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Platforms Madness V2.2 [SPOTLIGHTED!!]

Archive: 17 posts


I didn't do it from the first publication (so now the level is quite old) but I'm in search of feedback and new ideas for the sequel, so I decided to get some reviews and put this level on showcase so... here I am.

TITLE: Platforms Madness V2.2
SEARCH: @Miglioshin

Any feedback will be appreciated

If you want to take a peek into this level, here it is spotlighted:
Community Spotlight #13 (https://lbpcentral.lbp-hub.com/index.php?t=p=204589#post204589)
If you're not satisfied and want deeper and detailed thoughts about it, you can check:
Bridget's review of Platforms Madness V2.2 (https://lbpcentral.lbp-hub.com/index.php?t=t=11530)
There are also some pics. ^_^
2009-05-13 12:14:00

Author:
Miglioshin
Posts: 336


I played this level the other day and it was AMAZING. It took me like half an hour to complete and I didn't get bored not once, it actually felt like I was playing a different game for some reason. I love puzzle levels like this. Sorry I have no "feedback" but this level is definitely in my top 5 now. Cant wait for the sequel .2009-05-13 14:17:00

Author:
brnxblze
Posts: 1318


Oh, I remember playing that... Now I can understand why you've ran out of ideas... Your level is quite complex, in terms of puzzle solving... I mean like every little section has some sort of switch you've gotta work your way to just to get to the next section...

5* it for sure, cause I know how much effort you would have put into it...

And yeah, it took about a half hour too, to finish it... **** man, I can't help you on this, I'm flatout trying to think of an action sort of sequence on my level I'm working on at the moment... LOL!
2009-05-13 16:00:00

Author:
BalaBombz
Posts: 50


Just finished and really, really enjoyed this! Like BalaBombz, I can see how you've ran out of ideas! This level is packed to the brim and for the most part each section adds a new puzzle element or variation on an existing one.

The only problem I ran into was my Sackboy would occasional get accidently squished while trying to navigate some of the tight corridors and obstacles. It happen several times, but never so badly that it cost me all my lives or anything like that.

Also, I did find that the difficulty of some of the rooms were much higher than others due to multiple "hard" obstacles being tossed in together. For example, the room with the vertical lasers and then the big horizontal one. The combination made that room much harder than the others. I made it through fine, but could see some players having trouble in such areas. Might be something to think about for the sequel.

This is a great puzzle/platforming level and I look forward to seeing what kind of puzzles you create for the sequel!
2009-05-13 20:06:00

Author:
mrsupercomputer
Posts: 1335


Thank you very much to all of you, I'm glad you had fun with my level.

I'm trying to insert some new ideas in the sequel, but right now it is like to stare a blank sheet... I built like the 30% of the level and have some ideas for the very end, I would like to end in a blaze of glory with chapter 2 and no future chapter 3.

It's just that I don't want to build a slightly different copy of chapter 1...
2009-05-14 00:39:00

Author:
Miglioshin
Posts: 336


Hey, just got done playing this. Wow, what an amazing level. Absolutely full of little gems.

Man.... it takes a LONG time to finish. I only have 1 suggestion myself.... by the time I had made it through most of the level I was pretty beat. Then I ran into the area where you use the claw to pick up the different colored pieces and place them in their bins.... I worked in it for a bit, and it was just taking too long. I would suggest this part be optional.

Other than that, beautiful! Great job.
2009-05-14 04:10:00

Author:
CCubbage
Posts: 4430


Then I ran into the area where you use the claw to pick up the different colored pieces and place them in their bins.... I worked in it for a bit, and it was just taking too long. I would suggest this part be optional.

I thought that part was optional. Wasn't there a button you hit to skip it?
2009-05-14 04:21:00

Author:
mrsupercomputer
Posts: 1335


I thought that part was optional. Wasn't there a button you hit to skip it?

