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The 7th Idol -- Survival Game -- SPOTLIGHTED (with Video Review!)

Archive: 60 posts


This is my personal view about survival challenges, and who has already played one of my latest levels knows that I love to break the 'rules' of the game.

The task is similar to 'standard' survival challenges (max out the score with one life) but this time it will take place in an entire level designed to kill and deceive.

If you are skilled enough there is a second task to accomplish; the level is filled with secret areas (filled with extra points and extra danger) and among theese secret areas there are particular ones that hides the lost seven idols; but to reveal each one of them an additional challenge must be overcome.

And if you feel you are a master player, the ultimate task is to leave the level alive having discovered all the idols.

Each discovered idol add extra score when leaving the level alive, but only in that case.

The level is designed to leave the player the ability to choose his/her path and even to backtrack from the most part of the level (exception made for the very ending segments from which you can't return back).

As survival levels becomes harder as the time passes, this level becomes harder as you progress deeper and further into its depths, but this not means that it will be easy at the beginning, in fact it starts hard and becomes harder.

So, be extremely careful while gadding around! lol

In addition there's only custom content, including two-way switches and buttons (ok,ok, the pistons, winches, mag keys and switches, the decorations and the music are not customized...).

Finally, when you'll die, because YOU WILL in no time (I promise), you will be given a key to a training version of the level.
The difference is that in the training level you have infinite lives (but no points bubble) in order to explore freely the level and train your thumbs with my super-evil traps and be prepared for the REAL challenge in the normal version.

I had invited some friends to play the level from time to time, I'm told it's very fun and extremely challenging, did they lie to me?
Let me know.

What else?
Over 300 hours of work spent into it (no kidding)...



KNOWN ISSUES/GLITCHES AFFECTING THIS LEVEL:

- Sometimes the given key doesn't unlock the training level
(and I never republished it since the release of the normal mode with the latest key inserted o_O)


For anyone interested in it:
I uploaded an album with some pictures of the concept design of the level, so you can see a bit of how I do plan my levels...
***WARNING***
Here are also shown all the seven idols! (http://www.lbpcentral.com/forums/album.php?albumid=543)

In a few days from now I'll be posting a complete walkthrough for anyone interested in it.

Description:
Escape the caves alive and retireve the lost idols, if you can...

The 7th Idol Review by Awesomemans (https://lbpcentral.lbp-hub.com/index.php?t=p=253949#post253949)

VIDEO REVIEW by ObsoleteXeo
It seems that ObsoleteXeo didn't get that the key you're given in the graveyard each time you die unlocks the same level with infinite lives (but no score bubbles) in my published levels page...
Or at least is what I understood watching the posts after the review (thanks also to Comphermc), because, you know, my spoken and heard english really sucks... so... I understand a little of what ObsoleteXeo says about my level... lol... ehm... err... :blush:
I based my satisfaction on the ratings at the end of the video and on the overall rating.
Enjoy!

http://www.youtube.com/watch?v=7l9T_KnUU8I
2009-06-30 01:08:00

Author:
Miglioshin
Posts: 336


Looks intense! I can't wait to play it when you finally publish it

*EDIT*

Hey I found this level to be fun and exciting! It felt great when you would uncover an idol and the challenge of maneuvering through the spikes and such was really great fun! I always have trouble with the bridge with the two broken planks. If you don't land right in the middle they wobble and I always tumble into the gas haha! I definitely will be playing this again. And it was a great idea to include a simple 'walkthrough' level after you die. I probably won't try it because I like the challenge

:star::star::star::star::star: and a <3
2009-06-30 16:30:00

Author:
GrahamLif3
Posts: 386


Very nice. It's a very beautiful survival challenge. Unfortunately, some people won't see all the awesome things that are deep in the jungle. The deeper you go, the better the level gets. I gave it :star::star::star::star: . Good job.2009-07-01 17:53:00

Author:
brnxblze
Posts: 1318


This reminds me of Booty Bay, but with more killer aspects to it.The effects were superb, and the idols (at least the ones I found) were very well done and it was actually a fulfilling feeling to find one. There were many places to go and all were very well done, and true to your resume, the platforming was exceptionally good. I haven't actually made it out alive yet, so I haven't seen it all, but I plan to find as much as I can. Overall great level, no problems with it, except that some sections were very hard, but as you clearly stated that is how you want it to be. :star::star::star::star::star: and a heart from me.

For F4F, please check out my LittleBigMemory: https://lbpcentral.lbp-hub.com/index.php?t=t=13198
2009-07-01 18:49:00

Author:
BSprague
Posts: 2325


I haven't actually made it out alive yet, so I haven't seen it all, but I plan to find as much as I can.


Now you got the key to TRAINING version (infinite lives and no score) so you can see it all if you like.

Which idols have you found?
Thaur, Gorila, Sahar, Assad, Saker, Fil or Wahc?

Some curious things about the idols:
I asked a workmate of mine to translate the idols name in arabic:

Thaur = Bull; Gorila = Monkey; Sahar = Magician/Sorcerer/Necromancer; Assad = Lion; Saker = Hawk; Fil = Elephant; Wahc = Monster

I will upload soon on my profile's page a concept album in which you can see the drawings of some of the sections of the level (for anyone interested).

Thank you so much for finding the time to play my level.
2009-07-01 19:12:00

Author:
Miglioshin
Posts: 336


Some curious things about the idols:
I asked a workmate of mine to translate the idols name in arabic:

Thaur = Bull; Gorila = Monkey; Sahar = Magician/Sorcerer/Necromancer; Assad = Lion; Saker = Hawk; Fil = Elephant; Wahc = Monster

I could tell what most of the names meant by looking at the idols, they were detailed enough to figure it out. For example, I figured Gorila was just an exotic way to say Gorilla, but it makes sense that it means monkey. I do have one question though:
Why did it have blue nipples?

But anyway, having Arabic names for the idols is a good idea, it makes the level seem more "worldly".
2009-07-01 19:37:00

Author:
BSprague
Posts: 2325


For the spoiler question:


That's because I tried to give it an 'ancient work' style like those mayan, aztec or inca idols who looks really odd and was painted only with 'natural' colours, so I thought if it can have a sun instead of the single eye it can have also blue nipples! lol
2009-07-01 20:07:00

Author:
Miglioshin
Posts: 336


I played the level a bit earlier, and thought it was fantastic. I was doing just fine until some kid tried to join the game, causing me to lag right when I was jumping to the spinning spike platforms. I got the high score, though, I think. I was tied with someone else who was in first.

