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Terminator: Rise of the Machines

Archive: 10 posts


Firstly, this is a tongue in cheek creation, purely to try out a theory of mine.

Following my interpretation of what players seem to like, I have included the following elements...

A title with a popular film connection..

Cool machines..

Lots of bangs...

Lazers...

Missiles...

Survival...

I was smiling when I made it so please don't take it too seriously!!

In all fairness though, the walking machines took me ages to get right. The combination, length and timing of pistons was a nightmare and most of my time was spent tweaking them to get the bloody thing to walk unsupported!!!!

After supporting my other half, IceMaiden (The Snow Queen Trilogy Levels) and trying to get players to appreciate a little bit of visual beauty - this relatively ugly level was created as a little experiment.

I would be interested to know what you all thought, if only "Hilarious"!!!

Strangely, it knocked up 45 plays in about 3 minutes and got 4 stars!!! How??? :eek:

If I were to put my marketing head on, this description would be something like..

"A complex and challenging survival level, based on the a future war-torn metropolis under Skynet's devastating control.

Fight the onslaught of the lethal walking machines as they attempt to destroy your safety bunker."

Or something just as corny.

Have a nice day!!!

Rhy

Errr.. no need for serious F4F!
2009-06-25 22:50:00

Author:
Rhyfelwr
Posts: 606


well they look very cool but I found if you get right under the lazer in the middle you can't die so you can go on forever till you get bored2009-06-26 04:56:00

Author:
Xeno_Destroyer
Posts: 72


Checked it out and Xeno_Destroyer is right. There's a sweet spot that you can hit and you're virtually indestructable. I won't go into all the details on where to stand and how to get there but it's a pretty steady rhythm if you can manage it.

To fix - emit a few variations on the first one with the speed, angles, etc tweaked just a bit. Makes for much more unpredictable enemies and a much harder challenge.

Or you could leave it too if you wanted to keep it easier for players. Either way the machines are pretty cool and ominous. Had fun blowing them up. I rated it 3 stars but if the attacks were harder to cheat I'd rate it at 4 stars. Keep 'em coming & thanks for sharing this one!

EDIT: I guess I didn't give you props for engineering the mech... they are uber hard so big time kudos for getting that to work!
2009-06-26 05:47:00

Author:
Morgana25
Posts: 5983


Hi Rhy. I played this level. Taking into consideration what you stated above, I found this play very enjoyable. In my book, getting Mechs to walk without falling, is a great achievement. I gave you 5-Stars for that alone. I've played numerous Mech levels that were absolute rubbish, with Mechs falling over or not moving at all.

Since I had high single player score as of last night, I guess I found the sweet spot that's being discussed. However, it's only sweet if you don't run into the Gas barrier you had at the far right of the level. I believe this was your Mech staging area. I wanted to see how far I could go and possibly get behind where they were being emitted from.

Maybe I'm biased, as I do like Mechs. I did rate it 5-Stars, Machines Tag and hearted it and you for a very good endeavor. And I would definitely enjoy seeing more Mech levels from you in the future.

Oh...and my Lady says hi.

Rick
2009-06-26 15:08:00

Author:
RickRock_777
Posts: 1567


Now if I could stay alive for more than thirty seconds I would probably be able to give all sorts of useful feedback on this level. As it happens there are one or two points I would like to make and one of those is I think the Mech is magnificent. The shear size of it against my little sackperson (little Icey!) is awesome and it's relentless hunger to guarantee her demise is nothing short of terrifying!!!

The other is that this is the sort of level that you just want to keep on playing again and again either to beat your own score or to stay alive for forty seconds!!

I have to admit there isn't an awful lot to satisfy my desire for 'hand carving to precision', and I was bored to the extent that I had to get my DS out when you were constructing the Mech, but the end result is genius and I am very proud of you and wish you a very successful publishing.

Icey
2009-06-26 21:23:00

Author:
IceMaiden
Posts: 1057


Thank you so much for your feedback.

I've made quite a few changes now...

@Xeno_Destroyer, the sweet spot has now gone sour!!!! The mech has been re-designed with a nasty sting in the tail - a laser beam that extends downward and sweeps the area underneath. If your not fast enough, you're toast!