Actually is optionial only in the v2.2, probably ccubage was playing Extreme mode... :-)
2009-05-14 11:23:00

Author:
Miglioshin
Posts: 336


Oops.... my bad then. It was late and my eyes were watering.... it's possible I missed the button or was playing the wrong version. Regardless, awesome level.2009-05-14 13:09:00

Author:
CCubbage
Posts: 4430


Yeah about the grabber being optional would have been my suggestion for it too. I too was either playing the version where it wasn't optional or I just totally missed it.

I loved the level. It probably is a bit too long in my opinion, just because I can't see the majority of the community wanting to spend that long in one level (most are very impatient). Looking back, it may have been worth while splitting it into two levels, there's definitely enough there for it to be done.

But anyway moving on, it's an awesome level. If you're wanting a wider audience and a higher finish rate for the second I'd probably suggest shortening it compared to your first. It is quite difficult too, but not so difficult that the majority won't finish, so I just think it's a matter of the length of time people are in it that would put them off. Even though I loved it all by the time I got to the grabber I was just doing it basically because I'd put so much time into getting that far, and not because I wanted to carry on...I'd end the level before people can get to that stage Once again, Great work!

Try my 'Flaming Timberland 2' if you fancy it. I'd love to know what you think of it, while the style of our levels are totally different they have similar themes in regards to the use of switches and buttons to progress through The thread with video and pictures etc is below

https://lbpcentral.lbp-hub.com/index.php?t=t=10961
2009-05-15 12:07:00

Author:
jackofcourse
Posts: 1494


It seems a shame to bring a bunch of negativity when talking about a fun level like this... But there are some things that do occur to me:

First: when dealing with the level in difficult mode, one does tend to have to restart pretty frequently. This makes the blatant time-wasting early on in the level (like the intro screen, and the need to move the first room - why isn't it simply where it ought to be in the first place?) a bit frustrating.

The map is a nice feature, but it's annoying to have it activate when you don't want it to. Triggering the map feature interrupts my movement, and it's not generally useful information since the level isn't multi-path. "You are one room to the left of where you just were". Yeah, I know, I just was in that other room and I moved to the left... There are areas where the "map" button is simply unavoidable. The map activator should always be at the start of the room, and it should never be something you'd hit by accident. A grab switch would probably be the best way (though then you couldn't activate it if you've got the paint gun...) or put the button on the wall or ceiling instead of the floor.

"Move" switches that I can't see are another annoyance. There's the "move" sign there so I know there's a switch on the wall or ceiling - but if I can't see it I don't know which way I need to move it. Put a light on the switch, maybe - just a little LED on the handle, light level set low enough that it doesn't cast light on anything, just enough for an indication... that would be nice.

I was playing the level in multiplayer mode - the other players had left and I'd made it to the crane game and had made a fair bit of progress... (After spending a considerable amount of time trying to get the crane to pick up one, and exactly one, ball) Then some more players joined and one of them spawned a second crane on top of my head...

I completed v2.2 easy mode and wound up with a key for extreme mode - of the older version. Is there a v2.2 of extreme mode?

Extreme mode issues: (I don't know if some of these have been fixed in 2.2 - haven't played 2.2 since I unlocked the difficult mode. Easy mode has so many challenges turned off, it's like things are missing that should be there. "Why climb across the ceiling if these things aren't deadly?" "Why doesn't this boss pose any kind of serious threat?" and so on...)
I actually made it into the third boss's room one time without activating the beam barriers or the boss itself. I think I didn't hold the grab switch long enough - but still swung through the gate before it closed. This actually made it pretty difficult to finish off the boss (some of the targets were almost inaccessible, and didn't move, of course...)
Can I just say that the first boss is phenomenally cheap? It plants itself right over your head... It fires plasma at the checkpoint - and if you move to a different area of the room, it'll just follow you, which carries other dangers - like if you respawn in the middle of the room while the death ray is doing its thing, it'll just sweep right over you. The plasma fire isn't difficult to avoid, and the death-ray is simple so long as the boss isn't moving around - I feel like the fact that the first boss is so much easier if neither you nor it moves around very much is a design flaw. I feel like it's a difficult challenge but not a good challenge. (Also, I have from time to time succeeded in getting the paint gun, and then exiting the room to the right before the door closes - from there I can shoot through the door and at least seriously damage the boss, before re-entering the room to finish him off...)
There's that one room where as soon as you enter you have to pull a switch - this activates some deadly emitters that fire in sequence that you have to cross - followed by the "follow the lights" death beam in the corridor with the four wheel things... Sometimes, when I'm on the bottom of that corridor thing, I'll try walking forward and get squished by the wheel. A bit of tweakage to prevent that would be dandy.
In multiplayer, I made it to the switch in the first room and set the room in motion... meanwhile the second player was still trying to clear the drawbridge thing, and the motion of the room was making it nearly impossible... for that reason I feel like there should be a checkpoint in the middle of the first room...


