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The Cave Ruins (Includes Video and Pictures) Updated 05/04/09

Archive: 28 posts


Hello everyone, I am galacemiguel! I am new here at lbpcentral, and glad to be here. Well, anyway I am here mainly to promote my level "The Cave Ruins." I am very excited about this because I spent quite some time working on it. Now, on to business.


Level Name: The Cave Ruins
Level Creator: galacemiguel

Level desciption: You are lost within a jungle in Africa with no other way to get out than to enter the cave. This may sound like something not out of the ordinary, but this cave is full of monsters and traps awaiting your arrival.

Images:

The Cave Entrance:
http://i21.photobucket.com/albums/b265/galacemiguel/TheCaveRuins_4.jpg

The Starting Point:
http://i21.photobucket.com/albums/b265/galacemiguel/TheCaveRuins_3.jpg

Halfway Through:
http://i21.photobucket.com/albums/b265/galacemiguel/TheCaveRuins_2.jpg

Wall Trap:
http://i21.photobucket.com/albums/b265/galacemiguel/TheCaveRuins_1.jpg

Race:
http://i21.photobucket.com/albums/b265/galacemiguel/TheCaveRuins.jpg

Jumper Trap:
http://i21.photobucket.com/albums/b265/galacemiguel/TheCaveRuins_5.jpg

Boss Fight:
http://i21.photobucket.com/albums/b265/galacemiguel/TheCaveRuins_6.jpg

YouTube - LittleBigPlanet - The Cave Ruins Preview


http://i21.photobucket.com/albums/b265/galacemiguel/TheCaveRuins-1.jpg
2009-05-20 23:34:00

Author:
galacemiguel
Posts: 179


Ok I saw you posted a lot, so I decided to give you some feedback. First thing. You have some pretty solid platforming in there. It's a little hard, but not frustrating. I think some people will get frustrated with it though. A couple things I didn't like. You put sea shells and barnacles all over. I just thought they looked out of place. I thought you could use more lighting to spruce it up a little. Also I think a couple of times you killed me off rather cheaply as I couldn't avoid dieing. The snake part was pretty fun. All in all a pretty good level. Just needs a little work on aesthetics. P.S. The best way to get feedback is to give as much feedback as you can. Most people are pretty good at returning it.

F4F( Mountain Marathon)
2009-05-23 02:39:00

Author:
smasher
Posts: 641


Okay, I just checked this one out. Very enjoyable, nicely done platforming. I thought the movement of the boss limbs was very cool.

Couple things:

1.The snake - I'm not totally sure whether the snake object you are using is flexible, but it would be cool if you could attach a piston to the snakes head and give him some movement. Those are the type of things that get people excited.

2. The boss - I could't see the boss. All I could see is the tips of its limbs. At one point I was swinging across the boss and hit a brain accidentally and killed it... but I didn't know I had killed it. Since this is the focal point of the level, would suggest working on this area.

3. Story - one of the things that pushes this type of level of the edge a bit is a good story that you're following. Where am I, what am I doing there, and what is the point of what I'm doing.

Definately a fun level. Good job!
2009-05-23 03:30:00

Author:
CCubbage
Posts: 4430


Thanks for the feedback guys (finally, some feedback!), I will make the changes you suggested in the 2nd part of this level. As for the 6 straight posts, it was to keep my thread at the top for more views. I'm not sure if it's legal, if it's not, sorry guys.2009-05-23 03:45:00

Author:
galacemiguel
Posts: 179


My Description-
I found this level to be in the Platformer category, its also quite challenging but not hard.

Pros of the level-

The Gameplay is quite basic, but its pretty solid how the platforming mechanics work.

Cons of the level-

The Visuals needs more polish. Perhaps you can add some background inside he cave. Also maybe you can add a giant creature eye to your giant snake.

I found the last bit in the bridge to be very tricky, dodging those rocks that fall down on you while the bridge is swaying up and down is very perilous and it cost me from champing your level.

I suggest that you make the bridge longer, add 3 maybe 4 gaps in the middle and use those gaps as paths for your falling rocks.

