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Devil May Cry (Mission IV) Demonic Vengeance *Spotlighted!*

Archive: 30 posts


This is the fourth installment for my DMC series, hopefully it should play right. It follows off from the third mission, where you gain the Elixir stone - a magical stone which will allow you to access the demon world. You aim to exit the castle on Mallet Island and plough through the underworld to get you to the very last stage - defeating the Emperor Mundus once and for all (coming next)!

Name - Devil May Cry (Mission IV) Demonic Vengeance

PSN - KoRnDawwg

Plays so far - 950+

Hearts - 150+

Description:

You now have the power of the Elixir stone, a magical spirit stone which will allow you to access the demon world, as well as access to a few other magical powers too. When you enter the demonic realm, you have one primary goal - to plough through the hell-hole and get to Mundus to save the human world once again...Contains an epic Griffon boss battle designed by Burnvictim42!

I would like a video to be done for this level, but for now - here are some screens:

http://www.lbpcentral.com/forums/picture.php?albumid=368&pictureid=3306 http://www.lbpcentral.com/forums/picture.php?albumid=368&pictureid=3689
http://www.lbpcentral.com/forums/picture.php?albumid=368&pictureid=3686 http://www.lbpcentral.com/forums/picture.php?albumid=368&pictureid=3684
http://www.lbpcentral.com/forums/picture.php?albumid=368&pictureid=4538 http://www.lbpcentral.com/forums/picture.php?albumid=368&pictureid=4537 http://www.lbpcentral.com/forums/picture.php?albumid=368&pictureid=3236 http://www.lbpcentral.com/forums/picture.php?albumid=368&pictureid=4543

Please give it a try, it's been four months in the making with Burnvictim's awesome boss making skills thrown in as well!

Later,
KoRn
2009-06-15 20:49:00

Author:
KoRnDawwg
Posts: 1424


I enjoyed the others so looking forward to this. Thoughts as they happen:

- Just after the first room there`s a platform with 3 pictures behind it. The placement of the rubble and candlestick in the background mean you`ll often get caught on them when jumping at the stairs. Not a big deal, but it always annoys. Maybe sticking the candlesticks onto the platform itself?

- The bit with the invisible floor is a leap of faith. Maybe some sort of religious-esque quote to give the player an idea?

- Enemies are cool (as always). They have a habit of re-spawning just as I kill them though. Dunno if that`s intentional. The last one in that top room re-spawned while I was still in the air from the bounce off the brain. I then landed on the skulls in the background and couldn`t see myself as the enemy was blocking the few. Was quite awkward trying to get past.

- At the bottom of the lift, I wasn`t sure where to go. Went right and threw the stone into the pit, before getting a cutscene saying there was no turning back. Only for me to turn back and head out to the left.

- In the corridor heading to the LBPC sign, there is a very frustrating part involving layers. Trying to jump back to the stairs from left to right will land you in the points alcove in the wall. You have to get the jump just right to make it onto the stairs. However there is a pillar blocking the player and the step so judging this is difficult even when you know what you`ve to do.

- When you return from pulling the switch (next to the giant buffalo skull) the camera angle really screws you over. After you head up the stairs towards the infinite checkpoint and the newly opened door, the camera is away to the side to show you the stairs. It really needs the zone tweaked a bit. You can`t see the gap in the floor until you`ve jumped over it.

- Boss is very good. Bouncer on the right doesn`t seem to throw you as high as the one on the left though.


Overall, I like it. Fits in well with the series in terms of both visuals and gameplay. It does have a problem with layers however. There are more than a few occasions where you land on something you don`t want to land on. I feel that this will cost you if you don`t look into it, as while it isn`t game breaking, it is irritating, and people tend not to enjoy a level if the level has put them in a bad mood regardless of the quality.