Time-wasting in general is my biggest complaint in this level. Areas where you have to just sit around and wait are extremely annoying when you're on your eighth or ninth retry for the day. The area where you have to go up the moving platforms, then make your way up to the top of the room to spawn and grab the round red key, then take it all the way back down to the bottom of those moving platforms - being delayed by the movement of those platforms is an unwelcome delay. Crossing the room with the moving chompy-things (out of the "NSEA Protector"?) to get to the top of the room, move the switch, cross the room to the right to pull the switch and open the door, then cross the chompy-things again... These are all minor little delays but on a long and difficult level they do add up.

I would actually file the whole "run around the maze pulling switches" level as a time-waster, too - really the only challenge to that level as it is, is making sure you don't get squished by one of the moving doors (the last one is the main case of this happening - and that just because I'd try to go for the door before it was fully open - I'd submit that the last switch and the exit door are completely unnecessary...) Otherwise it's just a bunch of awkward jumps and running around to get to the next switch. And, of course, in the non-v2.2 version, dying anywhere in that room after the first switch means you have to restart the level. (v2.2 has the "reset" button, at least...) If the room were a puzzle - like if you'd have to go back and pull a certain switch again to re-open a door that was closed the first time you pulled that switch - then it might be more reasonable... Or, with the inclusion of the "reset" switch as in v2.2, you could put legitimate death traps around the maze, and it could be a survival-based challenge like most of "Platforms Madness"... As it is, it's just a wild goose chase.

Also, I don't know if this was intentional (I certainly didn't mind it!) - but after crossing the second(?) boss's room the second time, you come to that room where you're supposed to spawn the round barrel-things and roll them over to the right of the room so they continue to roll down and into the slots at the bottom... and you gotta do this eight times to proceed... You can bring the paint gun up in there and just shoot the **** things across the room. It's way easier...

I had a bit of a problem with that at one point, though - tried to do it too quick, wound up with not enough momentum on the barrels, so the first one or two made it to the destination but several more got stuck on the second level. There was nothing I could do so I had to restart the whole level...
2009-05-19 20:27:00

Author:
tetsujin
Posts: 187


First of all I thank you for the accurate feedback on negative points (ok, it is good to receive appreciation and congratulations but nothing in this world is perfect; no exception made for my ideas or levels).

I assume at a first glance that you do not REALLY like levels like this (or in particular this level) or, most truly, the level got you frustrated several times.
By the way...


It seems a shame to bring a bunch of negativity when talking about a fun level like this...

No bother



But there are some things that do occur to me:

First: when dealing with the level in difficult mode, one does tend to have to restart pretty frequently. This makes the blatant time-wasting early on in the level (like the intro screen, and the need to move the first room - why isn't it simply where it ought to be in the first place?) a bit frustrating.


I can't tell the opposite, expecially if you are willing to restart a bunch of times.



The map is a nice feature, but it's annoying to have it activate when you don't want it to. Triggering the map feature interrupts my movement, and it's not generally useful information since the level isn't multi-path.


The level was intended as multi-path, but it resulted reeeeally slow to move the room back where it was before you got the key you need to open the past colored door...



