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Aperture Science: GLaDOS Confrontation (part 3 of 3)

Archive: 80 posts


Hey everybody,

First of all, I want to thank everyone for playing the first two parts of my Aperture Science series, and for giving feedback on them. You all helped me make them just that much better!

I know you are all thinking, "But you just released Part 2!" but I was actually working on this one before I started on part two, so it was pretty easy to finish it up once part two was released.

So, without further ado, I present:
Aperture Science: GLaDOS Confrontation

The third level in my Aperture Science trilogy is where you finally get to come face to face with GLaDOS (Genetic Life-form and Disc Operating System), who has been 'stalking' you throughout the first two chapters. She tried to kill you in Sackboy Chambers, you escaped from her incinerator trap and worked your way to find her in Sackboy Escape, and we get to finally take her down in GLaDOS Confrontation. This level is a bit different than the previous two, in that there is pretty much only a boss fight, so I hope it is satisfying enough to wrap up the series. For anyone who has played Portal, this boss fight will hopefully be a little reminiscent of the one in Portal. Here are some picures and a video:

http://img35.imageshack.us/img35/6484/part3c.jpg

YouTube - LBP Level ~ Aperture Science - GLaDOS Confrontation

The level is almost entirely contained in one room, so I had to do a lot of scripted moments and I used a TON of logic gates behind the scenes. I worked very hard to make it appear as seamless as possible, and I invite you to look at some of the logic behind the level. I think the logic junkies will get a kick out of both the complexity of it all and the haphazardness of the logic placement (glances at rtm):

Firstly, let me apologize for the fog in the pictures. I should have turned it off, but I forgot. Here we have a collection of pictures, mostly from just one area:

http://img10.imageshack.us/img10/1160/part3logic.jpg

There are about 200-225 mag keys/switches, about 40-45 magic mouths, and roughly 30 permanent switches throughout the whole level. Pictured in the bottom-right are pistons waiting to be triggered, which would set off a series of mag key switches, which is what I used for the scripted moments. This took a TON of trial and error, and I have played through the level WAY too many times.

In the middle left picture, you can see a wheel which serves as a rhythmic double AND switch, of sorts. When the turrets are activated, the pistons that are attached to dark matter extend, triggering a plasma-ball firing sequence, depending on the stage it's in. In the same picture, in upper right corner, you can see a set of blue and red wheels that are a creation of mine - they are used to obtain a more realistic earthquake camera. They rotate opposite of each other at different speeds to create a semi-random spiraling path for the camera.

In the top right picture, there is an awkwardly shaped little section. This is a little piece of logic I had to make up for the turret stages. A little block of material with a key on it falls down on the middle part triggering the turrets to pop out. When they are shot X number of times, a one shot piston knocks the block of material into another area so the key is no longer triggering the mag switch. This way, the turrets' motion is independent of each other, and I don't have to re-emit the actual turrets.

In the top-right picture, you can see how much of a rat's nest the wires are. It's a nightmare trying to remember/figure-out which switch does what anymore. You all are lucky I was able to actually finish it!

Edit: In the bottom right, there are empty chutes with keys on the bottom. This is the scoring system I came up with. Each time a turret is shot, a brain with a mag key switch attached to itself is emitted. When it reaches the bottom of the chute, it kills itself, generating points and a possible combo. The chute probably wasn't necessary, but I stuck with the first design that I made).

If you have any questions about something I did, just ask, and I'll gladly try to explain it.

Edit: The level has been released. Enjoy

I am totally open to suggestions of how to make the level better. I will try my best to consider all suggestions, but you have to understand the immense complexity of everything going on in this level. If you don't believe me, take a look at some of the logic pictures above. I just hope it's not TOO MUCH logic... I want to keep the slow-down and lag to a minimum.

Thanks again for everyone's support on the first two chapters, and I hope you enjoy the third!

LeveL: Aperture Science: GLaDOS Confrontation
PSN: comphermc

Edit: Almost forgot! Special thanks to all my beta testers! They are pretty much the same group from part 2, with the addition of newcomer (and yet to post) MaximovSephiroth. Also, super special thanks to dcf for the idea of a the lighting flare in the incinerator and the points system idea (I think you hinted me in that direction, and you let me know that brains allow for combos), and Jrange (who is out of town) for testing it like a dozen times.

Also, there are 2 prizes in the level - I know you all hate prizes, but I worked hard on these!

Prize #1: GLaDOS prototype. This is essentially the GLaDOS boss (I made the one in the actual level bigger, but it's the same model), minus the cores. Obtained by acing the level.