Some tweaks is all it needs. Good stuff.
2009-06-15 22:09:00

Author:
Matt 82
Posts: 1096


It's been a really long time since I've seen an atmosphere like this in a level. I really loved the look and feel, definitely DMC with a LBP vibe. I don't remeber much from the original, but the monsters were very cool! And the Griffin Boss at the end? WOW. But there's a little problem, after Griffin died, his attacks kept going for me. Glitch? just a little magnetic key adjusting should do it. And during the battle it seemed impossible for me to climb the third pillar, It seems a bit too high. Other than that I loved the level. It was a fresh reminder of why I love LBP. Thanks for letting us play such a nice level!
4 Stars/ Brilliant/ Hearted!

F4F: Ahh yeah, can I have some feedback in return please? I'd like for you to try out my Siren Levels series in my signature below. If you can only do 1 then I'd prefer it to be the second. But I'd like for you to play them in order to see the improvements I made and what could be further improved in further installments. Thanks!
2009-06-16 00:40:00

Author:
Noroibito
Posts: 211


Hi, this level was a lot of fun to play and the look of it was top notch all the way through (I didn't notice any rushed bit near the end as you said in your original post). AND I got the HIGHSCORE! oh yeah - go me! btw I like what you did with the score board at the end, very nice touch having it built into the stone wall like that.

I also got stuck trying to come back from the LBPC room. kept getting stuck in the alcove as I was trying to jump up the stairs. Got out in the end but it was pretty frustrating.

After the leap of faith over the big pit of fire and skulls, I wasn't sure where to go. tried going right but I couldn't get past the stone pillar, and then tried climbing up to no avail. eventually figured out that there is a step hidden behind the pillar and all I had to do was jump, but it does look like a solid wall. Maybe a change of camera angle, or a little ramp there would fix this.

The boss was great, loved it, but I also had the problem of the attacks still coming after he was dead.... I died going back for the score bubbles.

Overall a great level - 5* and hearted.

pls F4F my level - link below! cheers!
2009-06-16 03:58:00

Author:
chillum007
Posts: 228


Glad you finally got it published, korn Sounds like your boss has some problems still though, uhoh!2009-06-16 05:38:00

Author:
Burnvictim42
Posts: 3322


Thank you all, and thank you Matt for your detailed feedback, I will jump on it today.

- Yes, the attacks are still meant to happen after you kill the boss, it's meant to be a bit more challenging than just simply jumping down and finishing the level off. Plus I needed to ensure than nobody would jump on the buttons after the boss has been defeated to try and get to the switches above.

- I really do need to work on the camera angles in the LBPC room, I admit they are really bad but still, nothing I can't change

- If you like I can ensure that the attacks are demolished after you've defeated him...

Thank you for your feedback, I will come to F4F today (finally).
2009-06-16 07:54:00

Author:
KoRnDawwg
Posts: 1424


Those were some breath-taking visuals right there. It was very haunting and demonic looking. The detail was exquisite, keeping me interested throughout my playthrough. Those enemies were also very detailed, but could have used some more variety in their movements. The boss looked fantastic, but was too easy and felt a bit stationary. I would've preferred a bit more movement for a avian boss. Overall, it was a joy to play and is well worth five stars.

Minor bugs you should fix:
-First elevator was left in the lower floor after I died. (Maybe put a Life Gate inside of it)
-Boss kept attacking after it was dead. It just takes away from the realism.
2009-06-16 08:32:00

Author:
navy_flip
Posts: 19


Thank you once more, a whole load of problems have been fixed -

- All the boss' attacks will be disabled after you kill it, the pillars will still move and the camera will move a lot for effect.

- Camera angles have been changed in areas which may cause some problems, if you get stuck in the alcove you should be able to see where you are and what you're doing. I cannot help the fact that you may get stuck in it, BUT, if you stay in the first pane you should be alright. It's the middle pane where you will tend to get stuck in the alcove. The camera near the infinite-lives checkpoint to your left has also been tweaked.

- Some global lighting effects have been tweaked to make things a bit brighter. Not that much though so if you have a dark screen...

