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Nerves of Steel

Archive: 26 posts


Hi all, I'll continue to update my level shack with new levels, but give each (new one) an ad on it's own as well. (I'll get the hang of this yet.) Here's my latest offering. Please give it a go and let me know what you think!

Author: AAAlone
Level: Nerves of Steel
Location: Pacific NW (USA)

Description:
Sackboy is once again called upon thwart the enemies of Little Big Planet. His mission is to push a series of timed explosives through a complex base in pursuit of the enemy. The bombs are required to move forward, but are dangerous to be around (tic! tic! tic!)

The level features complex bomb handling machinery, rocket attacks, the mysterious Warehouse 13, a daring daring skyjacking, and a last minute escape! The level will rate your performance based upon bomb efficiency (assuming you've got what it takes to complete the mission!)

Nerves of Steel! Have you got 'em?
2009-06-08 18:26:00

Author:
AAAlone
Posts: 71


Whoever hasn't played it yet, PLAY IT. It's a lot of fun and very different. You really won't regret playing it.

How's the level doing AAAlone? Last time I saw it, it had only like 7 hearts (1 was me, 2 were my friends and 1 was my brother lol) which I was surprised to see. Maybe I played it right when you published it or something.
2009-06-08 18:34:00

Author:
brnxblze
Posts: 1318


Thanks Brnxblze!

I think you did play it just after I published it (Saturday). Last I checked it was moving towards 50 plays and about 12 hearts or so (I think). I published it later in the weekend than I wanted (due a lingering bug and some real life issues) so I missed the big wave. I'll probably be implementing some changes this week based upon feedback so far and re-publishing Wednesday or so.

Maybe I should let someone steal this one? That worked like a charm for plays last time! Just kidding, of course!
2009-06-08 19:33:00

Author:
AAAlone
Posts: 71


I just played it this morning, and thought it was very fun if nothing else. I saw people complaining in the comments about not being able to make it through the dark part, but I think they just didn't wait long enough at the safe point. The tentacles afterwards were brilliant, and that part was a definite highlight for me.

The switch puzzle thing, where you have to move the slow bomb was a bit wonky for me. I was able to get it on my last life. The grabber arm thing doesn't reset, so you have to do it manually between each time you fail, which sucked. Not sure how hard it would be to fix, but just something to be aware of. Basically, it's not very reset friendly - which is hard to fix because there's a lot going on. I kept failing when you had to press the two buttons, I kept trying to jump down (like an idiot) and went into the fire pit. Is that fire pit really necessary? The challenge is the race against time, so I think you could get away without it.

The hidden areas were done very well also - no spoilers, but it was rewarding to find them.

The tower right before the bombing run might need to be tweaked a little. I went up the grab switch, but I couldn't get into the tower itself (I was rushed because I thought it was going to explode) so I didn't get to see the tower blow up as I jumped from it...

My favorite section of the map was definitely the airplane to airplane transition. Very well done, in my opinion. Alas, I failed the mission, but I intend to give a go again later...
2009-06-08 20:34:00

Author:
comphermc
Posts: 5338


Wonderful level. Really great. I loved the idea and it was well implemented.

My only complaint, and this is nothing but personal feeling, is that I feel the bomb mechanic would have been better suited for a straight puzzle level.

The ending, while amazing, deserves better than to be shoehorned into a puzzle level, and the puzzle mechanic deserves better than to be shoehorned into an action level.

It`s like two great levels have been combined, resulting in a great level that is not sure of its identity. If that makes any sense at all.

Anyway, personal taste aside, this level is fantastic. If you`re reading this and haven`t played it, do so now. It gets 5 stars and a heart from me.

I sincerely hope you make more levels based around this. I had a blast!
2009-06-08 22:24:00

Author:
Matt 82
Posts: 1096


I just had a quick go at this, I didn't manage to finish it, (it was the spotlight part with the missiles) but that was done to people being here and me not concentrating more than the level, I'll be sure to go back and finish it

The idea of it is genius and very well executed. The part with the slow bomb and the conveyor belt is very nice, if a tad fiddly, also with the first button, when I jumped on it Sackboy kept going to the back layer for some reason.

