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Elevator to hell [SURVIVAL CHALLENGE]

Archive: 29 posts


Elevator to hell [SURVIVAL CHALLENGE]Shadowheaven

My first attempt at a survival challenge: basically it's an elevator whit a lot of traps activated randomly (the random effects is based on the position of the players every now and then, so it's really effective); i reccomend to play it in multi if you can, but single mode is also fine; when you hear strong metallic noises it means that the difficulty level is increasing (along with the number of score bubbles falling on you). I cannot make a version with multiple lives because there's no room for the checkpoint when the elevator starts

As usual, don't feel bad about being bad when you give me feedback

screenshots (taken from the picture snap - export to dics -> crappy quality and no graphic effectsftw)
http://img254.imageshack.us/img254/2145/elevatortohell.jpg

UPDATE: now the score bubbles are randomized too, even if they will probably follow patterns depending on the moment you pull the switch; i increased a bit both the speed and the height of the flame spears that come from the trap-doors, decreased the time needed to get to a higher difficulty level and increased in number the score bubbles since when you're playing with 4 people there's not enough bubbles for everyone . basically, with these settings you have about 5k points when you get to the hardest mode; lastly, i put an arrow under the switch and some dissolve between the switch and the gas on the right, since some people i played with managed to die there even if the challenge hadn't started :eek: - enjoy!
2009-07-05 11:24:00

Author:
Shadowheaven
Posts: 378


Brilliant, brilliant, brilliant...
I loved it on first sight and had a ton of fun even if I played solo mode.
Nothing went bad while I was playing so I guess the mechanics are flawless.

A few suggestions:

- I think if you sticker the bubbles in red they will have a more 'hellish' looking
(you can also turn that in flames but not most players are aware that they don't kill even in flames...)

- Maybe you can add a little of decoration in the elevator, I guess it won't be a problem at all

Rated :star::star::star::star::star: and harted, also hearted you as creator,
I will definately come back to this with friends to have interesting challenges.

I placed 2nd so far!!

F4F:The 7th Idol ---SURVIVAL GAME--- (https://lbpcentral.lbp-hub.com/index.php?t=t=13232)

Check it out, you won't be disappointed!

Regardless, great survival challenge!
2009-07-05 12:03:00

Author:
Miglioshin
Posts: 336


Brilliant, brilliant, brilliant...
I loved it on first sight and had a ton of fun even if I played solo mode.
Nothing went bad while I was playing so I guess the mechanics are flawless.

A few suggestions:

- I think if you sticker the bubbles in red they will have a more 'hellish' looking
(you can also turn that in flames but not most players are aware that they don't kill even in flames...)

- Maybe you can add a little of decoration in the elevator, I guess it won't be a problem at all

Rated :star::star::star::star::star: and harted, also hearted you as creator,
I will definately come back to this with friends to have interesting challenges.

I placed 2nd so far!!

F4F:The 7th Idol ---SURVIVAL GAME--- (https://lbpcentral.lbp-hub.com/index.php?t=t=13232)

Check it out, you won't be disappointed!

Regardless, great survival challenge!

You're right, red stickered bubbles look AWESOME; added a bit of decoration and now the gas effect from the ceiling increases with the difficulty. I added also an anti h4h sticker

Gotta have lunch, later i'll give you feedback for your level, thank you
2009-07-05 13:21:00

Author:
Shadowheaven
Posts: 378


Uploaded pictures (taken from the sticker snap, so the quality is VERY low), edited in the first post

-fixed a minor bug that made score bubbles fall trough the floor :eek:
-edited the randomizer so that there's a higher chance that a trap doesn't start
-added a small section in the end for a "no h4h requests plix plox"
-lastly, now every time the difficulty increases, there's a change in the effects (global settings change and there's more gas froming from above

let me know if i should change something
2009-07-05 19:21:00

Author:
Shadowheaven
Posts: 378


Wonderful... Thank you for bringing my attention to this 'not-to-missed'

After a couple of crappy starts, I got to grips with your elevator and managed to make a respectable 3rd on your leaderboard.

Would love to see the workings of this, it so seems rock solid, technically - i could learn a lot!

There is so much I really like on this survival challenge
+The ramped ambience and pacing is fantastic
+the lighting changes, that really set the pace and mood
+claustraphopic feel is great. want to try with other playing too
+LOL at the no H4H poster at the end

The elevator does not really go anywhere does it.....?