Overall Rating-

I gave you 4 stars and platformer

Can i get some feedback for the level The Count of St. Claire: prologue please.
2009-05-23 17:45:00

Author:
graygoose
Posts: 371


Thanks for the feedback guys (finally, some feedback!), I will make the changes you suggested in the 2nd part of this level. As for the 6 straight posts, it was to keep my thread at the top for more views. I'm not sure if it's legal, if it's not, sorry guys.

Its legal i was just joking but next time just delete your last post and repost it
that way your not at risk of getting an infraction
2009-05-23 18:01:00

Author:
Sonic5411
Posts: 712


I played this earlier, here are my thoughts...

Pros

+ Solid gameplay, nothing too complex yet it's still enjoyable.

+ Brilliant design at the beginning, pillars are nice along with the good use of materials, helped bring some colour to the level.

Cons...

- However, the visuals for the rest of the level are very bland, it started off really well in the beginning but beyond that, everything seemed very empty. Try using more detail and perhaps a background material in the level, lighting could be used more frequently for Sunlight streaks and whatnot, orange/golden and white lighting may also give the level a nice graphical touch.

- Rare use of camera angles - a few more could really help to enhance the gameplay since it's quite hard to really see what's happening sometimes.

- The raising/falling pillars are a pain in the ***, but I guess it's just me. I got used to the timing eventually but I had to restart the level after being killed so many times. More double-life checkpoints, perhaps?

Overall score: 4/5, tagged "Splendid".
Nice work, just try and improve the visuals.
2009-05-23 22:02:00

Author:
KoRnDawwg
Posts: 1424


Thanks for all your feedback, I really appreciate it. You know I actually find it kind of ironic. I have already made 3 levels, this is my third and I told myself: "I will definitely work on aesthetics this time." Which apparently didn't happen because my laziness took over. 2009-05-26 04:15:00

Author:
galacemiguel
Posts: 179


I'm giving you some feedback:
All in all I liked this simple platformer but I didn't like it's looks. Everything has already been said but I would just like if you could polish it a little.
2009-05-26 07:10:00

Author:
blizzard_cool
Posts: 752


Guys if you want me to play your levels in exchange, please put your F4F levels in your post, not just on your signature. Thanks.2009-05-26 22:57:00

Author:
galacemiguel
Posts: 179


Guys if you want me to play your levels in exchange, please put your F4F levels in your post, not just on your signature. Thanks.

I did put my F4F in my post. If you check it's before the sig.
2009-05-26 23:58:00

Author:
smasher
Posts: 641


I have to agree with CC about the boss section, it needs a better camera angle as I couldn't even see it most of the time and also the winch on the right of it needs adjusting so that it comes down a little lower to make it easier to grab on to.

I too had the same problem with the falling rocks on the bridge. There need to be safe areas otherwise the player feels cheated if they die unavoidably.

Overall though it was an enjoyable level with some very nice ideas. It's just in need of a little polish and better use of cameras and lighting. Oh and some of the tougher sections would be better with double life checkpoints. I personally never use normal checkpoints because I want people to see the whole of my levels and get to the finish.
2009-05-27 00:50:00

Author:
mistervista
Posts: 2210


I did put my F4F in my post. If you check it's before the sig.

I was referring to blizzard cool.
2009-05-27 05:36:00

Author:
galacemiguel
Posts: 179


Updated 27/05/09

- Added More Camera Angles
- Replaced and Added Some Decorations and Stickers
- Added Creature Navigators
- Changed Text in Speech Bubble
- Added Sign that Reads: "Warning: Falling Debree Ahead!"
- Changed Color of Bridge
- Changed Checkpoint at Boss-Battle to Double-Life
- Added 2 More Creature Brains to the Snake
- Enlarged the Creature Eye on the Snake
- Tweaked Winch Settings at the Boss Fight

I made a lot of the changes you guys wanted, and some others I thought needed to be done. Hopefully, in the next update I can include a background and some lights.
2009-05-27 13:02:00

Author:
galacemiguel
Posts: 179


Added Creature Navigators

I've never had much luck with those even though I've had the game since launch. My creatures always seem to ignore them and I can't find any way to make them invisible. Any tips ?


