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Takken-The Beginning (SPOTLIGHTED!) w/Pics

Archive: 81 posts


Hi Everyone. I'd like to hear your constructive feedback on my very first Level "Takken (Part 1)-The Beginning", now Spotlighted, published in early March, which is the 1st of a series of 3 levels. There is both a Hard and Easy version, but neither is difficult to the point of frustration. The Hard version is probably more a Moderate level of difficulty to the hard-core gamer. Note: Hard Version is currently locked for editing and possible replacement with a single level for both Hard and Easy.

The premise is you're abducted by aliens:kz:. Your biological makeup is scanned, your cellular structure is sequenced, and your destined to become an energy source if you don't figure out a way to escape.
Avert danger by using the maintenance shaft, but some of the Sentries can be tricky in there, so be cautious.

I provide 2x and 3x mulitplayer challenges as well. You'll notice the aliens don't show themselves in this Level. I think they may be just a tad bit shy:blush:. However, they will appear in the 2nd Level, because Sacky will really tick them off.

I also showcase my Interceptor War Craft, which will be given away in a 1-4 Player High Scores Challenge in the 2nd Level of this series called "Takken (Part 2)-The Second Hour", which is currently being developed.

Note: I have made numerous tweaks as of 5/28/2009, based on feedback received from several individuals in this community. Thank you very much for your input, as the level is improving daily.

Below are some thumbnail pics of the Level (click to enlarge).

I hope you enjoy the play, but don't be timid with your comments if you see something you don't like. It's the reason I'm posting this thread (all feedback is welcomed).
2009-05-26 22:58:00

Author:
RickRock_777
Posts: 1567


This will be my archive page for all the Levels I review on LBPCentral for this F4F Showcase thread. I'll update as the information changes.

F4F Levels I've Played And Reviewed On LBPCentral For This Showcase Thread:

1. Creator: mytek (Still awaiting F4F Feedback)
Level Name: Sack boy Jones and the Lost Temple of the Ruby
2. Creator: Burnvictim42
Level Name: Portal puzzles
3. Creator: brnxblze
Level Name: Assignment: HouseWork
4. Creator: AJnKnox
Level Name: Attack of the BORG! Part 3
5. Creator: Zwoltopia (Note: F4F is in Signature for this level, not on the Showcase thread)
Level Name: Sir Sackboy, accidental hero ch 11: Escape from the Dragon's den
6. Creator: smasher1116789
Level Name: mountain marathon
7. Creator: lk9988
Level Name: Journey through the dragon's dojo
8. Creator: MrsSpookyBuz
Level Name: Hyper Sphere
9. Creator: ajnknox
Level Name: Attack of the BORG! "Part 4: The Space Battle!"
10. Creator: Coxy224
Level Name: Light
11. Creator: galacemiguel
Level Name: The Cave Ruins
12. Creator: galacemiguel
Level Name: The Cave Ruins (This was a Replay after some suggested tweaks)
13. Creator: TheJollyRajah (Still awaiting F4F Feedback)
Level Name: Mega Man Music - Concrete Man Theme
14. Creator: mindphaser74
Level Name: BELOW THE ROOT - Chapter 3 : Temple Grund
15. Creator: GrantosUK
Level Name: Mars Attacks I: Introductions
16. Creator: jwwphotos
Level Name: Baja Off Road Racing Challenge
17. Creator: Morgana25
Level Name: Chroma Stone Chronicles: Part 1-Veridian's Gem
18. Creator: Miglioshin (Still awaiting F4F Feedback)
Level Name: Platforms Madness 2 (Normal and Infinite Lives versions)
19. Creator: Ninteen45
Level Name: Casindi's Abstract
20. Creator: IceMaiden
Level Name: Empire Of The Snow Queen
21. Creator: Matt 82 (Mattification)
Level Name: Eddy Mitter
22. Creator: groble
Level Name: The Great Pyramid
23. Creator: blizzard_cool
Level Name: Iceland Mountain: The First Time (Only Demo)
24. Creator: Sydious
Level Name: Battle Sack Gallactica - 1
25. Creator: Jakeb89 (alias Tora-kun)
Level Name: Clocktower 7
26. Creator: dcf
Level Name: Little Big Galactic Frontier: Project Icarus 01
27. Creator: gulliver49 (alias peanutbutter700)
Level Name: Sun Temple Hard and Easy Versions
28. Creator: Spider-Jew
Level Name: Just a Day at Sackboy Beach
29. Creator: TotalOwn36 (alias totalown36)
Level Name: Sacman<Mini Game>
30. Creator: Noroibito (alias Exalted_Yawn)
Level Name: Siren: The Lost World [Episode 2 - Otherside]
31. Creator: dcf
Level Name: Little Big Galactic Frontier: Project Icarus 01 (Replay after significant tweaks)
32. Creator: comphermc
Level Name: Aperture Science: Sackboy Chambers (Part one)


F4F Levels On My List To Play:
*.


Rick
2009-05-27 05:05:00

Author:
RickRock_777
Posts: 1567


O.O Whoa, your level looks great! I'm definitely going to check it out later and tell you what I think (not sure if I told you that on LBW or not :S.)2009-05-27 05:15:00

Author:
brnxblze
Posts: 1318


And Assignment: HouseWork is now on my list to play. Not because you said my Level looked "Whoa, your level looks great", but because I've been meaning to and have been too busy tweaking and creating lately. Soooory.

I'll get you some feedback as well.

Thanks,
Rick
2009-05-27 06:19:00

Author:
RickRock_777
Posts: 1567


No worries man , I've been meaning to play your level for a while as well since I enjoyed your wife's (I think its your wife) aquarium level but it seems like it's been stuck in the middle of my list for ages. I moved it to the top now to make sure it's the first level I play tomorrow.2009-05-27 06:26:00

Author:
brnxblze
Posts: 1318


Alright, just played this level, and here are my thoughts

First of all, thanks for the feedback, but i'm surprised you picked my thread lol.

I played both versions of your level- hard first ;p

Alright, you get into the level and your at a gas station... some nice details there, particularly on teh billboard, though i'm unsure why you emit the heart (it looks odd), and why there are two checkpoints on that long stretch. The checkpoint in the middle looks VERY out of place- especially with the glass around it. I really just walked through to the abduction... i'm not sure you really need it there, even with your electric death trap thingy. and SPEAKING of that long stretch... its very bland. Could you prop up a cactus, or a big rock, or something in the background? The background background is lacking, i'm afraid

Okay, i've been abducted... i always knew i was a prime sack specimen ;p Took me a little bit to realize the scanning process wasn't automatic though... but i have a feeling thats how you wanted it, so fine by me. Cute genetic scan Alright... plazma key... i solved this puzzle, and felt a little underwhelmed by the reward =/ you should really give a bonus if this is optional, as you suggest. I'd also take out that "optional" switch and door. Maybe keep a magic mouth saying something like "it looks like the test subject is abandoning the test... pity" so the player knows if they leave, they forfeit the puzzle, but by telling them its fun, etc, it really takes you out of the immersion.

some nice detail on the signs.

I notice the block steps are different material on the hard version... is that really a difference in difficulty? When you reach the grate... its rather hard to pull off (haha). I'd reccomend just making it a grab and dissolve thing, or loosening the grab the grate has there. The cannon on the far back plane didn't die when i killed it... bug?

That was also a very big gripe for me. Could you design your own cannon please? It just looks like the creator was a little bit lazy when they just copypaste the MM designed objects in. =/

Another thing, i wish there was a 1 player puzzle to solve... it looks like you put a lot of thought into 2 and 3 players... but not 1 =/ alas. Its really a minor gripe there, as it looks like space and probably thermo don't allow.

Overall, they were amusing, and very nice to look at... a bit short perhaps, but you did have a lot going on. I gave both 4* If you'd like any more explanation, i tend to monitor the threads i post in ;p and, of course, this is all my personal opinion (and i can tend to be a tough critic sometimes), so if theres something you dont agree with make sure to get another. It looks as though you've got quite a host lined up already
2009-05-27 07:34:00

Author:
Burnvictim42
Posts: 3322


Thanks for the feedback Burnvictim42--it is very much appreciated.

The sign emitting the 2 hearts was a reminder to the "rip and goers" that hearting a Level is not a bad thing, especially if there was an obvious effort put forth in the Level. There was no intent to offend anyone. And it's the last time I will use this technique.

Checkpoints on long stretch are actually needed for the kids that run crazily through a level--gives them a chance when seperated from the group if multiplayer. I did this after watching 2 different groups play the level, and my daughter during Beta tests (she's a good Beta tester [lol]).

Will add background details (rock sounds good). Started to use cactus a while back, but thought they looked horid.

Yes on the BioScanner intent.

Will create a more worthy reward for the puzzle (great idea).

Will remove switch, which was actually recently added for the kids. I hated putting that in, so I agree wholeheartedly with your comment. I'll have to remove the exit door as well.

The block materials were different to add some level of difficulty--slippery glass vs. metal. Although many would not have a problem with glass.

Grate had to be grabbed at top as mentioned in speech popup, but I will make this easier to do.

Back layer Sentry was intended not to die. I have a wall in the Easy Version to provide some cover for the less experienced gamers (daughter again).

I agree with creating my own Sentries. This is my first Level, and I was still experimenting with all of the tools, and had some issues. I would use the Sentries I created for my 2nd Level, but they do not fit into the small shafts.

Regarding Sentries, I've spent numerous hours creating a series of static and dynamic Sentries for my 2nd Level--I believe you will like them.

You're right, Thermo killed all I wanted to do in this Level. It was initially intended to be a single Level, beginning to end, but I soon realized this idea would take at least 3 Levels, so a series was born out of neccessity. Not really a bad thing though, as it gave me time to think of ways to improve, rather than stay on the same course. I believe you will immediately see a difference between this Level and Part 2--I'm wearing a completely different hat.

Again, thanks for the outstanding feedback, and I'll tweak these Levels as soon as I can (hopefully today, if my wife will give up the PS3. I'm thinking I need another one for the Home Theater, but I'm not sure how I can justify the expense to my wife--any ideas (lol)?