Other minor things have been tweaked and changed, but I cannot really list them 'cause it would take me too long. New screens will be put up as well

Thank you for your feedback so far! I'm still running after F4F requests.
2009-06-16 20:51:00

Author:
KoRnDawwg
Posts: 1424


Further changes have been made, and I apologise for the double post but a few rather important:

- There is a new secret hidden in the beginning of the level. I may ruin it if I say this, but even so, I have also removed the skulls in the upper-level of the building, leaving just one with blood on it and a pulsating red glow which you can grab...*COUGH* There shouldn't be a layers problem here anymore.

- New enemies - Okay, so I have the possessed skulls in the DMC series in the second and third missions, but now I have a more enhanced version in the fourth. In the original game, there were two types of "Sargasso" (shown below), one which resembled a cannibalistic human skull, and another, more powerful version which has one golden eye and tattoos:

http://images2.wikia.nocookie.net/devilmaycry/images/thumb/1/1f/SargassoART.jpg/300px-SargassoART.jpg

The second version look-alike is now in the game, and whilst still a fairly low-class enemy, it's faster, quicker and creepier-looking than the original. These enemies replace the marionettes when you pull the lever in the underworld, and four of them appear after the cutscene.

- Further enhancements to the LBPC area, where the camera angle has been adjusted once more and a longer platform added to ensure you know where you are and to help avoid getting stuck in the points alcove.

Other things have been tweaked and other things added, it's up to you to find them. These should be the last adjustments I make to the level, and it is doing very well indeed so far.

Thank you,
KoRn.
2009-06-20 21:28:00

Author:
KoRnDawwg
Posts: 1424


Played it tonight and It's the best of the group so far in my opinion. Great atmosphere and your lighting is fantastic (again.) The enemies are pretty cool and very deadly. The boss is amazing - well done Burnvictem42!

The only issues I had were the same kinds of things Matt_82 pointed out. Some layer issues and decorations that make jumping tricky. The invisible floor needs some clue what to do for some players. And also - on the elevators with the grab switch sponges. If you run 2-4x through the level it can strand people. Maybe put a require all on those or give a 1x recommended warning on the description.

Overall a great level though - really enjoyed it. 5 stars & hearted. Thanks for sharing it!
2009-06-21 05:35:00

Author:
Morgana25
Posts: 5983


Hey Korn, I've tested this level many times while it was in production and I've seen it go through many, many changes.
Here are some of my thoughts from the now finished version anyways:

Let me start of by saying that the lighting is superb in this level with lots of different "mood swings".
The graphics look great and fit in nicely with the rest of the series, although more detailed than previous installments.

I am not a DMC fan so I'm not the guy to ask wether it captures the essence of the series or not.
I can only say that I love the overall vibe your levels have.

The enemies continue to look great and that is something I look up to.
Believe it or not, I haven't really gotten into creating enemies so far so I have no idea how well I would be able to pull it off!!

You really pulled out all stops on using various glitches for the benefit of creating your vision.
I can agree that the invisible platform leading up to the switch in the beginning might be a little confusing.
I have played this level so many times in production that I cannot judge that part objectively anymore,
That also counts for the part where you have to walk into the gas to get to the other world.
I knew it was there from the first time you showed me around!!

The Bossfight at the end was really cool!!
The Boss burnvictim created for you looks amazing and at the end of the ride you found the right balance in difficulty.

Conclusion:
The best in the series so far and I look forward to seeing you complete your tribute series with part 5!!

In a way, I think you're quite happy you reached the final installment.
You've got loads of creativity in you and I'm betting you are eager to move on to more personal projects that don't lean on an excisting franchise.

Gave it :star::star::star::star::star: stars and hearted the **** thing!!
Well done, Korndawwg!!
2009-06-21 08:44:00

Author:
Zwollie
Posts: 2173


Played it tonight and It's the best of the group so far in my opinion. Great atmosphere and your lighting is fantastic (again.) The enemies are pretty cool and very deadly. The boss is amazing - well done Burnvictem42!