Added Sign that Reads: "Warning: Falling Debree Ahead!"

Sorry to nitpick but I'm a stickler for correct spelling and 'Debree' should be spelt 'Debris'.

Looks like you've done lots of work on it and I will play it again later.
2009-05-27 14:34:00

Author:
mistervista
Posts: 2210


That boss is pitiful, IMO. you should make him from something other than non custom parts. (You know what I mean, you got it from the temple theme...)

The sun enemies were nice, make a mid-boss outta one of them!
2009-05-27 19:16:00

Author:
Ninteen45
Posts: 67


I've never had much luck with those even though I've had the game since launch. My creatures always seem to ignore them and I can't find any way to make them invisible. Any tips ?



Sorry to nitpick but I'm a stickler for correct spelling and 'Debree' should be spelt 'Debris'.

Looks like you've done lots of work on it and I will play it again later.

You have to put the creature navigators on the ground below your creatures. As for making them invisible, I just put a pipe decoration over them.

Thanks a lot mistervista, I will correct it now.
2009-05-27 22:44:00

Author:
galacemiguel
Posts: 179


More Updates 28/05/09

- Added More Decorations and Stickers
- Added Sound Effects to Wall Trap
- Re-arranged Some Score Bubbles
- Instead of the wall locking you in, it just opens and closes when you pass by it.
- Corrected Spelling on Sign
- Redesigned Bridge
- Changed Design on Snake
- Improved Snake Movement
- Added Score Bubbles

...and more.
2009-05-31 01:32:00

Author:
galacemiguel
Posts: 179


EDIT:
oh sorry G...
my apologies
2009-05-31 18:32:00

Author:
blizzard_cool
Posts: 752


That boss is pitiful, IMO. you should make him from something other than non custom parts. (You know what I mean, you got it from the temple theme...)

The sun enemies were nice, make a mid-boss outta one of them!

FYI: I remade the boss myself, I didn't use the premade object.
2009-06-01 23:16:00

Author:
galacemiguel
Posts: 179


Ok guys, major update. I haven't published it yet but, here is what's coming.

- Added a Background!
- Edited Global Controls
- Added Lights!
- Added a Camera Angle
- Added More Music

It may not seem like much, but once you try it, you'll realize how much has changed.

EDIT: It's been published!

- Improved Light Flicker Mechanism
- Added More Decorations
- Changed Level Icon
- Added More Score Bubbles
- Changed Regular Checkpoints to Double-Life
- Enlarged Lights
- Added LED Lights
- Improved Rotating Platforms in the Race
- Redesigned End of Level
- Changed Prizes Given at the End of the Level
2009-06-04 23:07:00

Author:
galacemiguel
Posts: 179


Hi galacemiguel. I got a chance to try your level this morning, and here is some feedback.

I tried to play the level 3 times, and still could not get beyond the part where you take the winch down to the fire pit. Because of this, the following comments are for everything up to that point.

What I liked:
The light flickering at the cave entrance looks good. I thought the challenges were interesting, and I liked the transition of some of the challenges. There is little forgiveness for making a bad grab or jump, but I tend to enjoy the more difficult levels. I liked the camera angle on the challenge where you go under the moving wall and jump to the spinning wheel and then to the moving platform--it flowed very well.

