each other's score.

If enough bosses are submitted, the "Branching Levels" feature will be implemented. Basically, depending on which path you take (more on that below), you end up collecting a Community Key which unlocks the following level. Meaning, if there are two paths to take, you would have to beat the level twice to get both keys. Please keep in mind this feature will only happen if enough bosses are submitted. There's really no point to opening a Locked Level which hosts only one boss.

Bosses that are submitted will be scored by some judges on CREATIVITY and PRESENTATION, 50 points for each, allowing for a maximum of 100 points. The winning entry will be featured as the "Final Boss". The participant will also receive some LBPC experience, as well as the ever-so-awesome, mad bragging rights! Oh yeah, you want that, don't you? Yes you do.



B. General Info:


The templates to follow has been Published. (on the new PSN: LBPC_BossRush) Participants MUST follow either one of them. Even if the template is on one layer, bosses may take three layers if the creator likes. The game doesn't allow players to modify the template completely since it's a captured object, so just draw your own over it. Please, I urge you... Keep it as close to the original as possible! Put the game in "Frontal View" while in Create to make it easier. If I see something's off with the size (ie. it's bigger), the entry will NOT be considered. It's the only way it can be fair for everyone. Now, here's the breakdown of the areas in the template:


Blue area: This is the area the fight(s?) will be happening in, otherwise known as the gameplay area. All the action happens here. Try to not let beams or bombs go outside of this area and into the Yellow ones.


Yellow area: The connecting bridges which link one room to the other. Checkpoints must be placed in this area.


Red area: This is the door to the boss, which you(the Creator) will keep open when you submit. I'll add a mechanism that will have a door close down once all players are in, and open back up once the boss is defeated.


Additional areas: These are not accessible to the players and instead are used for Switches and/or contraptions used for the bosses. Please try to keep all of those things in here. If it's too large and you need more space, then go ahead and break the boundaries. It's better to keep it in there though, as it is all organized better then.


Participants may submit a maximum of three bosses. However, only one will be picked for judging. The creator will let me know which he/she would like to have judged, in that case.



C. Submission Rules:
Boss Submission starts on: April 30th (Thursday)
Boss Submission ends on: June 1st (Monday)


You must make and publish a level containing these two things:

A regular-sized version of your object.
A prize bubble containing your object at the BEGINNING of your level.

Your level must be titled this: lbpcBR3 (if you have more submissions, label them with BR3-1, -2, -3, etc. at the end)
You must include your forum name in the description of the level.
Your object must be sharable. If it is not, it will not be considered.
You must send me a Private Message through the forums telling me you have sent your creation.
Your boss must have a name.
You may not submit a boss from a previous "Boss Rush!!"



D. Other Important Information: (thermometer, theme, questions, etc.)


I decided to make a whole separate account for BR this time around simply because I don't want people to give me any Hearts or whatever for it. The PSN in charge of hosting Boss Rush is "LBPC_BossRush". The levels from now on will be published there. ...Not to mention I don't want 9 Branching Levels on my account. d:

It is required that your creation takes up FOUR BLOCKS of the thermometer, at most. This is because Captured Objects take up more space than normal objects, meaning, if your boss takes up a block and a half, when I put it on the level, it might take up two blocks instead.

Your boss (in prize bubble form) may not contain any checkpoints. PLEASE. I will handle the checkpoints myself.

If a bug is found with your boss, you must fix it ASAP. This is because I will NOT accept any more submissions after the due date. BR1 was published about two weeks late because of this. Of course, they may be exceptions where the game simply decided to stop emitting a green key. Right, Ninja? So yes, test your boss over and over. Have your friends test it. Have your dog test it.

These are the themes you may follow when creating your boss:


Japanese Mythology
Egyptian Mythology
Greek Mythology
Norse Mythology


So please, don't give us any taco-shooting burgers.
2009-04-30 06:03:00

Author:
aer0blue
Posts: 1603


Seems cool, and I can fit my idea into the themes! Just so long as I get a chance to get on the PS3 2009-04-30 06:17:00

Author:
dawesbr
Posts: 3280


Excellent! Though I don't have a dog for my beta testing, and my cats absolutely refuse to play LBP (strictly COD junkies, this lot). Hope this doesn't disqualify me (a non canine tested entry, that is).2009-04-30 06:32:00

Author:
v0rtex
Posts: 1878


woohoo! now is the template up.... doesn't look like it D:

i was wonderin if we were doin material limits thats good that it isnt, i've been known to use a lot of different materials. (plus it'd be a pain to check)

Now i guess i need to buy the MGS pack finally >.>
2009-04-30 06:42:00

Author:
Burnvictim42
Posts: 3322


i was wonderin if we were doin material limits thats good that it isnt, i've been known to use a lot of different materials. (plus it'd be a pain to check)

Well, someone didn't read the new rules. d:

Haha, no, no material limits. Try to not use that many materials, though. Be considerate. :]
2009-04-30 07:01:00

Author:
aer0blue
Posts: 1603


Well of course! theres no fun in beating a boss if its too easy! I'd be more concerned with the other side of the spectrum though for a lot of the entries *cough cough Boss Rush 2 cough cough*

Its because those bajillion tests to make sure your boss' mechanics work consistantly end up jading you as to the actual difficulty. (I've had that a lot with my bosses >.>)


I never end up being jaded to my own.