:star::star::star::star::star: and hearted

thumbs up

MitorATV
2009-07-05 22:22:00

Author:
stuk71
Posts: 86


Well, right now the logic is so messy and there's so many wires that if i had to edit something, i'd have to remake everyting :eek:

I'll explain quickly how this works: first of all, the traps are randomized depending on the players' position every now and then, so there's not the possibility of patterns in the traps' activation: i managed to do this by using a sensor that slows down a bit the wheel of the randomizers; the sensor is on the background, so it's always moving; as soon as the switch is pressed, a sort of vehicle (a wooden piece with two wheels) starts moving, and when it reaches some points the global settings change, there's some metallic noises, the effect of the gas falling from the ceiling increases, more bubbles start falling (see later on) and another randomizer is activated (the difficulty increases); all the traps use OR logic and are linked to all four randomizers; each randomizer has about a 10% chance to do nothing; if it does something, it activates one of the 9 traps or creates extra bubbles in the middle; the bubbles do follow a pattern, but i don't care: basically there are 5 magnetic sensors on a wheel, each one connected to one of the emitters: when the difficulty increases, the wheel rotates faster and an extra magnetic key is brought near the wheel, so both the number and frequency of bubbles increase. For the moving background... well, try to figure it out yourself

The traps on the floor are activated with a piston: as soon as it starts the trap opens, when the piston is halfway onward the fire spear goes up, that's all

Lastly, i used stiffed pistons for every vertical fire spear, and i used winchs for the oblique ones, that are made of glass and are supported on glass, so basically, the mechanic is flawless

You're right, the elevator doesn't go anywhere
2009-07-06 13:04:00

Author:
Shadowheaven
Posts: 378


Shhh... There's a huge disk rotating behind the elevator? 2009-07-07 08:37:00

Author:
stuk71
Posts: 86


This is such a fun level, I don't know where to start. The mood setting was great, flames and darkness really put you into the level. The wording at the beginning was a little funky. For some reason, when it said, "Press the switch", I thought there was a two-way switch to flip. It took me a couple seconds to realize that there was a button to the right, because it's very dark in there to begin with. Changing it to "Push the button" would most likely make it less confusing, though it may have just been me anyway. The actual level was fantastically done, with the simulation of the elevator moving downwards faster and faster. Everything was very well done and I made it to level four. I liked how all of the traps came in and left slowly and steadily, it kept you moving and trying to keep a bubble combo going. My only gripe was that it does start off a little slow, and subsequently it is a little boring until level 2 or 3. I gave the level :star::star::star::star::star: and a heart, it was great. Also, if you need any help with sorting out the logic, that's right up my alley.

For F4F, please check out my LittleBigMemory level, I bet you'll appreciate the logic in it: https://lbpcentral.lbp-hub.com/index.php?t=t=13198
2009-07-07 14:56:00

Author:
BSprague
Posts: 2325


This is such a fun level, I don't know where to start. The mood setting was great, flames and darkness really put you into the level. The wording at the beginning was a little funky. For some reason, when it said, "Press the switch", I thought there was a two-way switch to flip. It took me a couple seconds to realize that there was a button to the right, because it's very dark in there to begin with. Changing it to "Push the button" would most likely make it less confusing, though it may have just been me anyway. The actual level was fantastically done, with the simulation of the elevator moving downwards faster and faster. Everything was very well one and I made it to level four. I liked how all of the traps came in and left slowly and steadily, it kept you moving and trying to keep a bubble combo going. My only gripe was that it does start off a little slow, and subsequently it is a little boring until level 2 or 3. I gave the level :star::star::star::star::star: and a heart, it was great. Also, if you need any help with sorting out the logic, that's right up my alley.

For F4F, please check out my LittleBigMemory level, I bet you'll appreciate the logic in it: https://lbpcentral.lbp-hub.com/index.php?t=t=13198

The difficulty levels are only four (meaning up to 4 traps at the same time, with a very very low chance for 5 traps: i can't make that higher, because it's a forced game over if all of the trap-doors open at the same time), so i had to slow down everything a little

I just fixed the text (thanks a lot my english vocabulary is a bit limited ), shortened by about 40 seconds the time interval between lvl 3 and 4 and re-published the level, now i'm gonna take a look at yours


Shhh... There's a huge disk rotating behind the elevator?
Wrong... it's an immense hexagon, has less angles and leechs less system resources , usually when i play i put a lot of stickers on it