I then proceeded to play through the training level, which I can say is much more bland without the bubbles. Have you considered released a hard version, which is what you've released now, and an easy version, which would have single life checkpoints throughout (in place of the training level). It was a challenge but it wasn't too bad. I only died 2 times before stumbling across the exit. I found the Gorila and the Fil, then noticed the little hole behind the Fil. It was confusing in some parts in the training because I would get somewhere and it'd be a dead end (as there would normally be bubbles there). Also, there doesn't seem to be much way to discern which way to go. I suppose the purpose is to explore, but I had no idea how many idols there were until I found the finish in training version.

As I said, I only found 2 of the idols, and I'm not sure where the others might've been. At the rate I was going, it seemed that the level was VERY long. I went to the left on my training level playthrough and couldn't figure out what the switch on the wall did, so I went to the right instead. Perhaps, it'd be nice to have some sort of indicator when a switch is pulled (sound or light), but I'm sure your thermo is crying right now.

The level design looks great, as do your custom switches. It's obvious you spent a lot of time on this level. It was challenging, but it was not impossible, which is good. You got :star::star::star::star::star: and heart on both versions from me.

Edit: Oh! Another suggestion. The small spinning platforms with the spikes on one side: it might be a good idea to put a sticker of discoloration in the very center of the grab spots, because if you grab on too close to one of the sides, it will spin and kill you on the spikes. It seemed like a cheap death on my training run.
2009-07-01 20:12:00

Author:
comphermc
Posts: 5338


I played the level a bit earlier, and thought it was fantastic. I was doing just fine until some kid tried to join the game, causing me to lag right when I was jumping to the spinning spike platforms. I got the high score, though, I think. I was tied with someone else who was in first.


Thank you, I also experienced the lag inside the level and it ruins all the experience transforming the level in an instant kill machine...



I then proceeded to play through the training level, which I can say is much more bland without the bubbles.


Indeed, I knew it from the beginning, but I do not want to decorate the training level more than the normal mode.



Have you considered released a hard version, which is what you've released now, and an easy version, which would have single life checkpoints throughout (in place of the training level).
It was a challenge but it wasn't too bad.


I thought about it but it's born like a survival challenge and I'm sure the thing that drive you to replay it is that you have a single life, I think I will ruin the level publishing it as a 'normal' level.



I only died 2 times before stumbling across the exit.
I found the Gorila and the Fil, then noticed the little hole behind the Fil.


There is also another way to reach the end (the rails you saw near the end).



It was confusing in some parts in the training because I would get somewhere and it'd be a dead end (as there would normally be bubbles there).


You guessed.



Also, there doesn't seem to be much way to discern which way to go.


I perfectly understand what you mean about the level structure and it sound to me like BULLSEYE!!! lol
It is exactly what I had in mind designing the level, an unknown place to explore and remeber.
The scenery look different from spot to spot so I hope it is not too deceiving...



I suppose the purpose is to explore, but I had no idea how many idols there were until I found the finish in training version.


It is stated at the beginning of the normal version and the title tells everithing, they're 7 (and the seventh is the hardest to find, of course).



As I said, I only found 2 of the idols, and I'm not sure where the others might've been.


Yeeeeessss!!! lol
This will make you feel proud of yourself when you will discover the others.
They are well hidden but not impossible to find if you are in search of them.
Gorila and Fil (don't take me bad) are the 'gifted' ones nearly impossible to miss if you are walking around them.



At the rate I was going, it seemed that the level was VERY long.


And filled with bubbles, but there is no point in keeping the bubbles in the training mode, who would play the normal again if it would be that way?



I went to the left on my training level playthrough and couldn't figure out what the switch on the wall did, so I went to the right instead.


Were they yellow?
Didn't noticed the other two in the same 'room'?



Perhaps, it'd be nice to have some sort of indicator when a switch is pulled (sound or light), but I'm sure your thermo is crying right now.


I thought about it too late for the switches (the buttons has sound), see the attachment.



The level design looks great, as do your custom switches. It's obvious you spent a lot of time on this level. It was challenging, but it was not impossible, which is good.
You got :star::star::star::star::star: and heart on both versions from me.


THANK YOU.



Edit: Oh! Another suggestion. The small spinning platforms with the spikes on one side: it might be a good idea to put a sticker of discoloration in the very center of the grab spots, because if you grab on too close to one of the sides, it will spin and kill you on the spikes. It seemed like a cheap death on my training run.

You are right but I designed them exactly to kill you if you grab the ledges resizeing the spikes I don't remember how many times (I'm evil I know).
Hope it doesn't look unfair.

What exactly is the 'discoloration sticker' and what it does?
2009-07-01 20:50:00

Author:
Miglioshin
Posts: 336


Ha ha. Yeah, I'd say your thermo is pretty full. Do you get constant warnings about overheating? About discoloration, it would just be a sticker of almost the same color, so it'd be barely noticeable. You could also just use the "dirt smear" or whatever it's called sticker to darken up the spots in the middle. However, I don't think your thermo allows any more stickers, lol.

The room with the switch that I didn't know what to do, I saw the other ones, but didn't see how to get to them (granted, I gave up pretty quickly). I'll give it another go when my roommates done with the TV. Again, great level!
2009-07-01 21:03:00

Author:
comphermc
Posts: 5338


Ha ha. Yeah, I'd say your thermo is pretty full. Do you get constant warnings about overheating? About discoloration, it would just be a sticker of almost the same color, so it'd be barely noticeable. You could also just use the "dirt smear" or whatever it's called sticker to darken up the spots in the middle. However, I don't think your thermo allows any more stickers, lol.

The room with the switch that I didn't know what to do, I saw the other ones, but didn't see how to get to them (granted, I gave up pretty quickly). I'll give it another go when my roommates done with the TV. Again, great level!

My thermo allow me nothing more (just a tiny piece of dark matter for republications.)

Concerning the switches (all the switches of the level), if you move them from their original position (also a little bit) or you break the 'tongue' in some way, they are calculated as activated.

I know there's no speech about this issue, but if you see a switch just move it the other way, no puzzles.
They are quite barely... decorations (the switches, not the puzzles... lol).
2009-07-01 21:17:00

Author:
Miglioshin
Posts: 336


My thermo allow me nothing more (just a tiny piece of dark matter for republications.)

Concerning the switches (all the switches of the level), if you move them from their original position (also a little bit) or you break the 'tongue' in some way, they are calculated as activated.

I know there's no speech about this issue, but if you see a switch just move it the other way, no puzzles.
They are quite barely... decorations (the switches, not the puzzles... lol).

I got the idol in that room, but died rather quickly in the few times I played it... It' be VERY hard to make it all the way to the end. On the plus side, this type of level will probably generate a lot of plays.

