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#1

Break out!!!!

Archive: 12 posts


This level is locked. To unlock the level you must first pass a test level. There you will find a key and earn the right to move on to play the full level. Captured by an enemy civilization. you must explore your surroundins in order to move passed obsticals throughout the level. Break out of jail, Destroy the security sestems. Highjack an alien tank (read the directions on how to use it) and fight your way through to a srar cruiser that will take you to the finish gate. i hope you like it. Message my psn for help and hints.http://www.lbpcentral.com/forums/picture.php?albumid=520&pictureid=4676http://www.lbpcentral.com/forums/picture.php?albumid=520&pictureid=4678 http://www.lbpcentral.com/forums/picture.php?albumid=520&pictureid=46982009-06-26 22:40:00

Author:
CENTURION24
Posts: 266


Spell check is your friend when advertising for a level... but, I will check this out later when I need a break from creating.2009-06-26 23:46:00

Author:
comphermc
Posts: 5338


I got a chance to play this by myself a bit ago (it was kind of hectic playing it last night with 4 people lol).

Here's my feedback:

Very cool, and it truly shows your skill as a creator. Also, comparing this with your other levels I can still see a distinct style even though this is completely different (and that isn't a bad thing).

Couple things:

In the first room, last night I grabbed around the room and never noticed that I stopped the gas from coming out of the vent. Then I opened the vent, but didn't realize how I did it. I love the puzzle, but it's kind of obscure: why would grabbing a light open a vent. If you want to TRULY make the puzzle classic, try to think of something you would do in a room that would clear the gas... open another vent on the other side of the room?

In the next part where you're climbing up the rock - personally, I would design the rocks a BIT tighter so it's easier to hop up. Fiddly platforming isn't one of those challenges that a gamer generally enjoys. It's certainly doable, but clearing out a bit of rock above each ledge as you jump up would make it more enjoyable. Also, it was difficult to see the rock to pull out. Maybe a SLIGHTLY different color so it becomes clear if the player looks around.

The puzzle getting the paintinator behind the door - I would see if there's a better way to design it so that when the elevator is stopped mid-floor and you have to fire the paintinator across, that the "remove powerup" tool isn't in-between. Psychologically, it doesn't visually make sense to shoot "through" it, so people may miss the solution. I'm not sure exactly what the change would be except finding a way to have the elevator pass "over" the remove tool between the floors.

The robots that come out of the ceiling - one of them fell over and the other 2 started pushing the first one, making it impossible to jump and kill any of them. I ended up going down to the floor below to get the paintinator. I was able to continue. The only thing I could suggest here is maybe fewer emitted robots, but it's up to you.

The area with the tank is fantastic. Love the design, and LOVE the tank. One thing I was thinking would be to make a flight of steps leading up to the door of the tank that dissolves once the player is in the tank - it was a bit fiddly and unobvious getting in the tank.

Working the tank was a BLAST. I loved the design and aiming. Great placement of the controls.

I gave it a heart. I like that you're trying to stretch into different gaming styles.

By the way, the level wasn't locked when I played it.
2009-06-27 01:06:00

Author:
CCubbage
Posts: 4430


Couple things:

In the first room, last night I grabbed around the room and never noticed that I stopped the gas from coming out of the vent. Then I opened the vent, but didn't realize how I did it. I love the puzzle, but it's kind of obscure: why would grabbing a light open a vent. If you want to TRULY make the puzzle classic, try to think of something you would do in a room that would clear the gas... open another vent on the other side of the room?

In the next part where you're climbing up the rock - personally, I would design the rocks a BIT tighter so it's easier to hop up. Fiddly platforming isn't one of those challenges that a gamer generally enjoys. It's certainly doable, but clearing out a bit of rock above each ledge as you jump up would make it more enjoyable. Also, it was difficult to see the rock to pull out. Maybe a SLIGHTLY different color so it becomes clear if the player looks around.

The puzzle getting the paintinator behind the door - I would see if there's a better way to design it so that when the elevator is stopped mid-floor and you have to fire the paintinator across, that the "remove powerup" tool isn't in-between. Psychologically, it doesn't visually make sense to shoot "through" it, so people may miss the solution. I'm not sure exactly what the change would be except finding a way to have the elevator pass "over" the remove tool between the floors.