"You are one room to the left of where you just were". Yeah, I know, I just was in that other room and I moved to the left... There are areas where the "map" button is simply unavoidable. The map activator should always be at the start of the room, and it should never be something you'd hit by accident. A grab switch would probably be the best way (though then you couldn't activate it if you've got the paint gun...) or put the button on the wall or ceiling instead of the floor.


Yeah, let me say it out of my theet, it is the way maps work - 'I'm a little bit further in the direction I moved than the last time I used the map...'
Regardless, your suggestions are interesting and some of them never touched my mind before now.



"Move" switches that I can't see are another annoyance. There's the "move" sign there so I know there's a switch on the wall or ceiling - but if I can't see it I don't know which way I need to move it. Put a light on the switch, maybe - just a little LED on the handle, light level set low enough that it doesn't cast light on anything, just enough for an indication... that would be nice.


Actually they HAVE a green led under them.
I tried to glue a led on the handle, but I couldn't manage to have it glued.
If you know the right way to glue a led to the handle I am really willing to have it done in Platform Madness 2.



I was playing the level in multiplayer mode - the other players had left and I'd made it to the crane game and had made a fair bit of progress... (After spending a considerable amount of time trying to get the crane to pick up one, and exactly one, ball) Then some more players joined and one of them spawned a second crane on top of my head...


Hey, it's not my fault!

Just kidding.

The best fix reaching my mind ATM is the gate to close the game...



I completed v2.2 easy mode and wound up with a key for extreme mode - of the older version. Is there a v2.2 of extreme mode?


Err... (scratching my head)... I will seriuosly think about it.



Extreme mode issues: (I don't know if some of these have been fixed in 2.2 - haven't played 2.2 since I unlocked the difficult mode. Easy mode has so many challenges turned off, it's like things are missing that should be there. "Why climb across the ceiling if these things aren't deadly?" "Why doesn't this boss pose any kind of serious threat?" and so on...)
I actually made it into the third boss's room one time without activating the beam barriers or the boss itself. I think I didn't hold the grab switch long enough - but still swung through the gate before it closed. This actually made it pretty difficult to finish off the boss (some of the targets were almost inaccessible, and didn't move, of course...)


I'm aware of that; fixed in V2.2



Can I just say that the first boss is phenomenally cheap? It plants itself right over your head... It fires plasma at the checkpoint - and if you move to a different area of the room, it'll just follow you, which carries other dangers - like if you respawn in the middle of the room while the death ray is doing its thing, it'll just sweep right over you. The plasma fire isn't difficult to avoid, and the death-ray is simple so long as the boss isn't moving around - I feel like the fact that the first boss is so much easier if neither you nor it moves around very much is a design flaw.


You will think it's a design flaw the same also if I say that I spent a week of tweaking to have its behaviour exactly like this?



I feel like it's a difficult challenge but not a good challenge. (Also, I have from time to time succeeded in getting the paint gun, and then exiting the room to the right before the door closes - from there I can shoot through the door and at least seriously damage the boss, before re-entering the room to finish him off...)


That was intentional.


- When it fires the ray you have to stand nex to it (the ray), it will not move and you can shoot it.
- Rush to the nearest corner and you will safely destroy him




There's that one room where as soon as you enter you have to pull a switch - this activates some deadly emitters that fire in sequence that you have to cross - followed by the "follow the lights" death beam in the corridor with the four wheel things... Sometimes, when I'm on the bottom of that corridor thing, I'll try walking forward and get squished by the wheel. A bit of tweakage to prevent that would be dandy.


Yeah, and to prevent the 'wheels' to rotate randomly...
I tried it out a hundred of times...
But actually I don't remember how I left them in the extreme mode...



In multiplayer, I made it to the switch in the first room and set the room in motion... meanwhile the second player was still trying to clear the drawbridge thing, and the motion of the room was making it nearly impossible... for that reason I feel like there should be a checkpoint in the middle of the first room...



There's no reason to rush away when in multiplayer, you're a team in extreme mode, not a group of player in race mode.
But this is not an answer to your issue, it's only my humble opinion.