Since you mentioned republishing, what exactly is the trick? I know that if you add dark matter somewhere, it'll republish, but what happens if I change a period to an exclamation point in the description? It says republishing, but does it actually work?
2009-07-01 22:20:00

Author:
comphermc
Posts: 5338


I played this a number of times earlier and love the level! Very cool idea - with the one life it really forces the player to carefully work through it.

One thing that occurred to me, though - maybe use a few different material combinations instead of sticking with rock. Picking a few different combinations for different areas of the level could give the player that "drive" to move forward - similar to an arcade game's "levels". Something to think about. Since material is a separate thermo, you should be able to do this even if you're low on thermo.

5 stars and a heart - and I will be coming back to this one. I loved the secrets, and as usual your level shines where your talent lies - in carefully planned out platforming.
2009-07-02 01:39:00

Author:
CCubbage
Posts: 4430


@CCubage - I don't think his thermo can handle any other materials. Check out what it's at:

http://www.lbpcentral.com/forums/attachment.php?attachmentid=723&d=1246477802

Ha ha, it makes me laugh just looking at it.

Back on topic:

@Miglioshin - What method did you use to destroy the checkpoint. It looked so smooth. Did you just attach is to a flipper piston? It all happened so fast, lol.
2009-07-02 02:07:00

Author:
comphermc
Posts: 5338


I love the concept of this level! Plus you did execute it about as well anyone could i think. I'm not survival level junkie, but i see me upping your play count by a lot. lol. Great visuals too.2009-07-02 03:38:00

Author:
antman
Posts: 84


I've found Gorila and Thaur. The idea behind the level is excellent. Free-roaming survival is a much better idea than jump-in-one-place-till-you-die.

I found myself not wanting to use the training level...but I will, once I have to learn how to survive the spinning platforms. Like antman said, the desire to replay is probably the best thing about this level.
2009-07-02 07:03:00

Author:
coyote_blue
Posts: 422


I played this about 10 times last night, progressive edging ever forward. It is a tough challenge, but not frustrating which is important. The thing I liked about it was that if you started to get annoyed dying in the exact same place every time (Wonky bridge Im looking at you), you can just go down a different route. This allows for lots of varing skill levels of players.

Expect to have a very low play to heart ratio as people WILL get addicted to this thing and play the hell out of it

The Missus dragged me away from this last night so I will be back to better my score on this one !
:star::star::star::star::star: and a heart for you.
2009-07-02 09:32:00

Author:
wexfordian
Posts: 1904


@CCubage - I don't think his thermo can handle any other materials. Check out what it's at:

http://www.lbpcentral.com/forums/attachment.php?attachmentid=723&d=1246477802

Ha ha, it makes me laugh just looking at it.

Back on topic:

@Miglioshin - What method did you use to destroy the checkpoint. It looked so smooth. Did you just attach is to a flipper piston? It all happened so fast, lol.
Oooh. That IS high, but what is the overheat message saying? That's the important part. You could still have PLENTY of material thermo.
2009-07-02 13:14:00

Author:
CCubbage
Posts: 4430


Wow! Plenty of answers to give...

@CCubbage 1st:

I thought about using different materials to highlight the different areas, but I didn't came up with nothing that satisfied me, so I sticked to rock and grass but, to say the truth, the thermo killed this level because is much more bland than I planned, for example I planned to insert some ivy over the walls, a larger variety of signs, some blood near the harder traps... sigh, I tried to polish the level as much as I could, but I had to close it at a certain spot.

just think about the ending segment: I planned to insert each idol previously found, but I was forced to replace them with their pictures!!!!

I think that the thermo space allowed isn't enough; I just needed at least another half thermo!

What do you mean exactly with 'separate thermo'?
I still have only one displayed and each time I insert a new material it increase half a notch!

@comphermc

For the cp destruction:
It is attached to a non-stiff piston set to min lenght 0 (with the 'ceiling' in the way) and 0.1 speed/time; then it is connected to a directional sensor with radius angle 20? (or 30 maybe) and range that covers the room from left to right in order to destroy the cp if you leave the room (to the left or to the right) or if you jump on the 'bridge' to collect bubbles; oh, and it's set to all ready (NO).

@antman and coyote_blue

Thank you, I am glad you appreciated the level, found the time and had fun playing it (and dying in it), but you didn't highlighted me the f4f thread in wich you are requiring me to post.
I'm lazy and busy, so if you just leave a link or a level title for the f4f at the end of your posts you will make things a lot easier and faster for me (and for anyone else).
Usually I don't have the time (and often the willpower, my fault) to navigate the forum in search of the latest f4f thread of each one who kindly find the time to leave me feedback.

@wexfordian

Thank you so much, I'm glad you got addicted! lol

@CCubbage 2nd

The overheating message is only referring to complex shapes.
I have to plan it carefully if I will insert more materials in the level (atm they are 6).
How do you got to know that materials are separate thermo?
Can you share (if you didn't already done; I don't read all the threads, y'know, am I missing some important thread concerning that?)?

Thank you all guys for the feedbacks!
The spare time of yours spent in my level is always a really appreciated gift.
2009-07-02 16:28:00

Author:
Miglioshin
Posts: 336


Wow! Plenty of answers to give...

@CCubbage 1st:

I thought about using different materials to highlight the different areas, but I didn't came up with nothing that satisfied me, so I sticked to rock and grass but, to say the truth, the thermo killed this level because is much more bland than I planned, for example I planned to insert some ivy over the walls, a larger variety of signs, some blood near the harder traps... sigh, I tried to polish the level as much as I could, but I had to close it at a certain spot.

just think about the ending segment: I planned to insert each idol previously found, but I was forced to replace them with their pictures!!!!

I think that the thermo space allowed isn't enough; I just needed at least another half thermo!

What do you mean exactly with 'separate thermo'?
I still have only one displayed and each time I insert a new material it increase half a notch!

@comphermc

For the cp destruction:
It is attached to a non-stiff piston set to min lenght 0 (with the 'ceiling' in the way) and 0.1 speed/time; then it is connected to a directional sensor with radius angle 20? (or 30 maybe) and range that covers the room from left to right in order to destroy the cp if you leave the room (to the left or to the right) or if you jump on the 'bridge' to collect bubbles; oh, and it's set to all ready (NO).

@antman and coyote_blue

Thank you, I am glad you appreciated the level, found the time and had fun playing it (and dying in it), but you didn't highlighted me the f4f thread in wich you are requiring me to post.
I'm lazy and busy, so if you just leave a link or a level title for the f4f at the end of your posts you will make things a lot easier and faster for me (and for anyone else).
Usually I don't have the time (and often the willpower, my fault) to navigate the forum in search of the latest f4f thread of each one who kindly find the time to leave me feedback.

