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Aperture Science: Sackboy Escape (part 2 of 3) **SPOTLIGHTED**

Archive: 68 posts


If you were looking for part one, Sackboy Chambers, that level thread can be found here:
Aperture Science: Sackboy Chambers (part 1) (https://lbpcentral.lbp-hub.com/index.php?t=t=12609)

Hey everyone,

I've been working diligently on my Aperture Science series, and I'm here to present part two: Aperture Science: Sackboy Escape! Part one, Aperture Science: Sackboy Chambers, has been pretty successful, so I've done my best to capture the same elements of that level that appealed to you all, while advancing the plot and of course continuing on with the story.

At the end of Sackboy Chambers, you were all left with a pretty big cliffhanger, and Sackboy Escape picks up just before the end of Sackboy Chambers. This should make sense if you played the first part. If you haven't played the first part, then I would suggest you do so before trying this level, or else it may be a bit confusing.

Synopsis: "As the name suggests, Sackboy Escape is all about your daring escape from the final obstacle in part one. You soon find yourself 'behind-the-scenes' of Aperture Science, and it looks vastly different from this side of things. At one point in your adventure, you manage to find yourself in the unfinished Aperture Science Advanced Chambers, which present a new twist on the under-hung switch mechanic from part one (I hope everyone likes flinging), as well as a taste of the old puzzle types from Sackboy Chambers. GlaDOS tried to kill you, but now the table have turned..."

I know you guys like pictures, so here you go:


http://www.lbpcentral.com/forums/picture.php?albumid=541&pictureid=4718 http://www.lbpcentral.com/forums/picture.php?albumid=541&pictureid=4720
http://www.lbpcentral.com/forums/picture.php?albumid=541&pictureid=4721 http://www.lbpcentral.com/forums/picture.php?albumid=541&pictureid=4722
http://www.lbpcentral.com/forums/picture.php?albumid=541&pictureid=4723 http://www.lbpcentral.com/forums/picture.php?albumid=541&pictureid=4724
http://www.lbpcentral.com/forums/picture.php?albumid=541&pictureid=4725 http://www.lbpcentral.com/forums/picture.php?albumid=541&pictureid=4726
http://www.lbpcentral.com/forums/picture.php?albumid=541&pictureid=4727 http://www.lbpcentral.com/forums/picture.php?albumid=541&pictureid=4728
http://www.lbpcentral.com/forums/picture.php?albumid=541&pictureid=4729 http://www.lbpcentral.com/forums/picture.php?albumid=541&pictureid=4730
http://www.lbpcentral.com/forums/picture.php?albumid=541&pictureid=4731 http://www.lbpcentral.com/forums/picture.php?albumid=541&pictureid=4732
http://www.lbpcentral.com/forums/picture.php?albumid=541&pictureid=4733 http://www.lbpcentral.com/forums/picture.php?albumid=541&pictureid=4735

And a video (two parts):

YouTube - LBP Level ~ Aperture Science - Sackboy Escape (Part 1)
YouTube - LBP Level ~ Aperture Science - Sackboy Escape (Part 2)

Whew, that took forever to put all of those up. My sackboy is sad because he only found one of the six pieces of hidden cake and didn't find the super-secret room. The last picture shows the end of level mini-boss, which is brand new for any of you who beta tested my level (you should feel lucky Jrange, you're the only one who's seen it). Speaking of Beta testers, I want to thank everyone who helped test my levels and gave feedback - all of which have helped my level greatly:

iiiijujube, burnvictim42, dcf, rickrock_777, phife211, igotthemic, jrange378, ZramuliZ, and of course myself (ha ha).

Wow, I didn't realize how many people tested until I tried to put them all down. If I missed you, let me know and I'll add you to the list. Thanks again. I hope everyone enjoys the level, and I assure you part 3 is in the works. It was actually started before this one, but it's only about 75% done.

Level: Aperture Science: Sackboy Escape (part two)
PSN: comphermc

It should be posted within the hour (by 9:00 PM EST), and it works best as a single player level. It's been tested with 3, but the camera angles and the fling resets get all screwy with more than one. It works most of the time, but every so often, things get hairy.

Thanks,
comphermc

Side notes:
-The visible dark matter in the last picture is not there anymore.
-The hardest part of my level was trying to capture that first picture inside the incinerator. It took about 10 tries, as the timing and angle are all funky

Edit: well, I'm off to a great start. The first comment is H4H and I have a 1 star rating, lol.

For anyone who is having trouble with the flings, here a method:

Try to fling yourself so that you just barely make it to the next one. A way to do this is that once you fling, push the joystick back to the left, so you catch the next one on your way back down (just below your peak height). Also, if you feel that you are not going to time it right, just continue to hang and and swing back to the left. It will look kindy of jerky, but the switch will reset itself, giving you another go. Most of you may have figured this out already, but since I tested these about 100 times, I start to pick up on the little 'tricks'...

Part 3 coming SOON.
2009-07-01 01:20:00

Author:
comphermc
Posts: 5338


Are you serious? I dont understand how someone could rate your level a one star, thats unreal.Ill have to go and boost it up lol. Theres nothing i can really say about your level anymore, all the feedback you got in your beta helped you make this level the best it can be!

Everyone should go play this, its really good.
2009-07-01 02:21:00

Author:
Jrange378
Posts: 573


Yeah, I think he saw that I said 'Not H4H compatible' and responded by 1-starring me and putting H4H in the comments. Thanks for your continued help with this level Jrange. I can't thank you enough.