Time-wasting in general is my biggest complaint in this level. Areas where you have to just sit around and wait are extremely annoying when you're on your eighth or ninth retry for the day.


Under this conditions I can't tell you're wrong.



The area where you have to go up the moving platforms, then make your way up to the top of the room to spawn and grab the round red key, then take it all the way back down to the bottom of those moving platforms - being delayed by the movement of those platforms is an unwelcome delay. Crossing the room with the moving chompy-things (out of the "NSEA Protector"?) to get to the top of the room, move the switch, cross the room to the right to pull the switch and open the door, then cross the chompy-things again... These are all minor little delays but on a long and difficult level they do add up.


Pardon me, but what is the NSEA Protector?

If I don't misunderstand you; Are you claiming for the extreme mode to become easier and quicker?



I would actually file the whole "run around the maze pulling switches" level as a time-waster, too - really the only challenge to that level as it is, is making sure you don't get squished by one of the moving doors (the last one is the main case of this happening - and that just because I'd try to go for the door before it was fully open - I'd submit that the last switch and the exit door are completely unnecessary...)
Otherwise it's just a bunch of awkward jumps and running around to get to the next switch. And, of course, in the non-v2.2 version, dying anywhere in that room after the first switch means you have to restart the level.
(v2.2 has the "reset" button, at least...)


EDIT:
I deleted my previous answer because I COMPLETELY MISUNDERSTOOD what you meant.
Nothing to say about that issue; as you saw by yourself (and also said) I inserted the reset button in that maze room.



If the room were a puzzle - like if you'd have to go back and pull a certain switch again to re-open a door that was closed the first time you pulled that switch - then it might be more reasonable... Or, with the inclusion of the "reset" switch as in v2.2, you could put legitimate death traps around the maze, and it could be a survival-based challenge like most of "Platforms Madness"... As it is, it's just a wild goose chase.


I will consider this more seriously in an update of extreme mode.



Also, I don't know if this was intentional (I certainly didn't mind it!) - but after crossing the second(?) boss's room the second time, you come to that room where you're supposed to spawn the round barrel-things and roll them over to the right of the room so they continue to roll down and into the slots at the bottom... and you gotta do this eight times to proceed... You can bring the paint gun up in there and just shoot the **** things across the room. It's way easier...


This time you're wrong, it IS intentional, seriously.
I left this possibility for creative players.



I had a bit of a problem with that at one point, though - tried to do it too quick, wound up with not enough momentum on the barrels, so the first one or two made it to the destination but several more got stuck on the second level. There was nothing I could do so I had to restart the whole level...

You have been warned not to be hasty when you spawned the first ball.

In conclusion, I agree with some things you spotted, very accurated and that deserves to be followed with attention; and I'm hurt by some opinion you expressed, but I do not take them as personal.
In fact I hope you will play all my future levels and express opinion like this about all of them.

Thank you very much.

P.S.
Just a question, have you played my other levels (Legend of a Hero EX (that not means extreme) ch.1 and ch2 and Impossible Mission (remake of a Commodore 64 game)?
I would like to have feedback like this to consider for my future sequels of them...
2009-05-20 21:05:00

Author:
Miglioshin
Posts: 336


First of all I thank you for the accurate feedback on negative points (ok, it is good to receive appreciation and congratulations but nothing in this world is perfect; no exception made for my ideas or levels).

I assume at a first glance that you do not REALLY like levels like this (or in particular this level) or, most truly, the level got you frustrated several times.
By the way...


Well, there are times when the level really ****** me off. But I am driven to beat it - so I'd say it's got to be considered a good level, if it's got me coming back so much. Just in that process, of continually coming back to try and beat it, some of the things I see as rough edges really start to grate on me...





"Move" switches that I can't see are another annoyance. There's the "move" sign there so I know there's a switch on the wall or ceiling - but if I can't see it I don't know which way I need to move it. Put a light on the switch, maybe - just a little LED on the handle, light level set low enough that it doesn't cast light on anything, just enough for an indication... that would be nice.

Actually they HAVE a green led under them.