The only issues I had were the same kinds of things Matt_82 pointed out. Some layer issues and decorations that make jumping tricky. The invisible floor needs some clue what to do for some players. And also - on the elevators with the grab switch sponges. If you run 2-4x through the level it can strand people. Maybe put a require all on those or give a 1x recommended warning on the description.

Overall a great level though - really enjoyed it. 5 stars & hearted. Thanks for sharing it! I put a one player only thing in the description 0____0 It's so much better in single player. Less layer and camera problems, although some of the layer problems I just cannot help, if I changed it it would be too much of a hassle. Thank you for your feedback, I will leave a note where the invisible platform is saying that it is...An invisible platform xD


Hey Korn, I've tested this level many times while it was in production and I've seen it go through many, many changes.
Here are some of my thoughts from the now finished version anyways:

Let me start of by saying that the lighting is superb in this level with lots of different "mood swings".
The graphics look great and fit in nicely with the rest of the series, although more detailed than previous installments.

I am not a DMC fan so I'm not the guy to ask wether it captures the essence of the series or not.
I can only say that I love the overall vibe your levels have.

The enemies continue to look great and that is something I look up to.
Believe it or not, I haven't really gotten into creating enemies so far so I have no idea how well I would be able to pull it off!!

You really pulled out all stops on using various glitches for the benefit of creating your vision.
I can agree that the invisible platform leading up to the switch in the beginning might be a little confusing.
I have played this level so many times in production that I cannot judge that part objectively anymore,
That also counts for the part where you have to walk into the gas to get to the other world.
I knew it was there from the first time you showed me around!!

The Bossfight at the end was really cool!!
The Boss burnvictim created for you looks amazing and at the end of the ride you found the right balance in difficulty.

Conclusion:
The best in the series so far and I look forward to seeing you complete your tribute series with part 5!!

In a way, I think you're quite happy you reached the final installment.
You've got loads of creativity in you and I'm betting you are eager to move on to more personal projects that don't lean on an excisting franchise.

Gave it :star::star::star::star::star: stars and hearted the **** thing!!
Well done, Korndawwg!!

Wow, that's actually one of the best feedback posts I've ever had for a level, thank you very much!

I know it may seem dull since I've had to drag you through so many test runs, I guess it seems so tedious now, but you've been of a great help and I thank you for putting up with me in doing this xD Part V will have to wait, it's going to be a colossal boss battle between you and Mundus (the Demon Emperor in the game), and I hope that will be even better. I may need to call on Burn again for that one But still, I'm not doing it in a long, long time to come. I am indeed eager to move onto more personal projects both in LBP and, amazingly enough, in real life as well :eek::eek:

Thank you so much, I really appreciate that


------------------------------------------------------

Just on a brief note, this level looks like it's going to hit the cool pages! 300 plays in one night, and I've had up to twelve people play it at once up til now. Fingers crossed!
2009-06-21 11:21:00

Author:
KoRnDawwg
Posts: 1424


I can't believe I missed this series before! I'm a big DMC fan and I played through all of your levels yesterday.

You've really managed to capture the essence of the game in your levels and also in your enemies. The atmosphere is great, the level design is interesting and I like that there were secret areas to get extra points in.

Burnvictim42's boss is amazing. My jaw dropped when I reached it. Incredible work!

I didn't run into any issues while playing the levels and I can see that it's because you've taken the time to fix all the issues raised by other players. That's the sign of a dedicated creator.

Unfortunately, since I didn't run into any issues and everything seemed pretty spot-on, I can't really give you any feedback on what could be made better. All I can say is that I thoroughly enjoyed your levels. Keep up the good work!
2009-06-21 12:53:00

Author:
Gilgamesh
Posts: 2536


Holy Mother! I never expected a DMC level could be so good in LBP. I'd thought about doing it myself, hats off to you for making it so enjoyable! Too bad we can't kill enemies "Stylishly"

Seriously I was impressed. The one thing missing from the first 3 levels was a challenging boss, and great call by outsourcing it to Burnvictim42. I haven't had a hand at making bosses yet but I do know how complicated it is and I might just do like you for my HAWK Lair series and have someone else help me make a boss!

