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Mission India: The Temple of Dread

Archive: 15 posts


So, picking up where the story left off last time, having defeated Shadow in the orient, along with his chemical weapons, Shadow has disappeared and it's up to you in this third mission to find out what's he's up to after having discovered his rough location.
This time, paying through the level requires you to complete a couple of puzzles and go through a couple of trap rooms to find gem keystones that open the way up through the main chamber of the temple of dread, to the sub-level, where the story gets darker...
I think this time I have taken all the feedback I have received so far to deliver a level that is a decent plat-former (not too difficult) and visually eye-opening, if not, this is where you guys come in.
A note on the keys: they CAN be destroyed, however, destroying the blue red and yellow keys is next to impossible, you'd have to go out of your way after obtaining them to put them into the traps or dropping them down holes to loose them. The problem with the green key is that it can be destroyed, and I have an emitter problem where the re-spawn keys just dissolve as soon as you touch them, NO idea how to solve this, because this is new to me any help on this would be mightily appreciated.
If you feel the sub-level should be extended to make it a bit larger, I'll try and work on this as well, but unfortunately, even though the level is fairly short, the thermometer is close to overheating.

This will be the last in the series for a short while, where I will take a break from creating and polishing to browsing this forum a bit better to look at loads of other levels and providing feedback where I can, which might be a little limited because I'm far from the best creator. But the series WILL eventually pick up at Mission Sierra: Vengeance's Shadow.

Also, I believe I have given feedback on most peoples levels who have given me feedback, but if I either haven't or you feel I have shortchanged you with feedback, then PM as I will now be making feedback my main focus for a while.
Peace out.
2009-05-10 15:23:00

Author:
Unknown User


Ill be the first to reply to your level. Ill start off by saying, i liked the vibe of this level a lot, with the sun.I liked the two puzzles to the left a lot more than the ones on the right.The rotating platforms were tricky but not frustrating, and if you fell you wouldnt have to wait long to try again, the green ball did break however, causing a restart. With the yellow one i liked the idea of bringing it back on the tethered platforms, but i didnt know quite what to do with the wheels at the bottom. The right side had the maze that was easy, and the spike wall. My biggest problem with this level is the hole in the middle, i fell down it down times causing restarts. My advice is to reposition those a little higher up so that if you fall in you can jump out.When i finally got to the sublevel, it was over before it started, i did like the robots working on stuff though. I rated it a 4 and frustrating due to 4 restarts. Nice level. Can you play my play my human body level perhaps?2009-05-10 18:28:00

Author:
Jrange378
Posts: 573


yeah, i was thinking about putting them higher, but then it interferes with something else... ill just have a couple of blocks of dissolve instead. As for the underground silo, it's meant to be short, but i can make it a longer section if more people ask for it. As for the green gemstone, i simply cant get an emitter to work to replace them if they break... it works in all the other levels i have where i key is required, but not this one...
I think in a couple of days I'm just going to delete all the levels I've made from the community and just spend a load of time polishing them to try and make them worth 5 stars. Especially the first mission.
I'll look at your level either tomorrow or the day after, thanks.
2009-05-10 22:13:00

Author:
Unknown User


Hmmmmmm, If you use the magnetic key switch attached to the emitter, set the magnetic key to inverted and make the radius very large, If the key breaks this method should make another one appear. Hope that helped.( Emitters can be strange sometimes, i know) Thanks, ill look forward to the feedback.2009-05-10 23:09:00

Author:
Jrange378
Posts: 573


What I meant was that the new emitted key just dissolves into nothing as soon as it's touched, and I'm almost positive sponge just doesn't do that. And this is with lifetime set to infinite, max emitted at once as 1. It's some kind of odd glitch, I might just have to start the level again2009-05-10 23:16:00

Author:
Unknown User


Well instead of making the player restart, if it breaks you should have it emit into the little hole and just let the player move on. This has to work.Even if they touch it, another one will emit into the hole again!2009-05-10 23:25:00

Author:
Jrange378
Posts: 573


yeah, that might do the trick, seeing as the only breakable one is the green... and if they break it they were close enough anyways.
I'll sort this stuff out tomorrow along with giving you feedback, thanks
2009-05-10 23:37:00

Author:
Unknown User


Glad to be a help. 2009-05-11 02:13:00

Author:
Jrange378
Posts: 573


Ok, I just played this. Very enjoyable level. I'm not going to get into anything mentioned above.

First thing that I thought was a minor problem - the sun decorating the switch right near the beginning. I was confused at first because it didn't look like a switch at all, and you have to walk behind it and pull back and forth on a switch you can't see. I think players may get stuck here. Personally, I'd just remove this decoration from the switch and just do a nice sticker on the switch, OR at least make the decoration a lot smaller and just stick it on the ball of the switch.

The trees in the jungle look a bit blocky. They would probably look better with a bit of a curve in them or something to make them look more aesthetically pleasing.

Also, certainly not a problem but I thought I'd mention it. When I first when through, I didn't quite understand the wheel-turning puzzle... however, I was able to easily get up to the top anyway without solving the puzzle at all.

From a story perspective, I found it a bit weird to be in a jungle and a temple theme and then suddenly be in a missile production area.

However, 4 stars and hearted - I really enjoyed this one and think the above solutions will work fine for the issues.

