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J. W's ~ Brass House *much fix since 1st publish*

Archive: 12 posts


*MUCH REVAMP SINCE 1ST PUBLISH!*

Hey people's!

Straight to the point, this is a B-movie type horror with my usual twist and the Monstars pack inspired me to make it.

And now, i'm proud to present the level, Brass House!

Introduction:
As you awake in an unfamiliar yet, familiar room, a tragic family event is about to unravel in front of your very eyes!
But, what happened exactly? Is this really your house?
Battle your way through the Brass House!

Screen Shots:
http://www.lbpcentral.com/forums/picture.php?albumid=503&pictureid=4363
The title screen

http://www.lbpcentral.com/forums/picture.php?albumid=503&pictureid=4366

http://www.lbpcentral.com/forums/picture.php?albumid=503&pictureid=4367
I make full use of the Monstars pack

http://www.lbpcentral.com/forums/picture.php?albumid=503&pictureid=4365
The 1st Mini Boss

http://www.lbpcentral.com/forums/picture.php?albumid=503&pictureid=4364
The levels puzzle

I would love to share more but, i want to avoid ruining surprises!

Brass House is very long, is more in the arcade genre rather than the more RPG feel my levels tend to have. The level is moderately hard, mid-tempo and holds 3 mini bosses and a end level boss. I have also added lots of details, hidden or other. For instance, returning to a previous area could trigger a surprise. *Also, the gore level is higher than usual and certain imagery and/or story told could be considered more mature. If there are any problems with this, please let me know but, the warning tag is there.*

Some tips:

Reload your gun as much as you can
Some mini bosses have more than one place to shoot and destroy.
Others may have a certain area to be aimed at.
Study boss and enemy movements from a distance (if possible) and plan your attack.
The end level Boss has two ways to defeat him
Pay close attention to scenery.
Use objects in the scenery as cover or to your advantage if possible.
Be prepared at all times!
Many enemies don't have to be killed or can be picked off from a distance, this is intentional.

My aim here was to make my portfolio more versatile and to challenge my self. With the Christmas Tales trilogy to be published at Xmas, two levels dedicated to experience and now Brass House, i feel i am achieving this.

Influences include Silent Hill, Doom, Splatter House and Some David Lynchian style execution.

The story is all there but, i don't tell it outright or in an obvious way and leave doors open for interpretation as usual, difference here is that i think this is much harder to understand. A lot of scenery, such as a picture, could symbolise some sort of key event or give insight, same with the imagery seen throughout. I can say that the 1st picure you see is one of the most valid but, requires careful examination. Also, you will notice its half cartoonish and half mature, this is intentional and compliments the story. It also gives off an unsettling atmosphere. However, story was not the main focus here believe it or not but, rather, fun!

This level will challenge you so use those tips wisely. Those up for a challenge and a lengthy level, go for it!

So please, enjoy
2009-06-10 13:58:00

Author:
Lotus_Flow3r
Posts: 165


Hi, This looks very interesting. I'm doing a bit of building at the moment but will check it out asap. If you want to return feedback on one of my levels that would be great. Seeing as my 'Arabian Adventure' is in Community Spotlight 14 I would recommend that one. Thanks.

Hey, just noticed you're not far from me too.
2009-06-10 14:52:00

Author:
mistervista
Posts: 2210


Yes, i just left feedback. I hope you enjoy Brass House!

oh yeah, Derby! im there all the time, i have a mate up there who is a lbp author aswell.
2009-06-10 15:49:00

Author:
Lotus_Flow3r
Posts: 165


As of this post, all glitches have been fixed that i know of. This includes boss glitches and enemy glitches.

Please let me know of anymore if any.
2009-06-10 18:16:00

Author:
Lotus_Flow3r
Posts: 165


Edit: I just played your level again and fared better this time. I still had issues with your first lift. I didn't shoot it this time, but it is possible to fall between the lift and wall so you have to commit suicide. Also, it's possible to accidentally walk behind the lift and fall down, if you happen to be in the back plane when you run onto it. These problems resulted in me falling down the lift 3 TIMES! Also, in the sister's room, I had no idea what to do. I backtracked all the way to the lift thinking something unlocked and then went all the way back to the room. The doll on the shelf is not immediately clear. I'll give you a break-down of the level:

Also, a quick fix for the elevator switch/paintinator is to change the switch to inverted. That way if you shoot it, it goes down instead of up.

+++Slug boss = awesome
+++Arbitrary dinosaur
+Usually don't see gore being used in LBP, but it was done nicely here.
+You used your own enemies, not the prefab kind.
+Nice use of the limited ammo paintinator

+/- I didn't get the puzzle, but it was a neat idea. On the other hand, the switches were very close together, making it irritating to have to move the objects.

