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Carpenter Labs: Welcome to Carpenter Labs

Archive: 7 posts


Okay, this is just a short introduction to a series I'm working on.

3/28/08: A man is found lying on the beach. He's rambling about the end of the world and some secret island.

3/29/08: The man dies of unknown causes.

3/30/08: The man left a note, telling the coordinates of this island. There is and uncharted island there.

Now, you've been sent to investigate.

There are 2 hidden keys throughout the level, and in an ACTUAL level there will be around 5. So ya, go check it out.
2009-04-04 21:57:00

Author:
qrtda235566
Posts: 3664


I'll add this to my list to play2009-04-05 02:03:00

Author:
GruntosUK
Posts: 1754


I'll add this to my list to play

OMG TYVM!


ROFLMAO!

play mai level.
2009-04-05 17:44:00

Author:
qrtda235566
Posts: 3664


looks good man, a tad short though.

also maybe adding some led lights to make it look like stars in the background would make it look better.
2009-04-05 22:08:00

Author:
graygoose
Posts: 371


Played it last night and it's got some great potential. The story is cool. Vague but could be really interesting to follow in a series of levels. The journal is a great idea and I like that you actually made a journal instead of just referencing one you can't see. The opening setup speech bubbles are also a really nice way to get the mood set.

Speaking of music - you made an interesting choice with the music on this level. I'm not sure if I think it's genius or a bit strange. It's got that sort of melancholy 70's film feeling where a detective/cop haunted by his past and his actions plods his way to a dark and even more pain filled future. It so doesn't fit the visuals of the level but it most certainly sets a mood for mystery unfolding. I don't know if I love it or am comfused by it.

The platforming is ok. Nothing really stood out as spectacular for me but it's fun. I loved the key idea. It's fun to find them. My only other complaint would be some places are just flat/boring running with hardly any decoration. When I dropped in the level I was confused which way to run - although hitting the invisible wall was a pretty good hint. I think you could make it more obvious with something interesting to look at there. Either trees or rocks or something. Also - the candles on the grass didn't make a lot of sense for me either. You've got some awesome details in the building areas so to see huge candles on the grass is sort of weird. Might want to light the inside of the building a little more dramatically too.

On the whole a pretty good level with a few areas you could change. I gave it 3 stars for now but if it were a little longer and fleshed out I could easily see this going 4 or 5. Thanks for sharing it.
2009-04-06 18:04:00

Author:
Morgana25
Posts: 5983


Thanks guys, I'll play your levels. Even though, Graygoose, I already wrote a full review for Metal Gear Karas. 2009-04-06 21:02:00

Author:
qrtda235566
Posts: 3664


I liked the level, it's an interesting departure from most LBP levels. I would agree that the visuals leave something to desire. For example the platforms are just that, platforms. Where you can, try to make them seem like part of the building/structure/whatever is in the level. The platforming was fun, and I liked the music choice

F4F: Frost (in sig)
2009-04-08 21:45:00

Author:
cornontheCOD
Posts: 150


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