No, mine are SUPPOSED to be that mean

....no, really, they are. Otherwise, they arent interesting for me to fight, and I get bored.

Though, that's one of the reasons I'd originally suggested the "hub" idea in the first place. So people need not miss out on other bosses because they get stuck on one of mine. That, and so they dont miss out if a boss should break again.

This way, every horrible death machine gets to be properly shown.
2009-04-30 07:14:00

Author:
Bridget
Posts: 334


I never end up being jaded to my own.

No, mine are SUPPOSED to be that mean

....no, really, they are. Otherwise, they arent interesting for me to fight, and I get bored.

Though, that's one of the reasons I'd originally suggested the "hub" idea in the first place. So people need not miss out on other bosses because they get stuck on one of mine. That, and so they dont miss out if a boss should break again.

This way, every horrible death machine gets to be properly shown.


lol, i like that style there. Basically "i made my boss to kill you as many times as possible so THERE!" I take it i'll need the infinite lives checkpoint for SURE on yours... ;p


I totally agree that they need to be interesting to fight -just shooting and dodging isn't terribly unique or fun. I'm really lookin forward to playin (and creatin for) BR3 now!

Aer0blue, template plox D:
2009-04-30 09:02:00

Author:
Burnvictim42
Posts: 3322


aer0blue: I notice that you are still saying that the template can't be modified and people need to remake it. There's no need for this. Can you send me the templates? I'll set them up and send them back to you so this step of remaking can be eliminated.

Also, do you plan to include the race gates in the template this time around? I think this would be a good idea and make the whole thing look cleaner when it is assembled.
2009-04-30 14:50:00

Author:
dcf
Posts: 468


aer0blue: I notice that you are still saying that the template can't be modified and people need to remake it.

Tell me how to avoid that step, then. Just to avoid the hassle of sending the template back and forth. :]


Also, do you plan to include the race gates in the template this time around? I think this would be a good idea and make the whole thing look cleaner when it is assembled.

I'm thinking how I could add the finish gates, consiering arenas will have only one entrance/exit... Maybe I can still add an exit that leads up to the central hub instead. Sound good?
2009-04-30 17:46:00

Author:
aer0blue
Posts: 1603


maybe we should scrap the megaman style hub and just have a huge lift that takes you to all of the bosses, with more of a tower style layout

we can't be sure that people will understand the megaman layout when it's on such a large scale, and it might be awkward having the different templates and making it easy to travel between them

with the tower layout it's much simpler to organise and easier for players to understand, and it means we don't need to have 9 bosses per level
2009-04-30 19:53:00

Author:
Dexiro
Posts: 2100


I like that idea. It seems more approachable for both the Player and organizer (er, me, lol). I might just go with that instead. Any objections? It still gives freedom to players to choose which boss they'd like to fight first.

Nice thinking there, Dex!
2009-04-30 20:18:00

Author:
aer0blue
Posts: 1603


Thats a good idea. You should probably put the name of the monster and/or a picture on each floor, so the players know where they died before 2009-04-30 20:28:00

Author:
Burnvictim42
Posts: 3322


I've done the tower style layout and it's deceptively annoying. The tower ends up being huge and it takes a long time to travel from top to bottom. Plus you need to design the elevator so it can't accidentally end up between floors.

That said, organizationally it is a lot easier than the hub design.

However, the hub design should not be very difficult either.

.............******************************
.............*.................................... ................*
.............*.................................... ................*
.............*.................................... ................*
.............*.................................... ................*
.............*.................................... ................*
********.......................................... ..........**********
.................................................. ..................................*
********.......................................... ..........**********
.............*.................................... ................*
.............*.................................... ................*
.............*.................................... ................*
.............*.................................... ................*
.............*.................................... ................*
.............******************************

The above shows the border of the play area as *
Notice that the player enters on the left. Presumably there is a door, race gate and checkpoint here. The player cannot go back through the door (returning to the hub) until the boss is defeated.
The small room on the right is a dead end. The dead end should have a door. The door only opens when the boss is defeated. There is the finish gate and a switch in the dead end room. Sackboy flips the switch and the gate opens so he can return to the hub.


I think we should have the hub (or whatever) and templates fully designed before people begin working on their bosses.
2009-04-30 20:48:00

Author:
dcf
Posts: 468


Let's stick to hub for now, and keep new ideas for the next BR...if there is one. d:2009-04-30 21:04:00

Author:
aer0blue
Posts: 1603


i still prefer the tower idea

i don't know how big the templates are so i don't know how tall it would be

and if the lift causes too many problems, theres always the jetpack
2009-04-30 21:08:00

Author:
Dexiro
Posts: 2100


aer0blue: make the template level copyable.