It's funny, I have more plays being filtered to my first level than to this one... I hope people are just playing part one again before they tackle part 2... I hope I don't scare off any newcomers with the difficulty of the first little bit of the level (as it is the end of the first part). I'm so nervous for this level... ha ha.
2009-07-01 02:25:00

Author:
comphermc
Posts: 5338


Thats the risk you take when you make a level difficult at all. But its too bad that people will rate low even though quality is right infront of their eyes.Good luck.2009-07-01 02:29:00

Author:
Jrange378
Posts: 573


It is unfortunate, as can be seen with the low number of plays and the firm 3 star rating. I deleted it and republished like you suggested, but it may be too late in the evening to get it some exposure. Hopefully it'll pick up, but if not it seems that all this work has been for nothing...

Anyone else out there get a chance to play it? It's got a 3 star rating and only about 10 plays. I feel that it deserves better than this. Hmm...
2009-07-01 04:07:00

Author:
comphermc
Posts: 5338


I loved your first one, ill have to get on this tomorow2009-07-01 04:18:00

Author:
redmagus
Posts: 667


LOL at you comphermc. Some people get 10 plays altogether, and youve managed that within 10 minutes of your publishing.I dont think you have anything to worry about bud.2009-07-01 04:35:00

Author:
Jrange378
Posts: 573


Ha, I just don't want to live in the shadow of my first level's 22,000 plays for the rest of my 'career'. It is definitely looking better though. Last I looked it had like 35 plays and 8 hearts and a 4 star rating... That makes me much happier.

Edit: Have fun on vacation!
2009-07-01 05:00:00

Author:
comphermc
Posts: 5338


well i think you already know how i feel about the level Just bumped your rating and heart ratio a bit... i hope

EDIT: alright, i'll give some feedback ;p

I like the new introduction, blue looks good.

glad to see you got the reset switches working better. The second set one was a little off though, at the top, when i swung it reset or something odd. This was before pulling the switch to raise them BTW.

Turrets definitely look better and while they're still tough to dodge, its a lot easier on my plane switching skills.

I like the new section you added, its kinda a nice link to the next level.

found much more cake, and secret rooms, still not all though.. alas.
2009-07-01 05:19:00

Author:
Burnvictim42
Posts: 3322


Thanks burnvictim. If you are cake-hunting, be advised that hints are your friend. There will always be a sticker leading you to the prize...

About the switches resetting, I changed when they reset to accommodate multiplayer. They should reset while you are flinging to the 'safe platform.' As you can tell, it was different, but didn't affect your ability to complete the puzzle (I hope).

I'm glad you liked the new section - it came together rather quickly. Cutting the level, creating and inserting the mini-boss, and patching the gap back up only took about an hour
2009-07-01 05:54:00

Author:
comphermc
Posts: 5338


yea, i know, the stickers are great, i think i'm missing one cake still, maybe i'll get it another time 2009-07-01 06:10:00

Author:
Burnvictim42
Posts: 3322


Just played this and really enjoyed it. Not to much to say. I liked the new cake areas you've added to this one and the under hung switches were pretty great aswell. Only problem, which is really only my own fault was that I got confused on the second turret I thought I somehow had to grab the back of it again so I didn't think of shooting it, I was just confused. Nice to see that you changed the badge aswell, was looking for the last one in my hearted list to get to it quicker and I almost couldn't find it 2009-07-01 07:21:00

Author:
Shris
Posts: 126


I will definitely play this level tomorrow when I get the time.2009-07-01 07:34:00

Author:
blacknumbers
Posts: 79


I enjoyed this level. The platforming was a nice contrast from the previous level (but I'm glad puzzles made an appearance! (and what a great puzzle it was I've never seen anything like that done before)) which also went well with the look of the level. You guide the player quite well even though they (or at least me) will probably be running around your level, shooting and grabbing everything looking for those elusive hidden rooms! It's nice that you didn't just add in one of the puzzles from the previous level when you fall back into the chambers (as in the way that Portal does it, even though its nice I prefer your 'new puzzle' approach).
Nice level and keep up the good work! Can't remember what I scored it...5 I think...I jumped straight on to the Beta for the 3rd (which is coming along nicely by the way) and I'm sure I hearted it.
2009-07-01 09:59:00

Author:
adlingtont
Posts: 321


Its a fairly hard level, and i really enjoyed it once i figured the knack to the lever flinging!

The intro was a great way to segue the 1st and 2nd parts, and all the behind-the-scenes stuff was nicely done, you really nailed the rat-hole vibe. There's a lot of interesting 3 plane stuff going on here, well done on that.

The 'Fling'. I think this puzzle is gonna be the make or break section for a lot of the more inexperienced players...it's pretty tough. Even once you've got the technique, there's a fair few deaths to be had there when the levers sometimes don't react quite how you want them to...it's a really satisfying mechanic when it 'clicks' though, and new stuff is always good. Hopefully, most players going in will be expecting some challenging stuff.

I only managed a pathetic two blue lights , so a replay is definitely in order...!
2009-07-01 12:22:00

Author:
julesyjules
Posts: 1156


For anyone who is having trouble with the flings, here a method:

Try to fling yourself so that you just barely make it to the next one. A way to do this is that once you fling, push the joystick back to the left, so you catch the next one on your way back down (just below your peak height). Also, if you feel that you are not going to time it right, just continue to hang and and swing back to the left. It will look kindy of jerky, but the switch will reset itself, giving you another go. Most of you may have figured this out already, but since I tested these about 100 times, I start to pick up on the little 'tricks'...

Thanks everyone for playing and for the feedback. It's much appreciated!


Only problem, which is really only my own fault was that I got confused on the second turret I thought I somehow had to grab the back of it again so I didn't think of shooting it, I was just confused.

I will go in today and make it so that either shooting it or grabbing it will kill it. Thanks for the suggestion.

Edit: turret fixed.
2009-07-01 13:42:00

Author:
comphermc
Posts: 5338


Just some tiny nitpicks as I go along in the level, this level is really good so I have to mention tiny things I found wrong .

