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Televatorporter (?)

Archive: 4 posts


Put this together today in the tthing we're not supposed to talk about, but I really wanted to keep it so I went back to LBP and rebuilt it from scratch.

It's a logic based,teleportation system that delivers sackboy a level down based on his performance, in terms of speed and distance traveled. Right now it's only set up to deliver at one key point in a linear fashion, but the idea seems sound.

I kept it simple to go easy on myself today, and to make it easy to process in the demo. Right now it's just a fancy elevator system, but it could be configured to work with traditional pre-activated checkpoint crushing (or demitting) systems with ease - the key here is just the following kill switch and timer to gauge speed.

Have a go at it, and take the box back to your moon, if you're into teleport devices.
2009-06-17 06:16:00

Author:
Unknown User


I don't totally understand what it does...but it sounds cool. Can you give an example of how you would use this in a level?

I understand it's a teleporter, but what makes it different?
2009-06-17 07:05:00

Author:
Walter-Kovacs
Posts: 542


Basically it just follows you around, and times you, and penalizes you for wasting time... and allows you to progress to different locations based on that. Say you want to give more challenge to good players, and less challenge to inexperienced players...

If sackboy only gets a quarter way into a certain section at the end of the timer, the follow mechanism kills him, and however your respawning is set up, will delivery him elsewhere... preferably an easy course. On the other hand, a good player will probably get all the way to the end of the intro section, in the case, the kill switch would deposit them into a more difficult course.

This can be done with regular teleporters, easily, and have lots of paths prepped with preactivated checkpoints and tons of sensor switches for keypoints... and a giant cloud of gas to do a mass kill on a directional piston... but this has a few more options, like resetting for failure penalties, and is a little more neat and clean. It's basically a box that packages all of it together to look at.

In the demo, it's only set up to spawn sackboy a level down, but with enough configurations, the regular elevator set up could jump multiple levels at a time, or not, depending on where sackboy is upon death. I started making combinations for a full level, but really didn't have the patience after making the box... that's why I figured I'd just pass it on and let someone make something more functional out of it.
2009-06-17 07:11:00

Author:
Unknown User


Interesting Ninja! Ill remember to check it out, when im back playing LBP.2009-06-17 07:29:00

Author:
graygoose
Posts: 371


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