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UPDATED! V1.6 Jungle Madness (PICTURES INCLUDED)

Archive: 26 posts


UPDATES: V1
-Added arrows for the sticker switches
-I added some more things to the starting position (can't change anything else, since the material with my name on is dissolve painted)
-added more magic mouths
-made key smaller
-added some visual things at the end
-added a better bossbattle

V1.1
-removed sticker switch
-edited some magic mouth text

V1.5
-added invisible dark matter @ the lift area, so it won't go down and you have time to get out
-added some lights in the cave...
PLEASE GIVE MORE FEEDBACK!

V1.6
added block to stairs @ the falling pillar part
fixed the invisible dark matter lift part


Story:
The local Monkey tribe's mother (or queen) has been kidnapped by a mysterious mask, and it's your job to find her and free her!
on your way you'll see enemy monkeys that are brainwashed by the mask, they will not attack but aren't killed easy (the recruits are killed easily tho) and at the end you run from the mask! (or kill it, your choice)



Anyway, I had this level on my moon a long time, never bothered to finish it really but now that my one level I was working on corrupted on my moon I decided to give this level it's last piece of work. and it's done!


http://i40.tinypic.com/5kgdmq.jpg
http://i41.tinypic.com/125gqhf.jpg
http://i41.tinypic.com/ie32bl.jpg
http://i43.tinypic.com/ehyq7a.jpg
http://i41.tinypic.com/33wle9e.jpg

sorry for bad quality, it's the ingame pic taker.



Level Name: Jungle Madness v1.6
PSN ID: oldage9

Please give me feedback on this level, it took quite a while to make... (I think around 20-30 hours, that's alot for me! )
2009-05-09 18:26:00

Author:
oldage
Posts: 2824


your levels good. it's cool how at the start your name disolves and the levels name appears. it was even better when your told to walk into the light and then you appear somewhere else.
i think you should have a better ingame description for the level. also after the light thing i mentioned you could put an arrow or something saying which way to go.

i got stuck then though you given a thing to push but i couldn't get it to do anything so that just what i think of the bit I played.
2009-05-09 19:12:00

Author:
Don Vhalt
Posts: 2270


ah yes, you receive a sticker in the beginning, right?
well, at the pillar scene just stick it on the thin layer of the white plastic.
cheers, I'll put a magic mouth there.
2009-05-09 19:14:00

Author:
oldage
Posts: 2824


ah yes, you receive a sticker in the beginning, right?
well, at the pillar scene just stick it on the thin layer of the white plastic.
cheers, I'll put a magic mouth there.

i should have remembered the sticker:blush: i'm going to finish playing it now
2009-05-09 19:18:00

Author:
Don Vhalt
Posts: 2270


I should write "STICKER!!!!" on the wall so no one forgets 2009-05-09 19:33:00

Author:
oldage
Posts: 2824


I'll give your level a try as soon as I'm able to! I'll let you know what I think. ^_^2009-05-09 20:01:00

Author:
xkappax
Posts: 2569


Ok thanks!
I think this is actually my best level yet.
but it's far from perfect so I need feedback.
2009-05-09 20:21:00

Author:
oldage
Posts: 2824


Ok, I just played this. This level is pretty fun, and has some good ideas. I thought the monkeys and the characters running around with spikes were cute. Definately the highlight of this level is the small character models.

My thoughts:

- You need a much better description of the level. I wouldn't abbreviate things like "single player" for "SP". Many will have no idea what this means.

- At the beginning, for being in a tree the graphics were blocky. You could definately use some sprucing up with tree branches, rounding out some edges, or even using the corner tool on some areas. Just about everything looks like you simply drew rectangles with material.

- A few thoughts on the falling bridge area. First, if you're going to have a sticker switch, I would definately have the sticker switch icon on the material. If players don't realize its a sticker switch puzzle they will probably get stuck here. Secondly, considering the change in Yarg where many will not be collecting community prizes, they may not have the sticker at this point. Just food for thought. If you don't NEED a sticker switch and it doesn't really enhance the gameplay, probably should take it out.