Huh, don't remember seeing that... The level's style (i.e. darkness) makes it hard to see the profile of some of these switches - and thus, where exactly they are and which way they need to be thrown. In particular on the maze room I sometimes have to just guess at where exactly the switch is and which way I need to pull it... I think some kind of solution to this problem would be a good thing...

And now that you mention it, I don't know how to glue something to a switch handle, either. Best I could suggest is you could attach a really short string to the switch handle, and attach the other end to a LED - either that or put some standard marking at the base of the switch





I was playing the level in multiplayer mode - the other players had left and I'd made it to the crane game and had made a fair bit of progress... (After spending a considerable amount of time trying to get the crane to pick up one, and exactly one, ball) Then some more players joined and one of them spawned a second crane on top of my head...

Hey, it's not my fault!

Just kidding.

The best fix reaching my mind ATM is the gate to close the game...


Alternately, the emitter that generates the crane can be limited to emitting just one crane - or just one at a time. (The former would be preferable, I think...) But since the room occurs so late in the game, closing off multiplayer at that point would make sense.





* Can I just say that the first boss is phenomenally cheap? It plants itself right over your head... It fires plasma at the checkpoint - and if you move to a different area of the room, it'll just follow you, which carries other dangers - like if you respawn in the middle of the room while the death ray is doing its thing, it'll just sweep right over you. The plasma fire isn't difficult to avoid, and the death-ray is simple so long as the boss isn't moving around - I feel like the fact that the first boss is so much easier if neither you nor it moves around very much is a design flaw.

You will think it's a design flaw the same also if I say that I spent a week of tweaking to have its behaviour exactly like this?


I guess, to me, a boss design that encourages you to stay in one place is less interesting than a boss that requires you to move around. Because the boss packs you into the corner you're left with very little room to maneuver.

Firing plasma directly at the place where the player respawns is just plain cheap, however. I lost three or four lives in quick succession because of this. Respawn, dissolve, respawn, dissolve, respawn, dissolve - in the blink of an eye. That's not challenging, that's just oppressive.

Likewise, the third(?) boss, the one where you have to climb up it and kill the interior brains: before I got good enough at that one to simply not get killed, I would sometimes get killed before killing the first three cannons - then respawn, slide down the ramp, and immediately be killed again. I can't control when I get respawned, thus any stray plasma headed toward an area where I'm bound to wind up after respawning is a serious problem.





(Also, I have from time to time succeeded in getting the paint gun, and then exiting the room to the right before the door closes - from there I can shoot through the door and at least seriously damage the boss, before re-entering the room to finish him off...)

That was intentional.


Really? How odd. It seems like a very fiddly behavior to try to take advantage of... Stay in the room a fraction of a second too long and you won't escape to the entry - leave the room for too long and the door will be open again and you might get shot before the door closes again... It seemed like the intent of those doors was to have the player inside the room with the boss when the boss fight occurs....



- When it fires the ray you have to stand nex to it (the ray), it will not move and you can shoot it.


As I said, there have been occasions where the death ray would sweep across the room as the boss chased me. It moves faster than I do, so there's no surviving that.



* In multiplayer, I made it to the switch in the first room and set the room in motion... meanwhile the second player was still trying to clear the drawbridge thing, and the motion of the room was making it nearly impossible... for that reason I feel like there should be a checkpoint in the middle of the first room...


There's no reason to rush away when in multiplayer, you're a team in extreme mode, not a group of player in race mode.
[/quote]

Well, it wasn't my intention to sabotage the other player's attempt to cross the drawbridge - I just wanted to move us onward to the next room more quickly, so we wouldn't be just sitting there, waiting, for longer than necessary. I didn't realize that moving the room would foul the other player's attempt to get down to the middle level of it - and there was no way to correct my mistake (throwing the switch back the other way didn't stop the room, it just sent it back moving the other direction - so the other player's attempts to maneuver were still fouled.)





