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Mission Echo: The Poison Dragon

Archive: 14 posts


So I've finally finished and published the second level in the series of 5, called The Poison Dragon. The level follows on a short while after the first, Moon Infiltrator, and develops the story further, where you find out who your enemy is.
The level description is Mission 2: Following the destruction of the moon strategy centre, the enemy is retaliating with a bio-chemical (should this be poison instead for political correctness' sake?) attack on Eastern Asia. Orders are to shut down the Jade Palace and contain the threat.
Unfortunately, I have no idea how to take screen caps or how to take a video of the whole level, short of using a camera to film the TV, which would undoubtedly be slightly unclear. So a brief description as follows: It's Oriental themed, with jumping sequences, a puzzle, some rotating circles (similar to those in sensei's lost castle, simply cos I like 'em) and other obstacles, finishing off with a chase by a monstrous poison-spitting dragon on wheels. :arg:
The difficulty is probably mid to high, a step-down from the previous level in the series, which some felt was a little too hard.
If you want to know the story so far, then just take a look at Mission Alpha: Moon Infiltrator.
The next, which I'm now working on, is "Mission India: The Temple of Dread" and will completely rework my first ever LBP level, which was lousy :blush:, to fit into the plot of the series and continue the story.
My PSN is R25Raw, if you want to take a look.
As for feedback, I'll do it as and when i can, post here and when I check the forums, I'll take a look.
And I'd like to know what small changes to make, to tweak the difficulty if you feel it's too hard or easy in places or visual effects and sound effects, rather than a complete re-do. And particularly if you feel the level description should stick or be changed as it's unsuitable. Cheers.
(Also, if anyone who knows how to video levels could either tell me how to do it, or, if it requires some funny bit of software/hardware, video both the levels, I'd really appreciate it)
2009-05-05 11:56:00

Author:
Unknown User


Hi, I'll check your level out asap but I haven't seen the first one yet so had better check that out first.

I sympathise with you on the video issue, I have no idea how to do that either but there are several people on here who offer to video your levels for you. Thay are probably busy though. I sent a message a few days ago to Cog asking if he could video my level but have not had a reply yet.

I don't have a deicated F4F level but if you would like to try any from the list below that would be great. I'm working on a new level at the moment for the Youtube contest which is why I need someone to video it for me when it's finished.
2009-05-05 12:07:00

Author:
mistervista
Posts: 2210


Thoughts as they happen:

- The pillars. Can you make them so they aren`t all directly in line with each other? with the camera being so far back it`s hard to tell where the one at the front stops and the one at the back begins. Either that or make them out of different materials. Also, the leaves ontop just mean that you can`t see exactly where you are and make it rather unfair. If you only change one thing in this section, make it the leaves.
- Is there anyway of showing the gas enemies before you get to them? The gas just appears without warning and results in cheap deaths.
- Same for the gas that appears as you jump over the gaps. With fire or spikes, you can see in advance what you`re about to deal with and can adjust for that. With the gas, it`s hard to see for a start and often the first time you even notice it has appeared would be when it spawns right ontop of you.
- The bad guy at the end. When I started to run I was caught by his gas blast. When I respawned I was dropped into gas, and when I respawned again, I was dropped into gas. Often you`ll see with chases, a higher level in the middle plain that gets knocked down by the chaser that means that when you respawn you don`t have an unavoidable death.
- Lastly, your mobile spawn point should finish on safe ground. If, for whatever reason a player falls off the grab switch at the end, they will not be able to finish the game because it falls down the gas pit too.

Another thing that I couldn`t help notice, but wasn`t anything technical, was that so many of the obstacles were straight out the Mm object box. At times it felt like one of the levels that people make where they just use the existing template because they can`t be bothered doing their own. It`s not a massive issue but I have to say I prefer to see stuff that people made on their own.

Don`t worry about F4F.
2009-05-05 12:44:00

Author:
Matt 82
Posts: 1096


Ok, the mid-layer pillar material is changed, and the leaves have been moved. I've put in a camera angle so you can see all the enemies before they attack.
As for the gas tubes, not too sure what you'd suggest for making it more obvious that they're dangerous.
I'll work on the chase scene.
As for your final comment, I didn't take a single obstacle out of the objects box, i put each and every single one together. The only things that are from the object box are the cherry trees, which i then modified to make my own (which is probably a tad lazy). The bridges I remade myself, if you're referring to them. Other than that, like I said, I did everything myself. I made the mistake of using stuff out of the box in my very first level, which I am replacing, and it just ended up looking tacky.
2009-05-05 13:00:00

Author:
Unknown User


I think it`s probably just the use of similar materials and obstacles (spinners infront of dark wood) from the Sensei`s Castle level that had me thinking they were Mm in that case then.2009-05-05 13:25:00

Author:
Matt 82
Posts: 1096


Ive now addressed every issue you brought up matty, thanks for those. Im just republishing it now if you want to take a second look?
Cheers.

