Home    LBP Showcase / Reviews / Recommendations    Level Showcase    Cool Levels
#1

South of Heaven

Archive: 24 posts


hello, littleBIGpeople!

I've made a level based on Slayer, general occult stuff and as always -humour!

The idea for the level is that the State (where ever you are) wants your DNA and you've signed up for a vacation... in HELL! You've just paid for your "vacation" as you're thrown into the harch pits of Hades.

I've tried to make this one a bit gloomy, and it has many different possibillities and secrets.

All (!) the 17 or something users that have tried it has given it 5 stars, and I haven't promoted it to anyone before now. Hope you like it, and hope to get some response!

And yeah, it's called South of Heaven.

Thanx for now!

Marihond
2009-07-01 22:33:00

Author:
Marihond
Posts: 30


Sounds like an interesting concept, I'll check it out. 2009-07-01 22:37:00

Author:
iiiijujube
Posts: 594


It's strange, it has 4 hearts, 5 stars, 16 plays, and the tags Hectic and Ugly? There seemed to be a paradox at work there, so I wasn't sure what to expect when I entered. The very first thing I saw when I entered the level was that the left area was completely open and there were pieces of dark matter or rubber attached to the pipe. It just didn't look as polished as some of the levels I've seen. The speech bubbles could use correct capitalization, punctuation, and spacing, just basic grammatical things in general. It's surprising how little things like that can change a level's look and feel. It just seems more "professional". Also, I would have saved the keys for the scoreboard, as that is traditionally where they are placed. I liked how it was somewhat multipath, but I found myself falling off of things and dying for lack of direction or preparation. Inserting cameras might help with that. The boat was very nice, and the use of a camera angle there helped to maintain a cinematic feel. I did however, fall off the front of the ship and right to the bottom because the gas wasn't in all 3 layers. This exposed the wheels and the dark matter and just looked sloppy. Then a giant object with two large spiked wheels landed on me and the boat. I was completely puzzled and lost at this point. I wandered around, observing the random speech bubbles that really meant absolutely nothing in light of the level as a whole. Another pet peeve of mine is the use of story mode objects. You have a level about the place below Heaven, why am I jumping on a rhino or something's chest and being heaved into the air? The launcher at the bottom was useful for getting back up, except twice I was down there and there was a bomb on it that blew me to shreds. I think it would be better to just seal off that whole area, or make a "Hellevator" or anything but a random paddle. Was there even an ending, because I couldn't find one. I just died after searching around for a while. I gave it :star::star:, it still needs a lot of work and polish. Hopefully some of my criticisms and suggestions can help you to make this a
:star::star::star::star::star: level, because you do have a great idea here.

Since you have opted for F4F, please check out my LittleBigMemory level: https://lbpcentral.lbp-hub.com/index.php?t=t=13198
2009-07-01 22:55:00

Author:
BSprague
Posts: 2325


Thanx for you feedback, you actually pointed at some things that I knew needed to be fixed. But since everybody loved it the way it was I just decided to leave it like that. But next time I play LBP I'll fix some of those things, and proably tell you here. You should try it once more if you can be bothered, I think the end of it is quite cool. You just have to stay on the boat.

Thanx again, and sorry for my late reply! It's hellish summer temperatures in Norway right now, so I've been out all the time. I'll check out your level next time I'll be playing, maybe this sunday. Later!

Marihond
2009-07-03 16:31:00

Author:
Marihond
Posts: 30


I tried to stay on the boat, but some random, very very large vehicle landed on me and the boat. It had spiky wheels if that helps. I'll give it another go though, hopefully it was just bad luck.2009-07-03 16:45:00

Author:
BSprague
Posts: 2325


Just finished giving this one a few go throughs and I have t say I didn't really enjoy it. The idea of the level was good, and a lot of the design was brilliant (loved the reaper and the boat designs). But a large chunk of the level seem to be either missing or broken.
I jumped on the boat, but nothing happened and eventually a large metal thing with spikey wheels fell down. This happened both times I tried it.
The level is also very open, and almost felt a bit unpolished because of this. Maybe only using one colour arrow to point you in the right direction every now and again.
Also, on the boat, if you fall or jump off then the gas doesn't kill you and you fall straight onto the dark matter.
Rated it :star::star: for now, but left a "cute" tag
2009-07-03 17:16:00