Rick
2009-05-27 18:22:00

Author:
RickRock_777
Posts: 1567


So I gave this level a play, and I think it's AWESOME! I'll go on to the pros and cons:

Pros:
+ It has a real nice storyline, I haven't played a level where you get adubcted by aliens before this
+ It has nice, simple puzzles
+ It's pretty complex, I like that
+ I liked the stuff that happened, such as getting scanned
+ Having multiplayer parts was a good idea, although I couldn't play them as I was on my own
+ It had good visuals
+ That hovercar showcased at the end was awesome
+ It has a real nice feel to it.

Cons:
- It's quite short
- The place at the start needs more detail, that part was quite bland
- There wasn't many enemies around.

Overall I gave this level 5 stars and a heart. Looking forward to the next part!
2009-05-27 18:29:00

Author:
lk9988
Posts: 1077


lk9988, thanks for your excellent feedback. I'm glad you enjoyed the Level. It is my first, and even though this may sound rediculous, I spent well over 100 hours on it. That's partly because of the complexity, and there were numerous issues to resolve while creating (same problems we all seem to be having...he says with a frown).

Burnvictim42 mentioned the barren stretch of road too, so I'll add some decorations in this area. I did intend for there to be a significant contrast between the beginning and the spaceship, but I agree I could still achieve this with additional decorations, so it's on my list of tweaks. As for more enemies, the Thermo killed me.

Thanks again for taking the time to play and review. It is greatly appreciated.
I've also added you to my list of LBPCentral Levels To Play.

Rick
2009-05-27 19:13:00

Author:
RickRock_777
Posts: 1567


Okay, finally got to playing your level, RickRock_777. I'm writing this as I go along in your level.

Postives:
-The planes flying over at the beginning were very cool.
-I liked the "being abducted/experiment" thing.
-I see what you mean about the level being complex, the room after the "cellular sequencing" looks awesome, great use of the plasma ball throughout the entire level and also great use of lightning if that makes sense.
-I like that you have hidden rooms and x2, x3 challenges.
-The InterceptorWarCraft thing at the end was super awesome, I can't wait to use that thing!

Negatives:
-The mouth killed me when I was going to jump on the 3rd button that I had to press to get the plasma key, maybe make it on a timed mechanism or make the mouth pop up when you press the button?
-The enemy in the vent that's in the back layer didn't die after I shot it, was that supposed to happen?
-Super short but I understand since your thermo is full.

4 Star rating, and Tagged Complex. I cannot wait for the next one. All of the negatives were nitpicks really except for the third one.
2009-05-27 20:57:00

Author:
brnxblze
Posts: 1318


Thanks brnxblze for the excellent feedback, both positive and negative, and rating.

I know the sky was a little dark, but those planes were actually the alien's Interceptor War Crafts--glad you liked it (took me 11 hours to design, create and tweak before I was happy with it). Wow, I just realized that's longer than almost any H4H level out there (lol).

Regarding the 3rd button, are you talking about the one on top of the Plasma Generator or the one at the top above the generator? I haven't experienced this issue before, so I'm a little confused. If you could, more details would help me a lot.

That enemy you refer to is not supposed to die, one of the tricky aspects of the level, as we all expect them to die everytime we shoot them. But sometimes that alien technology can be a nuisance (lol). If it really bothers everyone, I will consider making it destroyable.

Yes, the Thermo cut this Level short, which is the reason it has become a series of 3 Levels. My original level design would have been about 35 minutes long.

Thanks again for the feedback, it is greatly appreciated, and tweaks will be coming soon, after I play down my list a little.

Rick
2009-05-27 22:01:00

Author:
RickRock_777
Posts: 1567


Wow, I just realized that's longer than almost any H4H level out there (lol).

Regarding the 3rd button, are you talking about the one on top of the Plasma Generator or the one at the top above the generator? I haven't experienced this issue before, so I'm a little confused. If you could, more details would help me a lot.

That enemy you refer to is not supposed to die, one of the tricky aspects of the level, as we all expect them to die everytime we shoot them. But sometimes that alien technology can be a nuisance (lol). If it really bothers everyone, I will consider making it destroyable.

Yes, the Thermo cut this Level short, which is the reason it has become a series of 3 Levels. My original level design would have been about 35 minutes long.


LOL That's why I'm part of the H4H Bounty Hunters, people getting trophies for things they spend no time on annoy me. There was one guy that took a whole hour on his level and thought that was a long time to spend on a level :S .

The button was the one on top of the generator, right over where the key is. When you jump to press it, a speech bubble pops up and I fell onto the lightning.

Oh ok, no problem, I was just thinking you forgot to connect the switch.

Cool, I will be waiting for those levels .
2009-05-27 22:28:00

Author:
brnxblze
Posts: 1318


Just played this, and I really liked it. It is very complex, and visually stunning. The only complaint I have is that sometimes it's hard to see what's going on, because it's so visually complex. No big deal though, as I still really enjoyed playing through it.GREAT WORK!!!


F4F: ( mountain marathon) thanks.
2009-05-28 00:56:00

Author:
smasher
Posts: 641


Thanks smasher1973 for the feedback. Glad you enjoyed the level.

Yeah...the complex visuals. Imagine what my eyes might look like right now after staring at it for a 100+ hours in development and at least that many Beta test plays.

I still see the Plasma Generator in my dreams (lol).

Adding your Level "mountain marathon" to my list to play right now.

Rick
2009-05-28 02:39:00

Author:
RickRock_777
Posts: 1567


These are the tweaks I've made, based on feedback from those who have reviewed this level, and some I thought of while making these changes. Again, thank you everyone for your kindness, generosity, and candid comments.

TWEAKS:
1. Eliminated the emitted object from billboard
2. Added decorations (foliage, varying sizes of rocks, lamp posts) along deserted stretch of highway
3. Changed Plasma Key reward from a Level Key to my creation called "elekktra", and a lot of score bubbles to set the puzzle solver apart from the rest of the pack with an improved score for the effort.
4. Removed the optional exit switch and electrified door in the Plasma Generator Chamber
5. Improved multiplayer camera view in Plasma Generator Chamber
6. Modified one of my Sentries I created for the Part 2 level of Takken I am developing, so they could work in this level also--agreed, a much better choice over the mgs sentries
7. Deleted all the mgs sentries
8. Loosened the grate at the entrance to the maintenence shaft--just grab and pull now
9. Added a camera, and improved camera angles in the maintenence shaft, so the Sentries are more visible when under attack
10. Found and fixed a hosed piston on a platform in the room next to the observation room
11. Added another Sentry at the bottom of the maintenence shaft
12. Made the Easy Level a little easier with tamer Sentries, and the HARD Level a little harder with tougher Sentries (good luck on Ace'ing, but it can be still be accomlished if your paintanator skills are sharp)
13. Moved paintanator power-up at bottom of maintenance shaft to in front of checkpoint on the left
14. Added back the momentary shield in the Hard version, to ensure you have a chance to escape being perpetually plasma'ed.
15. Used prox sensor on last Lamp Post to turn Off light on the little stretch of road before the transporter lift--adds to the sense of something is about to happen
16. Changed transporter lift lights to turn On via prox sensor, so the lift doesn't stand out in the dark night
17. Added ships hull to the area where Sacky enters the ship from the transporter
18. and WHOOP! I finally got my Plasma Generator working without that pesky dissolve smoke on the emitted plasma rings, and created a Tutorial Thread explaining how I did it.
19. Changed the transporter lift material, so I could hide it completely in the dark of night.
20. Removed the emitted electrified platform in the corridor to the Observation Room.
21. Added a few more sound effects to round out the audio effects
22. Added a camera in the lower maintenance shaft to improve visibility when the Sentry attacks
23. Further improved the beginning stretch to give a more 3D look with lamp posts on the front thin layer also.
24. Made cutscene when leaving Plasma Generator chamber so all players will experience it, not just those who skip the challenge.
25. Modified the attack patterns of the 2 Sentries in the lower part of the maintenance shaft.
26. Replaced a Single life checkpoint with an Infinite lives in the lower left maintenance shaft, as I increased the difficulty of this section significantly with the new Sentry location and the modified attack pattern.
27. Modified camera angles on left and right maintenance shafts to aid the player when battling the Sentries with new modified attack patterns
28. Changed proximity sensor on transporter lift to "Require All"
29. Added material to hide dark matter under transporter
30. Added alerts to Plasma Generator to provide a warning for players
31. Added a wall to direct players to back layer when first entering maintenance shaft
32. Moved paintinator in maintenance shaft closer to checkpoint
33. Reconnected alerts in top corridor of maintenance shaft
34. Added alerts in bottom corridor of maintenance shaft
35. Changed material of front wall in maintenance shaft
36. Converted first checkpoint in bottom maintenance shaft to Infinite Lives
37. Added a few more decorations
38. Completely changed Dark Matter under lift to rubber and used invisible DM to hold in place
39. Unletalized some of the electrified conduits in Plasma Generator Chamber and Corridor to further reduce Lag
40. Added a few more decorations
41. Increased level of difficulty in Easy version, in preparation for a single level, rather than Hard and Easy
42. Changed most checkpoints on alien ship to infinite lives
43. Republished these changes morning of 6/23, and got 3 hearts in 3 plays, none of which asked for hearts in return...maybe I have found a happy median after all...or as close as I can get.


Will continue updating this list as tweaks are made.

Thanks again everyone for all the feedback.