Prize #2: The big tree outside. I worked really hard on this tree to make sure it didn't look stupid. I almost just threw in one of the story trees, but I'm glad I didn't. It's large, and takes up 3 planes, but hey, I figured someone might have a use for it. It's hidden, but telling you all what it is might help you to locate it
2009-07-05 20:14:00

Author:
comphermc
Posts: 5338


Good Grief! I just figured out #2! 2009-07-05 20:16:00

Author:
CCubbage
Posts: 4430


Ha ha, sorry. Gotta give the fans what they want. I'm 2 for 2 on Cool Pages, Page 1.2009-07-05 20:17:00

Author:
comphermc
Posts: 5338


well, i guess i know what i'm doing when i get home.2009-07-05 23:06:00

Author:
Deftmute
Posts: 730


The logic pictures are what convinced me to stop what I'm doing and go play it, just to see why it's all needed. BBS.2009-07-05 23:20:00

Author:
Unknown User


Ninja, it's not out yet! But you can get into the Beta if you put 3030 into my key level....

*I hope you got that in time...
2009-07-05 23:23:00

Author:
comphermc
Posts: 5338


Crap. It's doing that thing again, where when I collect a key, it draws a white dotted arrow to the level but doesn't actually unlock it for me.

All my prizes are enabled, my profile's not full... but it's been doing this for weeks. I posted a help Q on the workshop forums, but noone answered.
2009-07-05 23:55:00

Author:
Unknown User


I just played the beta. Might have hit a little snag. The thing dropped, I grabbed it and was asked where I was taking it. Didn't know where to take it, flew up, pulled a white lever. Boss dead. I finished level.

I don't think I got the correct experience here.
2009-07-06 00:39:00

Author:
rtm223
Posts: 6497


Ha ha, - yeah, the jetpack was actually published by accident when I was testing the level - it should be completely disregarded. As to where to take it... try the little room with a button in it.2009-07-06 00:46:00

Author:
comphermc
Posts: 5338


Block the jetpack from being used during the fight because I used it to pull the white lever... and I destroyed her. Then I restarted and I did everything correctly without using it.2009-07-06 01:04:00

Author:
dylantd
Posts: 7


Don't worry everyone, the jetpack has been deleted - it was just for testing the ending. But, good news...

IT HAS BEEN RELEASED!

A full hour early. I was getting good feedback, and there were a bunch of people playing the beta, so I said, "what the hell?" and released it.

Enjoy!
2009-07-06 01:11:00

Author:
comphermc
Posts: 5338


I can't beat it :C

I got to where the spike comes out of the floor, and now I can't do anything. I have litteraly shot the ENTIRE room, and nothing happens.
2009-07-06 01:50:00

Author:
Kog
Posts: 2358


Try using the spike to climb above the room

There should be a switch to pull.
2009-07-06 01:52:00

Author:
comphermc
Posts: 5338


Try using the spike to climb above the room

There should be a switch to pull.
Yep just noticed that

GLaDOS looks awesome! But now I have to verse than darn turrets, AGAIN.
2009-07-06 01:55:00

Author:
Kog
Posts: 2358


Just finished...and wow, amazing, everything worked perfectly. I'm not a fan of the paintinator except for solving puzzles, so my favorite level was the first...but this one was just so impressive I gave it 5 stars. Everyone definitely needs to play this series...especially if they like a bit of a challenge. Congrats!2009-07-06 04:12:00

Author:
fullofwin
Posts: 1214


wonderful job yet again. i like the extra humor you added since i've last played, particularly some of the things the evil head says I'd say i look forward to your next level in teh series... but Valve needs to make a Portal 2 first ;p keep up the great work with creating.2009-07-06 05:55:00

Author:
Burnvictim42
Posts: 3322


For a boss level, it is good. When I first saw GlaDOS, I just stood there and watched it move. It looks amazing and I can tell that you have studied GlaDOS pictures to get it exactly right. The way it moves just blew me away how close it is to the real game.

I found that the battle itself was faithful to the game although I don't think I like the infinite checkpoint. It just makes the entire thing a matter of time and not a matter of skill. I think a double checkpoint would give a real sense of achievement after defeating her.