Author:
Coxy224
Posts: 2645


Ok I made it across. But at the bottom, there is just a long stretch of fire just before the scoreboard. I can't get over it, am I missing something?2009-07-03 18:03:00

Author:
BSprague
Posts: 2325


hehe, looks like it needs some fixing... in the end there's a bouncing thing to fly you over the flames, and it works, but I'll adjust it a bit.

by the way: when you get on the boat you have to grab the stearing "wheel" in the back of it, like an oldschool wooden ship. maybe it needs to be explained, and i'll fix the gas as well.

thanx, folks!
2009-07-04 08:17:00

Author:
Marihond
Posts: 30


Allright, did some major cleanups yeasterday, hope it deserves a :star::star::star::star::star: now!2009-07-06 09:57:00

Author:
Marihond
Posts: 30


Allright, did some major cleanups yeasterday, hope it deserves a :star::star::star::star::star: now!

I'll check it out and update this post with what I think about it.

EDIT: Alright, so I played it again. I still feel that it is confusing, erratic, and could generally use some more polish. The speech bubbles at the start still could benefit from capitalization and proper spacing and punctuation, and "multiple" was spelled wrong. I can tell that you have revised a lot of things and the level is travelling in the right direction, but there are still many things that need to be worked out. After the room with the cogs that crush you, you simply fall off the edge and into the rest of the level. This lack of direction and excess openness makes the level feel sloppy and confused, and makes it harder to play. The grim reaper is very nice and well animated, and I liked the checkpoint hanging from his hand, it was very subtle. I personally would make all of the motor and wobble bolts on the grim reaper invisible, just to make it cleaner looking. Also, the multiple paths are nice, but if the player wants to go straight to the end, they can do so in about 30 seconds. I would make it so that the player cannot simply jump straight from the start to the ship that takes the player to the end. You still have the random hippo in there, which is still out of place. I also noticed that there were point bubbles in unreachable places, which is unusual. The grab switch elevator was set to On/Off, I'm not sure if this is on purpose or not, but it is only usable once for someone who is expecting it to come back down when it doesn't. I would use a directional grab switch instead. The ship being thrown off is fun, but everything still feels unpolished, especially the random glass and gas placed around that area. I gave it :star::star::star: because you've made obvious improvement, but I wouldn't feel right giving it the full :star::star::star::star::star: until all of the gameplay, design, and polish issues are worked out. You have an interesting idea here, you just need to perfect it's execution.

I also noticed you changed the name of the elevator cross to the "Hellevator". Was that because I mentioned it or on some other inspiration, because it does fit in well.
2009-07-06 13:12:00

Author:
BSprague
Posts: 2325


I'll check it out and update this post with what I think about it.

EDIT: Alright, so I played it again. I still feel that it is confusing, erratic, and could generally use some more polish. The speech bubbles at the start still could benefit from capitalization and proper spacing and punctuation, and "multiple" was spelled wrong. I can tell that you have revised a lot of things and the level is travelling in the right direction, but there are still many things that need to be worked out. After the room with the cogs that crush you, you simply fall off the edge and into the rest of the level. This lack of direction and excess openness makes the level feel sloppy and confused, and makes it harder to play. The grim reaper is very nice and well animated, and I liked the checkpoint hanging from his hand, it was very subtle. I personally would make all of the motor and wobble bolts on the grim reaper invisible, just to make it cleaner looking. Also, the multiple paths are nice, but if the player wants to go straight to the end, they can do so in about 30 seconds. I would make it so that the player cannot simply jump straight from the start to the ship that takes the player to the end. You still have the random hippo in there, which is still out of place. I also noticed that there were point bubbles in unreachable places, which is unusual. The grab switch elevator was set to On/Off, I'm not sure if this is on purpose or not, but it is only usable once for someone who is expecting it to come back down when it doesn't. I would use a directional grab switch instead. The ship being thrown off is fun, but everything still feels unpolished, especially the random glass and gas placed around that area. I gave it :star::star::star: because you've made obvious improvement, but I wouldn't feel right giving it the full :star::star::star::star::star: until all of the gameplay, design, and polish issues are worked out. You have an interesting idea here, you just need to perfect it's execution.

I also noticed you changed the name of the elevator cross to the "Hellevator". Was that because I mentioned it or on some other inspiration, because it does fit in well.

thanx again for you VERY SEVERE and insanely detailed feedback! god ******, can't we just have fun?