The major part I would change is that it is put on the floor of the level. I don't think it really fits the theme and while the parts of the level where you have created your own floor look really good, I think when it goes back down the level base it detracts from it and doesn't look anywhere near as good. I think having your own floor throughout when benefit it a lot and make it look much more polished

Great work!
2009-06-08 22:25:00

Author:
jackofcourse
Posts: 1494


What the posters before me say is true. Excellent level....until the missile part.

What am I supposed to do there? I finally managed to get the slow bomb through, but then I am forced to die? I thought that maybe it had something to do with the spotlights, but I was still shot at after I passed them.

One little thing on one of the first speech bubbles: "A new bomb will be issued afterwards." would be better grammar, but it's not really important.

I really liked the level other than getting stuck; I really liked the play elements and how the slow-bomb's mechanisms didn't break even though I screwed it up a few times. Maybe I missed something or am just bad at stuff, and if that's the case, disregard my grievances, but I was totally lost at what to do.
2009-06-08 23:11:00

Author:
Shintetsuken
Posts: 7


Really nice game mechanic you've got going on there. 2-way bomb timers, who'd of thought of that! The safe zones were a nice idea and I love how you've worked them in. The puzzles were nice and varied, good use of bombs as both destructive and mobile platforms. Only problem I might see is that the gameplay is slow for some, but they probably don't like puzzles anyway

Some minor gripes (this is my thing - I try pick holes in really good levels):
1. The glass on the bombs remaining is mildly annoying. One possible idea is to have the glass tacks be on a thin layer. Possibly even have the track on the floor, so when the bomb explodes there is no residual mess.
2. Having to wait for the bomb to explode can be annoying, the slow bomb messed up for me and I had to wait - maybe a grab switch or something at the checkpoint? IDK
3. Nice quick returning lift section, how did you achieve that? Actually I know because the chain is still visible

Major problem was the outside section:
When I got outside, I went up the tower, and the mouth said "incoming missile: jump", but no missile came. The missile came later. I then started running, got hit by a missile. Second go I tried to jump the missile. Third go I spotted a spot light, but it was too late by the time I saw it. 4th and 5th lives I couldn't judge which plane the spotlights were on. I died.

I don't have time to play again. I've rated 4*s and didn't give a tag (it would only let me select negative ones :s) That 4 will most likely become a 5 when I can finish the level.
2009-06-09 00:41:00

Author:
rtm223
Posts: 6497


I had alot of fun with this level, and didn't encounter any problems - everything moves along nicely and at a good pace. No backtracking or tight spots (except heading through the wall that blows open... friend couldn't shift into the right spot). I think the slow reset and safe spot mechanic of the bombs is very involving and creative. I really like well done escort missions (box or otherwise) and I think you pulled a good one off here... the safe spot and reset mechanic gave it a bit of a puzzle element that would have otherwise been missing, and I have to disagree that the second half feels out of place. I think it adds variety, and is a progressive step up as the theme expands, and you go from learning the mechanics, to doing a bit more strenuous stuff, and hitting what feels like a full fledged missions towards the end.

I especially like the replay-inducing trap of having one shot for completion at the end, that should definitely work it's devious way towards netting you a high play count, especially since the preceeding level is fun enough to replay. Then the scoring system at the end ads incentive too - it looks nice too, with the light meter and the MGS ranks.

I'm not sure if I agree with jackofcourse, or not... because I think the desert background is perfect for it, and makes it feel open and airy as it should, or if a hand made flooring would look better without making it feel claustrophobic or confined. I know if you want to really make use of the desert background, suspension in the air with some holes in the walls for a view, isn't the way to go because all the environmental detail in that level is on the floor with only a few giant cacti jettisoning into the sky - it'd be a waste, and no other background would really fit with the theme of materials and the "mission" of the end.

The material selection is great, the bomb and safe spot designs are detail, concise and compact. I like the look and nuance well enough... all of it's complimentary and solid. The machinery sections are well instituted and built.

btw, the end of the level where I'm jumping from plane to carrier, from carrier to an even bigger one - that, for some reason, really reminded me of the last level from Sonic the Hedgehog 2 (on the old school Genesis) which is a good thing.