All and all, great job.
2009-07-06 07:23:00

Author:
Voltiare
Posts: 646


Having never played Portal I still love this series. Fantastic design on the the boss - loved the humor - and I like the surprise at the end. Not long before this shows up on page one of cool levels I'm betting.

on a personal note... I'm suspecting you may in fact be some sort of hyper intelligent super computer bent on LBP domimation - you get these levels done so fast! Let's just hope your morality sensors are still working.
2009-07-06 07:32:00

Author:
Morgana25
Posts: 5983


Once again, loved it. I couldn't quite figure out how to get onto the tree, but that's OK - I enjoyed myself anyway. :star::star::star::star::star: and a ♥.

By the way, thanks for the site promotion! Word-of-mouth is very important, so I appreciate it.
2009-07-06 07:36:00

Author:
ConfusedCartman
Posts: 3729


Another 5 stars, love this series. Played the official one as soon as you told me, but you probably already knew that The GLaDOS design is amazing I had to keep stopping and staring at it. The shaking camera is a really nice touch and the best I've seen someone do. I don't know if this sounds dumb, but I love the way you made the step like spikes pop out of the ground, it looked like it had an added effect though I think was the camera. Shame the series is over, I look forward to what you make next.2009-07-06 07:49:00

Author:
Shris
Posts: 126


Great job as usual; at first i thought you would've put the section with the giant room with turrets on every wall, but it does'nt matter; the GLaDOS model is awesome and very well detailed, it gives the exact feeling of the 3d counterpart, you put a lot of effort and time in making it; the boss fight was something simple, but special: it wasn't too challenging (i aced it on my 2nd run), the infinite checkpoint makes things way too easier in my opinion; the steps coming from the floor were totally unexpected, but i liked the idea; i didn't like much the fact that you have to use the paintinator for every battle step.

I don't know if it's something you wanted, but you can ignore the white 2-way switch over GLaDOS and get on the surface (the magic mouth says that she died even if you didn't kill her).

I gave it 4/5 and a heart; i'm not much into boss battles, but this was quite cool.
2009-07-06 08:40:00

Author:
Shadowheaven
Posts: 378


wonderful job yet again. i like the extra humor you added since i've last played, particularly some of the things the evil head says I'd say i look forward to your next level in teh series... but Valve needs to make a Portal 2 first ;p keep up the great work with creating.

Thanks, BV. I thought the LBPC community would appreciate the Ramp and H4H references. I want Portal 2 released also, but we all know how Valve is at releasing things in a timely manner...


For a boss level, it is good. When I first saw GlaDOS, I just stood there and watched it move.

The GLaDOS design is amazing I had to keep stopping and staring at it. The shaking camera is a really nice touch and the best I've seen someone do.

the GLaDOS model is awesome and very well detailed, it gives the exact feeling of the 3d counterpart, you put a lot of effort and time in making it;

Thanks guys! I spent a couple of hours making her look as faithful as possible. This was actually the first thing I did once I made part 1. I'm glad you all appreciate my work!


I found that the battle itself was faithful to the game although I don't think I like the infinite checkpoint. It just makes the entire thing a matter of time and not a matter of skill. I think a double checkpoint would give a real sense of achievement after defeating her.

the boss fight was something simple, but special: it wasn't too challenging (i aced it on my 2nd run), the infinite checkpoint makes things way too easier in my opinion;

Yes - I may still swap out the infinite checkpoint. I only had one tester give feedback on this, and they wanted it to be left alone. Would everyone else appreciate a double-life checkpoint more?


Having never played Portal I still love this series. Fantastic design on the the boss - loved the humor - and I like the surprise at the end. Not long before this shows up on page one of cool levels I'm betting.

on a personal note... I'm suspecting you may in fact be some sort of hyper intelligent super computer bent on LBP domimation - you get these levels done so fast! Let's just hope your morality sensors are still working.

Thanks, Morgana. No, I'm not some 'super-computer' - I'm an unemployed college student, lol. There's no jobs to be had around here! I don't think the next level will be out for a while, though.


Once again, loved it. I couldn't quite figure out how to get onto the tree, but that's OK - I enjoyed myself anyway. :star::star::star::star::star: and a ♥.

By the way, thanks for the site promotion! Word-of-mouth is very important, so I appreciate it.

Thanks, CC. You have to jump onto the tree from the left. You can't quite make it, but I "helped the player out" a bit... I appreciate what this site is doing, so I have no problem promoting it! I only worry that H4H'ers will see it and start flooding to the site, which I definitely don't want to happen.


I don't know if this sounds dumb, but I love the way you made the step like spikes pop out of the ground, it looked like it had an added effect though I think was the camera. Shame the series is over, I look forward to what you make next.