1: I don't care about capital letters, that really doesn't matter when it comes to judging the coolness of the level I think. so I'll just leave it like that for now.

2: that room could be a bit cooler, yes. I've just noticed that people mostly miss it, so I haven't cared to fix it.

3: I agree that it's too easy to go straight to the end if you take the "right hand path", I might do something there if a good idea occurs.

4: I like unreachable bubbles

5: random hippo? that bellyjump-dude? i like him, he's my beerdrinking black metal pal.

6: the elevator above him is ****ed, though. I made it when I wasn't too experienced in LBP. will be fixed, but I don't know what a directional grab switch. all in all I don't know how to make an elevator that stops on the top, and falls down again when you leave it. suggestions anyone?

7: I really don't like to polish things too much, same thing when it comes to my music tastes (Venom before Dream Theater ANY DAY if you see what I mean). but it's crucial that the level is playable and fun. I've thought about fixing the gas-thing, but I can't guarantee too much polishing.

8: yup, the Hellavator was your fine idea, glad you liked it!



tonight I'll probably be able to play your level, finally! you see, the PS3 and my computer are at two different places, and I'm a busy dude. later!
2009-07-07 15:45:00

Author:
Marihond
Posts: 30


thanx again for you VERY SEVERE and insanely detailed feedback! god ******, can't we just have fun?
I'm a naturally critical person, but if I didn't like fun, I probably wouldn't be playing LittleBigPlanet. I figured that the more detailed my feedback is, the easier it is to make the level the best it can be.

1: I don't care about capital letters, that really doesn't matter when it comes to judging the coolness of the level I think. so I'll just leave it like that for now.
That is more my OCD than anything else, but if you look at all of the highly polished levels, they do feature correct spelling and capitalization.

2: that room could be a bit cooler, yes. I've just noticed that people mostly miss it, so I haven't cared to fix it.
When I enter that room, I always land right between the gears and die, then I go down and just fall. Maybe a tube leading down or stairs or anything that makes it feel connected to the rest of the level would be nice.

3: I agree that it's too easy to go straight to the end if you take the "right hand path", I might do something there if a good idea occurs.
You could make the ship section closed off or not work until you complete some tasks in the level, such as free some souls or kill some monsters.

4: I like unreachable bubbles
That's fine then, but most players who want the high score will be tearing their hair out trying to get to them. And isn't the point of score bubbles to be collected?

5: random hippo? that bellyjump-dude? i like him, he's my beerdrinking black metal pal.
Well if that is the case, you should leave him in, you don't want him to feel neglected.

6: the elevator above him is ****ed, though. I made it when I wasn't too experienced in LBP. will be fixed, but I don't know what a directional grab switch. all in all I don't know how to make an elevator that stops on the top, and falls down again when you leave it. suggestions anyone?
A directional grab switch is when you go over the grab switch, hit square, and change it from On/Off to Directional.

7: I really don't like to polish things too much, same thing when it comes to my music tastes (Venom before Dream Theater ANY DAY if you see what I mean). but it's crucial that the level is playable and fun. I've thought about fixing the gas-thing, but I can't guarantee too much polishing.
If you fix the gas thing, make sure to only do it before the thing comes and flips you over into the abyss, or else you will never make it down there because the ship will flip and you'll just die.

8: yup, the Hellavator was your fine idea, glad you liked it!
Good to know that some of my feedback made it's way into the level.
2009-07-07 16:07:00

Author:
BSprague
Posts: 2325


ALLRIGHT! I made a completely new room yesterday and connected it to the rest of the level in many ways. This room occurs if you go to the right, you fall into it. I'm sure it'll feel a bit chaotic, but that's the point. Every time you try out that room it behaves differently, I'm really happy with that. Beware of traps!

You can also enter parts of this room from the "Left hand path", when you get a bit down there. So now you have a lot more possibillities, and it surely doesn't take 30 seconds to finish the level no matter where you go.

I also added more prices and some eternal checkpoints (this is Hell, right?). Also, there is a giant hellsaw attacking you when the boat crashes. Action in Hell!

Hope you enjoy it!:eek:

By the way; I finally got to try your level, I'll comment on it in your thread.
2009-07-08 09:02:00

Author:
Marihond
Posts: 30


ALLRIGHT! I made a completely new room yesterday and connected it to the rest of the level in many ways. This room occurs if you go to the right, you fall into it. I'm sure it'll feel a bit chaotic, but that's the point. Every time you try out that room it behaves differently, I'm really happy with that. Beware of traps!