- Big problem on the sticker switch bridge area - At first I didn't know what to do, so I pushed the sponge platform over to the right. THEN I realized I needed to use the paintinator, so I did and the bridge fell totally on top of the sponge platform so that I had to start over. By the way, may be cleaner if you used stickered lighter material for the sponge platform so it isn't so heavy.

- Few places where you cut a star out of material - you could make this look a lot better with the corner tool instead of leaving the star shape in the cut.

- "I better run" area. I stopped and the boss ended up on the right side of me with me chasing HIM.

- When entering the cave, I noticed you had no material below the cave covering the background. Looked a bit odd.

- The "jump in here" part. Why am I jumping in there? Why are you killing me and transporting me somewhere else? Inquiring minds want to know. I want to know. You should elaborate the story so it doesn't seem weird that you were force-killed and transportred somewhere totally different.

- Up near the caged monkey, you use a switch to get a key. I tried to push the key to the left to open the cage, but instead the key got wedged between the floor and the ceiling. Then when I tried to unwedge it, the key fell all the way to the bottom. It broke while I was trying to get it back up to the top so I had to restart. Maybe a) make the emitted key smaller, and b) so it looks better use stickered poly for the key (poly can be grabbed, but you can shape it a lot better).

My conclusion, right now it's a fun non-frustrating level, but the stickers seem like an odd mechanic, and it needs visual work. If I were playing it online I would give it a 3, but I gave it 4 stars (mainly because I want it to have a good chance at succeeding) and a "cute" tag.
2009-05-10 04:35:00

Author:
CCubbage
Posts: 4430


Cheers, I will keep that in mind
I'm working on it.
2009-05-10 09:34:00

Author:
oldage
Posts: 2824


Played this with xkappax last night. Well, I joined halfway through.
I'll give a proper play later.
2009-05-10 10:55:00

Author:
ARD
Posts: 4291


Yea, I've seen the pic of you both that has been uploaded to my level ^^2009-05-10 11:34:00

Author:
oldage
Posts: 2824


I played this, but I will have to replay it again, too.

One thing I have to say is that unfortunately, now that you can turn off prizes, custom sticker switches might not be a good idea for future levels. That kinda stinks, but if a player has prizes turned off and you force them to use a sticker to proceed, they might get stuck in the level, and quit out and give it a bad rating. I played two levels yesterday where I got stuck because I have prizes turned off. Luckily, with your level, 49DRA said "wait!" and turned prizes back on. This is no fault of yours, but this is a fault of a game that had to add an option because they refuse to increase their profile space. Just something to keep in mind in the future.

I loved the monkeys. They made me laugh so hard. Those anime eyes were a very nice touch. So silly and so cute.

if this is your best level yet, as you have said, then that is a good thing. It means that you are growing as a creator. Take the feedback you receive in this thread and continue to grow! If you are on this forum and you care enough about it, I'm sure you have the potential to do great things! ^_^
2009-05-10 15:17:00

Author:
xkappax
Posts: 2569


I'll take out the sticker switch.

thanks
2009-05-10 15:35:00

Author:
oldage
Posts: 2824


I'm not saying to take it out... perhaps change it to an ingame sticker that the player might already have? ... that way you can still keep that mechanic! ^_^2009-05-10 15:37:00

Author:
xkappax
Posts: 2569


Me and Code (and Code's sister) played this yesterday.

At the part where the rocks fall and you commit suicide, maybe you want a "require all" option because me and code got stuck in the rocks whereas his sister was to the right- luckily when we killed ourselves we still went back down.

And when you are being chased, I kinda was walking behind the thing chasing you :O YAY!
2009-05-10 15:40:00

Author:
RockSauron
Posts: 10882


I'm not saying to take it out... perhaps change it to an ingame sticker that the player might already have? ... that way you can still keep that mechanic! ^_^

Nah, I took it out, it's all good

@ rock: I'll look into the rock part cheers.
also, I'm changing the monster at the end

EDIT: rock, I'm not gonna change it to "require all" option, since the level is better suited for Singleplayer anyway

EDIT2: also, you guys didn't name a level I should give feedback on
2009-05-10 15:42:00