-Enemies can be defeated by just standing far enough away and arcing your shots.
-The lab didn't look a whole lot like a lab.
-Enemies fall over when shot sometimes.
-Visible dark matter near the elevator on the dinosaur floor (not sure if it appears w/ the dino). Also, visible pistons everywhere - not sure if intentional.
--Got lost/confused and unnecessarily backtracked.
---3 TIMES I fell down that elevator shaft.

If you do the math on that, the +/- comes out even, so I gave it 4 stars compensate for the 3 earlier.
2009-06-10 19:09:00

Author:
comphermc
Posts: 5338


I played your level this morning.

The first "boss" with the paintinator can be killed by just standing in the doorway. You may want to try putting in a door that only opens from one side, that way you force the player to actually be in the room during the "fight".

Also, The lift with the three way switch needs to be modified. I accidentally shot the lift switch with the paintinator, causing it to rise out of reach. This is where I stopped playing. Sorry.

In the early area where the floor falls out from under you, I was killed for a reason I wasn't sure of (it was dark). After going all the way through the first part again, I wasn't sure where to go because the door on the right was closed. I went all the way to the left and there was something there, but the light flickered too quickly to see what it was. I'm not sure if there was a switch there, but I fumbled around hitting R1 at random times. I went back and the door was open. This might needed to be tweaked also.

Your level seemed a bit bland for me, as it was mostly too dark to see anything that was not near a candle and the floors were perfectly flat. This results in basically runnning in a straight line along a colorless, detail-less floor. I obviously didn't finish it, but that was my impression from what I played. To spice this up, you could perhaps include some pictures/paintings on the walls. This is easily achieved by putting down a brown square sticker for a frame and then a smaller square picture over it (I use the concept pictures from story mode if the frames are small enough - there are some pretty dark ones). Also, to break the incessant darkness, you could include some windows or something, and simulate lightning outside. These are just ideas, not suggestions. The point of F4F is to help you improve, and that is the goal here... besides I'm not sure of your thermometer situation.

I gave it 3 stars because I didn't finish from fault of the level being broken and for the reasons already mentioned. I might play again if you tweak a few things.

hey, i gotta be quick here because i have to be somewhere.

unfortunately, you played it in a buggy state. All things are fixed now but, the switch shooting, i think thats just the players fault and its a 1st so i don't think i will edit anything. The 1st mini boss and beginning part are now edited, thanks.

Yeah, you obviously didn't finish the level as paintings are all over the house lol The darkness has to be there as its representative of the subject matter. unfortunately, i cant do anything about "flat" walkways as you are in a house so, hills cant necessarily be in there, stairs, slopes and ladders are all in there though, ive had no mention of it being to flat due to this. The dimness etc, again, its all representative of the subject matter.

The house isn't the only location either so, its not the same all the way through, i would never have that!

Just a heads up to anybody, i recommend people actually finish levels before commenting because i don't think thats fair on the author. Comphermc, im sure you wasn't able to finish as you played it in a buggy state but, thats fine of course. its all fixed now though

Thanks for feedback
2009-06-10 19:51:00

Author:
Lotus_Flow3r
Posts: 165


I of course meant no disrespect. I will play again now that these things are fixed and will edit the above comment accordingly.

Above comment Edited.
2009-06-10 22:45:00

Author:
comphermc
Posts: 5338


Edit: I just played your level again and fared better this time. I still had issues with your first lift. I didn't shoot it this time, but it is possible to fall between the lift and wall so you have to commit suicide. Also, it's possible to accidentally walk behind the lift and fall down, if you happen to be in the back plane when you run onto it. These problems resulted in me falling down the lift 3 TIMES! Also, in the sister's room, I had no idea what to do. I backtracked all the way to the lift thinking something unlocked and then went all the way back to the room. The doll on the shelf is not immediately clear. I'll give you a break-down of the level:

Also, a quick fix for the elevator switch/paintinator is to change the switch to inverted. That way if you shoot it, it goes down instead of up.

+++Slug boss = awesome
+++Arbitrary dinosaur
+Usually don't see gore being used in LBP, but it was done nicely here.
+You used your own enemies, not the prefab kind.
+Nice use of the limited ammo paintinator

+/- I didn't get the puzzle, but it was a neat idea. On the other hand, the switches were very close together, making it irritating to have to move the objects.

-Enemies can be defeated by just standing far enough away and arcing your shots.
-The lab didn't look a whole lot like a lab.
-Enemies fall over when shot sometimes.
-Visible dark matter near the elevator on the dinosaur floor (not sure if it appears w/ the dino). Also, visible pistons everywhere - not sure if intentional.
--Got lost/confused and unnecessarily backtracked.
---3 TIMES I fell down that elevator shaft.