-At the beginning there's a motor bolt visible on the treadmill.
-Before the part that the person says "Are you dead yet?" there is a sound effect speaker visible.
-On the first paintanator part, the blue switches aren't stickered fully. I love how when you die on that part the switches reset, how do you do that? Also, the next paintanator part where you have to shoot the switch one way, go to a different area then shoot it again is simply genius.
-Love the little boss, a nice cliffhanger for the next level. The only thing is, their bolts are visible .

Just an amazing job once again. Visually pleasing and some very good gameplay. I love the parts after you get the first cube where you have to keep going back where you came from. I just love obstacles like this where they were there I just didn't notice them, they appeared out of nowhere (know what I mean?). Also, loved the flinging, that was awesome! There are just too many good parts to mention! :star::star::star::star::star: and a heart from me. Cannot wait for the third part!

Oh and I got the highest score on the level, I missed two things (the 2 lights on the bottom left) including the super secret room though . I didn't find the level challenging, I only died a couple times (once in the companion cube distribution, I didn't tap R1 and once on the first paintanator part).
2009-07-01 17:37:00

Author:
brnxblze
Posts: 1318


Thanks for the feedback/review brnxblze. It looks like I've been a bit cavalier with my visible stuff I will fix these when I'm on next. I put high difficulty on the description because some of my testers thought it could be difficult. I feel like it's right at an apex of talent. If you are a highly proficient player, you'll find it fairly easy, but if you are moderately proficient, you may find it tough...

Also, sorry to break it to you, but I went through and reclaimed the top spot (it helps when I know where everything is). I'm glad you liked the little boss - it's the only thing I didn't test, so I'm glad it fits/works.

The switch resets are actually pretty simple. I have a 'require all' prox switch on the platform right before the switch puzzle. It is set to direction and activates the wench shown in the picture to contract, which resets the puzzle. The wench has a max length set to way longer than it needs, and it has a timing of .5 which allows it to reset quickly enough if someone is trying to go again.


http://img245.imageshack.us/img245/5992/switchreset.jpg


Also, the next paintanator part where you have to shoot the switch one way, go to a different area then shoot it again is simply genius.

Thanks, this is something I couldn't get quite right in part one, so glad you liked it.

Edit: The resets for all of the fling parts are much more complicated, but operates using the same basic principal.
2009-07-01 18:09:00

Author:
comphermc
Posts: 5338


I put high difficulty on the description because some of my testers thought it could be difficult. I feel like it's right an an apex of talent. If you are a highly proficient player, you'll find it fairly easy, but if you are moderately proficient, you may find it tough...
Yeah that makes sense. Better to put that in the description before someone thinks it's too difficult and rates low because of it.



Also, sorry to break it to you, but I went through and reclaimed the top spot (it helps when I know where everything is).
Is this a challenge? Lol, I plan to play again since I want to see the secret room.



The switch resets are actually pretty simple. I have a 'require all' prox switch on the platform right before the switch puzzle. It is set to direction and activates the wench shown in the picture to contract, which resets the puzzle. The wench has a max length set to way longer than it needs, and it has a timing of .5 which allows it to reset quickly enough if someone is trying to go again.


http://img245.imageshack.us/img245/5992/switchreset.jpg


Ah, thanks a lot. That's actually what I thought it was but I asked because I think I saw someone do a switch reset before the option to make winches and things invisible. Maybe an invisible piston and invisible dark matter?
2009-07-01 18:20:00

Author:
brnxblze
Posts: 1318


woot! so excited! about to play right now!2009-07-01 18:39:00

Author:
ZipCity
Posts: 208


I played this level 2-player with Jrange a few days ago. First of all, I thought the level was a ton of fun!! Like the first episode, you really have a knack for good pacing and creative gameplay. 5 stars.

We both died a good amount. I *sucked* at the level fling my first 5 times. I figured it out after that. I personally thought it was brilliant for gameplay, although if you're getting quite a bit of negative feedback on the difficulty you might consider moving the playtforms closer together.

I'm going to play it again and give some more specific feedback, but in general:

+loved the turrets, looked great and had great gameplay tied to them (although the last one was tough with that hidden ledge!)
+great details - the holes in the fence, the sticker work in those areas
+tons of fun in 2 player!
+creative ideas - cube distribution area, unique puzzles
+replaying the first section really set the stage for the level - liked it a lot
-difficult sections are very creative, but Joe Average will probably get frustrated with the lever fling and the final turret
-not sure if there's much you can do, but since this is the 3rd type of aperature level i've played from you, the scenery isn't as interesting as it was initially. you're pretty much locked into the same color/material scheme, but maybe there's something you can do in the 3rd installment to make it fresh again.

Cheers.
2009-07-01 18:48:00

Author:
phife211
Posts: 62


I didn't find a single slice of cake, lol2009-07-01 19:01:00

Author:
ZipCity
Posts: 208


I didn't find a single slice of cake, lol

I'm sure you saw them, but just couldn't get to them, ha ha.

Phife, based on what you said there, I think you are going to like the changes I made. Everything you said that was a problem has been addressed (except for the color scheme, but not much I can do there)
2009-07-01 19:11:00

Author:
comphermc
Posts: 5338


This level was amazing, you did a fantastic job, it extremely refreshing to play a level with actual puzzles and the switch flinging thing was brilliant. My only concern is at the end boss when the doors shut over the guns, the lazers still go through, my thinking was you could use deactivatable lazers and have them turn off when the doors shut.

I believe there is a forumn about how to get them somewhere but im afraid i dont remember what or where it is. Failing that i could just send them to you.

Other than this there was absolutely nothing i could find wrong about the level, good work and looking foreward to number 3
2009-07-01 21:17:00

Author:
redmagus
Posts: 667


This level was amazing, you did a fantastic job, it extremely refreshing to play a level with actual puzzles and the switch flinging thing was brilliant. My only concern is at the end boss when the doors shut over the guns, the lazers still go through, my thinking was you could use deactivatable lazers and have them turn off when the doors shut.