BTW, why are the tags for this level "fast", "slow" and "nice" (i think, my default language isn't english)? And also, who the hell gave a heart to my key lock level? :eek
2009-07-07 16:00:00

Author:
Shadowheaven
Posts: 378


The difficulty levels are only four (meaning up to 4 traps at the same time, with a very very low chance for 5 traps: i can't make that higher, because it's a forced game over if all of the trap-doors open at the same time), so i had to slow down everything a little

I just fixed the text (thanks a lot my english vocabulary is a bit limited ), shortened by about 40 seconds the time interval between lvl 3 and 4 and re-published the level, now i'm gonna take a look at yours
Ok that's perfect, thanks for fixing those things. Now I truly don't see anyway you could make this level better. Great job.
2009-07-07 16:10:00

Author:
BSprague
Posts: 2325


In the beginning, the level was really slow to get moving, and I was kind of bored, but after that, the fun began! And it was some intense fun.

For the end of the level, you could put an entrance to Hell itself, maybe put a sign saying "Welcome to Hell". Just a suggestion.

The visuals were somewhat bland, but I'm not too sure how you could improve it. Maybe make the hexagon that's moving fiery?

Overall :star::star::star::star:.

F4F https://lbpcentral.lbp-hub.com/index.php?t=t=13478
2009-07-08 05:23:00

Author:
gersan93
Posts: 27


nice little survival challenge here. I could definitely see playing this for a contest of sorts, or just playing with friends. I had fun, but i agree the scenery is somewhat bland... maybe throw some decorations in or something?2009-07-08 06:03:00

Author:
Burnvictim42
Posts: 3322


I know i may sound lazy, but i can assure you that this isn't the case: i need suggestions on how to decorate the elevator, since it's my main flaw to add details to a level; give lots of advices, as you can see i completely lack creativity in this field =

@gersan93: I like the entrance to hell idea (after all the elevator kills you, so basically you'll reach hell sooner or later in this level ), thank you
2009-07-08 06:59:00

Author:
Shadowheaven
Posts: 378


I edited the last section of the level and made an hell (thanks gersan); i would like some opinions.

P.S.: you will meet an old beloved in the hell
2009-07-08 12:05:00

Author:
Shadowheaven
Posts: 378


I just tried this level out. Cool idea and well executed. The visuals, sound, music and everything goes very nicely together and leaves nothing else to wish for. Sure, the elevator could be more decorated but I'm happy with the way it looks now. It looks perfectly fine and I'm focusing on staying alive anyway.

The level was fun and I love a challenge. The only problem I had with this level is that is it takes quite a while to get to the hard part where it gets interesting. The problem with that is that I don't feel like trying again right after but instead come back later.
During play I also thought I'd like to see more hazzards that I can, with some skilled jumping, get past instead of just being stuck behind a burning pole covering the whole elevator. This is not a major issue at all.

About the end I can only say: niiiiiice! Really cool final screen and that!

Next time my friends come over for some LBP, we're going to start with this level for sure. Nicely done!

:star::star::star::star:
2009-07-09 22:35:00

Author:
Green
Posts: 45


During play I also thought I'd like to see more hazzards that I can, with some skilled jumping, get past instead of just being stuck behind a burning pole covering the whole elevator. This is not a major issue at all.

I feel sorry asking this, but could you explain this part a bit better? You mean i should add something like more traps that require you to jump? i already have a couple ideas, but it could become a lot frustrating xD

Also, if somebody suggests me what to use do decorate that elevator, i'll be glad to do so, i swear i spent hours trying to find some way to decorate it, and you can see the final result (wasted time and patience)
2009-07-09 22:57:00

Author:
Shadowheaven
Posts: 378


Hey, I love a great survival challenge. Superb job.
It does start off a little bit slow though, could be worth looking at.

I notice you mentioned wanting ideas for decoration. When you start going down you could have the back wall covered in what looks like blood or something similar? Skulls and so forth could be stuck to the wall as well.

Either way there is little that needs improving here.

I gave it :star::star::star::star::star:
Tagged it as great, and left a short positive comment.

Please leave F4F on either of the levels in my signature below.
2009-07-09 23:20:00

Author:
LieutenantFatman
Posts: 465


I feel sorry asking this, but could you explain this part a bit better? You mean i should add something like more traps that require you to jump? i already have a couple ideas, but it could become a lot frustrating xD

I mean that I enjoy the trapdoors alot more than the things coming down from above in the centre. The trapdoors keeps you on your toes and you can jump over them if you want some score bubbles on the other side. The 2 top centre things usually just keep you from moving for a few seconds and nothing else. You see them coming so you won't get hit.

