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The Moon Temple Beta

Archive: 12 posts


So if any of you played my Sun Temple and left feedback, I'm sure you're wondering "Hey, when is that guy going to actually update that level?" Well, I sorta left it behind and took all your feedback into account for its sequel! The Sun Temple needs a complete overhaul so I'll do that later.

But till then, the Moon Temple is here....although it's not really finished yet :blush: I need to spruce up a few places, and include a Boss. But the rest of the level I think I ready to go.

Also, I figured out how to enable F4F so, I'll gladly give feedback on one level per poster. Remember to give me the name of the level you want feedback on otherwise I will assume you don't want feedback at all.

Anyway here are some shots.

http://i44.tinypic.com/bdqlb8.jpg
I love this part

http://i44.tinypic.com/msd3z4.jpg
The end of one Hallway of Traps

http://i44.tinypic.com/66yczc.jpg
The main hall

http://i43.tinypic.com/2vaeaue.jpg
More Traps in the Half-Moon hall. Notice the Half-Moons in the pic.

Anyway, any feedback is welcome! I specifically want to improve the look of the level. That's one of the areas I'm really looking to grow as a creator. I plan to make my future levels a lot easier, but a lot better to look at. And I know there are some talented people here so try it out!

EDIT: Now that I think about it, does this belong in the "Find other happy gadders" board?
2009-06-23 02:48:00

Author:
gulliver49
Posts: 106


Yes, this should be moved to the happy gadders section.

You can always add me to try out your level, gulliver49!!
2009-06-23 12:56:00

Author:
Zwollie
Posts: 2173


My suggestion is just unlock it and let folk play. You'll get much more feedback that way. Then when you`re ready to go for real, delete the published one and publish the one on your moon from scratch. You will lose your play count and hearts, but if it`s not finished, chances are there won`t be too many hearts anyway.

I had an 'open beta' with my last level and got plenty of feedback. If people have to add you and then get a key (which can`t be deleted from your poppit) there`s a chance they`ll be put off. However if it`s there for all to play you`ll get quite a bit of 'passing trade'.
2009-06-23 14:53:00

Author:
Matt 82
Posts: 1096


Alright I unlocked it. In the description I said "Don't play this level!", so if anyone decides to play it and end up disappointed, it's their own fault

Let me know if you want me to make an easier version. I think what I have now is easier than my Sun Temple, but let me know.
2009-06-23 17:25:00

Author:
gulliver49
Posts: 106


I played this last night but was unable to beat it. Even with infinite lives.
First i did the quarter moon side.
I was able to get through, but i did so by falling behind your spiked pistons and not by timing it out.
The challenges seemed a little on the unfair side to me.
It takes me a while to give up on things too.
I played for a good half hour while my roommate watched and heckled me

I know you didnt really want my input on the challenge aspect of your level,
but i would like to make a couple suggestions.
IMHO the narrowest "fair" landing space is 1 big grid square across,
with exceptions for situations where more jump control is expected.
(ie, short hops, straight drops, etc)
For challenges that require a "window" of safety: (like the plasmas emitters)
use an external on/off switch for the emitter.
This can be made behind the scenes or decorated to fit in the level itself.
The ones i use consist of a thin square of dark matter with a square hole cut out of the middle.
An emitter attached to the square emits a square of material with a magnetic key on it that fits inside the dark matter.
This key will activate any mag switches that you place around the square and activate those as long as the key remains.
The timing of safe/ unsafe can then be adjusted by changing the frequency and duration of the emitted key.
Another application of this could be set up if the mag keys are set to inverted and the key emitter is attached to a player usable switch or button
(set to 1 shot).
They would be able to turn on the "safety" and it would last for the duration of the emitted key.

As for the appearance of the level, i liked what you had going so far.
nice use of the bling material.
i would suggest sticking to the grid, it makes things look cleaner in general.
Also when using shapes like the stars to cut out of other shapes,
i usually go back and use the corner edit tool to tweak or remove a couple points to make it look smoother and less like a star.
The busted thin layer in front of a thick layer for the back wall looks really nice,
but could be improved by being straightened up and smoothed out a little to look more natural.
Also the area with the stone bricks behind the stone lattice might look better with a different back texture.
The stone bricks has a lot of black lines running through it which somewhat blends with the texture of the lattice,
a bolder contrast would be made with a smoother back texture.

please tell me where you get the lights that are little paper flames.
I see them everywhere and i want them but i cannot find them.
2009-06-25 17:18:00

Author:
Deftmute
Posts: 730


wow that made ninja gaiden, god hand, and filing taxes with one arm easy. Did you even survive any of this? And I thought I made hard levels. The long walking parts make a vehicle or something along those lines instead of a piston and platform it looks ugly when the rest of you level actually looks good. I actually LOL'ed when I saw the skeleton journal it was a good laugh but just follow deft's post and you'll havea better polished level.2009-06-25 19:55:00

Author:
Waldo
Posts: 108


Thanks for the feedback.