Rick
2009-05-29 08:41:00

Author:
RickRock_777
Posts: 1567


well heres some revisited feedback on your tweaks (i played hard mode again, didn't touch easy this time)


Glad you got rid of the heart there... it was kinda wierd to me haha. REALLY like that rock scenery, you did a good job there. Now that i think about it though, you might want to make that magic mouth just a regular one, not a cutscene camera. Its really an offsides remark, and you're just zooming in on sacky, nothing important

I like your change to the plazma key challenge. You have to solve it to ace the level I also liked your magic mouths there, a nice touch. (i did notice that they're only there if you leave ;p)

Sentries are much improved, i like the style I had a few problems with them... but those are easily fixed. At the very end of the level, where you have the 2x, 3x challenges, you have a sentry on the left. If you die you can't get the paintinator again, as its on the platform above, out of reach! Then, the sentry on teh other side of that hall shoots as far as the door on the right. I respawned a few times to get shot by plazma before i could even move! Just put the paintinator down a platform, and delete that second door, and you should be fine.

while i can't say "much" better (this was already very good before tweakings) the improvements were definitely a boon in your direction. Still a 4* from me.... but its definitely moving in the 5ish direction.
2009-05-29 16:27:00

Author:
Burnvictim42
Posts: 3322


That is some more great feedback Burnvictim42. Thanks for testing it again, as I really do appreciate it.

To address your comments.
1. The cutscene you speak of was to bring a little more drama to the journey Sacky is about to embark on. A darkly lit road, that appeared to stretch on in the night. I tried the regular mouth before, but I lost the long road and barren feel.
2. I thought you might like my Sentries. These are modified versions though--wait till you see what I have in Part 2.
3. Good point on the paintanator power-up. Will fix immediately--my bad.
4. You may recall in the first Hard level you played (assuming you hit the 2nd checkpoint while under attack), I emitted a momentary shield between the last Sentry on the right and the last checkpoint. I forgot to put this back in, as I made so many tweaks it was easier to copy the Easy version over the hard, and make the hard level adjustments. I can fix this by adding the shield back, and changing the life span of the plasma balls so they die out just before the first checkpoint in that shaft. Should solve this problem.

Thanks again for the feedback.

Rick

NOTE: The tweaks mentioned above are implemented. I hope you enjoy!
2009-05-29 17:57:00

Author:
RickRock_777
Posts: 1567


It gives the feedback it does this when it's told! LOL

OK here we go! I played both the hard and easy but I will give feedback on the hard version.

1st impression: Out of gas, middle of the night, dark scary road...were in trouble!

LOVE the alien ships flying over! Awesome impact!

Don't love that the light is on the road already and I see it coming. IMHO
And the strange electric thing is coming at me...dont get me wrong what you have is good and works I just think how much more dramatic it would be to just walk up under the light (emit invisible walls so they couldn't go off the platform) Light turns on (the brightness is perfect on the light you have) pause a second...then blasts them up...also would be cool if you saw some kind of spaceship shape that you then go into at the top. (just a thin layer piece looking like the outside of the ship)

**OK I mention these only because the story/setting is so cool to me being a sci-fi nut, and I love what you have done but think those little changes would have a big impact!** But I digress

Love the Bio-scan. Funny the Bio-scan looks just like me...inside and out!

Ok the Puzzle...
I think it looks cool but I am a bit distracted by the emitted half circles flashing and smearing the view.

The puzzle room with the jet pack very cool.

OK now on to the next paint door puzzle task. You have changed the checkpoint placement that killed me last play through so no complaint there

I really like taking out the sentries but would love to have changed them some...like a swinging one overhead or one on the floor firing up while you swing or jump overhead (with an expanded view) instead of the same firing pattern every time.

BUT those are just thoughts I had and I wouldn't want to offend you either. (Thanks for your honest opinion on my upcoming one

Gave it 4 stars and a great tag and hearted.
(Making those changes to me would make it five star)
2009-05-29 23:27:00

Author:
AJnKnox
Posts: 518


Hi AJ. Your first sentence cracked me up--I'm still laughing when writing this reply. Oh, did I mention, I've joined "The First Group" here.

Thanks for the 4-Stars and heart. Because of your feedback (fellow sci-fiian), I am further inspired to make it a 5-Star, as this is my quest.

Your feedback (which, btw, is definitely more than just thoughts), coupled with all the feedback I have received so far, has gone far beyond what I received at LBW. These are the kind of candid comments I have been looking for, and they are resulting in a significnatly better level.

To address your comments:
1. Very glad you liked the Interceptor War Crafts doing the fly-by. These were recently added, and initially made for the 2nd level.
2. I agree with all that you said about the alien transporter. Believe me when I say I have spent many many hours fixing issues with that whole setup--you should have seen it when I first released, and the earlier alterations...an obvious first level mistake and impact (I will not make the same mistake twice). I would have fixed this several weeks ago, but I've been focusing on Part 2, and I could already see several hours of tweaking this would be ahead of me, mainly because of the issues I had, and I don't have a lot of Creator time on my hands (the sad part of my existence).
3. I hate the dissolve smoke on emitted objects as well, but this is on the thin layer, and I can't use the plasma ball trick to make them just disappear without the smoke. The Plasma Generator idea is what inspired me to do this level--it's my baby so to speak. I'll try again and see if I can come up with a way to eliminate the smoke. I had already thought of just changing the emit frequencies and lifespan, so the smoke rings don't happen so often. Maybe that would do the trick.
4. Glad you liked the puzzle in the alien viewing room, which is next to what I call the observation room.
5. The change of the Sentries to mine was a very recent quick mod to get something else in the level and eliminate the mgs sentries. I will be improving these.

So, I've added these to my new list of tweaks. But you do realize you will have to replay this level to see how I implement these strategies, right (lol)? Otherwise, you will be missing out on playing another 5-Star level, which there are too few of IMO.

Thanks for your feedback, it is immensely appreciated.

Rick
2009-05-30 00:24:00

Author:
RickRock_777
Posts: 1567


So, I've added these to my new list of tweaks. But you do realize you will have to replay this level to see how I implement these strategies, right (lol)? Otherwise, you will be missing out on playing another 5-Star level, which there are too few of IMO.

Thanks for your feedback, it is immensely appreciated.

Rick


**EDIT: need to set the proximinty switch to 'require all' on the abduction lift. I played it with 2 friends and some were left on the ground (they were sad...I said what you wanted an anal probe?!)


If you build it...I will come

Let me know when and i am there...if you can drag me out of create mode!
2009-05-30 04:13:00

Author:
AJnKnox
Posts: 518


Thanks for the new info.

I'll add to the tweaks list for the improved transporter, since there will be no way to escape it.

The current setup was done purposefully, as Beta testing with my daughter, and watching some kids play online showed that the lift will not work properly with kids jumping in and out, etc. The sensor is tied to a timer circuit that is set to 800ms, so it starts when Sacky's feet are just touching the lift after jumping or running in. If someone is jumping as the lift starts, it is moving so fast that it passes right through Sacky, and he gets stuck at the bottom, with no way to continue. If the feet are touching in a stable manner, then they are launched with no problem.

IMO, that is a glitch in the LBP Physics, as matter shouldn't pass through other matter. It forced me to design a flawless work around, which (sad to say) only takes into consideration 1 Sacky.

Thanks again for the feedback. I will let you know when it's completed, but it could be a few days.

Later.
Rick
2009-05-30 05:37:00

Author:
RickRock_777
Posts: 1567


Hi Rick

Just played your level. I'm not sure when your tweaks have been done based on previous feedback, but I'll just say it as I saw it!

Brilliant intro! Loved the 'dark highway' look and feel, and the abduction was great in a surreal way!

Playing through the level there were some great effects and eye candy. Good mix of platform and puzzles, and though it wasn't always clear to me what I had to do, I seemed to get through it without many problems (that might be down to me as a player, not the fault of the level!).

Good fun and some clever tricks. Rated 4* and tagged with 'Ingenious'. I will play this again so I can concentrate on enjoying it rather than making notes!

Cheers,
MrsSB
2009-05-31 23:09:00

Author:
MrsSpookyBuz
Posts: 1492


I have been priviledged to witness this level from its inception. The tweaks and suggestions from the LBPC community that have been applied have been benefical to what I feel is an outstanding visual/gameplay level.

The attention to detail on the objects created ie: gas pump, bio-scanner, interceptor warcraft & sentries is wonderful. I especially like the plasma generator's pulsing effect with no residual dissolve smoke.

I find it visually appealling, challenging and cohesive.

Neg: Sentry attacks - I agree with AJnKnox in regards to varying the sentry's attack pattern or placement to an overhead attack on the lower sentry.

With all the tweaks in place (which I know are being made) I give it a 5 star.
2009-05-31 23:21:00

Author:
Lady_Luck__777
Posts: 3458


MrsSpookyBuz and Lady_Luck__777, thank you very much for playing the new and improved version of Takken-The Beginning. It is sincerely appreciated.

MrsSpookyBuz, thank you very much for the 4-Star rating and the Ingenius tag. I am very glad you enjoyed the dramatic, as well as the stage's visual impact, and the puzzles I created.

Lady_Luck__777, thank you very much as well for the 5-Star rating. I'm pleased you found the details and complexity of some of my creations visually appealing. You basically had the "inside scoop", so to speak, seeing all the complex technical obstacles I had to overcome to make this level happen, especially the 40+ hours I spent on the Plasma Generator alone, and all the trial and error I had to go through to find a way to eliminate the dissolve smoke of the emitted Plasma rings on the thin layer, since the glitched plasma ball technique does not work on this layer.

I will be sharing my findings on the dissolve smoke subject with the entire LBPCentral Community in another thread soon.

You are correct about varying the Sentry attack, and I plan to take that a step further and make every Sentry attack in a different manner.

Again, thank you both very much for your candid feedback.

Rick
2009-06-01 01:38:00

Author:
RickRock_777
Posts: 1567


I played your level last night. Really cool!

I liked the abduction part the best.. reminds me of.. well, never mind. My doctor tells me that it's just bad dreams. <snicker>

Anyway. I liked the puzzels and the complixity of the level. Well done!

The only cons were I didn't realize those were aliens shooting at me. Do they move? Basically, I think they get lost in all the lighting and neon parts. To that point, the only complaint I would have is the ship seems a bit overboard with the VR materials and colored lighting.. I didn't mind it.. it just made it seem a bit unreal like the insides of a Vegas casino than "inner workings" so to speak. It just seemed to take away from the experience as well as made it harder to navigate.