Visual style was great, I also especially liked the look of the enemies, a good homage to DMC enemies my challenge to you would be to find a way to incorporate a "Stylish" system to killing enemies, then it would bring your series from SS to SSS :hero:

:star::star::star::star::star:
2009-06-21 18:32:00

Author:
KAPBAM
Posts: 1348


Thank you all! My next target is to now implement a dual handgun high-octane combo system, Nero's devil bringer will soon follow

Seriously, thanks to you all, I'm really glad that you all enjoyed it. Burn was definitely the right call, he's an excellent boss designer. The funny thing is that due to all the bug fixes and additional things that I've put into the level I've had to republish the level several times, and strangely enough I'm getting hundreds of plays as a result 0_____0'

Thank you all once more
2009-06-21 19:15:00

Author:
KoRnDawwg
Posts: 1424


Yeah. Been meaning to try this one out. I finally got around to it today. I'm really impressed!! The lighting is done very well, and your layout is nicely done. I loved all of the other levels, and I thought they got better with each version. This holds true also with demonic vengeance. It's a very worthy continuation of the series. Great work!!!!!2009-06-21 22:48:00

Author:
smasher
Posts: 641


My next target is to now implement a dual handgun high-octane combo system, Nero's devil bringer will soon follow

Nice, now we're talking xD


I loved all of the other levels, and I thought they got better with each version.

Well said, you really could feel a progression from one to the next Looking forward to battling it out with Mundus
2009-06-22 00:46:00

Author:
KAPBAM
Posts: 1348


Nice, now we're talking xDI wasn't joking 0_0




Well said, you really could feel a progression from one to the next Looking forward to battling it out with Mundus
U-uh, high expectations 0____________0 Must...resist...pressure...

Seriously though, thanks to both of ya, I always try and improve, and then improve previous levels if I have nothing to do Thank you very much.

Yeah. Been meaning to try this one out. I finally got around to it today. I'm really impressed!! The lighting is done very well, and your layout is nicely done. I loved all of the other levels, and I thought they got better with each version. This holds true also with demonic vengeance. It's a very worthy continuation of the series. Great work!!!!!
Thank you very much, and I may also have to repeat what I said above xD
2009-06-22 07:34:00

Author:
KoRnDawwg
Posts: 1424


hey man, never realised this was finished... I'll give this a try later tonight.

Oh and just so you know, next time you publish a new level, just send me a quick messege on psn. I like to give friends a good start to their 7 day pilgramige I'll play it a lot quicker that way as you'll be reminding me when I'm actually using the ps3. I only ever get to this site when Im at work and my misspent years at art college has destroyed my short term memory

Looking forward to playing it....
2009-06-22 16:21:00

Author:
wexfordian
Posts: 1904


Great level, I didnt notice any bugs really.
The only thing was there was this one part were some enemies literally respawn the second I kill it, but tahts it.

The boss fight was one of the most epic LBP experiences ever. VERY well done.
2009-06-22 17:11:00

Author:
Shinyboots
Posts: 5


The enemies respawning is not a glitch, it's meant to happen. Again, thank you all, and I would have sent you a message Wex but I thought you would be sick of me asking you to try this, that and the other =D2009-06-22 19:21:00

Author:
KoRnDawwg
Posts: 1424


Hey KoRnDawwg,
played this this the other night and really enjoyed it.

- very atmospheric, dark and moody
- It seemed a very "full" level, all areas were given a good amount of attention and the hard work really paid off.
- I loved the use of the skull as a doorway..... may be robbing that idea sometime
- I never ran into any glitches, holes everything worked as it should.