@wexfordian

Thank you so much, I'm glad you got addicted! lol

@CCubbage 2nd

The overheating message is only referring to complex shapes.
I have to plan it carefully if I will insert more materials in the level (atm they are 6).
How do you got to know that materials are separate thermo?
Can you share (if you didn't already done; I don't read all the threads, y'know, am I missing some important thread concerning that?)?

Thank you all guys for the feedbacks!
The spare time of yours spent in my level is always a really appreciated gift.
Wyth and I originally did quite a bit of testing here, and determined the following (which I retested recently and fount to still be true):

There are many thermos, but on the one filled the most is displayed. The overheating message you get refers to the thermo that is most filled.

So, even if you appear to be running out of thermo, you may be only running out of ONE of the thermos. You can separately fill each one up.

Here are some of the different thermos:

Collected objects - these are the 3D objects you collect (such as a skull). To make it go lower, use less of them.

Complex shapes - these are the edges used in your shapes. To make it go lower, simplify your shapes by taking out edges.

Material - These are the different types of materials used in your level. To make it go lower, use less types of materials.

Stickers and decorations - To make it go lower, use less.

Here's something for you to experiment with: copy your level to another slot. Edit it and start changing different materials. Even after MANY material changes, you shouldn't see your thermo go up at all. Also, try it with adding decorations. You shouldn't see it go up at all.

Right now, you may be using 90% of your shapes thermo, but only 5% of your material thermo and 10% of your decorations thermo.
2009-07-02 17:05:00

Author:
CCubbage
Posts: 4430


Huzzah! I found 2 more idols while in training mode. That puts me up to 5 found total, I think.

Is it possible to get all of them in one go? It was confusing if you could get all 7 because there were [at least] 2 areas where you couldn't return once you progressed. I assume you get the 7th one for finding all of the rest, but I could be wrong.

Are you going to release a guide to this (spoiler warnings of course), because I really don't know how to get to the other 'you can't return' area once i go to one of them?
2009-07-02 18:26:00

Author:
comphermc
Posts: 5338


I checked this out last night and thought it was a brilliant idea! I love the idea of a platformer survival challenge. Seriously hard in some spots and it's going to take a lot of practice on my part to get through. Only one idol found so far (gorillia) but I'm going to keep at it.

Really nicely designed landscapes and obstacles too. Very clean and natural looking.

I also have to applaud the training version. Plays much more like a traditional platformer and you can explore much more without having to replay all the stuff you've been through before.

Overall a great blend of challenge, scenery and innovation. Well done! 5 stars & hearted. Thanks for sharing it and thinking outside the normal survival challenge box!
2009-07-02 18:33:00

Author:
Morgana25
Posts: 5983


A nice new twist (at least I haven't seen it) on survival levels. Might go try the training version soon... I kinda suck at the staying alive side of things.
Not the most beautiful level I've seen, it looks...some what plain...not that I've seen to much of it for the reason said before! That said though it looks better then a lot of levels. A diverse amount of gameplay in here too which is good and very multi-path.
Actually this level gets better and better looking the more I play it.
Very fun level, I can see myself coming back to this again and again.
5 stars and heart (I seem to heart everything...I don't honest)
F4F if you get time: https://lbpcentral.lbp-hub.com/index.php?t=t=13148 thank you
2009-07-02 18:39:00

Author:
adlingtont
Posts: 321


Hey, Miglioshin, I don't need any feedback. Play the latest Lone Ninja if you care to. You clearly understand mechanics better than I do, so I could benefit from your advice...but I'd rather see you make more stuff.

I beat your score last night. You might want to look into that.
2009-07-03 16:25:00

Author:
coyote_blue
Posts: 422


@Morgana

Thank you very much for playing right after you uploaded your chroma stone pt4. Some days ago I played the other 3 and found them really fun and detailed.
Though I liked less the underwater one (personally).
I thought of the training version right after the lightining of creation stroke me, a huge unknown free-roaming level based on a survival challenge without the training would really discourages players to come back again even it is the 'beautyfullest' of the universe (and this is not the case... lol... and it's HARD!!! lol).
A training version (specifically in this case) let you become confident with the different areas and after a while you are in, it makes you think: ''Ok, I'm ready, I know it, I can make it through and beat the highscore!'' and so you head over the survival mode thinking you will survive (but for some supernatural reasons you won't... lol).

And thanks to you for playing it and for understanding the thoughts of innovation behind the level (this is pure satisfaction).

@adlingtont

Maybe is due to my being non-english/american but it seemed to me that you changed your mind while typing your comment.
Don't worry if it can appear you don't liked the level, actually you do not have to love it and leave a positive feedback even in the case you would be the only one (otherwise f4f will not make any sense to me)! lol
I will leave feedback to you for sure, I hate abusers (and have never found one here on lbpc), though you have to be a little patient 'cause I can play starting from Sun.07/05.
Regardless, thank you for playing and for gifting me some of your spare time.

@Coyote blue

Hey.
I briefly checked but you are slightly above my score!
Try to beat that Dummy707075 fellow with an over 20.000 score!!!
Judging from that he/she has found all the idols, BUT, collected not much score bubbles during the level.
Or maybe he/she has cleaned up the level with no idols!
Each found idol gives 21 score bubbles that, if correctly collected, generate a 5x combo.

Lone Ninja?
I love that series, though I played only the first and never found the time to go on with other chapters.
I really felt like playing an 80's ninja movie and I dressed up with my evil ninja costume just to fit better!!! lol
I can't imagine what you would have come up to if Mm would have inserted some kind of fightin' patch (or at least some kind of device that let you play and throw shuriken...)
Greatest ninja level I've seen so far, really.
And thanks also to you obviously!!
2009-07-03 18:13:00

Author:
Miglioshin
Posts: 336


Oh, this looks good, i'm definately giving it a try next time i'm playing LBP.
Seems like a very good/ challenging level!
Lets see how challenging it really is.:kz:
2009-07-03 18:54:00

Author:
Silverleon
Posts: 6707


Oh, this looks good, i'm definately giving it a try next time i'm playing LBP.
Seems like a very good/ challenging level!
Lets see how challenging it really is.:kz:

I think you'll be pleasantly suprised.
2009-07-03 20:09:00

Author:
comphermc
Posts: 5338


THE BRIDGE! THE **** BRIDGE! BACKWARD TOO! i died at least 8 times there, but i got 3 idols (gorila saker and fil); cursing aside, good job in making that maze: it took me several plays to get to most of the places (no, i didn't play the training level before i finished the hard one) but at least i got 6th

Great job with all those cameras, but sometimes it's hard to understand what you wanted to say, like when the camera moves to the other side of a wall, or when you pull a tongue and nothing happens; i didn't understand what i was supposed to do on the upper part of the sliding platforms (the ones that move left and right with spikes on the lateral walls): i got on top, grabbed the sponge, then went down again with the other sponge after i didn't find anithing up there (maybe i was Very distracted, i don't know).