I believe there is a forumn about how to get them somewhere but im afraid i dont remember what or where it is. Failing that i could just send them to you.

Other than this there was absolutely nothing i could find wrong about the level, good work and looking foreward to number 3

Thanks for the praise! Yeah, I noticed the laser issue too, but I hate dealing with those pesky tweakable lasers. I used them in part three to achieve blue lasers, but there is always a floating piece of dark matter in the level somewhere with the the key on it - maybe if I get part three done, I'll go through and replace them, but it's not likely. I hope you can all forgive my lasers going through walls... (?)
2009-07-01 21:46:00

Author:
comphermc
Posts: 5338


lol like i said not really an issue compared to how amazing the level is,2009-07-02 02:08:00

Author:
redmagus
Posts: 667


hey comp,

Great job on this level. You definitely got the head scratchyness of Portal down. The switch swinging mechanic was great. After playing this i really did have an itch to pop in the orange box again.

Some suggestions:
It took me a while to realize the hole in the fence was more than an aesthetic detail. Maybe you can make the hole more obvious and prettier? (that sounded kind of dirty...lol.) I guess its too jagged for my taste...im just nitpicking i guess, no biggie.

Also the visuals were a little dull imo. I think maybe you can add some pipe decorations, rockets fumes or maybe some splat stickers. I guess it can be anything you want to make the environment more interesting.

Anyway, i really enjoyed this part to your series. I do envy your puzzle making skills. lol.
2009-07-03 00:01:00

Author:
antman
Posts: 84


Let me say, my favorite part of this level IS the cake. That is, you take a meme that was present in the game you're paying homage to, but you're using it to your own ends.

Though it doesn't make a lick of difference on the LBP scoreboard, I also REALLY like that you use a running tally of all the secrets available in your levels. Alternative scoring systems are yet another way to expand gameplay beyond "stomp some heads", and it's great to see.

The lever-jump and scaffold-swing are the next best thing in this level. I've seen people simulate "triangle jump" by abusing Sackboy's sliding animation, but this feels clean - like you're adding functionality that I just didn't know was there. Wall-hanging up is a trip, feels like I'm cheating, and works very cleanly. It was this clear sensation that I was getting better at it that made me less frustrated at having to make so many attempts.

All in all, a big improvement on the first level. 5 stars and hearted for sheer ingenuity.
2009-07-03 02:43:00

Author:
coyote_blue
Posts: 422


Cool, I didn't know you had published yet. I'll need to check out the finished version when I get a chance. You should consider adding a note to part 1 saying that 2 is now available. Alternatively, when you publish part 3 you might want to rename them part 1 of 3, part 2 of 3 and part 3 of 3 to ensure that people who find the first one find their way to the others as well.

Also, maybe you could use your scoring mechanism from the 3rd stage with the cakes to address coyote_blue's comment.
2009-07-03 03:01:00

Author:
dcf
Posts: 468


I don't have time to write up detailed feedback, so I'll just say this: I loved this level, I loved it's predecessor, and I can't wait to see more from you. :star::star::star::star::star: and a ♥ for both of them, and a ♥ for you as a Creator.2009-07-03 03:12:00

Author:
ConfusedCartman
Posts: 3729


Let me say, my favorite part of this level IS the cake. That is, you take a meme that was present in the game you're paying homage to, but you're using it to your own ends.

Though it doesn't make a lick of difference on the LBP scoreboard, I also REALLY like that you use a running tally of all the secrets available in your levels. Alternative scoring systems are yet another way to expand gameplay beyond "stomp some heads", and it's great to see.

The lever-jump and scaffold-swing are the next best thing in this level. I've seen people simulate "triangle jump" by abusing Sackboy's sliding animation, but this feels clean - like you're adding functionality that I just didn't know was there. Wall-hanging up is a trip, feels like I'm cheating, and works very cleanly. It was this clear sensation that I was getting better at it that made me less frustrated at having to make so many attempts.

All in all, a big improvement on the first level. 5 stars and hearted for sheer ingenuity.

Thanks for the review/feedback/praise! I'm glad everyone likes the lever flings. I had a lot of fun testing it - I set up some huge flings initially, but the timing window was much smaller, so I had to tone it down. Sorry to hear you had to die so many times getting them to work!

On a side note, I don't think I've heard of this triangle jump, I'll have to check it out.


Cool, I didn't know you had published yet. I'll need to check out the finished version when I get a chance. You should consider adding a note to part 1 saying that 2 is now available. Alternatively, when you publish part 3 you might want to rename them part 1 of 3, part 2 of 3 and part 3 of 3 to ensure that people who find the first one find their way to the others as well.

Also, maybe you could use your scoring mechanism from the 3rd stage with the cakes to address coyote_blue's comment.

Thanks for the idea about editing the level threads. I agree that they both look the same at first glance. Also, finding hidden cakes do give you points, but just a single creature brain's worth. The scores remain small - I aced it and found all cakes and was rewarded with a whopping 450 points (50 for each of the three turrets, as well). I like this system because it rewards the player for finding everything and for not dying. Hope you have fun with it.


I don't have time to write up detailed feedback, so I'll just say this: I loved this level, I loved it's predecessor, and I can't wait to see more from you. :star::star::star::star::star: and a ♥ for both of them, and a ♥ for you as a Creator.

Short but sweet. Thanks CC.
2009-07-03 03:21:00

Author:
comphermc
Posts: 5338


Thanks for the idea about editing the level threads. I agree that they both look the same at first glance. Also, finding hidden cakes do give you points, but just a single creature brain's worth. The scores remain small - I aced it and found all cakes and was rewarded with a whopping 450 points (50 for each of the three turrets, as well). I like this system because it rewards the player for finding everything and for not dying. Hope you have fun with it.