No, that doesn't sound dumb - I spent a lot of time trying to get those to work right, so I'm glad someone appreciates it, lol. I don't think there was an added effect - the camera's shaking just seems greater when you are standing still. I look forward to seeing what I make next, too...ha ha (I have no idea where I'll go now).

Thanks again for everyone's feedback!!
2009-07-06 13:50:00

Author:
comphermc
Posts: 5338


I think the infinite life checkpoint is fine. If you`re good enough, you won`t need it. It`s a long boss fight, and the stages aren`t all that dissimilar (shoot the things then dump a bit in the fire, repeat) so I think that forcing players to start again would be a cheap way to increase difficulty (it usually is tbh).

Why an infinite checkpoint would make the level easier to ace is beyong me.

I think that if I got killed near the end and had to start again, as soon as I got to that first boss (which by this point I`ve done twice already since it`s in the last level too) I`d just quit out as things would be getting a bit repetitive by then.

That`s my 2 cents as they say.

Anyway as expected it`s very good and you`ve clearly spent an age studying and perfecting the look since it`s absolutely spoy on. 5 stars.
2009-07-06 14:48:00

Author:
Matt 82
Posts: 1096


Infinite checkpoint.... hmmm.... I haven't played this level yet (playing it tonight), however my feeling is it depends on how long it takes to get to that point - in LittleBigPlanet if people play for long enough and then die they probably won't try again, so although I'm not a huge fan of them I think they are necessary because of the nature of LBP and the audience.

(most commercial games have the ability to save at any time and reload - whereas in LBP you don't get that choice - you must start all the way from the beginning).

I've found it necessary on a few of my levels to put Infinite checkpoints near the end if the level is pretty long and there's a good chance they will not figure out what to do immediately.
2009-07-06 15:03:00

Author:
CCubbage
Posts: 4430


You guys make good points - having to repeat the fight would become repetitive and possibly drive the player away. I am going to leave it as infinite (besides, I have several prox switches attached to my infinite checkpoint that are very finely tuned - I'd hate to re-do it).

@Shadowheaven - thanks for the heads up about the switch. I can see the player not noticing it there - I have added a small "R1" sticker right above it.

Acing it is very possible - so you advanced players can work towards that goal. Besides, I give GLaDOS away as an ace prize, in case anyone wants a closer look. If you do, try blowing it up bigger to see everything.
2009-07-06 15:08:00

Author:
comphermc
Posts: 5338


Good job everything looks great and runs real smooth.
The only draw back is the boss fight is just shooting the turrets in the same place three times over. Just move back and forth from back to front layer. I would say if you make another boss in the fuure try to shoot for something that engages the player to have to move around more. I dont like when the fighting element of a boss consist of hiding in one spot and jumping out from time to time. Every thing looked really awsome, but that is what the game played boiled down to anytime there was danger.

i liked the series overall though you had some really good level design and puzzles/obsitcles.
2009-07-06 15:27:00

Author:
deboerdave
Posts: 384


I do feel that the infinite lives check point felt wrong for this level...but I wouldn't change it at this point. With the previous levels infinite lives worked because the challenge was figuring out the puzzles to get to the end (and finding the hidden achievements, loved that part!)

This level is all about the boss fight...and much like the story levels/MGS dlc I think the series is strong enough that people that played through the first 2 would stick with it and retry if they failed, so I think you would have been ok without catering to the unskilled.

After your first death you may as well get in a few extra shots...why bother to evade? I would have preferred a double-life check point and a little less heath on the turrets (it was kinda repetative)...but I enjoyed the boss/level design, dialog, and ending so much it didn't affect my score.
2009-07-06 15:49:00

Author:
fullofwin
Posts: 1214


I loved Glados design. I don't care about if the design isn't completely yours, and it is just refernced from portal. It's still awesome, it feels so very alive.
I can't give bad feedback on here either, since there were no flaws in the level.

You see, I tried to be smart and "pull" the levers by shooting them, and I thought that as your level series are about breaking the games of the game you're in, that would work. But it didn't, there wasn't an angle I couldn't find... D: Adding that shortcut would have been epic, cause it's so in the line of the series!

I also -as always- loved the sense of humor implemented in the level. I dunno if the morality sensor was your idea of it is from portal also, but that did really crack me up! It's not like I get to incinerate someone's sense of morality everyday. It feels so... mean?

I dunno what more to say. I just want lo let you know that you gave me, and people all over lbp a great time. Thank you for that!