Shouldn't that work? No? Is it still uneditable?
2009-04-30 21:09:00

Author:
dawesbr
Posts: 3280


aer0blue: make the template level copyable.

Shouldn't that work? No? Is it still uneditable?

It already was copyable last time.
2009-04-30 21:13:00

Author:
aer0blue
Posts: 1603


i can't read the "noteable changes from BR2" section because i can't view spoillers on my ps3. can you post it up for me?2009-04-30 21:15:00

Author:
superBlast
Posts: 267


@aer0blue: Ah...ummm...I have no idea then Just so long as it is aligned to the grid, it should be fine.2009-04-30 21:22:00

Author:
dawesbr
Posts: 3280


Here you go.



I'll be Directing BR3, but I'll now have some assistants to help out with your questions and concerns (not to mention test the bosses...more on that in a bit). These are Gilgamesh, Bridget and dcf. We have named ourselves "Team Rush!!" ... Okay, I kind of just made that up. Still, it sounds cool. Ahem, on to other things.


Bosses will be tested for bugs by the team (and perhaps a closed Beta later on), so keep an eye out for any bugs on your boss. If you don't have any...then...you rock!


I copied my aer0blue Save Data to LBPC_BossRush, so now I'll have all the tools and materials. What does this mean, you ask? ...Better presentation!


There are now two templates. One horizontal(traditional), and a new vertical one. Both the level and the templates will be copyable, so use whichever method you like. The templates will now include only one entrance, which will be the exit itself. I will add a mechanism that will close the door once all players are in, opening back up once the boss is defeated.


These templates have been made using the Grid Mode, providing extra precision for those who want it. Additionally, said templates now have but one entrance/exit. Why? Because we're now doing...


...The "hub (http://i43.tinypic.com/2lwb33q.jpg)" layout! The Player(S for Sackperson) will be starting in a central area. From there, he/she decides which boss (B for Boss) to tackle on first, then going back to said central area to proceed to the next one. Once all of them are finished, the Score Board will become available.


Due to the new hub layout, the "Branching Paths" feature (which didn't even come to life in BR2) has been removed. However, if we get BR3-1, BR3-2 and BR3-3(which contains the Final Boss and runner-ups), players will have to beat the first two to acquire the stickers which will unlock the Race Flags for BR3-3. ... Did that make sense? :]


Several BR2 improvements will be included in this one, such as Infinite Lives and separate Race Flags.


New "Extreme Mode" will be included, where Checkpoints are removed. Players are left to Ace the level. At the end, they'll be rewarded accordingly with points, as well as a little something extra.


Judging will be done as per usual, but with a smaller group this time around.


Way different themes (with the exception of Japanese Mythology).


The idea of sticking to a few materials was discussed, but I decided not to go through with it. We did add 7 bosses on BR2's first stage, though, so that's pretty impressive. With the hub layout, fitting 6 to 8 bosses should be enough.


Wow, have I left anything else out...? So much stuff!
2009-04-30 21:23:00

Author:
aer0blue
Posts: 1603


Ah, I forgot to mention how to make the template adjustable without people needing to remake it. It's very simple. Don't capture it.

During BR2 the template was captured and placed in a copyable level (with the captured object in a prize bubble).

Just don't capture it and don't put it in a prize bubble. Put the original object in the copyable level and then people can copy the level to their moon and not remake the template.
2009-04-30 22:32:00

Author:
dcf
Posts: 468


i still don't get how people say the prize bubble version of the template couidn't be edited. that is what i used and i could edit it and stuff. so i'm kinda confused about it.2009-05-01 04:07:00

Author:
superBlast
Posts: 267


IDK its kinda odd, for some prizes it works, and some it doesn't. But if the level is copyable, shouldnt you be able to edit the entire thing?

IDK. I just want my template already D: ...maybe i should start working on the logic while i wait...
2009-05-01 05:42:00

Author:
Burnvictim42
Posts: 3322


You can change the materials with material changer, but you can't unglue them and make them deeper, for example. This is because aer0blue made the object, captured it, placed it in a new, copyable level and then placed a prize bubble containing the object in that level. So there is no way to get the original template, only the captured version.2009-05-01 12:27:00

Author:
dcf
Posts: 468


oh.... that makes a lot of sense!2009-05-01 22:42:00

Author:
Burnvictim42
Posts: 3322


Sorry for not publishing yet. I'm usually very busy on weekends, but I hope to get a chance to Publish it soon. I'll compensate with some extra submission days. :]2009-05-02 01:08:00

Author:
aer0blue
Posts: 1603


I have made the new BR3 thread here (https://lbpcentral.lbp-hub.com/index.php?t=t=11165). I have also published the templates under LBPC_BossRush.

Locking this one, but keeping it around for future reference.
2009-05-05 01:12:00

Author:
aer0blue
Posts: 1603


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