Also, I don't think it's a necessity for 1 player... maybe 2 at the most, but me and a friend had alot of fun trying to fight over tugging, and slapping each other into the bombs, or dragging them over to the other person. The point spots are also placed in a way where you try rushing past your friend to nab them - good, fun design.

Good work, man. A really polished, solid, and creative level that reminds me of something like Metal Revolution by Blorf. The only part I would try to improve the look of is the spotlight section... the gekko skin ground just feels like a plain slab - maybe put some odd-shaped single plane thin things in the foregroung and background there, some barbedwire stuff to look a bit more warzone-ish.
2009-06-09 14:12:00

Author:
Unknown User


Okay... I'll try this for the third time.

Thanks all for playing the level. I really appreciate the feed back you've provided so far. Constructive, creative and to the point-- exactly what I had hoped for.

I've made the following changes to Nerves of Steel based upon feedback:

1) added some light to the safe areas in Warehouse 13. Just a flickering bulb to help folks know when the timer has reset.

2) tweeked the missile attack on the control tower so that it happens sooner, and stays in frame a little longer

3) added a cut scene before the second missile attack (with the spotlights). Also narrowed the sensor arc of the spotlights and dimmed the environmental lights a little to increase visibility.

4) spruced up the runway along the chopper/missile attack route.

5) Added some text to the bomb handling plant instructing players on how to replace the bomb if you mess up.

6) Added some additional platform to the bomb handling plant to save Sack from accedentally falling into the fire (may need some more work for pathing issues).

7) Reduced the effort required to free the stuck hatch on the boss plane.

8) Added additional lighting to boss and finish plane.

I think that's it. Hope it helps. Take another swing if you care to.
2009-06-09 20:39:00

Author:
AAAlone
Posts: 71


Just got done playing this with Jaeyden. By the end of it I was laughing pretty hard.

You know.... many people will say that "Moving Parts" is the gem. Personally, I'm a pretty technical guy and even though it was cool, it wasn't quite my kind of level (but I'm in the minority).

THIS is my kind of level, and it definately heavily increased my respect for you as a creator. I love that you are willing to risk some plays to put out something which is incredibly innovative and different from everything else in LittleBigPlanet. The individual puzzles were fantastic.

Personally, for me THIS is the 5 star level. Great job!
2009-06-10 04:38:00

Author:
CCubbage
Posts: 4430


Played this yesterday and left yourself a comment. I felt I should comeback here anyways and share with LBPC my impressions.

Your level here is excellent. It's been just as refreshing for me than your Moving Parts level. You made bomb gameplay fresh and new again. This is quite a feat.

Pros:

-FUN. And this even when i'm not a explosive fan.
-Well decorated, clear objectives in general. No messing around, straight to the point. Love it.
-The end on the plane -- very exciting. I love that you can "fail the ending".

Cons:

-This is really personal but I don't like when you see the default ground. Still, you managed to make a really beautiful level.

-The dark section. Wasn't meaningful or particularly interesting to me.




4 stars and a heart from me. I also hearted you as a creator since I did like 2 of your levels so far. (yeah, that's my little rule

.
2009-06-10 16:04:00

Author:
RangerZero
Posts: 3901


Thanks all,

I'm glad folks see that the level has similar complexity to Moving Parts though the two were very different.

I'd really like to hear from someone who had trouble with the spotlight/missile attack on their first go, but tried it again after I tuned it up a little. I'm hoping to hear that that part isn't quite so frustrating for folks any more.
2009-06-11 18:00:00

Author:
AAAlone
Posts: 71


Just played the level again. Didn't leave a feedback last time though... I believe the spots are easier to see now, and the missiles strikes sooner. (Btw, I could see one spot laying on the floor after I took off in the jet.)

Last time I played I jumped to the right (on top of the jet cause I didn't see the front-winch), but payed more attention now and did it right.

Level- and creator-heart from me!
2009-06-11 18:34:00

Author:
Ygg_Barasil
Posts: 58


Played it last night and though it was cool. Totally nerve-wracking but cool! First time I've seen that particular concept used on a level - very innovative. Looks good too.