If it was my level I would probably just have fireballs coming down and stay on the ground for a little while or something like that. Do you understand what I mean?
2009-07-09 23:48:00

Author:
Green
Posts: 45


I added some decorations and edited the traps, let me know what you think; thanks a lot for your advices, i think now it's even more funny



If it was my level I would probably just have fireballs coming down and stay on the ground for a little while or something like that. Do you understand what I mean?
that's quite similar to what i had in mind
2009-07-10 09:35:00

Author:
Shadowheaven
Posts: 378


I just played the level again and now it's even better! Great Job! The new changes worked very well.2009-07-10 18:56:00

Author:
Green
Posts: 45


I got done playing this and I had a blast. It was so much fun that I played it for at least 30 min (couldn't get passed level 3). I usually avoid survival challenges because of how many there are (and lots are crap), but I'm glad I played it.

The visuals were very nice but they weren't distracting, so that allowed me to stay focused. I especially liked the part when you made it to the next level. The sounds were also well used and didn't seem out of place. The difficulty was just right and never seemed unfair, and that's something I can enjoy.

Overall, I gave you :star::star::star::star::star: and a heart. Keep up the good work.
2009-07-10 23:57:00

Author:
RickTheRipper
Posts: 345


I like the changes and additions, they were all welcomed. There is one thing that really got me and several other people I was playing with though, the flaming balls that rocket their way into the level and kill everyone nearly instantly. They are a nice and very challenging addition, but there are a few small tweaks you can make to it:

Make the light come on a little more ahead of time than the other ones. I, as well as everyone else I played this level with, feel that there isn't enough warning, and it just becomes frustrating dying repeatedly because we didn't see the light in the corner of the screen.
Make them disappear as they reach the edge of the elevator. This is just an aesthetics thing, but it doesn't really look good when the flaming balls sit there in the corner of the screen for a second, then disappear. It would be better if they disappeared on impact, or if the emitter's lifetime was just a little shorter.

Neither of those things detract from the level too much though, it is still easily a :star::star::star::star::star: level.
2009-07-11 00:12:00

Author:
BSprague
Posts: 2325


I edited the logic, now the fire balls disappear when they almost reach the opposite side, their spawning is further delayed by about 0,4 sec and also the warning lasts until a bit before the fireball disappears

Thinking about it, my first idea about those fireballs was to emit them after a random time after the warning (1-2,5 seconds), but i soon changed my mind: i was so concentrated at looking at the points were they get out that i died in every other way (i was even killed by the central pillars, their slow version )
2009-07-11 01:15:00

Author:
Shadowheaven
Posts: 378


Great level! One of the few survival challenges I like.

The visuals of the level are great, and the atmosphere is awesome. The elevators design is great and the traps were really nice and worked well.

The gameplay is simple and good. It was a bit disapointing that there were only two kinds of traps. But still...the level was great.

About the ending: yes, I know that you're telling people to stop H4H, but when you die, you end up in hell... I'd think that in hell there would be H4H singns...not anti-H4H

But anyway: 5/5 stars and <3
2009-07-11 12:47:00

Author:
Oerjeke
Posts: 234


This survival is great!
Very funny, I personally hate how the flaming rolling rocks continuosly pwn me....
Anyway it's great, and the randomizer worked really great.
Got to level 3 only...
5 stars and Cool tag!
2009-07-12 07:32:00

Author:
OmegaSlayer
Posts: 5112


Nice, very fun especially with a lot of people. May I ask, how'd you make the elevator look like it was going forever? I don't think its this but was the background on a motor bolt?2009-07-12 08:28:00

Author:
brnxblze
Posts: 1318


I'm glad you people liked it

Yes, it's a huge (about 2 maxed out zoom screens) hexagon that spins faster as the challenge progresses; there's also an inverted sensor set to speed on it that is linked to the randomizers, so at every spin the randomizers change their patterns
2009-07-12 08:52:00

Author:
Shadowheaven
Posts: 378


wow, i played this level loads of times always had fun, with 4 people its mad because everyones jumping to get away from the traps , but i love this level, i always vote :star::star::star::star::star:2009-07-19 21:48:00

Author:
springs86
Posts: 785


I'm glad you've reached the cool level status man!2009-07-20 12:23:00

Author:
OmegaSlayer
Posts: 5112


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