The only suggestion I could give was that on the very first enemy the camera shifted at the exact spot I was trying to position myself to kill him. made it a little awkward.

overall, 5 stars and a heart, enjoyable, moody, and well thought out.... I likey
2009-06-24 12:40:00

Author:
wexfordian
Posts: 1904


I wasn't joking 0_0

... Awesome. That's all I have to say Bring on the style my friend :hero:
2009-06-24 15:52:00

Author:
KAPBAM
Posts: 1348


Hey KoRnDawwg,
played this this the other night and really enjoyed it.

- very atmospheric, dark and moody
- It seemed a very "full" level, all areas were given a good amount of attention and the hard work really paid off.
- I loved the use of the skull as a doorway..... may be robbing that idea sometime
- I never ran into any glitches, holes everything worked as it should.

The only suggestion I could give was that on the very first enemy the camera shifted at the exact spot I was trying to position myself to kill him. made it a little awkward.

overall, 5 stars and a heart, enjoyable, moody, and well thought out.... I likey Well it depends where you were trying to stand when you tried to kill it xD

Thank you for your feedback, I'm glad you enjoyed it. I'm also glad you took it on this late 'cause I fixed all the glitches and stuff, as well as adding other things as well so I'm glad you didn't run into anything unusual =D

The bull-skull is also copyrighted by myself so if you want the idea, you will have to pay me

Thank you!


... Awesome. That's all I have to say Bring on the style my friend :hero:

I swear to God I'm doing it, in fact I may even make a Bloody Palace survival mini-game where you have to kill as many enemies/go through as many levels as you can without dying, using that combo system. I will need to really think it out though...
2009-06-25 17:55:00

Author:
KoRnDawwg
Posts: 1424


I am very sorry for the double-post, but I would just like to say a couple of things regarding some updates-

- I've only just learnt today that this level has joined my other three Missions in the Community Spotlight. I thank Matt, Coxy, Morgana and Grantos for recognising my work and putting it up there, thank you!

- I've made a brand new introduction to Mission I - Island of Puppetry, where I introduce the story of Devil May Cry. I have also added some custom ambience music which I've stated doing today, it isn't really a tune, just an eerie loop, but I like it. It's rather fitting. Some emitters have been fixed as well, but that's minor.

- Mission V will take a very, very long time to do. I have not started it yet, I don't plan to for a while, but even so, when I do it's going to be at least two or three months in the making. I will need to call on Burnvictim once again if he is up for another epic boss battle, because that is what the level is based around - a three-stage boss battle like that in the original DMC:

1) First stage is set in space where you can fly to defeat Mundus.
2) Second stage is set in fiery conditions with lava and colossal volcanoes.
3) Third stage is set just after you escape the collapsing castle, where Mundus is nearly dead and as a last ditch attempt he crawls towards you trying to kill you before you exit the island.

I have no idea what I am going to do apart from that, but even so, I promise it will be awesome

Later,
Mike.
2009-06-27 14:43:00

Author:
KoRnDawwg
Posts: 1424


Wow, i just played all 4 levels of this DMC series, and it is full of DMC style! Dark atmosphere, exploration, fights, hidden switches... You did a great work. I liked particuklary the mission 4, very well made. Very good atmosphere and enemies (in all levels). Great exploration for the switches, a lot of skulls and blood, the icon of the level was awesome too. I enjoyed it all, expecially the boss fight, very epic! In all the levels the enemies were too weak, but this one was good, great the button-jumoping system.
But i have a suggestion: the Dante fight style is Sword-Guns, right? So, why don't you add some Paintinator sections? Like, some flying demon bats, that attacks the SackBoy, and he must shoot'em with the gun Then, all the enemies was well made, but they were too weak, add some difficult to the level
Now, another suggestion: in the first level there was a cool "intro", with nice custom music, so, why don't you create a Devil May Cry logo? I think it wil be perfect in the beginning of every level. If you want i can help you to make it, i'm a big fan of DMC (you can see it with the nickname XD ).
Overall, i realy enjoyed the level, and i gave it :star::star::star::star::star: , and Hearted!
Well done!
2009-06-27 15:34:00

Author:
Dante95
Posts: 504


Thank you Dante (heheheheeeh) =D I'm glad to see another DMC fan here -

- The DMC logo seems like a great idea, I'll jump on that soon I'm glad you liked the custom ambience music.

