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-*-Attack of the BORG-*- "Part 2: The Holodeck" *SPOTLIGHTED* W PICS!

Archive: 13 posts


Charge your remote and get a towel, this re-imagined level will have your hands sweating and your jumping thumb pumped up!

Enter the Holodeck to rescue your 3 trapped crew mates! What will you find when you enter the Vulcan Temple? Duck into an empty alcove in an attempt to elude death in an encounter with the BORG. Traverse an alien landscape and witness a shuttle crash landing!

These are a few of the challenges and sights that await you!

There are 7 hidden switches to discover which rewards you with points...if you reach the end. There is a Special Bonus Puzzle Prize...if you find it!

This is a skill challenge that will have you screaming at your TV and cursing your remote and or your jumping thumb!

If you enjoy skill challenges that test your platforming ability then this is the level for you!

*Rated H for hard difficulty!*

As always I will return any feedback that is given.

http://i678.photobucket.com/albums/vv147/ajnknoxville/p21.jpg

http://i678.photobucket.com/albums/vv147/ajnknoxville/P22.jpg

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http://i678.photobucket.com/albums/vv147/ajnknoxville/P24.jpg

http://i678.photobucket.com/albums/vv147/ajnknoxville/P25.jpg

http://i678.photobucket.com/albums/vv147/ajnknoxville/P26.jpg

http://i678.photobucket.com/albums/vv147/ajnknoxville/P27.jpg

http://i678.photobucket.com/albums/vv147/ajnknoxville/P28.jpg

http://i678.photobucket.com/albums/vv147/ajnknoxville/P210.jpg
2009-06-23 14:46:00

Author:
AJnKnox
Posts: 518


Playing it just now.

- Is there a reason the first checkpoints you come to in the chamber are in that room? Just means I need to walk in to activate it, and walk out if I die.

- The path to the right is hellish. The platforms are not in sync so you need to wait for ages studying them, then wait again while they go into a pattern you can use. Then for whatever reason, the triangle thing that comes down to get you for level 3 shakes like hell and Sackboy fell off. He fell down to level one, meaning I had to do it again. Some sort of cover obove the checkpoints would be good so I can just pop to get back to where I was.

- The next room has similar issues with things being out of sync. Sometimes the middle triangle shoots the moment the doors below it open, and other times it waits. This leads to a fair bit of standing and waiting. Also, the side triangles still shoot after you shoot them out.

- The cutscene showing the door opening happened while I was still under the big triangle, which got me killed.

- I`m stuck. I`ve now got access to 'the nodes' and two doors have opened to reveal paint guns, but I can`t see much to shoot. I tried going back into the little corridors, then shooting the things that were shooting at me, then shooting the column in the middle, but nothing happens.

Help me!
2009-06-23 15:53:00

Author:
Matt 82
Posts: 1096


Playing it just now.

- Is there a reason the first checkpoints you come to in the chamber are in that room? Just means I need to walk in to activate it, and walk out if I die.

- The path to the right is hellish. The platforms are not in sync so you need to wait for ages studying them, then wait again while they go into a pattern you can use. Then for whatever reason, the triangle thing that comes down to get you for level 3 shakes like hell and Sackboy fell off. He fell down to level one, meaning I had to do it again. Some sort of cover obove the checkpoints would be good so I can just pop to get back to where I was.

- The next room has similar issues with things being out of sync. Sometimes the middle triangle shoots the moment the doors below it open, and other times it waits. This leads to a fair bit of standing and waiting. Also, the side triangles still shoot after you shoot them out.

- The cutscene showing the door opening happened while I was still under the big triangle, which got me killed.

- I`m stuck. I`ve now got access to 'the nodes' and two doors have opened to reveal paint guns, but I can`t see much to shoot. I tried going back into the little corridors, then shooting the things that were shooting at me, then shooting the column in the middle, but nothing happens.

Help me!


Matt the alcoves with the yellow lights in them have paint switches above you to shoot at.

Again with the reading huh? The message shows you the nodes when you come into that section...it is a puzzle to figure out how to get to them

Yes the pistons are shaky...dont know why myself...never bumped me off though.

And wait forever huh...come on Matt it's not that long...and yes it requires you to think about what your going to do.

I will do something about the cut scene...dont want cheap deaths
2009-06-23 15:57:00

Author:
AJnKnox
Posts: 518


Haha come on, you can`t make a level with the purpose of having players 'screaming at the TV' and then get surprised when they do!

I`ll give it another go when I`m done to see why I missed the dialogue about the nodes.

I`m not finished moaning yet though:

- The sand dune part. You have the lights on the platforms, which is handy, but it`s still awkward to navigate. That camera angle makes jumps very hard to judge, and at one point when I was on the ground, I was completely obscured by the foreground. I`m wondering if the issue with this part is that I have my view set to fully zoomed out? Because I`m finding it hard to tell which part is background and which is the platform (the lights help, but don`t show the edges).
This might explain my problem with the nodes room, as had you not told me what to do, there was no way I`d see the paint switch above the doors. There were miniscule on my tv.