Author:
oldage
Posts: 2824


You can leave feedback on any one of my levels if you'd like. I'll have a new one out in the next few days, though, if you want to wait for that one. (The new one was made by 4 different creators, a true group effort! but it'll be under my psn) Anyway, it's up to you. ^_^2009-05-10 16:09:00

Author:
xkappax
Posts: 2569


I'll wait for the new one 2009-05-10 16:30:00

Author:
oldage
Posts: 2824


I just got done playing this level, i liked it because it had ape escape monkeys and the custom small monkeys, which were cute. Some of the gameplay was sort of cut and dry however, you swing from piece to piece of sponge a lot. Maybe come up with some new things, or make them vines that you swing from to make the enviroment believeable. Also, to add on to what other people have said, make the visuals a little better, A big thing would be to add a material backround instead of the developer backround, that would make it a lot better and its only a small change.Lastly, your elevator XD As soon as you let go of that sponge there is no way you can walk or jump off that elevator it shoots back down SO fast, try to make it stop at the top so i have time to get off. If you make these changes you are well on your way to being a spectacular creator!2009-05-11 02:39:00

Author:
Jrange378
Posts: 573


I have no idea on how to stop the elevator from immediatly going down again once you let off

also, I'll look into the custom background, cheers!
2009-05-11 12:20:00

Author:
oldage
Posts: 2824


Just played it during my lunchbreak, some feedback...

+ It has a little intro :-)
+ love the monkey's
+ after the slide, you suddenly see a glimpse of the scoreboard. I already had my pen and paper ready to write "too short" down but then I fell into the cave, I really like that surprise element. (I like it when you can see a scoreboard at the beginning or middle from a level)

some suggestions
- your platforms looked very empty, maybe you could add some decoration on them? (flowers, leaves, ....)
- the cave could use some lightning (lights are always good to create atmosphere)

had to replay it 2 times and i still didn't make it to the end, here's why
- in the cave you have to use the paintgun. On purpose i dragged that platform in the gas (which you need to reach the paintgun), the platform doesn't respawn so i had to restart because i couldn't reach the paintgun
(maybe you can add something that prevents people from dragging the platform into the gas)
- when you killed the boss (or a part of it, don't really know for sure) i ran right, a big block felt on the left of me and i got stuck there as well.

(and then my lunchbreak was over :-( )

will certainly check again if i've some more time

misty.
2009-05-11 13:13:00

Author:
Mother-Misty
Posts: 574


Why thank you
Maybe I should add an emitter at the platform so you won't make the same mistake.
I'll also remove that huge block at the end of the level, it was supposed to fall on the boss but looks like something is wrong

thank you for the feedback!

also Jrange: I looked into the custom background....I don't think it would be possible for me to do it, I have some switches on the thin layer etc...so I'll have to pass on that
thanks for all the feedback again, I'll start working on it tonight. (still have lots of homework)
2009-05-11 15:08:00

Author:
oldage
Posts: 2824


One trick you could do to prevent the elevator from going down immediately is emit a tiny invisible piece of dark matter right below it when it reaches the top (maybe a one-shot sensor switch that triggers an emitter). You could set the life of the emitted object to, maybe 2 seconds so that the elevator starts going down again 2 seconds later.2009-05-11 15:29:00

Author:
CCubbage
Posts: 4430


Okay, I now updated to V1.5
check the first post for changes.

feedback appreciated!

edit: it isn't working right, working on it.
2009-05-20 20:14:00

Author:
oldage
Posts: 2824


Okay I took another look at this one.

+ I think the new boss is a much better choice than the other thing chasing you

+ The way the key works is much improved from the old method.

- The boss is kind of bland. Its a mask with a moving block underneath.

- Much of the level is not decorated, and designed with really "square" material. In a tree you could have branches, leaves... a little more variety to the shapes. Underground, the rock caverns could have more edges designed with the edge tool.

All in all, this was a fun level, but could use more decorating and attention to aesthetics.
2009-05-23 18:55:00

Author:
CCubbage
Posts: 4430


yea, and a mask with plasma sounds odd...
I can't guarantee more decorations, but I'll look into the shape of the materials.

oh and at the elevator, stay in for 2 seconds or so, let go and see what happens...
2009-05-23 19:05:00

Author:
oldage
Posts: 2824


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