I don't know if I did the missile wrong but I just jumped out of the tower - or is it another missile? I died in the plane and haven't been able to finish it yet. lol

Gave it 5 stars and hearted it. Thanks for sharing it!
2009-06-12 01:04:00

Author:
Morgana25
Posts: 5983


Fun level! I loved the whole idea of carting a bomb between safe spots. Excellent.

+I loved tugging on the escape hatch. Wow. Actually felt a sense of impending doom Excellently done end sequence.
+The elevator was challenging ;..; Good to see you got the quick-return working well.

-I jumped out of the tower when the warning message popped up, then stopped and waited for a missile that never came. I took a couple of steps and then the tower exploded. Is it a whole different switch? I'd like it to be possible for me to be blown up in the tower if I'm super-slow, just 'cause I'm a fan of silly sackdeaths.

5-starred and hearted.
2009-06-12 01:49:00

Author:
Loius
Posts: 342


Thanks again for playing, all!


I jumped out of the tower when the warning message popped up, then stopped and waited for a missile that never came. I took a couple of steps and then the tower exploded. Is it a whole different switch? I'd like it to be possible for me to be blown up in the tower if I'm super-slow, just 'cause I'm a fan of silly sackdeaths.


I don't know if I did the missile wrong but I just jumped out of the tower - or is it another missile?

Looks like I need to tune this up just a little more. Right now it's two switches ensuring Sack escapes unharmed. I'll set it to a slow timer with some audio clue I think. "Beep Beep Beep Beeb BeebBeep BOOM!" Thermo is getting pretty full but I should be able to swing it!
2009-06-13 00:36:00

Author:
AAAlone
Posts: 71


I played again today and didn't miss not one bomb (uploaded a pic for proof) but didn't beat your high score . I'm guessing I missed some bubbles alone the way. I love what you did on the missile part, it looks much much better now!2009-06-13 08:32:00

Author:
brnxblze
Posts: 1318


I played this last night and had a blast.

I didn't run into any problems and although I'm generally not a fan of the backgrounds, it didn't detract from the gameplay in any way. In fact, I think this is my new favourite level.

On another note, I left you a comment suggesting a sequel with impact explosives. You could call it Balls of Steel.

OK, I'll stop with the puns.
2009-06-13 08:50:00

Author:
EVOin3D
Posts: 91


Wow, great level! I played it earlier today as I saw it on the Cool Pages near my new level, and I just had to check out the competition

The gameplay is really unique and interesting, and every new area felt fresh and varied.

The only problem I had was that the bombs took so long to reset, which meant that the section where you pushed them through the dark kinda tested my patience. I can't think how you could fix this though...if only there was some way that wobble bolts had a "flipper" function so that they could reset immediately to their starting position.

But anyway a really great level, hearted so I can play it again! (and this time hopefully beat the ending)
2009-06-13 10:53:00

Author:
CheesyMcFly
Posts: 211


Hey AAAlone,

I already gave you feedback on your level, but it appears that you have made some changes. Besides, it was good fun, so I'll give it another go.

-On this playthrough, for some reason when I got to the first barricade you have to blow up, it never went off. I waited, then went to dislodge it. As soon as I moved it, it blew up. Probably a fluke.

-I love the elevator section with the bomb checkpoints. Very well done.

-The flickering lights you added to the dark section spices it up nice. Great Addition.

-I still love the tentacles!

-The searchlight section was improved a lot as well. I survived before, but it's much easier to see now.

-The "you're going to have to jump for it" section rocked!"

-Hey, I made it this time. Awesome plane section. It seemed like an action movie. And I even nabbed the #15 spot.

Fantastic level. I liked this one even more than moving parts. 5 stars, still hearted, and tagged 'hectic' this time, because let's face it - it's hectic.

This is the 20th post, so this should now be in cool levels where it belongs!
2009-06-14 02:49:00

Author:
comphermc
Posts: 5338


Well thanks a bunch everybody! I'm glad you're liking this level. Now if only my next idea would come along a little more smoothly! C'mon stupid brain! Think faster!