I don't know if those series are finished, but it really feels like. So, if you're gonna go for another level/level series, I'd just ask of you not to use the white sticker anymore!
2009-07-06 16:13:00

Author:
Keldur
Posts: 628


Thanks for the feedback, guys. I had trouble deciding how many hits to make it to kill the turrets. It started at 15...they said it was too hard...dropped to 10....they said it was too easy...bumped to 13...they still said it was too easy...now it's at 16 or 17.

I'm sorry that you found it repetitive. I wanted to make the boss as much like the actual Portal boss fight. But without the portal gun, this would amount to just collecting the cores and tossing them in the incinerator. In the way I've done it, you still collect the cores in almost the same was as Portal, but since there's no portal gun, what else would you have had me do? If I made too many things happen, it would've lagged like crazy, and the logic would have been even more complicated than what it's at now (plus it probably would've been frustrating if things were going crazy all around you). I chose to do turrets because there was rocket turret in the portal final boss, and I thought what I've made fits in well with the semi-minimalistic design that I've used throughout the series. Also, you'd be surprised to know that this small little level actually takes up about 80% thermo. Any specific suggestions as to what YOU would have done differently, or did it just 'rub you the wrong way'?

Edit: cross posted with Keldur...

Thanks, Keldur. Yeah about 80% of the dialogue is straight from portal (including the morality core). I actually have the switches attached to invisible wenches, so even if you found an angle, it wouldn't have worked to "skip ahead'. Besides, it would completely ruin the dialogue! I'm glad you liked the series, and thank you for the praise

This particular series is finished, so I won't make you suffer through any more starch-white walls!

Also,
There are known issues that I will address pre-emptively:
1. It's possible to actually crush one of the cores with the incinerator door, thereby breaking the level. Both the door and ceiling are sloped to prevent this, but if you try REALLY hard and hold the core in just the right place, I think you can crush them (I haven't been able to get it to work).
2. Because of the nature of the "hide-away" checkpoint, if one person is standing on top of it when another dies, you can be launched up to GLaDOS. I believe I changed her head so that it is NOT dissolve anymore, but I've noticed in pictures that you can break her head off. This doesn't ruin the level, it just makes it harder to get the cores to the incinerator (and it ruins the experience).
3. Combine issues 1 and 2, and you'll have what some people have actually managed to do... They've uploaded pictures of GLaDOS's head lodged in the incinerator. Obviously, this is not meant to occur, but leave it to the LBP community to find this.

comphermc, out.
2009-07-06 16:14:00

Author:
comphermc
Posts: 5338


Ok, I went home during lunch to check this out. Here's my thoughts:

First of all, absolutely fantastic design. I love the way the boss works, I love the mechanics, and I really love the way you stayed true to the original Portal game in the boss design. 5 stars and a heart.

Now, I DID have a few subtle suggestions:

The material that is emitted on the right side after destroying the box with the paintinator - I kept tripping over this material when I would try to pop out and destroy the turret on the right. Not a big deal, but it did make walking on that side of the room a bit fiddly, and I kept thinking "this would be a lot more enjoyable if this material wasn't there". Maybe emit it for a set period of time...

The rubbage pile that drops on the left side that you use to get up to the switch over the left room - I was having plane shifting issues between it and the stairs. I kept trying to jump onto it in order to get onto the building, and instead I would shift and land on the stairs. I was jumping from right to left. It worked better if I got in front of it and jumped straight up, but I think it would improve if this pile was designed to better handle plane shifting.

Apart from those two minor quibbles, I thought it was fantastic. Great series!

Now, the subject of being too hard or easy - since, really, the boss IS practically the entire level I think you're going to go nuts if you try to make everyone happy. It seemed just right to me when I played it, but you're going to get players that go both ways on it.

As for an unlimited checkpoint, I died several times tripping over the material on the floor, so if there's a chance someone could feel it's unfair I would leave the infinite checkpoint in there.
2009-07-06 18:20:00

Author:
CCubbage
Posts: 4430


Thanks, CCubbage.

I considered the material being emitted for a set amount of time, but I didn't want the player to see it dissolve. I suppose I can try it out and see how it works. If it's not noticeable, then I'll make the change.

I know about the plane shifting problems, lol. There is invisible dark matter in the thin plane between them...but maybe I didn't extend it far enough. I can maybe extend it a little beyond what it's at now. The problem then arises that if the player tried to jump on the stairs from the front before the floor juts up, they will be confused.

Thanks again for the feedback!

Edit: they now dissolve after 3 seconds.
2009-07-06 18:30:00

Author:
comphermc
Posts: 5338


Yay GLaDOS.