Well defmute, no one can beat my level because the scoreboard is hidden When you unlock all 3 switches at the end of the three halls, I wanted the door to open to to the scoreboard, but so far that plan isn't working out well

Alright, so I have no clue what you're talking about. Dark matter with an emitter emitting stuff with a key that activates a thingy!? I'm going to keep trying to decode what you wrote but, if you can clarify a bit that would be nice Remember I'm still new to this game so complex contraptions are still new to me.

And for the appearance, you absolutely right about the corner tool. But see, the problem is that whenever I go to edit anything I get this annoying message saying how the shape is too complicated and I can't edit it But where I can, I will. Thanks for bringing it up.

For the stone, I wanted my level to be underground so I thought that would be sort of the outside of the Temple. You follow what I'm saying? Knowing that, would you still recommend me changing the material? Basic Metal perhaps?

And for the flames, I took a candle and selected the flame, then I copied it and pasted it around

Waldo, you got pretty far! Good job! I was really struggling with how to transport the player just a great distance. Are you sure you want a vehicle there? I mean, for an ancient Temple, having a car would be a little strange.
I agree that I need to somehow make those areas look better, but what type of vehicle would you suggest?

Anyway thank you both for replying and I'll try to update the level some more.
2009-06-27 23:16:00

Author:
gulliver49
Posts: 106


- Ok, i passed the 3 areas, moved the levers and nothing....
Seems there's one thing you gotta fix.

-The looks seem good so far, all temple-ish like, the only thing i didn't like is howit gets completly dark when you enter an area, i mean you're already inside the temple, changing the lighting for halls and such is really unecessary, i'd also say put a wall on the very left of the level, with the whole fall to nothingness if you go that way.

- Add some music at the beggingin as well, without music the level seems boring and many might leave right away.

- You also gotta fix the springs for when you end an area, they either trap you below/behind or just won't spring you up ofr how fast you're launching the player. and remember to put switches so they only activate when the llayer jumps on them, altho i'd reccomend getting rid off them and putting something else, and more "appealing", don't want to get your players bored/ annoyed for just returning to the middle do ya?
(oos)

-Add some Checkpoints to the central area, or add them at the end/begigning of each area (very begining of the tunnels) i once died and went all the way back to the middle of one of the "traps"

- You might want to stick to a theme as well, your traps seemed extremely random and most of them were just there to annoy the player and didn't have anything to do with the place. If you wanna make a temple try using rocks and stuff, not randdom plasma balls shooting from everywhere.

- Another thing i noticed is your traps don't need skill, but rather luck, sorry m8, but this was pretty much one of those "impossile levels" where they just throw a bunch of random hazards at you, something even i don't like for such levels, remember, stick to a theme for such levels and try to make some decent well thought of traps rather than just throwing spikes and electrified/gassified/ burned objects everywhere...
(oos)

-Srry m8, but the only good thing i can say about your level was the visuals of the background, thats all, this is pretty much one more random hazard throwing so called "impossible level"

Overall rating 2/5
I really reccomend rebuilding a lot of it.
Remember to test yourself your level, play them regularly and put yourself on the player's shoes once in a while, rather than just building without caring about the player.
2009-06-28 02:51:00

Author:
Silverleon
Posts: 6707


I find it odd that you say the traps are impossible. I have gone through the level many times and released this beta knowing that the traps can be beaten. You even say you have beaten the 3 areas so you know it is possible.

I know some of the traps are random, but those crescent moons and the quarter moons weren't, right? Let me know if you think those need work, because I'm actually proud of those ones.

Also most of your suggestions I do agree with and I have to post a topic in the help board Things like the music and savepoints and such keep randomly breaking. I place them, then I do something on the completely opposite side of the level, then whatever I placed disappears

I also know I have to fix those springs. I encountered a lot of issues when trying to place a sensor switch or even decreasing or increasing the length of the piston. It is really frustrating. I'll have to post a topic about that as well.