- There`s also, I think, some sort of invisible wall thing going on just at the checkpoint just to the left of the crashed shuttle. If it`s not an invisible wall, I just must`ve been hitting something that I couldn`t see.

Ran through it again, and see the cutscene showing the nodes. I will say though that with everything being green, the paint switch does get slightly lost in it and is easy to miss.

Anyway, despite the imo frustrating obstacles, it is very well made and very good looking. The secrets are well implemented and will make repeat plays rewarding.

5 stars.
2009-06-23 16:32:00

Author:
Matt 82
Posts: 1096


Haha come on, you can`t make a level with the purpose of having players 'screaming at the TV' and then get surprised when they do!

Oh I'm not surprised And I'm not mad...please don't take it that way.



I`ll give it another go when I`m done to see why I missed the dialog about the nodes.

I`m not finished moaning yet though:

I don't think of it as moaning I am interested in feedback...negitive or positive!


- The sand dune part. You have the lights on the platforms, which is handy, but it`s still awkward to navigate. That camera angle makes jumps very hard to judge, and at one point when I was on the ground, I was completely obscured by the foreground. I`m wondering if the issue with this part is that I have my view set to fully zoomed out? Because I`m finding it hard to tell which part is background and which is the platform (the lights help, but don`t show the edges).
This might explain my problem with the nodes room, as had you not told me what to do, there was no way I`d see the paint switch above the doors. There were minuscule on my tv.

Yes it is tricky, I know...that was the point


- There`s also, I think, some sort of invisible wall thing going on just at the checkpoint just to the left of the crashed shuttle. If it`s not an invisible wall, I just must`ve been hitting something that I couldn`t see.

No invisible wall there so I'm not sure what was happening.


Ran through it again, and see the cut scene showing the nodes. I will say though that with everything being green, the paint switch does get slightly lost in it and is easy to miss.

I agree they are hard to spot. That was why I put in the cut scene showing them.


Anyway, despite the imo frustrating obstacles, it is very well made and very good looking. The secrets are well implemented and will make repeat plays rewarding.

5 stars.

Sorry you found it so frustrating...I wanted it to be a challenge but really don't want to put people off. I will adjust the camera angle a little in the last section.

Really I want to thank you for taking the time to give feedback and sharing your thoughts. Thank you for the rating and your comments on the rest
2009-06-23 17:04:00

Author:
AJnKnox
Posts: 518


Hi AJ.

Before I give my take, I would like to address a few issues I saw posted above. I had no problems with the timing of the dissolve lifts in the Vulcan Temple, and did not have to stand around waiting for perfect timing. The triangle lift, although slightly jerky in motion, does not jerk enough to bounce Sacky off of it.

My Take:
1. The 6 platforming challenges in the Vulcan Temple are an excellent skill test--doable and not too frustrating
2. The holodeck, though intimidating, is also doable if one studies what you have created there. I did not find it too difficult to determine how to take out all of the nodes, and shoot out all of the triangles. I also completed the bonus puzzle
3. The shuttle crash simulation section was a bit of a bear, but again doable without being frustrating. The player just needs to be wary of the path they choose.
4. I think the visuals and attention to detail are top notch
5. The challenges and their mix was well thought out, creative, and balanced very well throughout the entire level.
6. Since I want a higher score (finished 4th), I will be going back to try again, so I have to say the replay value is good as well.

Rated 5-Stars, Heart and Brilliant tag. I already had you Hearted as an awesome Creator.

Things I would change:
1. The radius of the speech popups by the lifts and imprisoned crew member in the Vulcan Temple challenge were a little to small, as they dissapeared when Sacky took another step. They could be increased slightly to accommodate reaction time of the player. This is just a nitpick, as they can be retrieved by stepping back into the defined radius, but this does impact game flow, which could be an issue for some players.

Very Well Done!

I recommend everyone play this level, and all of them in this series.

Rick
2009-06-24 13:36:00

Author:
RickRock_777
Posts: 1567


Hi AJ.

Before I give my take, I would like to address a few issues I saw posted above. I had no problems with the timing of the dissolve lifts in the Vulcan Temple, and did not have to stand around waiting for perfect timing. The triangle lift, although slightly jerky in motion, does not jerk enough to bounce Sacky off of it.

My Take:
1. The 6 platforming challenges in the Vulcan Temple are an excellent skill test--doable and not too frustrating
2. The holodeck, though intimidating, is also doable if one studies what you have created there. I did not find it too difficult to determine how to take out all of the nodes, and shoot out all of the triangles. I also completed the bonus puzzle
3. The shuttle crash simulation section was a bit of a bear, but again doable without being frustrating. The player just needs to be wary of the path they choose.
4. I think the visuals and attention to detail are top notch
5. The challenges and their mix was well thought out, creative, and balanced very well throughout the entire level.
6. Since I want a higher score (finished 4th), I will be going back to try again, so I have to say the replay value is good as well.