Cool! I was actually referring to the actual levels for the X of 3, but it works for the threads too!
2009-07-03 03:31:00

Author:
dcf
Posts: 468


I've enjoyed these levels even though I've never played Portal2009-07-04 02:29:00

Author:
ZipCity
Posts: 208


Pretty awesome. The flinging made me wish i had thought of it. i found all the cakes the first time through, and the super secret, but i dont know what it was. (companion cube?)
everything looks great and works flawlessly and was fun. i bow to you as a creator.
2009-07-04 03:55:00

Author:
Deftmute
Posts: 730


Pretty awesome. The flinging made me wish i had thought of it. i found all the cakes the first time through, and the super secret, but i dont know what it was. (companion cube?)
everything looks great and works flawlessly and was fun. i bow to you as a creator.

It was the companion cube. I had reservation about putting the hint there... should I take it away? It's almost impossible to find it without, but too easy with it there...

@ZipCity - You should definitely pick up the Orange Box. 5 great games for the price of one, including Portal.
2009-07-04 04:41:00

Author:
comphermc
Posts: 5338


Hey comphermc. Just finished the released version, finished 9th on the board.

Now I understand why you used the same challenge from Part 1 in the beginning of this level...amazing the difference a magic mouth can make.

You already know how I enjoyed the Beta version, but I'll just say again that this level is awesome, and a masterful gaming creation. Total engagement and intrigue from beginning to end. I have to say this goes well beyond a "Spotlight" recognition...it's something Mm would drool over (I hope they see it, play it, and love it).

The finale with the Super Turrets was a nice cap, which allowed me to show off my paintinator skills to my wife...I love rapid fire.

And again, I rated it 5-Stars.

Bravo! Very Well Done!

Rick
2009-07-04 05:36:00

Author:
RickRock_777
Posts: 1567


Thanks, Rick! I don't care if MM sees it, as long as all my peeps here at LBPC see it (which it appears they have). If you want something to drool over, though, try out StarCruiser, by Candyk - wow, it's a visual overload. The boss is a bit overly difficult, but I played as many times as it took.

I hope you also noticed the slight tweaks to the fling puzzles per your feedback.

Showing off to the wife with a video game...classy, ha ha.

Thanks again.
2009-07-04 05:58:00

Author:
comphermc
Posts: 5338


Just beat it and I thought it was better than the first. The attention to detail really shows. Great job, man.2009-07-04 06:17:00

Author:
Voltiare
Posts: 646


Did Voltiare just come back from the dead? Anyway, Level turned out great (now that I finally got to play it). The end boss seemed a little anti-climactic, though. I beat him in under 2 minutes .2009-07-04 06:22:00

Author:
iiiijujube
Posts: 594


Thanks, Rick! I don't care if MM sees it, as long as all my peeps here at LBPC see it (which it appears they have). If you want something to drool over, though, try out StarCruiser, by Candyk - wow, it's a visual overload. The boss is a bit overly difficult, but I played as many times as it took.

I hope you also noticed the slight tweaks to the fling puzzles per your feedback.

Showing off to the wife with a video game...classy, ha ha.

Thanks again.

I did play StarCruiser, by Candyk, when I was over at LBW. Some awesome visuals there, but I found a way to beat the Boss...it's reaction time is slower than Sacky's. At the time, I think I finished 7th or something like that, but I'm probably out of the Top 10 by now.

So, to keep this reply in compliance, StarCruiser has nothing on the gaming in your level. And I did notice the angled edges on the ledges...thank you from all the players that would have lost triple the lives had you not done that.

Rick
2009-07-04 06:24:00

Author:
RickRock_777
Posts: 1567


Just beat it and I thought it was better than the first. The attention to detail really shows. Great job, man.

Thanks Voltiare! That means a lot coming from you.


Level turned out great (now that I finally got to play it). The end boss seemed a little anti-climactic, though. I beat him in under 2 minutes .

I'm sorry that the boss was not explosive enough for you . You will be happy to know that he was almost not even added to the level. The elevator ride and then a "To be continued" sign would have been much more anti-climactic. I could crank up the difficulty, but I don't want to make it harder for everyone who has yet to play it than for the 2000 or so who have already played it. Part 3 will be a bit more difficult, I promise... (I hope)
2009-07-04 13:20:00

Author:
comphermc
Posts: 5338


Do you know what, when you released part one, I missed it and then when it got spotlighted I thought it looked like something I'd already played and didn't like. I just noticed this and had the same reaction, then realised you made ninja sack training and thought I'd better make sure...

Boy have I been missing out! Awesome levels, both of them. Well constructed and thought out, good mixture of platforming and puzzles. And unique. As with ninja sack training there are so many things that just make me wish I thought of them!

The only real critisism I have (I have to find something ) is that the lever swinging section resets too early. Several times I found the lever pulling back while I was stil holding onto it. Now I might have been timing to late to complete my jump, but I'd rather that kill me that the lever unexpectedly swinging back. Could you delay the reset until you land on the platform?

Also, in the unfinished room, I had an absolute 'mare trying to stack up those cusions. I'd get to pulling the last one up and then my sackboys feet would kick one out. At one point I actually started looking around for another way. Not sure that's constructive, but it was bloody frustrating!

Oh, and seeing as I have 5* rated, and given a heart to all three of your levels, you've got a creator heart as well
2009-07-04 16:40:00

Author:
rtm223
Posts: 6497


Do you know what, when you released part one, I missed it and then when it got spotlighted I thought it looked like something I'd already played and didn't like. I just noticed this and had the same reaction, then realised you made ninja sack training and thought I'd better make sure...