..but I shouldn't play levels like this late at night as my eyes aren't what they used to be!

Nice work!
2009-06-01 18:09:00

Author:
jwwphotos
Posts: 11383


Thanks jw, for your honest feedback. Honesty is always appreciated.

I'm very pleased you liked the buildup to the part where the abduction happens. I just modified that part, so it's great to hear it is going over well.

I guess it's obvious I created this level when the MGS Pack just came out (lol)--I actually started development on this level in January and published it in March. Since I didn't have a reference for what an Alien ship actually looks like on the inside, I had to grab an image from my mind.

As for the aliens, those were actually Sentries. But I'm glad you bring this up, as I just put those in a few days ago to replace the MGS Pack Sentries. These were quick modifications of a Sentry I designed for Part 2, which is presently in development. I do have on my tweaks list to go back as soon as possible to modify these again for varying attacks and conversion on some from static to dynamic.

More tweaks are coming, as this is my very first level, and I want to continue improving.

Thanks again.

Rick
2009-06-02 02:04:00

Author:
RickRock_777
Posts: 1567


Played this one just a few minutes ago and I have a few bits of feedback on top of a lot of praise!

Pros:
+ Lovely design of the space ship, the whole thing oozes with creativity
+ I really like the idea of this level in general
+ Billboard, very cleverly done and fits well
+ The start is very well done, especially liked the design of the gas station
+ The bit when you get abducted, nice use of the light
+ The x2 and x3 sections are nicely implemented
+ Lol'ing at the "x1" section

Cons:
- The stickers used on the billboard made it look more amatueristic. I would suggest just getting some sort of font from another level and putting it there
- The first challenge seemed the hardest. I wouldn't suggest making it easier as it was pretty good, but it felt weird that the challenges got easier [not one for you to change in this level, but to think about in the next level]

Overall though I had to rate it 5 stars and heart it because it really was good fun
2009-06-03 21:16:00

Author:
Coxy224
Posts: 2645


Coxy224, thanks for playing it, and providing feedback, and for the 5-Star and heart. It is sincerely appreciated.

After playing your level, I thought you might like the complexity of some of the things I did in this level. I'm glad you liked it.

I also laughed when I put the 1X in--this was done after publishing. I got to watch a young kid play this level, and apparently what I thought was easy, was actually too difficult for alot of kids. So it actually serves a purpose, but I'm probably going to get rid of it when my tweaks are finished.

I made lots (actually a multitude) of beginner mistakes in this level, most of which have been tweaked away, and the bilboard is lingering proof. I didn't like the way the letters looked either, but I haven't had time to create a font yet. I guess I could use someone else's from a font share level, but I really enjoy building things from scratch wherever I can.

Regarding the most difficult challenge being first, I admit I was torn when making this decision. I opted for establishing the premise that Sacky would be allowed to survive if able to prove his intelligence, as well as get my Plasma Generator into the beginning part of the level to hopefully keep people playing.

Basically, I didn't know what the people playing this level would want to see first. Since then, I've played a couple of hundred Creator levels, and I have a better idea now of what to expect.

In the development of Part 2, I am wearing a completely different hat, and I am not overlooking any detail. The level builds in complexity and challenge from beginning to end.

Again, thank you very much for your time and feedback.

Rick
2009-06-04 01:36:00

Author:
RickRock_777
Posts: 1567


First thing, I thought your level was absolutely B-E-A-U-T-I-F-U-L. I think that most levels nowadays just have the basic structure. Their creators never even bother trying to add some beauty to it. You, on the other hand, took aesthetics into account. Unfortunately, at some points there were too many moving/animated objects which caused a little bit of lag. Other than that, it was a solid level overall. Good job!

F4F: The Cave Ruins

Please post your comments in its official thread: https://lbpcentral.lbp-hub.com/index.php?t=t=11762&page=2
2009-06-04 04:16:00

Author:
galacemiguel
Posts: 179


galacemiguel, thanks for playing Takken, and I'm really glad you liked it.. Hopefully it was the Easy version, as this has more of my new tweaks in it.

I agree about aesthetics being critical to any level. The stage is the first thing you see as you come through the starting checkpoint. My thought is, why stop there. Mm has given us a pretty cool create feature with this game, and I plan to use it to it's fullest extent. But that may not be a popular approach, as it requires huge amounts of time to complete a level.

After I published the level, I played it online and the Lag was 20X worse than it is now. I had about 100 LEDs around the plasma generator chamber, and I initially thought the Lag was cool. I had played other levels with Lag and actually liked the effect. But it didn't go over well with the online community. Now I have only 4 LEDs remaining around the chamber (went through a delete frenzy) which tamed it down quite a bit. I'm glad to hear it did not ruin your play experience.

I have a post on page 1 of this thread, and your level was actually next on my list of plays--good timing.

I'll should be able to play it tomorrow, and I'll hit your thread with the feedback.

Thanks again.

Rick
2009-06-04 05:20:00

Author:
RickRock_777
Posts: 1567


You're very welcome RickRock_777! 2009-06-04 06:14:00

Author:
galacemiguel
Posts: 179


Really cool level! Love the eerie opening sequence - great color.

I absolutely love the attitude (or lack thereof) of the aliens. Nice touch. Cool challenges and the color and lighting is great in the ship.

The only thing I noticed when playing is the initial toss up to the ship - if you have multiple players and the one the game is tracking hasn't made it to the lift while the others get tossed up - you have to restart. Could you put a require all on the mechanism that tosses the players up to the ship?

5 stars and hearted! Thanks for sharing it!
2009-06-10 02:19:00

Author:
Morgana25
Posts: 5983


Really cool level! Love the eerie opening sequence - great color.

I absolutely love the attitude (or lack thereof) of the aliens. Nice touch. Cool challenges and the color and lighting is great in the ship.

The only thing I noticed when playing is the initial toss up to the ship - if you have multiple players and the one the game is tracking hasn't made it to the lift while the others get tossed up - you have to restart. Could you put a require all on the mechanism that tosses the players up to the ship?

5 stars and hearted! Thanks for sharing it!

Morgana25, thanks for the feedback, rating and heart. BTW, Part 1-Veridian's Gem was actually added to my play list this morning--great timing.

I hope the lift didn't ruin the experience. I spoke to AJ about this as well, and I've had numerous issues with that lift from the moment I built it (numerous overhauls, bugs, you name it), but honestly I never saw that issue during BETA testing.

I will change the prox sensor to require all and see what happens. The sensor activates a timing circuit that is adjusted such that the lift takes off when Sacky's feet hit the floor. In BETA testing, I found that the lift moves so fast, that if Sacky is in the air when the lift takes off, the lift will actually pass right through Sacky. Hmmm, matter passing through matter...and in a "Physics Based Environment" (according to Mm)--is that a bug or what?

I'm keeping my fingers crossed on this tweak. When I get it implemented, would you mind trying just the lift part again with your friends? I would greatly appreciate it.

Thanks again for taking the time to play my first level.

Rick
2009-06-10 05:29:00

Author:
RickRock_777
Posts: 1567


Sure - just drop a note on my profile when you have it tweaked and I'll put it back on my list to play 2009-06-10 06:28:00

Author:
Morgana25
Posts: 5983


Hey Rickrock,
I played your level a few days ago, here is my feedback.

Pros:

+ The intro was very nice, it really sets the mood for the entire level.
Nice effect on the abduction as well.

+ The spaceship interior looks really good!!
The first chamber with expanding circle was especially cool.

+ Lots of bonuses and secrets hidden through out.

+ The challenges were original and fun.

+ Some good looking mechanics

Cons:

- There is some lag in certain areas, that makes it difficult to time your jumps in some areas.


Overall, this was a really enjoyable level!!
I can't wait to see where you take this in your next installment.


Tagged it brilliant, gave it 5 stars and a well deserved heart.
Well done, Rickrock!!

1 familymember down, one more to go
2009-06-10 15:06:00

Author:
Zwollie
Posts: 2173


Thanks for the Tag, rating and heart Zwollie. It's not neccessarily expected, but I do appreciate it when that happens. I'm very pleased you enjoyed it.

Thanks to some excellent feedback from some outstanding Creators at this site, the intro has evolved from a simple barren stretch of road, but sounds like it still maintains that "I'm on a dark deserted road" feeling, but with a twist--glad to hear it's working. And I'm glad you liked the challenges--it's one thing to conceive them in your mind, but making them work was a challenge in itself, and fun, and a great learning experience.

I'm really glad you liked the Plasma Generator. Since this is my first level, creating that generator tought me a lot about several of the available tools. And yet, I continually think of ways to improve upon it, so there is more I will be tweaking in the future.

Sorry about the lag, and I'm glad it didn't ruin the play for you. The problem is the Thermo is maxed, which is why I had to make this a series instead of the single level it started out to be. I notice it too sometimes, and I've tweaked as much of it out as I possibly can at this point (it was significantly worse when I first released). But, I will keep trying to reduce it more--it's in my nature.

Thanks again for the feedback. It's greatly appreciated!

Rick
2009-06-11 05:03:00

Author:
RickRock_777
Posts: 1567


Hi RickRock, thanks for leaving feedback on Mars Attacks, I'm here returning the favour! Feedback as I play.

+ Loved the visuals at the start, really well made, the gas station, the car and the billboard
+ Loved the planes flying past
+ Excellent abduction sequence
+ The alien ship looks fantastic
+ Nice use of the electric sackboy skin in the scanning room
+ Liked the visuals in the room with the three switches.
+ Loved the section for the multiplayer areas, its really packed with detail, and I loved the layout of it. Shame I play on my own

- After I had solved the three switch puzzle a magic mouth appeared telling me I could'nt escape yet, it confused me a little, until I ignored it and proceeded anyway, and that was the way to go. You might want to put it on some dissolve and make it vanish when the puzzle is solved.
- You might want to move the paintinator right outside of the checkpoint, you have to run back to collect it at the moment.
- I don't know if you are flying, in space, or landed some where, but after the multiplayer section I could see rocks and cactus, you should cover it up to keep the illusion of being on the ship.