The rotating maze was very cool, but a bit too easy, with R1 you're pratically immortal, maybe with less sponge it would be harder

The spinning spiked platforms right before gorila's shrine kill easily if you grab them, maybe you could change the sponge with other materials, like rubber (or dark matter )

If you're not too high on your thermometer you could also try changing materials in some places, just to break a bit the monothony, since the level revolves only around rock, green sponge, leaf and skull decorations and spikes (and tongues ) (this also applies to all my levels =.=)

The most difficult part in my experience was the bridge (oh, you already knew?), after that everything was quite easy, with a dozen of cheap deaths (the tongue that opens saker's shrine kills a tad too easily at the beginning because of the camera angle: if you don't know already what's going to happen you die, there's no escape). i disliked a bit that dead end with the skull on the wall, it's a bit frustrating (i didn't find anything, was i sleepy there too? O_o). Anyway, it's a really enjoyable level, :star::star::star::star::star:
2009-07-05 14:35:00

Author:
Shadowheaven
Posts: 378


THE BRIDGE! THE **** BRIDGE! BACKWARD TOO! i died at least 8 times there, but i got 3 idols (gorila saker and fil); cursing aside, good job in making that maze: it took me several plays to get to most of the places (no, i didn't play the training level before i finished the hard one) but at least i got 6th

Actually, when you know the maze, you need to overcome the bridge just 1 time (only backward) ;PPPPP



Great job with all those cameras, but sometimes it's hard to understand what you wanted to say, like when the camera moves to the other side of a wall,


''wrong way!!!''



or when you pull a tongue and nothing happens;


''go find what happened!!!''



i didn't understand what i was supposed to do on the upper part of the sliding platforms (the ones that move left and right with spikes on the lateral walls): i got on top, grabbed the sponge, then went down again with the other sponge after i didn't find anithing up there (maybe i was Very distracted, i don't know).

Indeed.
To the up-right the road is blocked by a wall you can lower with a green tongue hidden in the up-left part.
Glad you found my 'descend-easy' hidden device!!! lol



The rotating maze was very cool, but a bit too easy, with R1 you're pratically immortal, maybe with less sponge it would be harder


Since it is a bit long to overcome (two buttons to press AND a secret area to find) I guess it is perfect as it is, otherwise it will become a little frustrating, don't you agree?



The spinning spiked platforms right before gorila's shrine kill easily if you grab them, maybe you could change the sponge with other materials, like rubber (or dark matter )


YES! I think dark matter is the right choice!!! lol
It is intentional, too easy to overcome while grabbing; in fact the ability to grab them is an intentional deception.



If you're not too high on your thermometer you could also try changing materials in some places, just to break a bit the monothony, since the level revolves only around rock, green sponge, leaf and skull decorations and spikes (and tongues ) (this also applies to all my levels =.=)


I'm thinking seriously how to atm.



The most difficult part in my experience was the bridge (oh, you already knew?), after that everything was quite easy, with a dozen of cheap deaths (the tongue that opens saker's shrine kills a tad too easily at the beginning because of the camera angle: if you don't know already what's going to happen you die, there's no escape).


Yeah.
I was a little bit ******* with that tongue!!



I disliked a bit that dead end with the skull on the wall, it's a bit frustrating (i didn't find anything, was i sleepy there too? O_o).


No, that is another deception.
I know... no one loves deceptions...



Anyway, it's a really enjoyable level, :star::star::star::star::star:


Thank you so much for your quick response.
2009-07-05 15:33:00

Author:
Miglioshin
Posts: 336


Just realised I hadn't given feedback on this one, despite having played it quite a few times since you released it

Pros:
+ A new take on the survival challenge
+ The different idols are quality
+ Its so open and free
+ Score bubbles for novices and experts
+ Being able to choose where to go
+ A great concept

Cons:
- nothing really, you've acheived what you set out to do. I haven't seen a contest though - that would be cool

:star::star::star::star::star: and a heart
2009-07-05 16:23:00

Author:
Coxy224
Posts: 2645


Just realised I hadn't given feedback on this one, despite having played it quite a few times since you released it

Pros:
+ A new take on the survival challenge
+ The different idols are quality
+ Its so open and free
+ Score bubbles for novices and experts
+ Being able to choose where to go
+ A great concept

Cons:
- nothing really, you've acheived what you set out to do. I haven't seen a contest though - that would be cool

:star::star::star::star::star: and a heart

Actually I asked ConfusedCartman what I have to do to hold an official contest inside my level...

But he answered me that it is not possible because LBPC has its own official contests... ?_?

Maybe I will hold an UNoffical contest when I'll have something interesting to give as a prize...
2009-07-05 16:36:00

Author:
Miglioshin
Posts: 336


I have played this level a few time now. each time I have got a bit further (read: a few steps!)

I really like the visual style have got going here - it all looks pretty effortless, but I bet there is a lot going on behind the scenes.

The way you have mastered the use the 3 play areas is awesome, and gives the level a very light and open feel - but 'crammed' full of details at every step at the same time

Its frustrating...(In a nice way) if you miss judge a hop/leap and end up starting all over again... but that is also its appeal, and keeps me coming back for more.

I will give this a go some more... I want to find some idols!

:star::star::star::star: & hearted & big thumbs up

(when playing this level, it made me think you must have be an expert at traversing the underside of MitorATV. As a lot of that skill is need in your own level)
2009-07-05 21:51:00

Author:
stuk71
Posts: 86


when playing this level, it made me think you must have be an expert at traversing the underside of MitorATV. As a lot of that skill is need in your own level

Thanks for the quick response, really appreciated.

Yep, the first (and only) issue I encountered is the one I mentioned in my comment concerning the boxes!! lol
2009-07-05 22:06:00

Author:
Miglioshin
Posts: 336


Hi there - returning you feedback on my level

Well, you are right about you being evil. You most certainly are! I'm afraid it is beyond my skills as a gamer to get anywhere near completing this level with only one life. It's so hard! But then that's what you were going for so I guess you achieved your goal. I played through the practice level afterwards anyway so I can give you some feedback...

PROS

I like this kind of survival challenge more than endless bomb survival variants.

The visual design of the level was great, I particularly liked the waterfall at the start and your use of the different planes. The design of the idols was also very good.

The concept of having to find these seven idols AND make it to the end alive to get the biggest score is a great idea, gives lots of replay value and is original.