I have done a republish of my Splat Invaders Saga level if you want to check it out - the thread is in the cool levels section.
2009-05-11 03:16:00

Author:
CCubbage
Posts: 4430


I tried this today, but I didn't get to finish because I had 2 restarts, and I had to leave. So, here's what I have so far. I agree with jrange. that hole in the middle has to be addressed. I fell down once, and the blue thing fell down once. The green key got smashed on me too. I liked what I saw of the level though. An easy fix for the hole in the floor, and it wouldn't change the looks of the level at all, would be to put an invisible platform over it. All you have to do is use glass. Take the square shrink it down all the way, and draw a line that's quite a bit longer than the hole. Once you do this grab the glass and shrink it down more until it becomes invisible. You might have to turn it vertical to get it to shrink. Let go , but Don't exit your popit or it'll be hard to find. It will have a slight glow. Check to make sure its long enough, then grab it again ( you have to encompess the whole thing with the popit to grab it again) and place it over the hole. Now get the dark matter out use the square shrink it all the way, and make it as thin as it goes. Draw a small line up above high enough for sacboy to fit under + a little bit more. Now hook a piston from the glass to the dark matter. Tweek the piston to minimum length to zero. The max should be ok where it's at. Make it stiff. Now put a mag key switch either above or below your gates in the hole. Witch ever is easier. If you put it above you have to flip it upside down. Hook the switch to the piston tweak the switch to directional, radius angle to like 20 or something you would probably have to play with it a little. Now put a key on the middle of each of the gates. Make sure the radius has all the keys in it. That should do it. When the last gate opens, it'll pull the last key out of the radius, and the invisible door will open. Ill play the rest tomorrow, and give the rest of my feedback.

Right now my F4F levels are (teleport to ?????) and (fully automated machine)
2009-05-11 03:27:00

Author:
smasher
Posts: 641


Ok, adressing each issue as it was brought up:
-The green key can now be replaced, I've managed to trick the emitter via a switch, annoying but it works.
-The pistons have been replaced with dissolve, which i have managed to make look like stone through lighting, and also i feel is fairer such that if the key moves out of the hole it only have to pass through it/over it to trigger the dissolve.
-Trees are fairly curvaceous and sexy, thanks for pointing this out Cubbage
-The decorations on the 2 3 way switches are now more fairly placed, again thanks to Cubbage for pointing this out.
-Maybe show me how you managed to dodge my puzzle for the yellow key?
-For the story, it's actually meant to be "OMGWTFBBQ?!? A MISSILE silo?!? Under a temple?!? What kind of sicko does that? I mean, come on, this is just unfair now, first the moon base, then the dragon tank, and what do I get? A gun that shoots paint, and I've lost it too..."

I'm now moving on to play all your levels, thanks for the feedback much appreciated.
2009-05-11 11:42:00

Author:
Unknown User


Hi R25raw, just finished playing, some feedback...

+ good scenery, woods are very well done, although i would prefer it if it was lighter. (first impressions of levels are important, and your starts really dark)
+ Fun to play


Puzzles:
Blue: that camera could use some fixing. I only follows you in the first 2 holes, your range could use some adjusting there because after hole 2 you don't see those spikes coming anymore.
Yellow: i found this a really confusing puzzle, didn't really know what to do. I think this needs some adjustments because you can easily get the key by taking the right sun > jump on the upper platforms > run left > get key.
I don't think this was your intention?
Green: pretty cool.
Red: fun puzzle, nothing new, but still enjoyed solving it

I was a bit surprised by the sublevel after that (it's a drastic change in style).
Not really sure myself if that's positive or negative... i like to be surprised though

Good level, enjoyed solving the puzzles although i still have no idea what i had to do at the yellow one...

misty.
2009-05-11 18:32:00

Author:
Mother-Misty
Posts: 574


The blue camera angle is meant to stop, so that the player thinks about timing rather than just being able to watch whats happening all the way.
I'll take a look at that winch in the yellow, so that you can't skip the puzzle, but you are meant to line up the discs correctly below, as I've made it such that there is only one way of solving it and I didn't think it was too hard, seeing as the far left only has the orange gecko and the far right only has the red eagle, I could've made it a LOT harder with up to 1024 possibles but only one correct, but I thought this was a little harsh. However I suppose I could give a hint...
As for the sublevel, i might just wipe it completely and make it a temple-style missile silo. Still a missile silo because it's key to the storyline for the next level.

However, I have removed all my levels for a serious overhaul, which I just can't be bothered to do right now.

But I will take a look at your level misty soon, thanks for the feedback, and yours too smasher. (I have already done the other 2 people's feedback)
2009-05-11 18:45:00

Author:
Unknown User


Keep in mind with my comment.... I wasn't necessarily saying there was anything wrong with the puzzle. It seemed designed perfectly to me. I just wanted you to know my train of thought as a player. It was easier for me to go up and past the area than to solve the puzzle, and I figured I would come back to the puzzle to see what it would do later, not realizing I had skipped by the puzzle.2009-05-11 18:50:00

Author:
CCubbage
Posts: 4430


It was easier for me to go up and past the area than to solve the puzzle, and I figured I would come back to the puzzle to see what it would do later, not realizing I had skipped by the puzzle.
Had tesame feeling about that, i've tried for a while to solve it but i think i ****ed that puzzle up. (the left sun was acting really weird, i didn't come down in a straight line and always landed between those spinners, couldn't grab it)

misty.
2009-05-11 19:35:00

Author:
Mother-Misty
Posts: 574


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