Some Suggestions:
1. I saw where you did the Global Lighting a the cave entrance, which works pretty good there because of the flickering light, but this also causes some areas to be really dark and impossible to see the gas hazards. You can still accomplish adding drama with the lighting and having it a little bit brighter. I think those playing will appreciate that as well.
2. I've seen in this thread some discussion about the creatures you have. Personally, I don't think they compliment your level, and what you've accomplished so far. I would remove them completely, and replace with a gas hazard, such as some gas or spike pits spaced appropriately, that have to be jumped over.
3. The hand railing on the stairs next to the snake create an issue when jumping up the steps, as my Sacky's head actually got stuck under the top rail a few times (this might make your players a little frustrated. You really don't need a hand rail there, and I would suggest removing it.
4. Regarding the fire pit I mentioned. I had no problem getting down with the winch to the first safe area, but everytime I tried to jump to the next safe area, I kept hitting the fire that was on the middle layer. I think it is slightly taller than the concrete-looking ledge on the front layer. It was hard to tell because it was so dark. To help the player here, I would suggest making the checkpoint above the fire pit a double-life. Had it been, I could have had a few more looks at this area to see what might have been causing me to always hit the fire, and I could have possibly made it through that part


Even so, I still like what you are trying to do with this level. I am also willing to play it again if you were to at least put the double-life checkpoint in as mentioned. I really want to see how this level progresses through the play, and the type of ending you have created.

If you wouldn't mind me playing it again, just send me a PM when it's ready, and I'll try it.


Rick
2009-06-05 02:12:00

Author:
RickRock_777
Posts: 1567


Your suggestions, my comments:

1. I will make it brighter
2. I'll have to disagree, sorry.
3. It's not the hand-railing making it difficult to climb the stairs. It's something else. The reason why I won't remove it is because it makes it look pretty. Please look at the diagram below.

http://www.lbpcentral.com/forums/attachment.php?attachmentid=607&stc=1&d=1244423596

Your sackboy is probably hitting the red part while he jumps.

4. I will fix it. Please try it once I finish.
2009-06-05 02:53:00

Author:
galacemiguel
Posts: 179


Just played this, and am now replaying it for commentary.

you have a very sudden change there at the cave entrance... perhaps it should be moved to inside the cave. I just stepped under the entrance, theres still light! I think it would be more dramatic if you fell down and it suddenly got darker.

Not sure what the sun enemies are for... but whatever, you made your own enemy, thats a start.

The gas on the floor of the swingy part should really be made more apparent. I didnt' know it was there until i fell.

I'm not sure i really feel like i'm in a cave here... there are stairways and spotlights. It feels more like an abandoned bunker, or something.

You could use a door after the platform section where the pillars shoot up and throw you into the spikes. Having to redo that after messing up on the flippy section is annoying in one sense, and the fact that i'm racing makes it worse.

You should make a little thin cover for where your rocks are falling from- it kinda detracts when you can see the rocks being emitted.

and then theres your boss... You've gotten a bit of heat for that already, sorry i have to add more. Its a plus if you remade the boss, and created your own... but it still is pretty much a copy of the MM object. It isn't all that deadly either, sure if you miss you end up in the fire, but thats kinda a passive death. I expect a boss to be actively trying to kill you. And the swing ball on the right side should have a grab switch on it, like the left one. I thought the ball wasn't there, and killed myself, only to see it fall down again.

I'm not sure i like the ending either... i think there should be a hole in the rock at least. the way it is now, theres light coming from somewhere, and both sides are solid rock. Plus, the room isn't really that much brighter- use a little more of the GLT maybe.

Pardon me if any of this comes off as harsh, i'm just trying to help you improve your level, i'm not trying to shoot it down.

3* from me.
2009-06-05 07:04:00

Author:
Burnvictim42
Posts: 3322


RickRock777 and Burnvictim42, your wish is my command.

I have done all of your suggestions except for removing the Sun enemies. Thanks for the feedback guys.
2009-06-07 03:54:00

Author:
galacemiguel
Posts: 179


First of all I say that I never read previous posts before leaving my feedback.
I just played the level so here we go.