The names of the idols (what language is it?) work really well.

I liked the way you get tranported to the graveyard when you die!

CONS

It's too hard! Maybe ease down on the difficulty a bit, just at the start, to get people into it. e.g. when you go up after the start there is a jump up over spikes to a ledge which if you don't get exactly right kills you. make this easier - it's about the second jump in the level, c'mon, give us a chance!

Cheap death on the spinning spiked platforms when you grab them in slightly the wrong place, as has already been mentioned.

The idols are too hard to find. Maybe a map at the start showing their locations?

SCORE

:star::star::star::star: which is a good score from me, I don't give out many fives. The cheap deaths and too steep difficulty curve lost it the fifth. Good job - great level!
2009-07-07 08:25:00

Author:
chillum007
Posts: 228


Just played this and wow! its amazing. Youve gor a real nack for level design and how all of the tunnels and passeges flow together on the different planes. I especcially loved the idols cause they were so well designed. Its also great the way the camera shakes when the door infront of the idol opens, its reli effective. Its very difficult but its probably just my rubbish gaming skills overall its a great level and unique enough to keep you griiped. The only thing i would suggest is that you do something about the different camera angles in the level because the changes between them somtimes happen as your about to make a jump and puts you off. But otherwise a great level :star::star::star::star: and some luvins 2009-07-07 09:55:00

Author:
theamilien
Posts: 485


Well, you are right about you being evil. You most certainly are! I'm afraid it is beyond my skills as a gamer to get anywhere near completing this level with only one life. It's so hard! But then that's what you were going for so I guess you achieved your goal. I played through the practice level afterwards anyway so I can give you some feedback...

PROS

I like this kind of survival challenge more than endless bomb survival variants.


I got sick of that so I thought that the LBP community (not this one, the overall community) needed to know that there are several ways to held a survival game (not only falling bombs)...
So I came up with this concept of a dangerous jungle/cave complex with a lot of secrets and bubbles...



The concept of having to find these seven idols AND make it to the end alive to get the biggest score is a great idea, gives lots of replay value and is original.


Thanks, but I missed my goal, that was to bury Platforms Madness (10.500 plays), last time I checked I was around 5.000.
So I guess I didn't captured the interest of players as much as I was expecting.

At least I hope some creators will follow this idea to have a survival inside a level so someone will create something better than this (in every way).



The names of the idols (what language is it?) work really well.
I liked the way you get tranported to the graveyard when you die!


The names are translated in one of the first posts; anyway, a workmate of mine translated them for me in Arabic, and they mean exactly what the idol look like (exception made for ASSAD, it doesn't really look like a LION (neither it reminds of it) in spite of my efforts... ?_?).
I inserted the graveyard because of I didn't wanted to just respawn the players above the scoreboard and, at the same time, leave them the time to think... ''Oh, gosh, I'm DEAD!''



CONS

It's too hard! Maybe ease down on the difficulty a bit, just at the start, to get people into it. e.g. when you go up after the start there is a jump up over spikes to a ledge which if you don't get exactly right kills you. make this easier - it's about the second jump in the level, c'mon, give us a chance!


THAT is the main reason for I inserted the training level.
Since the level is almost etirely free-roaming, you can head to another place instead of continously die in the same spot.
That particular jump leads to a dead-end filled with some bubbles...



Cheap death on the spinning spiked platforms when you grab them in slightly the wrong place, as has already been mentioned.


And no one believe me when I say IT IS INTENTIONAL.
Try to ask to yourselves, ''Why only those five (or six) spinning platforms are spinning SO FAST?''
For the slow ones, physically you have to grab the opposite ledge to be dragged onto them after a rotation... quite logic, isn't it? ;-)



The idols are too hard to find. Maybe a map at the start showing their locations?


Are you sure of that?
Do you really think that a MAP feature (like the one I inserted in Platforms Madness i.e.) would REALLY add fun to this level?
Isn't it actually funnier to search the level and try to find all the secret areas by yourself (and there are plenty)?
And I am serious about that, I'm writing an 'Idol walkthrough', but I'm not completely sure about publishing it.

In addition, the Idols are still all there, in the TRAINING version...



SCORE

:star::star::star::star: which is a good score from me, I don't give out many fives. The cheap deaths and too steep difficulty curve lost it the fifth. Good job - great level!

Thanks!
2009-07-07 17:13:00

Author:
Miglioshin
Posts: 336


The only thing i would suggest is that you do something about the different camera angles in the level because the changes between them somtimes happen as your about to make a jump and puts you off.

I will examine all the camera angles and test them again, thanks a lot, maybe I missed something.
2009-07-07 17:17:00

Author:
Miglioshin
Posts: 336


Grr...I've never played alevel so fun and infuriating at the same time! I have a nasty habit of going after the hardest parts of the level, though. I have yet to find one idol. Still, :star::star::star::star::star: and hearted.2009-07-07 21:43:00

Author:
iiiijujube
Posts: 594


Grr...I've never played alevel so fun and infuriating at the same time! I have a nasty habit of going after the hardest parts of the level, though. I have yet to find one idol. Still, :star::star::star::star::star: and hearted.

Don't get angry for nothing! It's not your habit to go after the hardest part, because in fact there's NO EASY PART in that! lol

I suggest you to play the level unlocked in the graveyard, basically the same but with infinite lives (and absolutely no score!).
So you can find the idols without starting the whole thing over again each time you die.


- Never grab a spinning platform! I know there is ''grass'' (I personally glued it! lol) but it's only an evil deception. Don't do it!
- Try not to rush around, as you saw the ground's not plain, but quite everything is calculated in this level (it took ages!), so if you fall from a ramped path you'll probably die!
- Always grab when landing over a moving (up/down or left/right) platform
- Be careful stepping over springboards, some of them will launch you straight into spikes if not taken in the middle!
- Every switch do something, and do something NEAR (to be sure pull them as far as allowed) NO PUZZLES!.
- Secret areas are DANGEROUS, rewarding but dangerous; if your aim is to retrieve 7 idols in one go you HAVE TO ignore the most of them; neither I can clear up all the bubbles with the 7 idols and make it out alive!! And I seriously tried it! I swear! I know everything about this level! lol


Thanks for the gifted spare time of yours, really appreciated!
And I'm glad you liked the level.
2009-07-07 22:45:00

Author:
Miglioshin
Posts: 336


Finally found a way to add nearly decent pics!2009-07-12 11:26:00

Author:
Miglioshin
Posts: 336


I played this the first time last week and forgot to drop some feedback. I love it... it's such a unique approach to the survival game, and the whole hidden temple, secrets, lethal platforming angles is just perfect. What this reminds me of is old, old arcade games, for some reason I'm thinking games like Magic Sword and Magician's Lord, but I know those aren't the ones (if only I could remember).