Boy have I been missing out! Awesome levels, both of them. Well constructed and thought out, good mixture of platforming and puzzles. And unique. As with ninja sack training there are so many things that just make me wish I thought of them!

The only real critisism I have (I have to find something ) is that the lever swinging section resets too early. Several times I found the lever pulling back while I was stil holding onto it. Now I might have been timing to late to complete my jump, but I'd rather that kill me that the lever unexpectedly swinging back. Could you delay the reset until you land on the platform?

Also, in the unfinished room, I had an absolute 'mare trying to stack up those cusions. I'd get to pulling the last one up and then my sackboys feet would kick one out. At one point I actually started looking around for another way. Not sure that's constructive, but it was bloody frustrating!

Oh, and seeing as I have 5* rated, and given a heart to all three of your levels, you've got a creator heart as well

Thanks rtm! I'm sorry you get them confused with another series. Portal/Aperture Science has been done, but I wanted to do it on my own terms .

When did you play the level, though? I played through with dcf, and he pointed out the lever reset problem you were having, so I tweaked it last night. It should be in a sweet spot now - I can't make them reset without letting go of the lever. If I move it any further away, it's possible to completely miss the reset zone. I can't put the reset zone on the platform, though. This is how it was originally done, but I had people test in multiplayer, and we found that if someone is on the ledge, it would constantly reset, making it impossible for the other players to advance.

About the unfinished room - I was concerned it would be a problem of people not noticing, but you can actually grab and move the lower lever and the base it is attached to (little piece of grabbable dissolve). You can either use this lever to reach the above area by moving it to the other side, or you can use the platform that the lever starts on to jump across the gap. Not the most readily obvious solutions, but they are the intended solutions. Sorry if it was confusing - I'm glad you got through it, though.
2009-07-04 17:01:00

Author:
comphermc
Posts: 5338


Thanks rtm! I'm sorry you get them confused with another series. Portal/Aperture Science has been done, but I wanted to do it on my own terms . Don't be, I should have payed more attention, and I'm glad you did make it on your own terms - they are terms I like!


When did you play the level, though? I played through with dcf, and he pointed out the lever reset problem you were having, so I tweaked it last night. It should be in a sweet spot now - I can't make them reset without letting go of the lever. If I move it any further away, it's possible to completely miss the reset zone. I can't put the reset zone on the platform, though. This is how it was originally done, but I had people test in multiplayer, and we found that if someone is on the ledge, it would constantly reset, making it impossible for the other players to advance.
I played today. And it definately resets when I'm still holding onto it. TBH I don't really think about multiplayer, so IDK if there is a solution. It's probably not a big deal and the multiplayer issue is a bigger problem.


About the unfinished room - I was concerned it would be a problem of people not noticing, but you can actually grab and move the lower lever and the base it is attached to (little piece of grabbable dissolve). You can either use this lever to reach the above area by moving it to the other side, or you can use the platform that the lever starts on to jump across the gap. Not the most readily obvious solutions, but they are the intended solutions. Sorry if it was confusing - I'm glad you got through it, though.Ha, well, you see, I tried getting up to the lever, but couldn't make it (didn't see the grabbable), so I faffed for ages making a stack and got to the lever, tried using it and just pulled it off, destroying my stack and the finally got up the other side! Certainly gave me a sense of relief when I completed it!
2009-07-04 17:09:00

Author:
rtm223
Posts: 6497


I played this yesterday, and really enjoyed it. The first one felt a little meh, but this one really ups the ante and feels better in almost every category of design... layout/puzzles etc - I like all the ins and outs you integrated into the design to coincide with the middle half of the real game. Still loving the secret hunts... great design, that feels really well done here, and the only levels I think have the same feeling of being able to replay it til you've got it all is Solid Place by Yarbone, Hard Simplicity by Tommy the Third, the Left Behind and Siberia series... but it's really so seamless here, and probably has the biggest focus on it.

I think that stickered white tile from the stone materials would work better still for the lab areas,but then then rusty metal areas would feel a bit off... unless you used something a bit more eyepopping and stickered those areas with dirt,rusty, gradient, crack and smear etc stickers all the way around. Also, a massive white sticker would be a little rough in displaying itself all the way, so the background layer would have to be broken up into individual square room sections to allow for easier stickering and better display when lag may cause sticker tearing.

In the room after the awesome box-chute ride, you land by a ledge with cake, a red switch, and a cube chute above you. with multiple players, other players can be standing in the way of the emitting point, and it seemed like the red grab switch would do nothing a few times. I'm not 100% sure that was what was happening, because I was kind of running through with a run-happy party, but if it is I'd just make the cube emit higher up and drop in, so nothing can be player blocked.

Also in that room, when one player is on top by the cake, and the other player runs right, the camera zone swings out and reveals alot of dead air in the lower right background, and some logic boxes. If you've ever played _OIL's pointless classroom levels, and take a good look, you see he has other classrooms rendered around the one you're in, despite all of them being inaccessible - it's purely for the sake of making the environment seem like it's surrounding you, and never letting the player's sense of immersion break by seeing the marionette strings or tearing down the "4th wall".

I still think the beginning conveyor belt ride could have done with a pseudo teleport. Shoot the ceiling (clearly marked so it's not too puzzling), and it would emit and invisible key that triggers an invisible switch on any conveyor platform in the area to emit a blue gas circle effect, and also crush the previous checkpoint, and emit a new preactivated one... all in one go. BUT, those kind of "outside the box" puzzle mechanics don't usually go over well with the player base, and it wouldn't fit to have 1 portal effect without any other uses of it. In any case, that part was still pretty fun as a platforming segment and recreates that well IMO.

A minor thing I think you could add is to put a tiny square of green gas on the dripping acid paint... acid should definitely be lethal, and there was only one where I thought it would kill me, but didn't. It'd go from a great aesthetic detail, to also being a cool obstacle.