The area where you have to go up the moving platforms, then make your way up to the top of the room to spawn and grab the round red key, then take it all the way back down to the bottom of those moving platforms - being delayed by the movement of those platforms is an unwelcome delay. Crossing the room with the moving chompy-things (out of the "NSEA Protector"?) to get to the top of the room, move the switch, cross the room to the right to pull the switch and open the door, then cross the chompy-things again... These are all minor little delays but on a long and difficult level they do add up.

Pardon me, but what is the NSEA Protector?


Sorry, just a little joke: it's from the movie "Galaxy Quest", which was kind of a parody of Star Trek. In the movie, aliens have reproduced a spaceship from an old TV show down to the tiniest details, then travelled to Earth to get the actors from the show to command it. One of these details was a room full of hazardous "chompers" - dangerous moving stuff that served no purpose but was present in one of the episodes as a plot device, and thus on the reproduced ship. On some of the other boards I frequent reference to this is a fairly popular recurring joke. The look of the "chompers" in that room of your level just reminded me of the Chompers in Galaxy Quest.



If I don't misunderstand you; Are you claiming for the extreme mode to become easier and quicker?


Well, that's a difficult question.

I feel like in between "easy" mode and "extreme" mode there's probably room for something a bit more moderate. "Easy" is almost insultingly simple in places, while "extreme" may go too far in the other direction (the final boss, for instance...)

The challenge of "extreme" mode is without a doubt one of the things that brings me back for more - but because I want to keep coming back and ultimately beat the level, the amount of time that I have to spend on each attempt becomes tiresome. There is no challenge on the first or second room I can't handle - they are very simple compared to some of the later rooms - yet I spend a significant amount of time in them, especially the first, in which I stand around waiting for the room to get where it's going. Because I want to get back to the boss rooms (which contain the real challenging aspects of the level) I tend to find anything that unnecessarily delays my progress back to those bosses a bit frustrating - particularly areas where I'm not actually doing anything, but just standing around waiting to get where I'm going - elevators, moving rooms, and monotonous challenges.

But, you know, on the other hand - the things that stand between the level start and the boss fights are an important piece of framework for the level. If I don't have anything invested by the time I reach the boss, then I don't care if I lose. The fact that I have to go through all that stuff again if I lose is one of the things that motivates me to win. (My favorite analogy for this is a game like "House of the Dead" - without the threat of having to feed more quarters into the machine when you die, there's little motivation not to die, and thus the game ceases to be interesting...) So going too far in the other direction obviously isn't good either...

Lately I've been making my way to the final boss a bit more frequently - I've been seriously frustrated by the fact that the plasma firing pattern is such that I can't make it from the check point to the paint gun. It's not as though the level is simply swarming with plasma on the boss's second stage (i.e. after you destroy the death rays from the first stage) - there's just enough of it, just barely frequent enough, that I couldn't find an opening to get through... Let alone to make it to the other checkpoint to get more lives... It feels as though if you die at the second stage of that boss, you're just screwed. But I'm guessing it's not impossible to get through that, I just need more practice. I have made it to the final stage of that boss - there I faced a similar problem... I was at the checkpoint, and couldn't get to the paint gun or the other checkpoint before running out of lives... I'm sure I'll get it if I keep at it.



Just a question, have you played my other levels (Legend of a Hero EX (that not means extreme) ch.1 and ch2 and Impossible Mission (remake of a Commodore 64 game)?
I would like to have feedback like this to consider for my future sequels of them...

I was very satisfied to see that you had included the "Another visitor..." line - it's very important! XD

The room where the lightboard plays four tones in sequence didn't make sense to me. I had no idea which switch corresponded to which tone. Also, I had real trouble with the elevators from time to time - I'd accidentally stop the elevator too high up, jump down from it and then realize I couldn't get back up there (in worst case, after hitting a checkpoint somewhere else...) I didn't play the "Impossible Mission" for too long, though - I guess it didn't really hold my interest. I do recall feeling rather angry about some of the ways I got killed off while playing that level, but I don't remember specifics offhand...
2009-05-21 18:26:00

Author:
tetsujin
Posts: 187


I received a good headwashing from your comments, so I decided to provide the V2.2 an extreme mode.