It's like it combines the things I love about clarkdef's Treasure Cove and Shris's Boot Bay levels, with alot more polished and intense platforming design.

Great visuals, awesome design, and good gameplay. Can't ask for much more.

Between you, comphermc, and Yarbone survival games have been taken to a new level of perfect... I don't even really like survival games, but I love these ones.

5 stars, and I will keep it in my rotation indefinitely.
2009-07-18 22:32:00

Author:
Unknown User


Sorry for such a late reply on your level here, but thanks to a mix of being extremely busy with other things and some procrastination it happened.

- Anyway, as tons of people have been saying this is a really interesting take on a survival game that is indeed more enjoyable than others I have played. The visuals in the level are great and it is just well designed overall.

- However, I think the design of your level doesn't lend itself all that well to a single life/survival setup. There is so much exploration and backtracking in the level. When I would die it just made even more frustrated than normal because everything had been so well made and enjoyable up to that point and I wanted to see what all else the level had to offer. I think a linear setup works better for single life survival games myself.

- That, of course, is my own personal opinion and not everyone probably feels the same way. I had much more fun with the level when I was playing it in the test mode and had more lives to work with. I was able to enjoy the different platforming and puzzle elements and explore to my hearts content.

Either way, the level still gets a 5 star from me and I have yet to play through and find all of the idols yet, but plan on doing so.
2009-07-21 07:28:00

Author:
Coreymill
Posts: 85


Video Review:

YouTube - LBP Review: miglioshin
2009-07-24 21:36:00

Author:
obsoleteXeo
Posts: 134


There is a level with infinite lives - that's what the key at the end is for, silly.2009-07-25 01:11:00

Author:
comphermc
Posts: 5338


I got the key and never played the other because I thought it was training or an intro to this level. OOPS.. I'm gonna go play it then, hehe.2009-07-25 02:48:00

Author:
obsoleteXeo
Posts: 134


Thanks to ObsoleteXeo and to Comphermc (for the reason explained in the last edit of the first post).

I didn't expected to obtain such a so high rating... well... O.O

I'm glad my twist on survival genre isn't passed through misunderstood, that was my first thought about this level while I was still building and designing it.

So I can say without doubts that I'm glad and satisfied with that!

Thanks to all of you guys and gals.
2009-07-26 23:22:00

Author:
Miglioshin
Posts: 336


I enjoyed it, and every now and then I am inclined to play it again and again. 2009-07-27 16:10:00

Author:
obsoleteXeo
Posts: 134


Finally I played it yesterday.
I must say that I kept distant from this level since I read "Survival", that is a LBP-word that to me stinks like a 3-day-dead-fish.
Then yesterday I tried it (since I read that it wasn't the classic one screen survival) and I really liked it, I spent a good hour in the training level trying to reach every Idol, then I was called to dinner and left the game with only 3 Idols found.

One of the greatest things is the fact that Miglioshin has made the level without wanting to be punishing at any cost, if you miss a jump and you get in another part of the level you can always backtrack, even if it's hard.
2009-07-28 07:10:00

Author:
OmegaSlayer
Posts: 5112


Thanks for playing Omega.
I have the same feeling about standard survival challenges, that is the main reason that drove me to design the 7th idol.
Survival are not a so bad thing if they're correctly designed.
The best and funniest, useless to state, can be easily found among the LBPC authors.

Too bad you haven't pubblished levels.
Let me know when you will, so I will gladly play them and leave proper feedback (probably in italian via PM).
2009-07-28 10:04:00

Author:
Miglioshin
Posts: 336


Yo!

Sorry for the late feedback, just got back from a vacation.

But anyway!

I played this lvl couple of minutes ago, and it was Fantastic!

i didnt make that many points, since im not really good with Challenege levels >.<

But i really loved the setting, very interesting Concept.

Sucks I cant survive long enough to see the whole place.

But overall, i gave it a 5 Star and a Heart.

=]
2009-08-22 00:55:00

Author:
Toinkz
Posts: 19


I'm somewhat new to LBP, and I just found this level, and, like pretty much everybody else, I was thoroughly impressed. When I want intense rewarding game play, this will be my first stop for quite some time. I love the open exploration design - I wish more levels offered this. (Maybe somebody knows some other great ones? ...like I said, I'm new.) And I know I'm in the minority, but I actually like the uniformity of the materials...it gives the whole level more of a labyrinthine feel, and forces me to study everything more carefully to look for clues. Also it makes the various landmark challenges pop out more. And in the area of cheap deaths, I think you did a great job of walking the edge. In some levels, when I die, I really wonder if the author realized what could happen. Here, I always knew you meant for me to die, and it only made me want to try harder to overcome your traps. Particularly the fast spinning platforms. Since you put those near the start, that just felt like a good joke...while also setting the tempo for this perilous journey, and at the same time serving notice that we were playing against a very crafty and wicked creator indeed.

In fact, it often felt like there was more personality to the game play itself here than I typically find, which I also loved. (Though at times that personality felt like a guy who likes to tell clever jokes in which me spilling my stuffing is the punch line.) For example, I liked the laughing skull dead-end room, because that room was a lot easier to enter than it was to leave. So I waltzed in feeling like a smug conqueror only to be laughed at by death and forced to try my luck in reverse...and it felt like you meant for it to be experienced just that way.

Two minor points:
A) I wish the maze spun a bit faster, because I found myself investing a lot of time in that section just hanging and waiting for it to revolve to the right point, and I started to lose interest with that section after a few plays, though I really loved its inclusion overall. Faster spin might make it more challenging and also take up less overall play time.

B) Also, after finding my way out in training mode, I went normal mode to see if I could escape with my life and one measly gorilla idol, and when I got to the spinning saw blades near the end, they weren't moving around, making it impossible to progress beyond them. I jumped to the middle like I had done in training mode, only to be marooned there and left to contemplate which saw blade I would use to kill myself. Maybe I missed something devious, but that part felt broken...was it not? If not, I personally would rather have been killed outright somehow than left there to question the reliability of the LBP game engine. I'm off to try again.