Another great level though. I gave it 5 stars and a heart (haven't been hearting much lately since I realized I had a hearted levels limit), and I only see room for improvements, not necessarily any flaws. Good job landing both of these on cool pages back to back too - a strong work ethic, and proper timing pays off again.
2009-07-04 21:08:00

Author:
Unknown User


Thanks for the very thorough review, Ninja. I was torn with the material design when doing part one, but I made my bed by choosing white wood, so I'll have to sleep in it for the trilogy. The red switch may be confusing if you haven't played part one recently. It's not the red part that triggers the cube, it's the white part. This wasn't done to make sense, but to make it easier to "push the button", as you don't have to jump. I set this up by leaving a visible grab switch on the very first button, way back in part one...I guess I could make either one trigger it. Also, unless someone was stuck up above the dispenser, it shouldn't have blocked the emitter - not sure exactly what happened. I'll have to look at that camera, though - I don't normally test multiplayer, but I'm sure I can trick someone into playing with me.

The green gas on the paintball is a great idea. It made me laugh...but, I have a feeling it would make a lot of people mad since there's no indication of when it's going to fall.

Glad you liked the chute-ride, and thanks for the rating and heart.
2009-07-04 22:49:00

Author:
comphermc
Posts: 5338


I think that where the first level made us feel smart for completing all those puzzles, this one has made us feel smart BESIDES cool and ninja-like, for escaping through a whole circuit where, for a start, you weren't supposed to escape trough.

I think this has already been said (in fact, im pretty sure) but those lever swing were awesome. It's not that's a new idea; it's a new, SIMPLE and fresh idea. I'm not wearing a hat right now, but I would take it off as a sign of respect to you. That was epic.

I'd also love to point out the starting. I remember seeing some really fantastic starting in the way of "In the last episode..." (zwollie made on of those in his accidental hero, with portraits and screenshots, that made me laugh) but none were as... "lively" as the one you made. C'mon, I did get to replay AND repeat the same errors (like shooting those platforms to early, dough!) I did the last time! There possibly isn't a better way to remind of what last happened in the previous episode, I did really love it. Besides, you -somehow- made it easy too imagine that we were supposed to shoot at that little door when inside the incinerator, without being it completely obvius. As I said, you do really make feel the players smart.

The unbuilt chamber was like really good too; even if I spent a good amount of time pulling that useless lever, before realizing I was supposed to go for the other one. It really felt, well, UNbuilt, and I liked how you tricked us with the other level thing and that little hole that looked like if you could go through it, climb fom inside and pull the correct lever. Oh, and I tried this too, yeah.


Those were the parts that I did like the most and that I wanted to leave feedback on. I couldn't find any kind of glitch or anything, not the smallest bug and besides I can't complain about the pacing at all. The only thing I didn't like much were the aesthetics. I can't take all those white parts. It's just some personal taste, tough; it's just that it feels like an hospital. But about this, this level was better than the other, cause it wasn't completely that way. Much better, in fact ^,^

What can I say, besides of cowabunga? I rated it 5 stars and i think -I'm not sure... :S- that I hearted it. I'll check, cause I want to replay it later


About the F4F: This thread is supposed to be F4F, but I didn't see anyone asking for it, so It's kinda weird...
Anyways, I'd like you (I'd love you to!) to give feedback on my incoming level, "Lafarge's request". I shall PM you when it is released, if it is ok with you.
Ah, and in case this isn't 4F4... sorry?
2009-07-04 22:50:00

Author:
Keldur
Posts: 628


Thanks Keldur. Your English is just fine - I don't know what you were talking about in your introduction thread.

I'm sorry the starch white atmosphere is not your thing. This series was based loosely on Portal, which I assume you haven't played. It's a great little game. It's short, so I'd recommend trying it out (I've never met anyone who has regretted playing it). It's packaged in a game called "The Orange Box." Anyways, Portal has these testing rooms similar to how I made mine, and they are composed of just white repeated tiles.

I'm glad you liked the little fling puzzles - they were my favorite addition! It's funny that you mentioned Zwollie's series, because that's where I got the idea to have an overlap. I prefer his method, but that sort of thing wouldn't work in my levels.

This level is indeed F4F for anyone that asks for feedback. I would love to take a look at your level when you decide to release it. Many of the people who have posted here have already been given feedback by me on their levels. I will give feedback on any levels that I play, and I'd gladly play any levels that people asked me to play (including yours). Now that you mention it, I will go through and make sure everyone that posted here has been given ample feedback.

Thanks again!
2009-07-04 23:02:00

Author:
comphermc
Posts: 5338


That was a great experience, and the right continuation of aperture science 1 (which I have played).
I had no probs figuring out how to do next, but maybe some jumps (the ones you have to make yhe red switches launch you) may be difficult and descouraging for the common player (personally I didn't had any problems with them) even with the infinite lives checkpoint (IMHO they have in part ruined the experience.

The only thing I can suggest to improve the level is to add some decorations, that seems the only thing the level lacks.

I'm waiting for the final fight and finally free my sackboy from captivity! lol

Rated :star::star::star::star::star: and hearted.

Great planned job man!
2009-07-05 12:39:00

Author:
Miglioshin
Posts: 336


woooow... i'm soo gonna play this! I really enjoyed the first part.

Already working on part 3?

:3
2009-07-06 12:43:00

Author:
Yarbone
Posts: 3036


woooow... i'm soo gonna play this! I really enjoyed the first part.

Already working on part 3?

:3

Part 3 is already released, but thanks!
2009-07-06 13:31:00

Author:
comphermc
Posts: 5338


>_>........ i'm so not up to date2009-07-06 13:44:00

Author:
Yarbone
Posts: 3036


Loved it. Thought the obstacles were were made, well judged and inventive. 5 star level no doubt. Captured the feeling of portal brilliantly.