I'm glad you at least liked the visuals. That's were I'm really looking to improve on as a creator. I still feel like I should/could do more work in that department.

BTW, for someone who once chided me for double posting you sure took liberties in triple posting But I'll put that in the past since you gave me feedback. Thanks!
2009-06-28 03:15:00

Author:
gulliver49
Posts: 106


No problem, btw, i didn't say the traps were impossible, just that they were pretty random and seemed kinda how they make traps on some of those so called "impossible levels"
The moons were good and fit in the level, the placement is the only thing i would disagree with those.
And the triple posting can't be helped, i'm using the PS3 browser which has limited character text so i have to divide my extra long posts.
2009-06-28 05:33:00

Author:
Silverleon
Posts: 6707


I played through what I could last night and visually it looks great. Nice material usage and interesting lighting. I don't know what else you plan to add to it so I'll just mention that there are long corridors with nothing to do in them and those can really break the flow of a level. Also it's absolutely your right to make this really hard but if you are looking to appeal to the general LBP audience this needs to be made much simplier. I'm not the best player out there but I do ok and I couldn't get through the majority of it. I got through the first two or three obstacles on the right side of the level.

I'd be interested to see it finished though.
2009-07-09 04:12:00

Author:
Morgana25
Posts: 5983


Hey, I'm playing this at the moment and giving my impressions as I play.

Visually it's great, and I like the start. I went to the left and into the half moon section first. This is where things started to go downhill a bit. I know this has been mention before but you've got to do something about those long corridors! I know you need to get the different sections of the level away from each other so you have room to build but it just destroys the flow of the level. Maybe you could put in a horizontal elevator, or a moving platform over a hazard? If neither of those appeals to you, a few little jumps and decorations would do wonders.

I think I've got to agree with the skeleton journal - is this a joke? This level is frustratingly hard! (Also, I didn't actually see a skeleton in the half moon side, just a red light) The first fall in the half moon side I got past as a fluke. The section after that with the electic half moons is very difficult and at first it's unclear what you're supposed to do. Maybe you could put a camera zone here? Also, I'm still not entirely sure what I'm supposed to do to get past this section. What I did was grab the top right one, then swing to avoid the blade, then as they rotated again I let go and tried to grab the top left one. This section would be less frustrating if the half moons paused for a longer time after their rotation. The spinning blade is also really annoying, maybe you could decrease it's size a bit so you die if you drop straight down or onto it, but not if you're just holding the black bits. Also, when I did this section the mask said "The quarter moon..." and it was the half moon part. Right after this the horizontal pusher killed me a few times, and only pushed me halfway once. Could you perhaps do something less likely to bug here?

Cresecent moon section: Same again with the halfway. The cresecent shaped lights look a little funny in motion, I think that may stop if you make them extend only 1 layer out instead of 2. The checkpoint just before the skeleton in this side is badly position, if a player runs and jumps to activate it instead of jumping underneath he ends up in the rubble in the wall behind - just a little niggle. The hazard after this was immensely frustrating. It took me about 10 tries and I did it just after I was about to give up. THe spinning hazards after this can be skipped by just walking in the middle layer, but I was thankful because when I tried to actually do it (jumping in the first layer) it was just plain annoying and too hard.. The second one also broke, the top right crescent fell before I got there, you might want to check your bolt. The electric crescent moons right after this is where I gave up.

You said in your original post that you wanted to make more attractive and easier levels, and I think this is a really good goal for you. I actually thought that this level was quite beautiful, with the only exception being the long boring corridors but that's easily fixed. I also really liked the exploration aspect with the central hub, instead of just going left or right In my opinion, if you want this level to have anything more than a 3 star rating and <200 plays, you really need to tone down the difficulty! It's such a shame because I really enjoyed the theme, look, and style of the level. It's a bit like a Zelda dungeon

I gave it 3 stars because I really see some potential and don't want your rating ruined (though you'll probably want to republish it in a different place to start over) but at the moment it's just far too difficult and requires more luck than skill to get through it. Challenging your players is good, frustrating them is not. I also gave it the 'Machines' tag. I hope my feedback helps! If you could F4F my Zombie Survival level that'd be great, thanks
2009-07-09 12:18:00

Author:
MrOrangeOh
Posts: 20


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