Positives:
- Some traps are original and creative
- Use of sound effects (most of the level lacks the correct implementation of them)
- 2x zone ( I played solo mode though)
- Prizes giveaway (personally I don't mind about them, but the general players do)
- Secret areas

Negatives:
- Small amount of checkpoints, since your traps are NEARLY unfair; I repeated them much more times than needed, just beacuse I foolishly failed the last jump of the segment.
My suggestion is to insert a normal checkpoint before each trap.
I.E. The rotating falme traps then the stairway then the swinging part with the squeezing monolith and then the moving platforms above a gas pit.
That's too much to overcome in a row for the average lbp player, and it is boring to overcome all the whole thing again for an expert (just beacuse he/she hastily missed the last jump).
Or at least warn the player that the trap sequence is unforgiving (bad thing to follow this suggestion of mine).
It's up to you.
Personally I pubblish different versions of the same level in order to meet all the kind of skills (at least it is what I try to do... lol) unless I publish a level that is meant not to be very challenging (like Legend of a Hero, that is meant to be EASY and concentrate more on visuals and story).

- The sun enemies were nice but they affect only one layer; I consider it always a flaw.
You have two possibilities concerning that:
A - Narrow the space in wich the player can move
B - Enlarge the enemies
Do not place an enemy per layer, because I personally consider it a bad attempt to solve the issue.
IMHO the option A is better, with a pit or some kind of danger your mind can come up to.

- I found the overall scenario is a little bit bland, and (as you can see also in my feedback to assignment housework) I don't like at all lamps attached to a rope, if you are willing to use lamps is better (IMHO) to merge them with walls or at least do something nicer than a bland rope to make them hang.
They mess up with the atmosphere as they look like by now.

- At the very beginning of the cave you can see the 'level floor' that is a negative IMO, you are provided with A LOT of space to place things, so there's no need (in particular in this level) to let the player see 'the floor'.

Rated 4 stars (because is evident that there is a lot off effort and since you presented it in a F4F thread I would like to encourage you to do better, because, according to the meaning of stars, I should have it rated '2 -- need improvemets'...), no heart.
Don't take me bad, I don't mean that there's breaking things or it's not possible to complete due to lack of desing, but I had the feel 'not quite there' about this level.

With this post I broke the rule of my personal F4F threads that states I will feedback with the same kind of feedback I receive, since yours were very brief. ;-P
2009-06-07 13:21:00

Author:
Miglioshin
Posts: 336


galacemiguel, here is some feedback from my second pass through your level.

What I liked:
I finished this time through and placed 12th in single player. I had no issues in the firepit, and the lighting was turned up just enough to see what I was jumping on--thanks. The snake challenge was interesting, as I tried to bypass it after falling through one of the joints on the body and hit the fire. I assumed I would hit the fire again after defeating the boss, which is why I tried to escape overhead on the swings and lights. Much to my astonishment, I could not leave the area until the snake was defeated--I actually like that touch. I liked several of the challenges in this level as well, and the dramatic effect obtained by using the camera angles creatively.

Some suggestions:
1. If you still plan to keep the Sun creatures in the beginning of the level, it was suggested earlier that they should be enlarged to take up all 3 layers or narrow down the passage ways where they are. I also recommend this. As they are now, you can walk right past them, and this seems to defeat your objective to make the cave challenging as stated in your description.
2. Now that you appear to have the components of this level under better control, I would humbly suggest that you look at your creation from the perspective of visuals and additional little details that can make this a Very Good level. It's difficult to give you examples of what I mean, as "visuals are in the eye of the beholder". Possibly start this process by asking yourself, what would make this specific area look more appealing visually--a few stickers, maybe a unique object made out of a complimentary material or materials. These little details will help give your level more visual depth and even bring it to life.

Overall, I enjoyed your level much better the second time through. And considering the fact you have made several attempts at improving your level, it is apparent your quest is to become a better Creator and I commend you for that. Keep up the good work, and I look forward to seeing how you develop as a Creator.

Rick
2009-06-07 22:58:00

Author:
RickRock_777
Posts: 1567


Thanks for the feedback guys, I really appreciate it. Miglioshin, sorry about my brief feedback. Also, after the rotating flame traps there is a checkpoint. And, yeah, I made a rookie mistake with the sun creatures thing. Sorry about that.

Even more updates:

- Added Secret Area with Sticker Switch
- Changed Material of Some Objects
2009-06-11 02:20:00

Author:
galacemiguel
Posts: 179


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