Still haven't had a chance to refine the missile attack on the tower, but I don't think it's a crippling flaw.


-On this playthrough, for some reason when I got to the first barricade you have to blow up, it never went off. I waited, then went to dislodge it. As soon as I moved it, it blew up. Probably a fluke.

Oh you! This one I've seen before. I've been pretending it never happens, but suspect there's a slight geometric anomoly that occurs when the bomb rests at a certain angle so that the timer doesn't quite line up. I should probably extend the range of the sensor and let the wobble bolt overshoot the trigger a bit to prevent his. However, I'm loath to change every dang bomb in the level! Who knows? Maybe the stars will align and I'll have a bounty of time this week?


The only problem I had was that the bombs took so long to reset, which meant that the section where you pushed them through the dark kinda tested my patience.

I was wishing for a flipper return on wobbles like crazy when I built this. Have since considered a piston based timer with a chain driven quick-return... but again... loath to change 'em all...

@EVOin3D "Balls of Steel" ?!? I love it. Wonder if it would be moderated?

@Brnxblze There are a couple of secret stashes of bubbles here and there. Also, efficient pick-up of the bubbles can help turn a couple of x2s into one x5 multiplier.
2009-06-16 01:30:00

Author:
AAAlone
Posts: 71


@Brnxblze There are a couple of secret stashes of bubbles here and there. Also, efficient pick-up of the bubbles can help turn a couple of x2s into one x5 multiplier.

Yeah I did that but I think I might've missed some points behind the truck at the beginning, I'm not sure.
2009-06-16 02:06:00

Author:
brnxblze
Posts: 1318


The only problem I had was that the bombs took so long to reset, which meant that the section where you pushed them through the dark kinda tested my patience. I can't think how you could fix this though...if only there was some way that wobble bolts had a "flipper" function so that they could reset immediately to their starting position.




I have a switch I just made recently that can do just that actually. It would just have to be emitted along with each time bomb off screen somewhere, near key emitter points that would manually reset the timers when in safe zones.

I made it in an attempt to get an easily contained one shot effect on pistons and wobble bolts. It works well for single actions like that.
2009-06-17 04:05:00

Author:
Unknown User


Would love to see (or hear about) your fancy switch NinjamicWZ. Probably better than the solution I'm working on.

Developed a bomb with a piston timer that seems to work pretty well with a quick return winch arrangement-- twenty-four seconds out, 2 seconds in. It is pretty nifty to see it in action. However, it has two problems

1) It changes the dynamic of several of the areas. For example, because the bomb resets in 2 seconds, the elevator is no challenge at all. I've tried removing some safe areas from the shaft, but it's not quite the same because the bomb has to move less. Other places have a door that you have to blast through just past the last safe area. If the bomb fully resets right before that door then you end up waiting for it to go off. In those cases it doesn't eliminate the wait, it just delays it.

2) When the this piston timer drops though the ventalation shaft it ceases to funcion. Everything still moves the arrows line up, but no boom. I've tweaked the sensor angle and range. I've set the piston to over shoot the mark a little. It has something to do with jaring the bomb on the way down, but I can't quite figure it out. Inexplicable.

For now, I'm just going to leave the level as is (with the wheel timer). We'll have to live with some wonkiness I guess.
2009-06-18 18:39:00

Author:
AAAlone
Posts: 71


if only there was some way that wobble bolts had a "flipper" function so that they could reset immediately to their starting position.

Use a chain.... Again. Make it invisible and you can spin the timer back in 0.1s. The only problem is that if you are moving 180 degrees then this might be problematic (the angle could be too great if you are close to detonation). 2 chains can solve this quite easily (fast one pulls 90 degrees, slightly slower one pulls it the rest of the way), or you can pull it most of the way and let the wobble bolt do the rest (first or last 5 degrees or so). Either way you are looking at sub-second reset times.

But as you say, it might knacker some areas of the level. You could always have quick and slow reset ones (I know this is a bit inconsistant, but the timers are visible so IMO it's acceptable...)
2009-06-18 19:03:00

Author:
rtm223
Posts: 6497


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