- I'm not going to use a paintonator. first of all because I don't have one, second because I'm using the Ebony and Ivory handguns in DMC V. A better substitute, maybe?

- I know the previous installements are a little easy, but the series is mainly a showcase of graphics and visuals more than anything. I'm glad that the fourth mission was a little challenging

Thank you for your feedback, I'm glad you enjoyed the series
2009-06-29 21:25:00

Author:
KoRnDawwg
Posts: 1424


Hey, Dawwg. I played through the whole series a few days ago, and just now got the time to type out the feedback I had for you. Let's rap about it, eh?

First, I want to applaud you on your choices. it would have been very easy to decide to throw a Paintinator in, shoot a bunch of half-@ssed bad guys with skulls and red paint stapled to their heads, and called it DMC. The fact you didn't choose this option, and focused instead on the ambience and Dante's smarmy chit-chat, is of infinite value.

I found your bad guys to be unique and interesting. Given that DMC throws puppets at you like cannon fodder, it's also not much of a problem that they're a snap to defeat. Each monster type has a different weak point, and that mixes up the gameplay nicely.

I like your recurring scorpion boss quite a bit. The random bit of cruelty with the bomb room is also an unnecessary nice touch.

I find I have recommendations more than I have gripes.

1: SSStylish meter. Comphermc uses an independent scoreboard to keep track of the secrets you've found in the Aperture Science levels. You could do the same with a sensor and permanent switches to fill up a SSStylish Meter, which the player can see before the scoreboard. How many hidden areas did he find? Did he choose to blow up the scorpion when he didn't really need to?

2: Sword-Gun Combo on large enemies. It's impractical for every single bad guy, but you most certainly CAN simulate DMC gameplay without the paintinator. sorry in advance for the stick figure picture...my stylus is missing:

*All guts are on third thick-layer back, and covered by a thin-layer bit of scenery.

*Sword is made of dissolve and stickers, mounted by wobble-bolt to a small chunk of whatever. Chunk of whatever is on a piston.

Grab switch on handle makes both sword and bad guy lift off at same speed, simulating attack. Add "metal impact" sound for flava. Sword disappears at top, and now you and bad guy are falling.

*at top of attack, sensor or mag switch triggers Ebony&Ivory grab points to appear. The half behind the thin layer is DM, the half in front is dissolve. Each grab point is attached to a different flipper winch on the bad guy. Each time the player grabs a switch, the bad guy is "juggled" back up, and the player's fall slows down. You can hide "bullet" emitters on or near the grab points, and put a gunshot fx on each one as well.

*Based on your ability to make this whole thing reset, you could force the player to keep trying until he manages to get all four grab shots, by attaching the switch that triggers the creature brain on the final winch. And you got yourself a 5-hit combo. To me, the only tricky part would be resetting the sword bit, but making the sword contraption Your Object would let you hide an emitter that spits one out whenever the space is empty. After that, you could put a mag switch on the bad guy that only triggers his upward flight when the sword swings.
2009-07-03 15:31:00

Author:
coyote_blue
Posts: 422


Played Demonic Vengeance last night and absolutely loved it. My little sackperson dressed for the part and off she went.!!

The visuals were fantastic and the lighting superb and I didn't look at the construction an awful lot, I was too busy being 'Danticey'.

You captured DMC to perfection KoRnDawwg, well done and the boss was awesome, good work Burnvictim.

Just loved the whole series.

Icey
2009-07-06 09:32:00

Author:
IceMaiden
Posts: 1057


Played all the levels and they're really cool and very connected to DMC1.
Still they are a bit too short, or maybe I just wanted more.

Highlight
Level 4 boss battle, it was very cool, even if I needed a lot of time to kill the right side brain.

Cons
Too many "pools" of bubble.
2009-07-14 16:48:00

Author:
OmegaSlayer
Posts: 5112


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