That was a really well designed, and fun to play level. Nice gentle puzzles, good paintinator and some excellent platforming. The visuals and lightning effects were really top notch and made the alien enviroment perfect.

*****, beautiful and hearted
2009-06-11 11:00:00

Author:
GruntosUK
Posts: 1754


Hi RickRock, thanks for leaving feedback on Mars Attacks, I'm here returning the favour! Feedback as I play.

+ Loved the visuals at the start, really well made, the gas station, the car and the billboard
+ Loved the planes flying past
+ Excellent abduction sequence
+ The alien ship looks fantastic
+ Nice use of the electric sackboy skin in the scanning room
+ Liked the visuals in the room with the three switches.
+ Loved the section for the multiplayer areas, its really packed with detail, and I loved the layout of it. Shame I play on my own

- After I had solved the three switch puzzle a magic mouth appeared telling me I could'nt escape yet, it confused me a little, until I ignored it and proceeded anyway, and that was the way to go. You might want to put it on some dissolve and make it vanish when the puzzle is solved.
- You might want to move the paintinator right outside of the checkpoint, you have to run back to collect it at the moment.
- I don't know if you are flying, in space, or landed some where, but after the multiplayer section I could see rocks and cactus, you should cover it up to keep the illusion of being on the ship.

That was a really well designed, and fun to play level. Nice gentle puzzles, good paintinator and some excellent platforming. The visuals and lightning effects were really top notch and made the alien enviroment perfect.

*****, beautiful and hearted

I'm glad you enjoyed Takken GrantosUK, and thanks much for the rating, Tag and heart. That means a lot coming from a true Sci-Fi creator such as yourself.

1. Regarding the speech mouth, I guess I should have said "You can never escape the ship" or something to that effect. It didn't ocurr to me that could be confusing. Have popit, will tweak.

2. Are you talking about the maintenance shaft at the bottom right, or the first paintinator when you enter the maintenance shaft?

3. This might explain being able to see the rocks and such. The "planes" in the beginning are actually the alien's Interceptor War Craft, which have left the ship to secure the area. The ship is implied to be hovering in the desert, below radar. Part 2 will expound on the reason the alien's are there to begin with (their intent so to speak), and I can't give that away at the moment.

Thanks again for the excellent feedback!

Rick
2009-06-11 13:41:00

Author:
RickRock_777
Posts: 1567


I'm glad you enjoyed Takken GrantosUK, and thanks much for the rating, Tag and heart. That means a lot coming from a true Sci-Fi creator such as yourself

Actually, Mar Attacks is the first Sci-Fi level I created. The others are set in an old temple and the rest is a 6 part spy series, I just fancied a change


Are you talking about the maintenance shaft at the bottom right, or the first paintinator when you enter the maintenance shaft?

It was after the cloth on elastic, straight after the magic mouth issue. You collect the paintintator, go along a bit then theres a checkpoint and you fight a couple of enemies, if you die, you have to go back a tiny bit to get the paintinator, I acually forgot to do it twice and ended up having to go right back and collect it. Just a little issue, but may help with the flow a little more
2009-06-11 13:49:00

Author:
GruntosUK
Posts: 1754


I noticed the first 2 of Grantos` issues as well. Th ether one I had was that at times I found it hard to tell which platforms were safe to touch due to the electricity everywhere. That corridor after the plasma key puzzle being one example. I thought I saw spikes on the floor but wasn`t sure so just jumped anyway.

Other than that, it was very good. I feel the big advertisment at the scoreboard took the shine off the ending a little, but not enough to make me give it anything less than 5 stars. Well done.
2009-06-11 13:53:00

Author:
Matt 82
Posts: 1096


Thanks Matt 82 for playing and the rating. It's greatly appreciated.

I still have some more tweaks with this level. It's my first, and the feedback I'm receiving is helping me polish it.

I couldn't think of any other way to generate interest in Part 2, so an advertisement was born. I'm just glad it didn't completely ruin the experience for you.

Thanks again. Will add one of your levels to my list of F4F plays.

Rick
2009-06-11 14:03:00

Author:
RickRock_777
Posts: 1567


I finally got around to playing this level. It seemed to be cursed for a while, every time I'd start to load it up, there'd be a knock on the door, or phone call from Mom, or one of the kids would start crying... but finally I got it!

There have been a lot of comments so far, but I'll throw in my 2 cents also.

This is a great level (leagues better than my first attempt, that's for sure!). By far, my favorite part was the start with the abandoned gas station and eerie sense of forboding. The alien ship fly-by and the abduction were perfect!

Onboard the ship was great too. Occasionally I had some difficulty identifying the path amongst all the color and light, but the puzzles were fun and I liked finding all the little details and secrets.

It's just the sort of thoughtfully designed level I'd expect from someone as thoughtful as you.
2009-06-11 18:17:00

Author:
AAAlone
Posts: 71


Thank you so much for your overwhelming response to my trilogy. I wasn't expecting such a positive response and to think that they had that effect makes me want to cry (with happiness!).

Have just played your first level.

Fantastic beginning. The colours and lighting are brilliant, the car is great and I actually felt a little scared :S

It was almost like starring in a Stephen King Movie..

Not sure what went overhead but couldn't wait to find out!

Visually stunning. Fantastic feeling of space. Lighting is INCREDIBLE and the technical content is second to none.

The storyline is exciting and I loved the twists in the tale. It's so believable.

The Cellular sequencing machine was just fascinating and unique - loved it.

I thought your ideas were brilliant and I thoroughyl enjoyed playing this level. If this is your first, I may well retire as a creator!!!

Fantastic work - I'm looking forward to playing the second.

Well worth 5 stars... wish I could give it 5 hearts!

Icey
2009-06-11 22:50:00

Author:
IceMaiden
Posts: 1057


Replying to two Master Creators in one post, I must be dreaming.

AAAlone, in my mind you are an awesome creator, far better than I. Moving Parts was a masterpiece. And even if it's not a first level, it's proof your talent has always been there.

And hearing that you considered my level great, will go far to inspire me to make Takken (Part 2)-The Second Hour a masterpiece. I just hope I can find that place within me--I'll keep searching.


And IceMaiden...my dear, you're heart is all but icey. You are indeed a rare find in LBP. There is such a serene beauty in your creations, that words cannot describe the experience I had. You took my wife and I far beyond a LBP level being played on our PS3, and far beyond our dimly lit living room that evening. No other level I have played on LBP has left such a lasting impression on me. PLEASE DO NOT RETIRE FROM CREATING! PLEASE!

I sincerely appreciate the rating and heart, and that you considered my level fantastic--I'm speechless. Now I am completely inspired!

Thank you both very much, and I can't wait to play all of your levels.

Rick
2009-06-12 03:54:00

Author:
RickRock_777
Posts: 1567


Thank you for your kind words sir, now I shall return the favor.

Pros:
- the gas station: awesome station, awesome car, awesome.... flying alien ships??? 3x awesome!
- the light lift... I didn't get it at first (that I was abducted) but looked sweet.
- yay for scanning!
- the giant puzzle thingy. To bad I didn't get the last **** button. I would have liked to know what happened after that
- lots of secret bubbles. Enjoyed picking them up
- nice little enemies
- it has a bit of a challenge
- and multi-path
- 3x players
- 2x players

Suggestions:
- the sack that talks to you. You can see the magic mouth on him. Just fix that. Or did you want it to be like that?

Wow, I had huge lag at the begging. Probably because it was so much going on.

Rated 5 stars, heart & multi-path because i liked the little secrets the most. I hope you make part 2 soon.

And I thank again because of the feedback on my demo level but because of a terrible accident I only have the demo version on my moon.
2009-06-13 17:01:00

Author:
blizzard_cool
Posts: 752


Thanks to you as well blizzard_cool, for your kind words, and the rating and heart.

To address your comments:
1. yep, I intended for the mouth to show.
2. regarding the lag, it's actually 20x less than when I first published, as I've made numerous tweaks there. I notice the lag more when PSN server traffic is heavy. I'm just thankful it didn't ruin your play.


Rick
2009-06-13 17:13:00

Author:
RickRock_777
Posts: 1567


Cool level with very neat visuals!

I played through both the easy and hard versions. There was a moderate bump in the difficulty with the hard version but nothing that bad. You could probably get away without an easy version. I noticed a bit of lag but it wasn't that pronounced.

Upon entering the level we get a cool bit of mood setting for the abduction with a well made gas station in the middle of nowhere.

http://www.lbpcentral.com/forums/picture.php?albumid=513&pictureid=4499

I like that we actually get to see the abduction. The special effects for this sequence are well done, although one can glimpse a bit of dark matter at the bottom. The entrance of the alien ship with the scans is well done. The way forward isn't 100% clear but easy enough to figure out with a bit of playing around. Having the sackboy picture flash on the scanner was a nice touch.

Then we get to the first puzzle.

http://www.lbpcentral.com/forums/picture.php?albumid=513&pictureid=4500

I noticed some lag here in the easy version but not the hard version. In both version I couldn't find any warning when the mechanism was about to fire. Some sort of cue would be nice. Overall, I thought this was a nice puzzle although my first play through I had trouble distinguishing the electrified from the safe materials.

Following this sequence and moving deeper into the ship the visuals stay very strong. The purple lighting has the desired eerie/otherworldly effect.

The enemies look good and are fairly straightforward paintinator foes. I felt the first one was a little cheap because you start on its plane and can get hit with plasma before you see the enemy. Nothing too significant here but a little piece of material that forced a plane change right before this would have been most appreciated!

The final enemy of this same type at the end of the level also had a little annoyance. I got killed because the camera made it hard to duck back into the crevice. Then, I respawned into a plasma ball shot from the same enemy. Two deaths for the price of one! Maybe you could put a prox switch on these guy's emitters so they stop firing when sackboy is dead?

The jetpack key toss was fairly challenging in the hard version. This was probably the spot that I most noticed the difficulty increase. (Well I also noticed the faster rate of fire from the enemies but that wasn't so bad.)