Rated 5-Stars, Heart and Brilliant tag. I already had you Hearted as an awesome Creator.

Things I would change:
1. The radius of the speech popups by the lifts and imprisoned crew member in the Vulcan Temple challenge were a little to small, as they dissapeared when Sacky took another step. They could be increased slightly to accommodate reaction time of the player. This is just a nitpick, as they can be retrieved by stepping back into the defined radius, but this does impact game flow, which could be an issue for some players.

Very Well Done!

I recommend everyone play this level, and all of them in this series.

Rick

Hey Rick,

So very glad you liked it, and thank you for giving some feedback.

To address your comments on the speech bubbles in the Vulcan Temple...I will add a cut scene so the player is stopped so they don't miss anything (since it is the main task of this section it should be highlighted more and a cut scene will show it's importance)

*After Matt's comments I did make the following changes:

In the Shuttle section, I changed the material the mountain shelves/platforms were made of, so they are a little more visible and easier to see. I also added a checkpoint in the middle on an upper platform making the task of getting the green crystals a bit easier. I did adjust the camera angle just a little bit giving you a little more straight on view. I also got rid of the cut scene in the first BORG section so you dont get trapped under the power node and shot by a plasma ball while reading that you have completed the task.*

I hope the changes will satisfy the avg gamer and take a bit of the sting (frustration) out of the challenges.
2009-06-24 14:22:00

Author:
AJnKnox
Posts: 518


Played it through last night finally by myself! (jumps are much easier that way - lol)

You know me - had me at Borg but it really is a cool level. Just the right amount of challenge for me and looks great. Orange really is underrated and it looks so pretty in the Vulcan temple area. (want to know what's really funny - spell check here understands the word Vulcan - with a capital V but not a lowercase V.... Yea!) Sorry - geeked out there for a minute.

I love that you choose to revisit this section of your series too. Have to say - I admire how you approach the whole LBP level build thing. You're really committed to excellence *applause*

5 stars & hearted. Thanks for sharing it.... again!
2009-06-24 20:58:00

Author:
Morgana25
Posts: 5983


To address your comments on the speech bubbles in the Vulcan Temple...I will add a cut scene so the player is stopped so they don't miss anything (since it is the main task of this section it should be highlighted more and a cut scene will show it's importance)

I agree with the above approach as the preferred method.

Rick
2009-06-25 01:30:00

Author:
RickRock_777
Posts: 1567


I played the level and it looks great a big upgrade over the first level when I saw it say captain Crusher I jumped up and down in a hissy fit ( I don't like him lol )

Things I noticed:

1. The Vulcan room was very nice but like Matt was saying with the platforms I just gave up and went to the cheat exit.

2. In the node room it took me a little to figure out then I did it nice and simple but on the bottom left the plasma gun wasn't working just to let you know.

3. The room with the spot lights was hard but for me it was just aiming I guess I'm a poor shot

4. The shuttle part looked so cool as it came crashing in I got stuck at a check point trying to get back to get the green things the ledge was so small and pointed so when I jumped up I fell right into the gas

I never got to finish because my tv shows came on but the level looks great and is fun so you got another heart from me
2009-06-25 02:26:00

Author:
Xeno_Destroyer
Posts: 72


I played the level and it looks great a big upgrade over the first level when I saw it say captain Crusher I jumped up and down in a hissy fit ( I don't like him lol )

Things I noticed:

1. The Vulcan room was very nice but like Matt was saying with the platforms I just gave up and went to the cheat exit.

Ok...so thats 2 for and 2 against the dissolve platforms. *I will change their timing if I get another comment that says these are too hard*



2. In the node room it took me a little to figure out then I did it nice and simple but on the bottom left the plasma gun wasn't working just to let you know.

Humm...good to know, I will check it out when I get home tonight (wait I have dinner plans with friends who are in from out of town tonight...I may do it late tonight or Friday evening more likely)



3. The room with the spot lights was hard but for me it was just aiming I guess I'm a poor shot

I use a little misdirection in this section so the easy solution is something you have to figure out (evil grin)



4. The shuttle part looked so cool as it came crashing in I got stuck at a check point trying to get back to get the green things the ledge was so small and pointed so when I jumped up I fell right into the gas

Glad you liked the shuttle section! I will adjust that platform and give its edges a little flatter surface. I had the edges angled so you wouldn't 'fall/slip' off too easy...but if it is preventing you from making the needed jump then its purpose is defeated.



I never got to finish because my tv shows came on but the level looks great and is fun so you got another heart from me

Where is your commitment man! jk Glad you liked it! Thanks for taking the time to check it out solo!

@Morgana: Thanks, you are always so supportive!

I am looking forward to Part 4 of your series!
2009-06-25 15:22:00

Author:
AJnKnox
Posts: 518


I have made the most recent changes. I was spotlighted!

Thanks everyone...I am off to do some feedback!
2009-06-27 17:00:00

Author:
AJnKnox
Posts: 518


your so lucky!!2009-06-27 18:26:00

Author:
Xeno_Destroyer
Posts: 72


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