If you do the math on that, the +/- comes out even, so I gave it 4 stars compensate for the 3 earlier.

Hey bud!

ok. I'm glad you finished the level and took your time to review, this will help me make the level much more accessible....if i agree of course!


ok, beginning from the top, lift, fixed.


Sisters room, i will leave that. When you play a game and you come to a puzzle, your never told what to do. When you get stuck in a game, you pace back and forth until you can progress, same here. i know its risky on LBP as people may give up but, someone's gotta push boundaries and it's there loss if they quit. The Doll is the only object thats odd in the room and there are scratch marks on the floor from moved furniture.

Thanks for the plus points, appreciated, i thought the end level boss would go down a treat.

Yes, enemies can be defeated by standing back but, not all, intentional. Plus, you have to defeat most to further. I have altered a few situations anyway.

I did as much as i could to the Lab but thermometer is maxed, i deleted a whole lot of stuff in sacrifice for the end level boss fully functioning the way i wanted. I may see if i can tweak things over time. Certainly room for improvement i agree but, there are still alot of decoration there.

Enemies falling is lbp's fault, ive used springs, pristons, string but, they all fall over (well, zombies at least) when shot. I don't want to set it to stiff as it looks odd, a couple of zombies are set to stiff as it was my only option and it just looks odd. I actually like what the effect looks like when connected with a spring and loose lol.

yeah, it appears after defeating the Dino boss, bothered me to no end...hmmm. Maybe thin wood over the top.
Yeah, pristons intentionally visible on lifts etc, don't like the idea of a floating lift or floating items on the puzzle.

As said above, levels can be puzzlers and require a bit of thought and therefore, a player may get stuck.

I realise the risk is high with the levels length, difficulty and even the gore or implied themes but, i like to try new things and challenge the norm. Try my other series 'TIME' to see what i mean (only two acts published though).

So yeah, thanks for helping me out and finishing the level!
2009-06-11 21:05:00

Author:
Lotus_Flow3r
Posts: 165


Another trick for the dark matter - not sure how it'd look, but:

Make a square of material that is the same as the stuff behind the dark matter. Take a picture of just that material so that it is much bigger than the dark matter section. Sticker the dark matter with your new picture, and it will blend in [better] with the background (make sure you make the sticker big, so it get's the sides also. Pretty easy to do, and it's a nice little trick that works well on dissolve material. If the texture appears too light, sticker the whole thing with the smudge sticker (in the realistic section), and it will darken it a bit. I use this method to dissolve materials that I want to not look like dissolve.

About the sisters room. I backtracked VERY far, and had to go all the way back. A simple fix for this is to set up a permanent logic gate that triggers when you get to the sisters room, via a proximity switch. Make that gate turn on, but not trigger, a magic mouth that is about halfway back to the lift, saying something along the lines of, "I don't think my sister is this way, maybe I missed something in her room." That way if you go all the way back, you are issued a hint. That shouldn't use too much thermo. Actually it would take a little more logic than that, which if you don't know how, I can explain it better... I will try out your other level when I need a break from my current creation (Beta testing, ftw)
2009-06-11 22:25:00

Author:
comphermc
Posts: 5338


Thats great suggestions and i cant believe the sticker idea never crossed my mind!

Yeah, with that suggestion, i can't disagree. I think that will make it less complicated but, still just enough in the unknown. Thanks.

Ive actually just got back from tweaking. For instance, the room where you 1st grab the gun now contains a readable book on the table, giving you more tools to unravel the plot and the gun is on a new table in the next room with the fight with the wolves along with the checkpoint. A door also emits, locking you in.

Anyway, i'm going to do as you suggested and put in a lot of hints but, obviously not too much as i don't want it too watered down.

BTW, i noticed your not on the scoreboard, did you die on the last fight?

Yeah i did your Ninja level, i will give feedback in the appropriate thread when i feel satisfied with Brass House.
2009-06-11 23:43:00

Author:
Lotus_Flow3r
Posts: 165


I did indeed die on the final boss fight - I didn't know what to do for the first 5 lives, but then I figured it out. Alas, it was too tough for the last 3 lives. I got in a few hits, though. I will play through again tomorrow as I am away from my ps3. These sound like nice adjustments.

Another bit about the sticker. If its too dark on the dark matter, maybe try putting down a white sticker first, and then your captured sticker. I'm not sure, I haven't tried this specific case.

Glad you played through the ninja level - some think it's way too hard - but that's exactly what I wanted.
2009-06-12 01:48:00

Author:
comphermc
Posts: 5338


Just giving this level another push.

Its experienced many changes since and have been getting great feedback since the changes.
2009-08-17 20:45:00

Author:
Lotus_Flow3r
Posts: 165


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