The final puzzle area with the x2 and x3 areas is a nice touch. I'll need to play with some other people and give these a go at some point.

The split path at the very end with the extra point bubbles was also a nice touch. I definitely liked your attention to rewarding players for exploring.

http://www.lbpcentral.com/forums/picture.php?albumid=513&pictureid=4501

Most everything I mention above is extreme nitpicking. It's an extremely well done level. In summary I gave both versions 5 stars, a heart and the beautiful tag.
2009-06-13 21:28:00

Author:
dcf
Posts: 468


Thanks for the very thorough feedback dcf, as well as the ratings and hearts. I'm really glad you enjoyed it.

I have reviewed your notes in detail, and I'll address each one.

1. *I tried to sticker the dark matter you mention multiple times in black, so it didn't show when the lights came on, but the stickers had no effect. I was told this happens with larger pieces of dark matter. I'm afraid to cut sections out of it though, as I had numerous issues with that lift and getting it to work. Do you think if I left it as it is, that the vast majority of happy gadders would not notice it?

2. *Cue for electrified orbs emitted from generator is a great idea.

3. *Redirect of Sacky to back plane in top maintenance shaft is a great idea.

4. *I have a prox sensor on the last Sentry. I just have it emitting 3 plasma balls at a time. I'll see what I can do, but keep in mind, I do like to reward the player that incorporates stealth into their play tactics.


Thanks again for the feedback.

And I have Little Big Galactic Frontier on my to play list.

Rick
2009-06-14 01:45:00

Author:
RickRock_777
Posts: 1567


Thanks for the very thorough feedback dcf, as well as the ratings and hearts. I'm really glad you enjoyed it.

I have reviewed your notes in detail, and I'll address each one.

1. *I tried to sticker the dark matter you mention multiple times in black, so it didn't show when the lights came on, but the stickers had no effect. I was told this happens with larger pieces of dark matter. I'm afraid to cut sections out of it though, as I had numerous issues with that lift and getting it to work. Do you think if I left it as it is, that the vast majority of happy gadders would not notice it?

I think most won't notice. It's fast and the lights are out. As I said, I was ultra-nitpicking.

If you do try playing with it I recommend that you just use the material changer to make it the same as the rest of the ground. Then make an invisible tiny piece of dark matter and glue it to the front. This should be less error prone than trying to change the shape.


2. *Cue for electrified orbs emitted from generator is a great idea.

3. *Redirect of Sacky to back plane in top maintenance shaft is a great idea.

Woohoo! I'm being helpful!


4. *I have a prox sensor on the last Sentry. I just have it emitting 3 plasma balls at a time. I'll see what I can do, but keep in mind, I do like to reward the player that incorporates stealth into their play tactics.

It was largely a fluke so I wouldn't worry about it too much. If you've already got the prox sensor on the guy there's not much else you could do, aside from cutting into the background to put the checkpoint in a different plane. Probably not worth the effort for a 1/1000 occurrence.


Thanks again for the feedback.

And I have Little Big Galactic Frontier on my to play list.

Rick

You're welcome! I almost forgot to mention that I really liked the magic mouth cutscene where you can see really far into the alien ship. It's a great shot and the thing looks massive!
2009-06-14 01:56:00

Author:
dcf
Posts: 468


Ok dcf, you've convinced me to take a closer look at the dark matter under the lift.

The cutscene was recently added, and I enjoyed making it. You're right...the ship is massive, and I'm glad the effect is working as planned.

Also, I joined your Sci-Fi Creators group, and left the first post.

Thanks for all of the feedback. It is greatly appreciated.

Rick
2009-06-14 02:34:00

Author:
RickRock_777
Posts: 1567


I just looked at this level and was amazed! How the heck didn't your level overheat!?

I still have to finish it, but I like to take my time when there is a lot of visual details I'm a little after getting abducted and platforming a bit, but from what I have seen, this is amazing! There's a bit of lag however. I've never experienced lag when playing by myself

And your first level!? lol, look at my first level and you'll see how pathetic it is in comparison to yours.

Just a quick question, how long did it take you to make this level?
2009-06-14 03:00:00

Author:
gulliver49
Posts: 106


Hi gulliver49. Thanks for your comments so far, and I'm glad you are taking your time to enjoy it.

To answer your question regarding how long it took--120+ hours over a 2 1/2 month period. This also included the learning curve when first using the items in the Tools bag, all the tweaks I made since creating this Showcase thread, and close to 30 hours trying to fix all issues I encountered along the way (of which there were numerous).

This may seem excessive to some, but I'm a perfectionist. I still have more to do with this level too--like an Android Boss at the end, Thermo-permiting of course.

I can't wait to hear your full review.

Rick
2009-06-14 04:50:00

Author:
RickRock_777
Posts: 1567


Alright I finished the Easy Version twice and the Hard Version three times. I think I have the #3 spot for the Easy version, and the #4 spot for the Hard one

Anyway, after going through the level I had mixed feelings. On one hand, it was so beautiful that I was just stunned, on the other hand, I felt the gameplay could have been better.

The Thermometer is probably bursting for your level, but to let you know, I personally would have liked your level to be double if not triple in length. I was going slowly and I STILL felt like the level was too short. Maybe for your next level try to achieve a balance between visuals and gameplay. I feel this was primarily a work of art and an actual level where you jump and avoid stuff second.

In the Plasma Generator room, you have that platform that magically appears and those stars of doom. Now once you get on the platform, those electrolyzed stars stop coming. Once the player notices this, the whole danger of that room is gone. It would be appropriate in the easy difficulty, but for Hard, it is simply unacceptable.

The biggest disappointment I had with your levels is that the Hard Version was too easy. The Easy Version was fine, but I felt like you put way too little effort into making the Hard version harder. You beefed up the enemies I think, but they were easy anyway, and there are like 5 of them

Then the other parts you changed were limiting the Jetpack's length, and taking out a platform after swinging across the lights. It was a challenge getting those Score Bubbles with the Jetpack's limited cord, but taking out that platform didn't really do much. IMO the Hard version of your level needs to have massive work done on it to make it harder. The Jetpack cord thing is just an example that you can make a level harder if you want, now just apply some more obstacles or make the existing ones harder and you should be good.

In the end I rated the Easy Version 4 stars and tagged it beautiful, and I gave the Hard Version 2 Stars and tagged it Easy. Sorry if that seems harsh, but I've got to be honest with myself and with you.

I hope to see more levels from you in the future
2009-06-14 22:19:00

Author:
gulliver49
Posts: 106


Thanks for your feedback gulliver49--it is appreciated. And don't worry about being harsh...it's diversity of opinion that makes these F4F threads work.

I'm glad you liked the visuals. Regarding the length, this was originally supposed to be 1 level, but I ran into thermo issues early on, and had to make this a 3 level series. Had I been able to pack everything into 1, the gameplay would have approached 45 minutes.

As the creator, I can give some insight regarding the evolution of these levels, which will explain their current state.

When I first published these, I received numerous complaints that they were way too Difficult regarding the puzzles and sentries, and that includes the Easy version as well. The Tags reflected this opinion as well. I am an advocate of "intelligent play", so my original levels were designed to force the player to use their mind, but it became very clear that the majority of the community are what I classify as "the rip-n-goers".

Looking back, it being my first level, I honestly did not understand what the majority of the LBP community wanted to see in a level. So I made both levels easier and easier, over several iterations of modifications, until the Tags became positive.

I believe all creators need to keep in mind exactly what their audience wants, and the Tags are a critical source of feedback from that audience. The last thing I want a level to be is Difficult to the point of frustration.

I've played levels that are rediculously frustrating, with unrealistic challenges that would appeal to less than 1% of the LBP community--their Ratings and Tags reflect this as well. That is not the type of level I was trying to create with the Hard version.

So, I agree with your statement that both versions are actually easy, but not for the majority. If I were to make an Extreme version, which is probably what you would prefer, then the level of difficulty would be closer to what I, being a long time gamer, would actually consider Difficult, but it would indeed be Extreme to the majority, and have minimal Market appeal.

Regarding the jet pack challenge, the jet pack was made available in the event the player dropped the magnetic key on the floor, when trying to get it over to the mangetic key switch. The moving platform was intended for returning the mag. key., to open the container with the score bubbles.

I have no issues with you rating the way you did. I do, however, disagree with a 2 rating for the Hard version, for the reasons stated above. It's very likely the above information will not change your mind, so we can agree to disagree.

Thanks again!

Rick
2009-06-15 00:26:00

Author:
RickRock_777
Posts: 1567


I just find it odd to publish a hard version and it not being hard at all, you know? Why bother making two versions if their are few differences?

I also understand why you made your level easier over time, but shouldn't you make levels that please you? I mean, I'm working on a level right now and trying my best to make it really hard. I know that people are going to hate it, but if I and a couple friends like it, why shouldn't I publish it?

IMO I wish you would make a Easy, Medium and a Hard version of your level. The Hard would would get horrible ratings, but at least you have not appealed to the entire spectrum of the LBP community. It's not nice to neglect that %1!
2009-06-15 00:50:00

Author:
gulliver49
Posts: 106


The thing is, the versions were published long ago, and there was a noticeable distinction between the levels of difficulty at that time, which is what I was trying to explain above.

And yes, we should enjoy the levels we create, but for me, I derive more enjoyment seeing others enjoying my creations. I see no reason to publish a level, if it's made just for me--I would consider that selfish. And I would prefer to keep something like that on my Moon, rather than inflict frustration on other players, and possibly invite friends to my pod to play it.

Also, I have several plays on the Hard version, and some hearts, and I don't want to delete it because of the part 2 High Scores challenge mentioned in the description and at the end of the level. And if I change the Title of it, which I had considered doing at one time, then those individuals looking for the Hard version would be a bit confused when it no longer existed, and might think I was playing a joke on them to get them to play the level. Remember, the vast majority of players in LBP are young children, my daughter being one, and she is only 7, and it's not nice to tease the children.

