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The collector's bunker (Temple of metal V. 2.8)

Archive: 5 posts


Level deleted (it sucked)
Hello everybody, i would like some suggestions about my level, since it doesn't seem to be liked (i guess it's because it's quite hard, but i would like some constructive criticism); the level is very similar to the story mode's "the bunker" level, wich it shares with a giant wheel, but way harder; many parts of the level may seem a bit strange, it's because it's an edited version of the 4p version (i reccomend it over the 1p version, it's full of coop games, some of them are really tricky and require a lot of timing). I have a lot of spare time, so f4f as much as you want

Please give feedback on any of the 2 versions

Psn: Shadowheaven
level name: The collector's bunker (Temple of metal V. 2.8)

Thanks in advance, i'll try to post some screenshots if i manage to get a pretty decent quality (wich i doubt.... =.=)
2009-07-04 12:52:00

Author:
Shadowheaven
Posts: 378


Well if you are looking for a challenging level this is the level to play. i liked some of the obstables such as the trap doors. however, this level needs some ironing out. first off, there shouls be an infinity checkpoint at the begining. it is annoying to have to start all over again, even if it is at the beggining. the door with the spinning button is fine. the trap door and wall thing was very good. the only thing i noticed was the electric things at the bottom were a little uneven looking, not sure what that was caused by. with ths spikes on the floor, try using the grid tool to make it look more even and clean. Now i have not had time to get past the ting where the platforms are moving up and down into the blue gas. the upper platforms are not consistent, making it hard to play through. also you may want to consider making this part easier... it took my a bunch of tries to get even to the second platform. i have not finished the rest of the level yet because that obstacle is too hard. however, when i have time i will finish it and get back to you. one last comment, to get higher ratings, i would make the level with more decorations and different materials so it isnt so monotone. however, it was a good level that just needs some ironing out. i give this 3 stars and a heart so i can come back and finish it =).

dont forget to play my level "adventure in egypt" and write feedback https://lbpcentral.lbp-hub.com/index.php?t=t=13329
2009-07-04 17:14:00

Author:
iBeastNeebs
Posts: 12


there shouls be an infinity checkpoint at the begining.
Done


the only thing i noticed was the electric things at the bottom were a little uneven looking, not sure what that was caused by. it's because the traps are made of a semicircolar part of glass at their edge, and if i used the electricity on both there would be too few room to pass through


with ths spikes on the floor, try using the grid tool to make it look more even and clean.
believe me or not, the spikes are all on the grid xD


the upper platforms are not consistent, making it hard to play through. also you may want to consider making this part easier...
i removed the upper platforms; in the 4p version, you have to use many switches to pass through; i guess that part was a bit rushed; now it's way easier


i would make the level with more decorations and different materials so it isnt so monotone. however, it was a good level that just needs some ironing out.
that's my main flaw, all my levels are quite monothone : guess how's my pod decoration? yes, you guessed right, it's the basic decoration; i need some tutorials about this main flaw =.=


dont forget to play my level "adventure in egypt" and write feedback i already did, thank you for your feedback
2009-07-04 18:09:00

Author:
Shadowheaven
Posts: 378


All I can say is wow was that a trip man, seriously. I played the player 1 version because I didn't have any of my friends online to play with me at that time. But WOW was that a challenge! I actually managed to get to the end of that crazy thing.

When I first started I felt like this level was going to be extremely easy with all the infinity gates. But then I soon realized it wasn't the fact that my sack had infinitive lives it testing how many lives my patience level had, which I thought was great because most little big planet levels are all razel dazel and not enough playability.

Also with decorations I disagree with iBeast. This was one of those levels where you are paying so much attention to trying to stay alive rather than it being pretty. If you don't know whether or not you should have added decorations follow this do or don't on decorations:

DO if your level has a theme that can really only be expressed through detail (i.e. if your level is in an ocean, make it look like an ocean, if it is in a forest make it look like a forest)

DO if the level is easy because if that's the case people are going to look at the level more if they are not fighting for their life

DO if decorations is your thing, some of the fun of little big planet is making a showy level, for others it isn't, if you aren't the decorations type then don't decorate

DON'T if the level has enough playability that you don't need decorations

DON'T if your level has a simple theme

What I saw in your level was a simple metal theme who's point was to be challenging. The creativity was in the platforming not the detail and it didn't need to be.

Now for some issues I saw with this.

- some of your way gates are too far apart. Especially at the end with the floor opening up under you and the electric pillars coming down. I'd put a gate at the top of that so you don't have to back track through those other three rooms, it was just more annoying than it had to be.

- I would increase the camera angle at the end of the wheel part where you are on the jet pack because I couldn't see where i was going at times.

- In the beginning with the spinning red button I would slow it down a tad because it was going just a bit too fast, so much so that it was actually bouncing me into the electricity.


Overall the level was fantastic, hearted and :star::star::star::star::star:
Defiantly a fun fun challenging level, keep up the good work!
2009-07-04 23:41:00

Author:
m3p
Posts: 58


some of your way gates are too far apart. Especially at the end with the floor opening up under you and the electric pillars coming down. I'd put a gate at the top of that so you don't have to back track through those other three rooms, it was just more annoying than it had to be.

I would increase the camera angle at the end of the wheel part where you are on the jet pack because I couldn't see where i was going at times.

In the beginning with the spinning red button I would slow it down a tad because it was going just a bit too fast, so much so that it was actually bouncing me into the electricity.

The main problem is that i used an awful method to manage the traps in that room: basically i used the same system used in the musical levels with a sequence of magnetic keys read by a column of magnetic switches, with a piston that moves the "reader" back and out of the range of the switches if there isn't any sackboy in the room, that's why i'm forced to make the players lose some time to recharge the "reader" (if an electric pillar goes on one of the trap that open upwards, most of the times something breaks: it doesn't happen if you restart the "reader" every time; i'm doing a survival challenge like that part, it's waaaaaay better)

About the other changes, i'll do them tomorrow (it's 1:30 am now ); the main problem when i test a level is that it's extremely easy for me because i already know what's going to happen. Now i've got a question: should i put a sensor that slows down the wheel when someone gets to the part with the electric cylinders?

Thanks for ypur feedback, and of course for playing my level
2009-07-05 00:41:00

Author:
Shadowheaven
Posts: 378


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