@Morgana, thaks for this feedback. It was only meant to be a bit of fun, but I seem to have got the bug! This mech walker has had quite a few more changes. Firstly, I noticed that although the missile at the front is on a detector, the speed of it is too deadly, so it was more to do with luck rather than skill. I've changed this now to plasma balls... they are more colourful and the speed has been tweaked to allow a player time to dodge out of the way. Secondly, the area under the mech is now pretty much a no-go zone, unless your want your sack person to turn to cotton threads.

Now, there is an ideal position for maximum effectiveness, but even this now requires a bit of skill to move around in.

Not sure what you meant by giving me the props for the mech, but I guess you've done some similar machines.. Just to put your mind at rest, this has been created from scratch. Neither me, nor IceMaiden copy a thing... as you know.

And yes, it was rock hard to do the walking. Has anyone seen a better version?

And talking about rocks, thanks RickRock for playing. As you now know, I like to do the advanced technical stuff - this is my challenge. Icey does the visual stuff, which I simply don't have the time or patience to achieve the same standard.

I too love mechs, and I'm really pretty pleased with this one!

Shame it's now gone to three stars AFTER I made the changes lol.

Rhy
2009-06-26 22:33:00

Author:
Rhyfelwr
Posts: 606


I don't actually make mechs and wasn't insinuating you didn't make if from scratch. I just forgot to mention in my original post that actually getting one to stand on it's own, much less walk is really hard to do and I was trying to applaud your skill (granted in a much too young slang way that was unclear unfortunately - I'll try to be more clear and less pathetically un-hip. lol)

I'll have to check it out again now that you've tweaked it My poor sackboy won't stand a chance now. Let the fluff fly!
2009-06-26 23:58:00

Author:
Morgana25
Posts: 5983


... wasn't insinuating you didn't make if from scratch. I just forgot to mention in my original post that actually getting one to stand on it's own, much less walk is really hard to do and I was trying to applaud your skill (granted in a much too young slang way that was unclear unfortunately - I'll try to be more clear and less pathetically un-hip. lol)


Thanks Morgana

I'll have to look up "props" in Wiki!!! Just showing my age I guess

Based on your earlier comments, I'm going to look at adding some alternative additional "droids" or something.... You're right, after killing your 30th mech walker (not that even I've managed that lol) it would probably get a bit repetative, even if it is action packed...

Maybe a remote defensive explosive that you could steer towards the enemy and blow it up just at the right time? Hmmm.... *scratches head*

I like the idea of the alternatives and I may take it a stage further and just have alternative design mechs (not just tweaks).

Thanks again for all your support.
2009-06-27 01:32:00

Author:
Rhyfelwr
Posts: 606


Yes it would be very cool to see more then one kind of mech to shoot at and each one can have it's own style and attacks so you will need to come up with a battle plan to fight each kind and be able to switch your tactics as they come at you 2009-06-27 05:00:00

Author:
Xeno_Destroyer
Posts: 72


OoooK..... because of the complexity of the mechs, my emitters hav now taken my thermo to max.... hmmm..

I have now put in an additional little mech that will blow you up if it managed to get too close... nasty!

In addition, I've made lots of gameplay tweaking...

The paintinator now has limited shots, so you have to stay by the bunker for refills.

The bunker defenses are now pretty awsome; detecting the mechs as they approach and lifting up out of their housing before firing a barrage of paint at them.. nice.

I've also had loads of problems with the entry point. The idea was to move it (once you've come into the game) to a hidden finish - much like the story mode technique, but online, once one person comes in, it takes a few seconds for the remainder of your sackbuddies to join, so I had to make some alternative logic switches to delay this action a bit.

Still playing with the difficulty though. It's difficult to know if its too hard becuase when you design it, it's easier!

Rhy

___________________
EDIT

After loads of messing, I managed to get an uber-complex logic switch, which makes different styles of mech emit as time goes by. This means that you never get more than about 4 of each, and they get harder, which makes it more challenging for the hard-core players.

I've also added a prize of the mech IF you manage to survive the last rock-hard mechs at the end...

Good luck with that one!
2009-06-28 12:00:00

Author:
Rhyfelwr
Posts: 606


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