On a more positive note, once I finish making all of the changes I have on my tweak list (thermo-permitting as stated above), I will be creating these levels in a different location, both of them starting from scratch, and the Title of the Hard version will then be changed to Moderate-to-Hard. Since I am also working on Part 2, I will not have time to create an Extreme version. Now if I got payed for my efforts by Mm, then that's a different story altogether.

Thanks,

Rick
2009-06-15 03:03:00

Author:
RickRock_777
Posts: 1567


This level was pretty fun...a bit short, but fun.2009-06-15 03:32:00

Author:
Spider-Jew
Posts: 1090


Thanks Spider-Jew. Was that a review?

Rick
2009-06-15 06:54:00

Author:
RickRock_777
Posts: 1567


(F4F)
Hi mate. As i posted, I played your level some time before and played it yet again after the updates. I'm happy to let you know all things that you changed/added/deleted are for the better. Most significantly the lack of pre-made/obtainable objects. (all user-made content is much better) The abduction theme was always ok with me, I liked the level from the start. The segment of getting abducted is laid perfect, with some place for goofing off. After the abduction, the overhaul of the ship's inside adds to the puzzling of the player. Ammounts of rare efects are briliant (like plasma orbs in objects or appearing/dissapearing electified halfpipes) The dialogue is well performed, though I did not play in a group of people and cant say if it fits a party of SackPeople. =) The Puzzle segment is very good, with lots of ways to get you killed and forcing one to think a bit. The imprisonment segment with paintinator is also carried out good. Enough enemies for a narrow space, well thought layout of the airducts and so. As i think, the ending is suppose to suggest a runaway subject getting his hands on an alien ship and attempting escape. If so it's ok, but only OK. An addition of some security alert or sensors, (in my subjective opinion) would enchance the feeling. Music of the level is well adjusted, ounds are perfect and nothing is missmatched. Things that made me grin or think: -the material that you used to simulate airducts is not very precise, with ornaments and so. You should consider using something else. -in the multi player chalanges (x3) the role of each player is not very well stated, some indicators could rectify this -when approaching the end section, there are parts of the level that show the endarkened background of the desert, you should definitely block these, as they destroy the immersion of being onboard the space ship.

A very good Sci-Fi level, including platforming, puzzle and shooting with a unique, though well known, theme of alien abduction. Overwhelming visual effects, good plot and no significant bugs, perfect to enjoy at any time.

Thankyou again for your feedback and I'm eagerly awaiting more levels like the "Taken" Regards.
2009-06-15 10:56:00

Author:
Sydious
Posts: 6


(F4F)
Hi mate. As i posted, I played your level some time before and played it yet again after the updates. I'm happy to let you know all things that you changed/added/deleted are for the better. Most significantly the lack of pre-made/obtainable objects. (all user-made content is much better) The abduction theme was always ok with me, I liked the level from the start. The segment of getting abducted is laid perfect, with some place for goofing off. After the abduction, the overhaul of the ship's inside adds to the puzzling of the player. Ammounts of rare efects are briliant (like plasma orbs in objects or appearing/dissapearing electified halfpipes) The dialogue is well performed, though I did not play in a group of people and cant say if it fits a party of SackPeople. =) The Puzzle segment is very good, with lots of ways to get you killed and forcing one to think a bit. The imprisonment segment with paintinator is also carried out good. Enough enemies for a narrow space, well thought layout of the airducts and so..

I'm very glad you enjoyed Takken, especially coming from a fellow Sci-Fi creator.


As i think, the ending is suppose to suggest a runaway subject getting his hands on an alien ship and attempting escape. If so it's ok, but only OK. An addition of some security alert or sensors, (in my subjective opinion) would enchance the feeling..

Thanks for bringing this up! Apparently when I reworked the maintenance shaft and Sentries, I neglected to hook up the sensor wiring to the MGS Alert. Nice find, and I've added this to my current list of tweaks to make!


Music of the level is well adjusted, sounds are perfect and nothing is missmatched..

Thanks again. If I had enough Thermo, I would have made my own music for this level. If I have enough Thermo in Part 2, I will be creating something a little more appropriate.


Things that made me grin or think: -the material that you used to simulate airducts is not very precise, with ornaments and so. You should consider using something else..

I agree. I tried making a wall with stiles, so the player could see through it, but it impacted the views of the Sentries with the camera angled. I also tried glass, but it looked strange for a maintenance shaft. So I opted for the Metal Skull, since it was a metal and the player's view was not obstructed. Any suggestions on what to do here would be greatly appreciated (something in keeping with an alien high-tech feel). You can PM me if anyone can think of something.


-in the multi player chalanges (x3) the role of each player is not very well stated, some indicators could rectify this.

Thanks for the suggestion. I'll see what I can do with this, but I'm not sure I will make a change here, as I was hoping to challenge the player's minds to figure this puzzle out. I have had multi-player feedback on this challenge, and no one mentioned not being able to figure it out.


-when approaching the end section, there are parts of the level that show the endarkened background of the desert, you should definitely block these, as they destroy the immersion of being onboard the space ship..

Actually, the ship is hovering just above ground, which is why I did not cover the background. I don't want to give too much away about Part 2, but I can say that the aliens are there for more than just a Sack Specimen.


A very good Sci-Fi level, including platforming, puzzle and shooting with a unique, though well known, theme of alien abduction. Overwhelming visual effects, good plot and no significant bugs, perfect to enjoy at any time.

Thankyou again for your feedback and I'm eagerly awaiting more levels like the "Taken" Regards.

Glad you enojyed the play, and you're welcome for the feddback on your great level.

Rick
2009-06-16 02:40:00

Author:
RickRock_777
Posts: 1567


I know I'm kinda late but congrats on the spotlight! You really deserve it. I hope I make a level good enough to get spotlighted someday.2009-06-16 02:56:00

Author:
brnxblze
Posts: 1318


brnxblze...for the record, you are a Great Creator, and I absolutely enjoy your style. Assignment Housework, in my mind, is Classic material. Let me know if you ever need a Beta Tester, and I'm there!

And thanks for the congrats, and for taking the time to play Takken.

Rick
2009-06-16 03:07:00

Author:
RickRock_777
Posts: 1567


brnxblze...for the record, you are a Great Creator, and I absolutely enjoy your style. Assignment Housework, in my mind, is Classic material. Let me know if you ever need a Beta Tester, and I'm there!

And thanks for the congrats, and for taking the time to play Takken.

Rick

Thanks a lot Rick . That means a lot coming from you.

BTW how's the next Takken coming along? I'm really looking forward to it.
2009-06-16 03:11:00

Author:
brnxblze
Posts: 1318


First, check my post below yours in Awesomemans review of Assignment Housework--it balances the scales in this unbalanced world.

Part 2, due to a glitch infecting all moving parts and the entire file itself, is only 35% complete.

Looks like many sleepness nights ahead, as I have about 80 hours of development to go.:eek:, unless I become a master creator overnight.

Rick
2009-06-16 05:40:00

Author:
RickRock_777
Posts: 1567


First, check my post below yours in Awesomemans review of Assignment Housework--it balances the scales in this unbalanced world.

Part 2, due to a glitch infecting all moving parts and the entire file itself, is only 35% complete.

Looks like many sleepness nights ahead, as I have about 80 hours of development to go.:eek:, unless I become a master creator overnight.

Rick

I may know the glitch you are talking about. I noticed in a level with lots of logic gates moving at .1 seconds that everything suddenly stopped working. The solution was to set a couple to .2 seconds. This unfroze the pistons. There seems to be a limit to how many objects can have the same timing.
2009-06-16 13:55:00

Author:
dcf
Posts: 468


Part 2, due to a glitch infecting all moving parts and the entire file itself, is only 35% complete.


That sucks, I've never seen that glitch or even heard of it. Make sure to back up your level online constantly so whenever unforeseen bugs come along, you can just copy it to your moon and start from before the bug happens.
2009-06-16 17:14:00

Author:
brnxblze
Posts: 1318


That sucks, I've never seen that glitch or even heard of it. Make sure to back up your level online constantly so whenever unforeseen bugs come along, you can just copy it to your moon and start from before the bug happens.

Hmmm.. never heard of that issue either, though there is another one that hit me once where I had over 160 hours of create time in play mode. Pistons and wobble bolts would just stop. ...though it might also have been due to a huge object that I had that I put in another place near a wall. The piston was way outside the boundry. (over 2000 long piston) and things went wonky past that point. I was able to grab from an earlier backup and move forward past that. I keep everything in pause mode regardless anymore with only a few play modes to insure I didn't forget and leave something hanging in mid air.

Not sure if either one of those issues are related to your experience or if either one I mentioned has been fixed.

good luck!
2009-06-16 17:50:00

Author:
jwwphotos
Posts: 11383


Wow I really liked the concept of this level. Being abducted by the ship and all. Is this your first? If it is then WOW this is amazing. The ride at the scoreboard is also neat. Although like someone earlier said, Hard mode is a bit too easy. But the look of the level is still very good. Oh and yeah the dark matter beneath the lift is a bit too visible. Other than that, I really enjoyed the level. Hope that glitch doesn't hold up your level too much.

4 Stars: Brilliant: Hearted!

Oh and can I have some feedback in return please? I'd like some f$f on my Siren level series in my signature below. Both levels if you can. But if you can't try episode 2. Hope you enjoy!
2009-06-16 20:57:00

Author:
Noroibito
Posts: 211


dcf, brnxblze and jwwphotos...I already have this fixed, it just set me back about 20 hours having to capture the level as objects and rebuild in a fresh map. I posted how to resolve this, and the issue with the Real World Timer, in a Help thread that Green had posted a couple of weeks back. I also mention the timer issue in my Eliminating Dissolve Smoke thread in Help/Tutorials.

So, I'm back on track, just delayed, with a lot of time to make-up.


And Noroibito, I did not forget you...just didn't want to double post. Thanks for your comments, and I'm glad you enjoyed Takken. Yes, it's my very first level, but I still see several areas that I could have made better. Luckily, spackling and a few 16 penny nails work wonders, LOL.