The robots that come out of the ceiling - one of them fell over and the other 2 started pushing the first one, making it impossible to jump and kill any of them. I ended up going down to the floor below to get the paintinator. I was able to continue. The only thing I could suggest here is maybe fewer emitted robots, but it's up to you.

Thats funny because ive been thinking alot on these same issues. when i made the level it wasn't planned out. i started over three times actually. i will definitely go through those areas and try to find a sensible solution. thanks for the feedback
2009-06-27 03:43:00

Author:
CENTURION24
Posts: 266


Oh its finished and out already?
Wow, you surely build a lot faster than i do.

I haven't checked the full ver., but i'll check it out as possible.
2009-06-27 04:00:00

Author:
Silverleon
Posts: 6707


Hey, I got around to playing this earlier. It took me a while to get a few things. Namely the light triggering the vent and the pull-able rock. The rock was the toughest. I had glanced at ccubbage's post about having to pull a rock out, and I still had some troubles. I liked that there were some true problem solving elements though. The baddies dropping from the ceiling is hilarious because it got me every time. My main complaint was all of the turrets before the boss. I spend about 15 minutes trying to weave through them before figuring out how to get to the button. I knew there was something I was missing, but I didn't get it... I actually thought I triggered the turrets out of order, so I went through the level again (this time, I managed to get the key stuck in the doorway, forcing me to restart again). On the time I got through, I only figured out how to cross that gap to get to the button because I was trying to swing on one of the vents above (out of boredom/ready to give up), but it was a relief. I got pretty close to getting in the tank without turning off the turrets, but I believe it is impossible...lol, you don't need to test that anymore.

After that was done, I was off in the tank... I was not a huge fan of the tank section, but I believe others might be. I'm enjoyed the first half much more. One thing, though... some of the camera angles when in the tank are a little rough. At certain places, I had to guess at where to jump to press the button, etc. Also, at one point I got snagged on a piece of material that was floating in the air (almost invisible thickness), and it took a while to get the tank lined up enough to shoot it. Very well done on the mechanics, I'm just not an LBP machine sort of player (my personal preference - take with grain or two of salt).

I gave the level :star::star::star::star: and a complex tag. I will be interested to see what you change about the ending (if you change anything - your description says it's a WIP).

One a side note - great use of invisible dark matter to simulate pipes having mass - I may use this in the future...very smart!
2009-06-27 06:18:00

Author:
comphermc
Posts: 5338


ty com for your review. i will work on a few of those areas. i only worked on this level for 4 days & I hardly tested it so i know theres work to be done. ty for the direction. btw i took out the key level and unlocked the full. for some reason people were not able to access the full level.2009-06-27 07:17:00

Author:
CENTURION24
Posts: 266


Crap! I found the key but I've been having problems with keys for a while so I couldn't play it .2009-06-27 07:23:00

Author:
brnxblze
Posts: 1318


ok ive updated about 7 different sections. i am very happy with it and would like to think im done. message me if you can't figure something out.2009-06-28 11:21:00

Author:
CENTURION24
Posts: 266


I took a look at the changes, I definately like them. The ONLY issue I have left is the vent. I don't see the correlation between the vent gas and the light. You could probably try having a bit of air conditioning conduit coming out of the ceiling a bit. If you grab it, it opens and the gas disappears. This is a subjective opinion, of course - so take it with a grain of salt.

Loved the level, though. Nice job!
2009-06-28 22:56:00

Author:
CCubbage
Posts: 4430


I took a look at the changes, I definately like them. The ONLY issue I have left is the vent. I don't see the correlation between the vent gas and the light. You could probably try having a bit of air conditioning conduit coming out of the ceiling a bit. If you grab it, it opens and the gas disappears. This is a subjective opinion, of course - so take it with a grain of salt.

Loved the level, though. Nice job!

great minds think alike.before reading this i actually did just that. i put a second vent on the ceiling. grabit and the gas switches vents. let go or it will getcha.
2009-06-29 09:08:00

Author:
CENTURION24
Posts: 266


Nice! I'll check it out again tonight. This is really shaping up to be a great level - I hope some others check this one out.2009-06-29 14:21:00

Author:
CCubbage
Posts: 4430


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