Okey the level was good, really good. Didnt like the turrets again but still it was good BUT. It was too much of a ripoff, it's almost identical to the Portal bossfight. But yeah I liked it, and the number of dialog was amazing. Jokes were amusing and it was a great touch to the level. And also liked that GLaDOS changed her mind in the end and helped sackboy escape. The ending was awesome and it was similiar to the Portals ending, not good or either bad thing but meh.

4 Stars though and hearted I think.

Overrall this level series has been good, and I rewarded you with an author heart for that, and I really do hope that you make more levels and keep the quality high.
2009-07-06 20:46:00

Author:
Solidi-
Posts: 4


This level was great, hilarious, and true to the reference material...

But the turrets need to be toned down, and some of the architecture needs to be fixed...

Also, there's a part in the middle of the level where GLaDOS gets really quiet, and doesn't say a thing. There's also some incorrect text in GLaDOS' speech. For example, after she says "...All you've managed to break so far, is my heart" after that she says, "Perhaps we'll just leave it at that and call it a day"

Small gripes, but the turrets definitely need fixing for this level to be reasonably ace-able... Right now it's just cheap

Side note, your GLaDOS tower model is incredible, makes me want to ace your level terribly bad
2009-07-06 21:04:00

Author:
Aurongel
Posts: 221


Just a heads up....

I managed to "break" the level the first time I tried. I somehow shot the wall before I was supposed to, and ended up with two glowing things at the same time. I incinerated both but couldn't continue
2009-07-06 22:07:00

Author:
ZipCity
Posts: 208


@Shadowheaven - thanks for the heads up about the switch. I can see the player not noticing it there - I have added a small "R1" sticker right above it.


It's not that i didn't notice, it's that you can get out of the boss room even if you don't kill her (i like GLaDOS a lot, so i feel sorry every time i have to kill her so on my 2nd run i ignored the switch and completed the level); anyway, i just found a huge bug that messes the logic a lot; if you are close enough, you can destroy the configuration panel on the right (the one rignt next to the incinerator) and drop the yellow core even before the battle starts: if you put both the yellow and the first core in the incinerator, the turrets will activate, then deactivate for a moment, and when you defeat them you get stuck

About the dissolve material near the incinerator: you could make a trap-door (see my level in the signature to see what i mean: the sistem i am suggesting now is the same of the 3 central traps of the level, only a bit faster); you could use this sistem with the checkpoint too
2009-07-06 22:30:00

Author:
Shadowheaven
Posts: 378


Had a seriously difficult time with this. Tried using the paintinator to flip the switches, since parts one and two had several puzzles involving flipping switches with the paintinator. The switch off to the left had been used on and off as a prop or as an actual switch (if my memory is correct) so I tried yanking it, but I was yanking the red part, and nothing happened. I read a post on this thread that said to put the sphere in the button room, but it's on an invisible string or something and can't move there, so then I was stumped again until shooting the control panel accidentally and breaking stuff.

Finally I realized I was supposed to grab the base of the button instead of the button itself, but maybe having the "this seems to open the incinerator door" pop up before the player has figured it out would help.
2009-07-06 22:48:00

Author:
tashi
Posts: 60


Sorry for all the problems you guys are having.

@Aurongel - You're going to be nit-picky about the dialogue? I can't put it all in, or else people will be annoyed by it all. I tried to put in the most memorable parts. I'm not sure what you mean by 'the architecture needs to be fixed'? You don't like it, or something is horribly wrong with it? If the speech ever goes quiet, it's because she's waiting for you to do something. If I put in any more dialogue, people are able to go too fast, speech bubbles overlap, and you ultimately miss things.

@zipcity and Shadowheaven - I know about this glitch, but there's nothing I can do about it. The game has some weird physics for semi-thin materials. What you are doing is actually shooting the paintinator so that it emits a paintball in between the two layers, which shouldn't be possible. I can't fix it, but if you follow the speech bubbles and the story you should be okay. I think you guys know how to beat it, you are just TRYING to break the level, hence the ability to break the level.

@tashi - I'm sorry you had trouble with the button in the room, but this is how the buttons in all three levels have been, so I'm not sure how you didn't notice

About the turret difficulty: if you stand in the third (back) plane, and pop out at the right time, shooting the turrets, you should be okay. I don't want to make acing the level super easy - it needs to be something that you EARN.

Edit:

I read a post on this thread that said to put the sphere in the button room, but it's on an invisible string or something and can't move there, so then I was stumped again until shooting the control panel accidentally and breaking stuff.