You can also enter parts of this room from the "Left hand path", when you get a bit down there. So now you have a lot more possibillities, and it surely doesn't take 30 seconds to finish the level no matter where you go.

I also added more prices and some eternal checkpoints (this is Hell, right?). Also, there is a giant hellsaw attacking you when the boat crashes. Action in Hell!

Hope you enjoy it!:eek:

By the way; I finally got to try your level, I'll comment on it in your thread.

Once again, I'll give it another go, because I do enjoy this level. I'll update this post with my continued, over-detailed feedback, and thanks for playing my level.

EDIT: I gave it another go, overall the improvements were a great update/addition to your ever-improving level. I immediately noticed the updated speech bubbles, that is actually a big thing in my opinion, it just looks more "professional". The new platforming sections looked very nice and fit it great, but I just fell right past them. I would put score bubbles onto them to give the player incentive to go back and collect them, going on every platform. I liked how everything had been updated, new score bubbles in new places and prize bubbles. The level had much more to it this time around, more to explore and enjoy. The hidden checkpoints and the improved score bubble locations also added value to the level, and I enjoyed looking around and seeing what was in it. The frequent deaths were frustrating, but then again, this level is based on Hell, so it shouldn't exactly be a walk in the park. I liked all of the improvements, and I gave the level :star::star::star::star: and I took first place on the score board.
2009-07-08 15:19:00

Author:
BSprague
Posts: 2325


Hi . I've played your level and here is my feedback

Pros :

Good design.

My kind of humour.

Cons :

Multipath was confusing because although I could see different ways to go I couldn't get to them.

Got stuck in the tomb with the body that says something about raising the dead. I jumped up to it and fell in near it's feet and just couldn't get out again so I had to suicide.

Overall :

Looked like being great fun but ultimately was disappointing because of lack of direction and getting stuck.
2009-07-08 15:57:00

Author:
mistervista
Posts: 2210


Hi . I've played your level and here is my feedback

Pros :

Good design.

My kind of humour.

Cons :

Multipath was confusing because although I could see different ways to go I couldn't get to them.

Got stuck in the tomb with the body that says something about raising the dead. I jumped up to it and fell in near it's feet and just couldn't get out again so I had to suicide.

Overall :

Looked like being great fun but ultimately was disappointing because of lack of direction and getting stuck.

Thanx for playing & feedback!

I knew about that Raise the dead-bug when I fixed the level yesterday, but had to leave it till next time as I had to get early up in the morning. But it WILL be fixed.

Hope you'll try it once more and get to the end of it, you don't have to pass that necro-dude in order to get there.
2009-07-08 16:23:00

Author:
Marihond
Posts: 30


Yeah I did bypass him in the end and got to the finish. I just wanted to get to all the other areas because I like to see everything in a level but couldn't figure out how.

I will play again though for sure, Thanks.
2009-07-08 20:51:00

Author:
mistervista
Posts: 2210


thanx again!2009-07-09 15:57:00

Author:
Marihond
Posts: 30


Ok, I played it again and updated my post (#14). I liked all of the changes and I think its a :star::star::star::star: level.2009-07-09 18:04:00

Author:
BSprague
Posts: 2325


thanx, I can live with that!
so now I just have to put on the capital letters, and it's a :star::star::star::star::star:, hehe.
2009-07-09 18:40:00

Author:
Marihond
Posts: 30


thanx, I can live with that!
so now I just have to put on the capital letters, and it's a :star::star::star::star::star:, hehe.
Minor polish improvements and a little work to the flow and yes, it will be a :star::star::star::star::star: in my eyes.
2009-07-09 19:16:00

Author:
BSprague
Posts: 2325


thanx a lot, mate, I'll probably do some adjustments this sunday.2009-07-10 15:05:00

Author:
Marihond
Posts: 30


Being a great fan of Slayer I played it yesterday in 2 and it was quite messy, I didn't manage to see the whole level...anyway I ROFL so hard when the rhyno appeared.
I'll play it later single player.
2009-07-12 07:35:00

Author:
OmegaSlayer
Posts: 5112


uh! I fixed the rhino of doooooooooooom yesterday, so now everything should be perfect. well, except for the capital letters I guess. 2009-07-13 13:20:00

Author:
Marihond
Posts: 30


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.