I will add your levels to my "F4F" play list, but I can't do "F$F"...as that requires money...I think.

Rick
2009-06-17 02:19:00

Author:
RickRock_777
Posts: 1567


dcf, brnxblze and jwwphotos...I already have this fixed, it just set me back about 20 hours having to capture the level as objects and rebuild in a fresh map. I posted how to resolve this, and the issue with the Real World Timer, in a Help thread that Green had posted a couple of weeks back. I also mention the timer issue in my Eliminating Dissolve Smoke thread in Help/Tutorials.

So, I'm back on track, just delayed, with a lot of time to make-up.


And Noroibito, I did not forget you...just didn't want to double post. Thanks for your comments, and I'm glad you enjoyed Takken. Yes, it's my very first level, but I still see several areas that I could have made better. Luckily, spackling and a few 16 penny nails work wonders, LOL.

I will add your levels to my "F4F" play list, but I can't do "F$F"...as that requires money...I think.

Rick

Yikes... so sorry it took so long, but glad you were able to salvage! That had to have been one painful process!!!
2009-06-17 03:22:00

Author:
jwwphotos
Posts: 11383


YEs your welcome.
I really liked it.
At first i didnt noe what to do in the first place but then I got past that part and the rest was really good.
Lots of great gameplay, and had lots of fun.
If only if everyone else in LBP
Would play that level they to would see how great it is.
I have played many levels.
And by far your level is a Top 5
on my most liked.

Also i had tons of details enough for a gamer, to enjoy.
Is was Just outstanding.
Keep it up cant wait for your next level.
RickRock 777
Your levels really ROCK.
2009-06-18 02:30:00

Author:
TotalOwn36
Posts: 8


Thanks TotalOwn36 for playing Takken. I'm glad you enjoyed it.

And thank you very much for the compliment. Being in anyone's Top 5 of their most liked levels on LBP is truly an honor. I am humbled.

It sounds like the Plasma Key challenge is still requiring some thought, but is not too frustrating. That's the mix I was going for.

I just hope I can do even better on Part 2.

Rick
2009-06-19 04:52:00

Author:
RickRock_777
Posts: 1567


Feedback as I play.

+loved the opening part where you push the car in.
-could possibly do with a magic mouth cut scene on the sign so you can read it properly

-I found the look of the space ship confusing especially in the plasma key room, possibly becuase it was so zoomed out. there was so much movement with all the electricified stuff that I wasn't sure what would and wouldn't kill me.

+the maintainance shaft had a nice mechanic when you opened it.
-The paintanaitor needs to be after the respawn point in the maintainance shaft

- I didn't know what I was meant to be doing in the room with the jetpack and the key, it seemed really simple to get the key and then it didn't do anything. I also think I moved a platform by accident.

-the fast moving and firing turret which you need to take out to lower the forcefield is too hard, although the infinite life checkpoint means its not a complete disaster it does feel like an area where you win by fluke rather than skill, perhaps slow it down or make it fire less often.

I was playing on my own so couldn't do the multiplayer sections, although I always like to see them in a level so kudos for those.

- after the forcefield there is an infinite life checkpoint followed by a double life one, this seems kind of pointless and also means that when you respawn you don't have the paintgun, which means you need to run back and get it, which resulted in me dying twice.

-The ending came about very abruptly and on the whole it didn't feel like there was much challange to the level besides killing three turrets, perhaps thats becuase I didn't play the multiplayer bits.

+that car at the end looks awesome I'll check out part 2 to see it in action.

On the whole I found it a bit short and very confusing to look at becuase it was so dark and there was so much going on with lighting and electrified platforms, but I understand that was the look you were going for. I don't think this was my kind of level, just too much going on.

:star::star::star:Hectic
2009-06-20 12:49:00

Author:
groble
Posts: 223


Sorry it took so long to get around to returning your f4f.

Good:

I really liked the setting, I thought you did a really good job with the suspense at the very beginning (It felt like a horror movie ) I thought the puzzles were simple but fun.

Needs Improvement:

The camera seemed to jerk around a lot, and I often couldn't tell what shiny electrified objects would kill me and what shiny electrified objects were just background stuff. @_@

All in all, a good level. I would have rated it a 3.5 given decimals, so I gave it a 4.

Sorry that this isn't as descriptive of a review of your review of my clocktower level, but I think you had a lot more things to complain about there than I do in your level. XD I'm probably going to simply lay my level to rest rather than improving it, as I feel like I've learned so much it would be faster to make a new level entirely than go back and fix all the mistakes there.
2009-06-23 07:41:00

Author:
Jakeb89
Posts: 15


groble, thanks for the feedback. Sorry to hear it wasn't exactly your cup of tea...I guess that happy median I've been searching for is still illusive...but I'll keep trying. I did make a change to the level yesterday and this morning, to improve visibility and reduce Thermo by maximizing efficiency, in preparation for a Boss chamber I'll be adding soon.

Jakeb89, thanks to you also for the feedback. Too bad you have chosen to put Clocktower 7 on the shelf. The 7 levels of puzzles was great. All you really need to do is the camera work, which is not that difficult...just tedious. I think you should keep the level, and a couple of hours of camera work and it would be great.

Thanks again to the both of you.

Rick
2009-06-24 02:04:00

Author:
RickRock_777
Posts: 1567


Hey RickRock!

Just played your Takken level! I am just a beginner at this so I feel, who am I to critique anyone's work when atm I can't do much of anything? But here goes... take it with a grain of salt...

It started out... very creepy mood... the lighting really added to that feeling... (very small detail here.. but if the car is out of gas... how come I can hear the engine when I grab? Made me giggle actually ) The outwordly style was good... The neon blue scheme reminded me of tron a bit Was enjoying the level... taking my time, trying to take it all in... learn from what others do... The first puzzle room.... sad to say I didn't go much further...

I do not know if it was MY eyes or what... but the camera work in that particular zone made it tough for me to focus and I wound up getting one of those eye strain headaches... That could be all me... I tend to react harshly to colors that vibrate and the combination of red/blue... holy smokes... hurts me every time...

I really wanted to continue to the end... and although you allowed a bypass (nice touch by the way)... my eyes were already screaming at me... again... I don't think it was the design as much as it was my sensitivity to certain colors...

Looking forward to more of your stuff (maybe I need to wear shades?)
2009-06-28 22:31:00

Author:
amalsam
Posts: 6


Hello RickRock!

I have now played through your level and here are my thoughts.

First of all I think this is a great idea for a level! Very cool concept. I think the beggining is actually my favourite part. It's beautiful and got the right mood going. I can see some very nice use of decorations here and I think I can learn something from you since I barely have any at all in my level. ^^ And then when I got sucked up in the ship with the light effect and everything it really put a smile on my face.

The inside of the ship looks great, in one way and a bit too much in another. The design is so lovely and exaggeretedly alien/space like with all the colours and lights but there is just so much on one screen and that doesn't go well with my eyes. I think it's a bit hard to make out what everything is and I found myself walking straight into danger while my eyes are working really hard to make out where to go and what to do which sometimes wasn't easy to figure out. I didn't get stuck for long anywhere so no major problem.

The lightning effects are awesome but seem to come at a cost. I happen to be a bit allergic to slowdowns and screentearing and there is quite a bit in this otherwise pretty level. It does have a negative impact on the overall visuals of the level I'm afraid.

I don't know what to say about the puzzles, because I didn't under stand them. I don't even know if I solved them to be honest. In that big room in the begining I went up a lift to the left and pushed some button, and then I jumped from the top down on the button. And then I did the same on the right side and nothing happened. And where I was supposed to move a key with the jetpack. A platform moved a bit and the bubbles became reachable? I'm not sure at all.



If I was you I would try to make things a bit clearer when it comes to what is dangerous and what isn't and where to go. And if possible make it run faster and tear less. Maybe some fancy electricity effects aren't really needed even if it looks cool? I'm not sure what causes it.

The main challenge of this level became to see where to go and I'm more of a jumping and shooting kind of guy. That didn't stop me from enjoying the concept and the scenery. I gave this level 3 stars but to me 3 is above average and I have given very few fours. Well done! I enjoyed it and will recomend it to anyone who ask me about levels to play.
2009-06-30 23:18:00

Author:
Green
Posts: 45


Played this today, and the first thing I have to say is that the concept is totally awesome. The intro area, with the broke down big block, dark and moody... I knew I was in trouble right away and had a feeling I was going to get abducted out on a desert highway. As soon as I saw that ship fly by I was like "oh sh...."

The whole first few minutes on the ship is awesome... the DNA scan was great, and pretty observant use of that particular skin. My favorite effect in the whole level was in that machine area with the electric ring rainbow flashing out in sequence - I stopped and pointed that out to everyone I was playing with.

I ran through a little quick so it's hard for me to pick out alot of detailed points for feedback, but overall I really enjoyed it.
2009-07-08 10:11:00

Author:
Unknown User


Thanks for the feedback amalsam, Green and NinjaMicWZ. It is greatly appreciated.

As an FYI to everyone reading this thread, I have made several modifications and have recaptured enough Thermo to add a Boss fight at the end of the Level. Hopefully I can incorporate this within the next 2 weeks, assuming I can perfect the mechanics and logic in that timeframe. I'll let everyone know when the Boss has been added.

Rick
2009-07-13 19:06:00

Author:
RickRock_777
Posts: 1567


Sorry 'bout not getting back to you.

I played half of your level and I liked it. The two difficulties was a rather nice touch.

The style ain't my cuppatea, but it's decent, IMO.

Will give some real feedback when I complete it.
2009-07-20 15:34:00

Author:
Ninteen45
Posts: 67


STDP.

I finished it, and as far as a level goes, it seems pretty short.

However the fights were tricky, and the only nitpick I have is the fact that the elevators (No, not the puzzle ones.) are pretty annoying. You have to stand way to close to the center andyou can't jump while they are moving otherwise you have to get that boring 12 seconds AGAIN.

other than that I liked it.
2009-07-21 18:59:00

Author:
Ninteen45
Posts: 67


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