Not sure where you saw that post, because there is invisible material preventing you from pulling the core into the room.
2009-07-07 04:20:00

Author:
comphermc
Posts: 5338


Actually, I DIDN'T know how to beat the level the first time.....I didn't realize what to do with the cylinders until after I accidentally "broke" the level. I was literally stuck and just shooting everywhere and when I hit something that was registering the "paint switch" noise I just kept shooting.

After restarting, I beat it, however
2009-07-07 04:33:00

Author:
ZipCity
Posts: 208


Actually, I DIDN'T know how to beat the level the first time.....I didn't realize what to do with the cylinders until after I accidentally "broke" the level. I was literally stuck and just shooting everywhere and when I hit something that was registering the "paint switch" noise I just kept shooting.

After restarting, I beat it, however

Sorry about that then. If you've played Portal, it should be pretty straightforward, so I didn't realize people wouldn't notice the button room. I tried to fix that paint switch glitch, but to no avail.

At least you didn't find the worst glitch, though. It's possible to break off GLaDOS head and get it jammed in the incinerator. I haven't been able to do it, but apparently it's possible.

Also, anyone willing to post how well the level is doing? The internet at my place got knocked out earlier today, so I can't logon to PSN.
2009-07-07 04:38:00

Author:
comphermc
Posts: 5338


Sorry about that then. If you've played Portal, it should be pretty straightforward, so I didn't realize people wouldn't notice the button room. I tried to fix that paint switch glitch, but to no avail.

At least you didn't find the worst glitch, though. It's possible to break off GLaDOS head and get it jammed in the incinerator. I haven't been able to do it, but apparently it's possible.

Also, anyone willing to post how well the level is doing? The internet at my place got knocked out earlier today, so I can't logon to PSN.

I've never played portal.

Also, grabbing the switch that opens the incinerator only makes a noise....maybe add a camera switch on the first grab to show what it does? I was expecting the floor to open or something
2009-07-07 05:10:00

Author:
ZipCity
Posts: 208


I've never played portal.

Also, grabbing the switch that opens the incinerator only makes a noise....maybe add a camera switch on the first grab to show what it does? I was expecting the floor to open or something

It has a magic mouth that says, "It appears this button opens the incinerator door" - don't know how to make it more obvious...
2009-07-07 05:33:00

Author:
comphermc
Posts: 5338


attach it to a piston so it punts the player into the incinerator?2009-07-07 05:41:00

Author:
Deftmute
Posts: 730


Sorry for all the problems you guys are having.
@zipcity and Shadowheaven - I know about this glitch, but there's nothing I can do about it. The game has some weird physics for semi-thin materials. What you are doing is actually shooting the paintinator so that it emits a paintball in between the two layers, which shouldn't be possible. I can't fix it, but if you follow the speech bubbles and the story you should be okay. I think you guys know how to beat it, you are just TRYING to break the level, hence the ability to break the level.


To prevent this you could attach a piston on the panel and "protect" it by making it slide in the floor, and when the dissolve material is activated, you make the panel pop up as it is now: it's a quick and pratical fix
2009-07-07 08:26:00

Author:
Shadowheaven
Posts: 378


Played this a couple of times yesterday and thought it was great albeit very tough. Thank goodness for infinite life checkpoints because without them I would never finish it and see what a great job you did. Well done on that.

I really hate when these so called hardcore gamers who seem to think they are superior to us 'lesser mortals' criticise their inclusion. Why should players like me be excluded from seeing the entire level ( not just this one but any in general ) just because they want to brag about how good they are and can ace it. Who gives a toss whether you can or not. I'm certainly not impressed. You just come over as arrogant ****holes who don't care about other gamers.

Anyway rant over and well done again for using them.

I have to say I don't know anything about this 'Portal' thing. I've seen lots of levels about that and I honestly thought it meant some sort of transporter device. I'm guessing it's a game or a film ?

Well even though I know absolutely zero about the subject matter I still thought it was a great series and brilliant boss in it's own right. I suppose it may be better if you do have some knowledge of it but it didn't affect my enjoyment anyway.

As for continuing the series I personally would like to see you do something entirely different as I'm not a great fan of series of levels that go on and on and on no matter how good they are. I like a bit of variety. I personally like to create a different theme with every level I make although I may be tempted to make another Sheriff Sack level as I really loved doing that one and I've always loved Westerns.

I would love to see your skill and artistry carried over to some other theme.