Overall: :star::star::star::star::star::star:...bravo. I eagerly await whatever it is you come out with next, maybe "The Seven Idols of the Deep Blue Sea", someday? :arg:

PS: This might make you smile: From time to time I found myself wishing for a map to orient myself (even though it's clearly not in the spirit of the level), and then I found myself tossing ideas in my head as to how one might be implemented. So imagine how impressed I was when I went on to play your Platform Madness next! ROFL!
2009-10-19 07:48:00

Author:
LittleBigDave
Posts: 324


great level. in the survival mode i went to were the spinning sawblades are and they wernt moving so i just go trapped there. Is this suppose to happen, are you suppose to find a switch to activate it? Seemed kinda wierd ther becuase you just get trapped and you dont really just get trapped anywhere else. I was just trying to get to the end with out all the idols. it is not really clear at this point what needs to be activated on your next play to get those to rotate. which was dissapointing. Maybe when a switch activates something off screen it can do like a magic mouth cut scene to show what is happening. Overall great level.2009-10-23 00:36:00

Author:
deboerdave
Posts: 384


I'm kind of daunted because the two of you faced the same glitch.
YES, it is a glitch.
The saws HAVE to rotate.
I don't know why they don't!!!

I faced a similar glitch when building.
You know ASSAD?
The Idol that traps you in a room where a spiked ceiling descends throwing spikes and bubbles at you at the same time?
When you survive the trial the shrine opens and Assad reveals.

So... SOMETIMES the original shrine remain closed for some unknown reason, when you faced Assad as third or higher Idol.
Shoot!

Then I built a different door that literally falls.
That seemed to solve the issue.

I would like to go in a deep answer but haven't got the time now, so I apologise for the brief answers.

I will increase the speed of the spinning wheel of death, but I'm afraid an higher speed won't allow the player to make the right jump in order to enter the secret area...

I will test it.

Thank you for dropping by and for the spare time of yours spent in my level!
2009-10-23 13:02:00

Author:
Miglioshin
Posts: 336


if you are letting them spin the whole time the game is going maybe they get jammed or something at somepoint for what ever reason. Maybe you can try put a player censor switch on the motor bolt in that area that makes them start only when the player is in that area. It seem wierd that they just stop, but if it works for a period of time and then just stops for no reason, then i think the simple player sensor switch should solve the problem.2009-10-23 14:52:00

Author:
deboerdave
Posts: 384


I just retested, and even after a straight sprint to the saw blades, they were frozen. They work fine just now in training mode.

And I like that you call it the Spinning Wheel "of Death" ...as if the entire level wasn't already painstakingly designed to kill me.
2009-10-23 22:23:00

Author:
LittleBigDave
Posts: 324


I'm somewhat new to LBP, and I just found this level, and, like pretty much everybody else, I was thoroughly impressed.


:blush:



When I want intense rewarding game play, this will be my first stop for quite some time. I love the open exploration design - I wish more levels offered this. (Maybe somebody knows some other great ones? ...like I said, I'm new.)

Me too, I wished to inspire some other creators to offer a challenge like this; than I realized that is not an easy thing to properly design a free-roaming level (and mine's no exception -- see the points of no return -- ?__?)


And I know I'm in the minority, but I actually like the uniformity of the materials...it gives the whole level more of a labyrinthine feel, and forces me to study everything more carefully to look for clues. Also it makes the various landmark challenges pop out more.

That's exactly what I had in mind


And in the area of cheap deaths, I think you did a great job of walking the edge. In some levels, when I die, I really wonder if the author realized what could happen.

So do I


Here, I always knew you meant for me to die, and it only made me want to try harder to overcome your traps. Particularly the fast spinning platforms. Since you put those near the start, that just felt like a good joke...while also setting the tempo for this perilous journey, and at the same time serving notice that we were playing against a very crafty and wicked creator indeed.

In fact, it often felt like there was more personality to the game play itself here than I typically find, which I also loved. (Though at times that personality felt like a guy who likes to tell clever jokes in which me spilling my stuffing is the punch line.) For example, I liked the laughing skull dead-end room, because that room was a lot easier to enter than it was to leave. So I waltzed in feeling like a smug conqueror only to be laughed at by death and forced to try my luck in reverse...and it felt like you meant for it to be experienced just that way.

I also wanted to get all dark with gleaming red eyes, but the thermo quite killed this level (there are at least three areas that I had to delete!)


Overall: :star::star::star::star::star::star:...bravo. I eagerly await whatever it is you come out with next, maybe "The Seven Idols of the Deep Blue Sea", someday? :arg:

Maybe... lol
I'm waiting for the water!
Atm I'm working at the same time on:

- Legend of a Hero chapter 3
- Platforms Madness 3: Puzzle Madness
- Cave Escape

I also would like to build a collaboration level with OmegaSlayer and GEK(85 or 83 I don't remember) with the online create.
OmegaSlayer showed me some levels by GEK and he rules on character desing and enviroment (a thing that I don't master like I wish).


PS: This might make you smile: From time to time I found myself wishing for a map to orient myself (even though it's clearly not in the spirit of the level), and then I found myself tossing ideas in my head as to how one might be implemented. So imagine how impressed I was when I went on to play your Platform Madness next! ROFL!

Actually I wanted to insert an upgrade of that map in the 7th Idol, but that ****ed thermo limitation!!!!!

lol
2009-10-24 13:29:00

Author:
Miglioshin
Posts: 336


if you are letting them spin the whole time the game is going maybe they get jammed or something at somepoint for what ever reason. Maybe you can try put a player censor switch on the motor bolt in that area that makes them start only when the player is in that area. It seem wierd that they just stop, but if it works for a period of time and then just stops for no reason, then i think the simple player sensor switch should solve the problem.

I'll try to insert that player sensor, but it seems to me that I had the same problem with that (player entering the range of the sensor and saws blocked the same) and decided to leave the saws rotating all the time.

I will check again also this option as soon as I get the chance to play.
2009-10-24 13:35:00

Author:
Miglioshin
Posts: 336


Just fixed the 2 issues underlined by LittlebigDave and deboerdave.

1 - Added a player sensor to the rotating sawblades and figured out why they stucked. They collided with a platform edge and since the rotating time is very high (40.00 secs) they had no strenght at that point to bounce and pass over.

2 - Changed the behaviour of the Spinning Wheel of Death into the Blood Extractor of Dizziness (lol); I mean that the wheel spins faster as you approach the centre. I tested an high rotation rate with the result that the two buttons will press themselves automatically after one or two rotations.

And that's all for now;
thanks for the feedback guys!
2009-10-25 13:32:00

Author:
Miglioshin
Posts: 336


I love the new Blood Extractor of Dizziness, that makes that area way more exciting!

And the saws look good now, thanks!
2009-10-25 21:17:00

Author:
LittleBigDave
Posts: 324


I love the new Blood Extractor of Dizziness, that makes that area way more exciting!

And the saws look good now, thanks!

Thanks to you, all that was possible also due to your kind feedback!
2009-10-25 21:58:00

Author:
Miglioshin
Posts: 336


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