Edit: maybe caution stickers for the poison pipes?
2009-05-05 13:30:00

Author:
Unknown User


Yes caution stickers would work I think. I`ll have another play through when I`m on again later.2009-05-05 13:44:00

Author:
Matt 82
Posts: 1096


Just a quick note on what I did to the dragon tank.
Basically when you come out of the checkpoint, you only re-activate the tank about 2 sackpersons height above the ground as I have reduce the trigger angle to a VERY small amount, but its radius has been extended, so that you are chased no matter how far you are from it. Basically, you'll only die if you just stand still, and the invisible rod that holds it has been extended further away, so you're dropped further away from the dragon too. And finally when the dragon tank approaches the ravine, just as it's about to fall in, a magnetic key switch dissolves the material behind the checkpoint dropping it onto the far side of the ravine. Game, set, match commando.
2009-05-05 13:50:00

Author:
Unknown User


This was a fun level overall. I can't say much else other then that it offered some cool platforming elements and a variety of game play.

Certain parts could have better camera angles to show what your supposed to do, but other then that I enjoyed it. Just wish you used more stickers.

But like I said it was a fun level with some interesting sections. Much much better then your last (which i played first). Just remember that you have to make sure to be fair with the difficulty level in order for the player to have fun.

I seem to always have this problem, but you did a good job here.
2009-05-06 04:55:00

Author:
fusionboxer
Posts: 37


Thanks for the input fusionboxer, do you have a F4F level or any that you want me to look at in particular?
Also, I'm thinking about going back and redo-ing a few parts of the first level with some of the new stuff from the update, any tips for making it fairer?
2009-05-06 10:54:00

Author:
Unknown User


Also, for those who ARE interested, i should have the next mission out soon, either this weekend or next, seeing as i was working on the temple of dread and the poison dragon simultaneously. Instead of a boss, it has a plot twist, and is a step away from the other levels, hopefully it should be better again than the last thanks to all the feedback. :arg:2009-05-06 12:46:00

Author:
Unknown User


I got round to playing both missions last night and enjoyed the second one more. I thought the first was very unforgiving simply because of the checkpoint placement. It would have been much more enjoyable if you'd put checkpoints between the various hazards as it's really annoying to have to do 3 or 4 difficult sections , fail at the very last part and then have to do them all over again.

As for the poison dragon level that was more fun but I have to agree about the gas enemies although I didn't have too much trouble because I played it with a friend and if one of us got killed the other usually got through but I can imagine it would be much harder alone.

As for the boss section I didn't do much there because my friend ran ahead and then when I dropped down I was on the boss's back ( unintentionally ) so i just stayed there. Of course when it fell in the pit at the end I fell with it but respawned near the finish ok anyway.

I also see what Matt means about the objects. I too thought they were MM items everywhere. Maybe you should make them look significantly different in future levels as it's a shame to put a lot of effort into making things and then have all your hard work go unrecognised.

Overall I thought it was a very good level though and certainly among the better stuff out there and shows great potential for future levels. I'll be sure to check out your new creations as and when.
2009-05-06 13:08:00

Author:
mistervista
Posts: 2210


Gas emitting enemies! Clever! Perhaps you could make them a little easier, put a light on the front that lights up when the gas is emitted? It's kinda hard to see the gas.

I didn't really get the ending... I just ran and jumped over the gaps, there didn't seem to be anything following me... Bug? Or was there actually nothing following me?

I gave it 3 stars, and tagged it "Relaxing"

I do give you credit, the area looks good. It could use a few more enemies maybe.
2009-05-06 17:11:00

Author:
DJLols
Posts: 217


Im not sure how i could make lights that light up when the gas is emitted...

Also, that must be a bug, I've replayed that several times to make sure that no matter how far you jump from the ledge the dragon tank follows, though I'll take a second look at this.

As for the previous level, I'll go back and stick a few more checkpoints in and make things a touch easier, possibly change a couple of other things, it needs a bit of reworking now that the new update is out.

Thanks guys, I'll take a look at your levels in the next couple of days.

Edit: dragon now fixed for good this time (hopefully)

Second Edit: There's now 3 more checkpoints in the first mission and the difficulty has been tweaked to make it easier and the final boss easier too, as well as a LOAD more stickers and decorations, hope this helps
2009-05-06 22:41:00

Author:
Unknown User


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