There was one point though that I wondered if I would be able to continue.

in this image:

http://www.lbpcentral.com/forums/picture.php?albumid=541&pictureid=4725

If you fall down once the platforms have been raised, can you still reach the switches?
2009-07-06 14:15:00

Author:
Matt 82
Posts: 1096


I think I thought the same thing myself until I DID fall.... I'm pretty sure they reset.2009-07-06 14:20:00

Author:
CCubbage
Posts: 4430


^That's what I thought when I joined someone else mid-game the first time at that part... the tiles and switches all reset down to their lowest position when you're at the checkpoint - ie: die or fall.2009-07-06 14:20:00

Author:
Unknown User


Yep - don't worry guys. I am very thorough in my testing. If all players are down below, the whole section drops back down. If one player falls in the electricity, each individual switch resets. It was tough to make it work, but I got it

@Matt82 - thanks!
2009-07-06 15:05:00

Author:
comphermc
Posts: 5338


Great level, great level indeed. I really liked the beginning part and the way it was changed. It reminded me of portal and made me giggle =D. Also the OFF chamber- parts were awesome.

The Advanced chamber parts greatly incresed the skill level and were a bit too hard, annoyed me a bit. Also: hidden cake slices were a pretty darn good idea. Tho didnt find em all but ill try again sometime.

The miniboss though isn't that good, it's too common and everyone seems to use that kind of boss. It was a pretty big dissapointment for me and lowered the score a bit.

Anyways, it was definetly worth 4 stars and a heart. The level was cleverly made but the boss was lame compared to the rest of the level.
2009-07-06 20:38:00

Author:
Solidi-
Posts: 4


Amazing once again, possibly even better than the first one. I really like the secret rooms again. On top of that, you had some very original puzzles, especially the switched that you grab and fling yourself with. Very fun.2009-07-07 18:19:00

Author:
Walter-Kovacs
Posts: 542


I hated it... every single second was sheer agony. Except I really loved it and played it quite a few more times just because I had to torture myself more.

Brilliant puzzles. ..simple sanitary white look, diabolical, evil and really funny.

I hated that I had to repeat that last segment from the first.. NO NOT AGAIN!! ...not really. It really was a cool overlap, but I had to pick on you about something.

5 stars and a heart.
2009-07-08 03:26:00

Author:
jwwphotos
Posts: 11383


I hated it... every single second was sheer agony. Except I really loved it and played it quite a few more times just because I had to torture myself more.

Brilliant puzzles. ..simple sanitary white look, diabolical, evil and really funny.

I hated that I had to repeat that last segment from the first.. NO NOT AGAIN!! ...not really. It really was a cool overlap, but I had to pick on you about something.

5 stars and a heart.

This post confused the crap out of me at first - curse you interwebs for not making sarcasm clear! Ha ha.

Thanks, though.
2009-07-08 03:44:00

Author:
comphermc
Posts: 5338


This post confused the crap out of me at first - curse you interwebs for not making sarcasm clear! Ha ha.

Thanks, though.

heh heh heh... then my plan worked! I should have used the , but I still felt a taste for blood for some strange reason..

Most welcome!
2009-07-08 04:07:00

Author:
jwwphotos
Posts: 11383


I hated it... every single second was sheer agony. Except I really loved it and played it quite a few more times just because I had to torture myself more.

Brilliant puzzles. ..simple sanitary white look, diabolical, evil and really funny.

I hated that I had to repeat that last segment from the first.. NO NOT AGAIN!! ...not really. It really was a cool overlap, but I had to pick on you about something.

5 stars and a heart.

That post is awesome :arg:

Anyways... I like this simple stuff (i mean by design)
2009-07-08 12:52:00

Author:
Yarbone
Posts: 3036


wow - I just realized I didn't leave you a comment here. Loved it (obviously) Congratulations on the Spotlight!

5 stars & hearted! Thanks for sharing it!
2009-07-12 06:07:00

Author:
Morgana25
Posts: 5983


Tried it yesterday.
Didn't get past the second part of the switch-jumps.
I'll try it again later today.
2009-07-12 07:13:00

Author:
OmegaSlayer
Posts: 5112


Awesome level! :star: :star: :star: :star: :star: and a big author heart!2009-07-13 13:47:00

Author:
resistance1
Posts: 812


I had a blast with this. As a big fan of Portal, I love these LBP remakes and I have found yours to be some of the best. The intro to this episode was very well done and I loved how it started right where the other left off.

You've continued to do a wonderful job of recreating the Portal visuals and the various hidden areas and environments. The dialogue was funny and interesting and it looked like you had a lot more original stuff that wasn't in Portal. It all fit together nicely though.

The puzzles and platforming were well done and I never got stuck or felt that a jump was unfair. I did find the level swinging a bit tricky, but the concept was very cool.

Overall, no big criticisms, but I did notice that toward the end, near the elevator, you can see the blue background to the right. It didn't look like it was supposed to be like that, but I wasn't sure.

Anyway, great level and I'll be playing chapter 3 soon!
2009-07-13 19:36:00

Author:
mrsupercomputer
Posts: 1335


Wow, 4 weeks later...

Cog has added a little two part video of the level (Thanks, Cog!):

YouTube - LBP Level ~ Aperture Science - Sackboy Escape (Part 1)
YouTube - LBP Level ~ Aperture Science - Sackboy Escape (Part 2)
2009-08-16 02:47:00

Author:
comphermc
Posts: 5338


comphermc,
Time to review your level....

Ranking
Fun Factor: Super Fun
Difficulty: Hard at times
Length: Long
Overall: One Awesome Level

Memories
Favorite Part:
Finding and Playing This Level!

Final Rate:
:star::star::star::star::star:

One of my Super Favorite Levels!
2009-08-17 18:45:00

Author:
Unknown User


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