Basically I turned on all the dangers, exception made for the higher pink square of the very first room.
Increased the speed of the pistons and the frequency of the emitted plasma-balls (from the bosses).
The first boss though will stay cheap until I could come to a better challenging way of behaviour (everything I will write from now on is intended according to your feedback).

I completely removed the MAP feature and quite all the score bubbles in this mode (so I also earned some more thermo to invest in electric danger), I didn't want to freeze the moving rooms so I increased the speed of moving from 60 sec. to 40 of the very first.
Cause of the far distance an higher speed will result in glueing sackboy to the wall and occasionally breaking something.
And a slighlty higher speed than 40 will make no real difference at all.

Then I moved the 'MOVE' sticker a little far from the switches.

I made the 8 balls room optional (and provided emitted score if you will choose to complete it EVEN if you changed your mind after skipping it and overcome the room in spite of the opened doors).

And theese were the major changes, but there are also many others (like a fix of the bloody springboards that loves to 'eat' sackpeople...).

However it is not to consider an update of the old extreme, but an 'upgrade' in terms of difficulty of the V2.2.

By now I'm handling the interesting challenge of (building) a puzzling maze (and I will give you credit for this one, at least for the interesting suggestion, I don't really care if you're not interested in credit 'cause I feel I owe you).

The entire process was really quick since the version known as extreme was the initial only version of 'Miglioshin's Platforms Madness', and I played it nearly 200 times for all the mechanical testing.
This means that the bosses are no match for me and I have to put extra care in handling with their settings.

If I'm lucky (in terms of spare time) it will be published next week.

I'm not sure how to publish it (locked/unlocked), avoid bad ratings or avoid the 'old' players a replay of easy mode just to get their hands on the key?

However, since you're in a personal challenge with the oldest one I will send you a pm just before the publication.
I would like you to challenge the same level you like, but in a less flawed way.

Or at least it is what I'm trying to do atm.

Again, thx, your feedback has been used the best way I can.
2009-05-22 00:00:00

Author:
Miglioshin
Posts: 336


this level purely amazed me. The whole concept was great and how on earth you got so much in a single level is so perplexing. The look of the level is great and the atmosphere did remind me of the cube movies. The level plays great and design is fantastic. I loved it!
5stars/ Brilliant/ Hearted

Oh and can you do F4f please? I'd realy appreciate that. The link is in my signature below! Enjoy! Thanks!
2009-05-22 01:47:00

Author:
Noroibito
Posts: 211


this level purely amazed me. The whole concept was great and how on earth you got so much in a single level is so perplexing. The look of the level is great and the atmosphere did remind me of the cube movies. The level plays great and design is fantastic. I loved it!
5stars/ Brilliant/ Hearted

Oh and can you do F4f please? I'd realy appreciate that. The link is in my signature below! Enjoy! Thanks!

Errr... yes, it's right that I'm in F4F, but actually didn't used it for this thread in particular.

Anyway, if you would like my opinion on your level I will provide it as soon as I get the chance to gadder around some levels, but do not expect it to be quick like in a F4F thread, I'm a little busy bulding and tweaking two levels right now and so short of spare time.

And I have still to check on 'Flaming Timberland' before... ^_^

Do not blame me for this, plz ^_^
2009-05-22 15:52:00

Author:
Miglioshin
Posts: 336


Errr... yes, it's right that I'm in F4F, but actually didn't used it for this thread in particular.

Anyway, if you would like my opinion on your level I will provide it as soon as I get the chance to gadder around some levels, but do not expect it to be quick like in a F4F thread, I'm a little busy bulding and tweaking two levels right now and so short of spare time.

And I have still to check on 'Flaming Timberland' before... ^_^

Do not blame me for this, plz ^_^

Oh! I;m sorry! I thought this thread was a F4F! f you don't want to it's fine but if you do thanks anyway!
2009-05-22 22:45:00

Author:
Noroibito
Posts: 211


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