Oh and as for all that logic. WOW that's amazing. I wouldn't have a clue where to start with all that. It's all way too complex for me I'm afraid. I wish I did know how to do stuff like that.
2009-07-07 11:35:00

Author:
mistervista
Posts: 2210


Played and aced the level last night (and beat your high score ). I liked most of the changes since my last play on the beta. FYI it was on page 2 of cool levels when I played, so I imagine you're probably on page 1 now.

I noticed that the "in base 10 I'm fine" magic mouth is appearing about 2 speech bubbles too late. This might be because I know the level pretty well at this point and incinerate the cores fairly quickly.

The paintball hitting the upper right switch appears to be fixed. I didn't hit any of the other glitches people are talking about. I did notice the plane shifting issue on the left pillar that you climb.

If you do make some changes, I'd recommend making it so the incinerator door doesn't close until the core is placed inside. If I remember correctly from the beta, it's on a timer. This should prevent the door from crushing the cores. Also, the suggestion someone made earlier of sliding the panel into place is a good one to prevent people from shooting through the wall. Either that or make the wall a little thicker.

Overall I thought the level was really good for the direction you decided to take it and gave it 5 stars and a heart like the others. Personally, I would have taken it in a slightly different direction simply because, like some other posters have said, the plane jumping to avoid plasma ball mechanism can only hold one's attention for so long. In action levels I prefer less plasma balls without a safe plane as it forces the player to run and jump rather than plane shift.

That said, these levels have been 'puzzle' levels, not action shooters. Making these puzzles has been a real strength of yours. I would have preferred to see the puzzles continue with the boss fight. An enormous room, with a larger glados in the middle, and many of the mechanics you introduced earlier in the series used to climb to various points in the room, reach the cores, knock them to the ground and toss them in the incinerator. I think, given the skill you showed in the first two levels for these types of mechanisms, you could have made an absolutely incredible puzzle boss. This isn't saying that the action boss you created is bad (quite the opposite it's a very good boss) but I think you would have completely amazed us with a puzzle boss to cap this particular series of levels.

Obviously you went with a different direction and I completely respect your design decision. However, it's something you may want to consider in the future. Think about the skills you are having the player develop throughout the level and build on those skills when making the level's (or in this case series&apos climax.

Great level series. I thoroughly enjoyed and got many plays out of all of them. You have a real knack for putting together fun obstacles. I noted this back in your ninja level. Your challenges are skillfully made and very rewarding to the player. I'm also very impressed by the speed at which you are able to put out these levels. It was just a month ago that I was testing the first couple obstacles in the beta for level 1. I look forward to seeing what you come up with next.
2009-07-07 12:54:00

Author:
dcf
Posts: 468


Went back through and played it again this morning - the couple changes you made with the emitted material on the floor and fixing the plane shifting issue on the left worked great. Definately played better.2009-07-07 13:22:00

Author:
CCubbage
Posts: 4430


So I finally get round to giving some feedback (I played on the release day so don't know if anything has been changed)...

Well it's a good boss fight. But to be honest if the boss is the entire level, I think I'd like to see more variation in the style of the fight. In essense it did come down to use paintenator/planeshifting to fight plasma turrets, get key, use key, repeat. With a bit of switch pulling in between. As all your other levels have been so inventive, I sort of expected a little bit more. I know this is a horrible opening to feedback, so sorry for that. I think I've just seen too many bosses of this nature tbh.

That said, it was executed very well. The design on the GLaDOS was wonderful and the overall set design was well thought out. I'm not sure I understood the rocks coming up from the floor though (is this some reference to the game?).

With regards to infinate checkpoints. I'm not the most skillful out there, but I'm pretty sure I could comfortably complete it with a double, it'd take bit of focus to do it on a single and I could ace it if I really tried. Regardless, an infinate life checkpoint doesn't change the experience for me, it just cuts out other players. I think MistaVista's rant is quite justified.

The only thing I would change about the checkpoint is to use a search light rather than a prox, so that it drops when you planeshift forwards. Minor touch - I just think it would be nice.

There is a strange piece of invisible dark matter below and to the left of GLaDOS.

The initial section where you have to press the button to open the incinerator. I found this very cryptic. The button is a common design from the other levels, so it was obvious. I went to go in there straight off and I think there was a door in the way. Then when the thing drops, the door opens so your attention is taken away from that. I assumed that the door was still closed. Is there any reason that the button needs to be closed off initially? Also, I'm not 100% sure there is a door there, so please disregard if my memory is playing tricks on me.

It is a good level, it's just not really what I was expecting TBH. I think I gave it 4 or 5 stars, I forget which.

And as with everyone else, I look forward to seeing what level you have in the showcase for us next week


edit - In terms of the logic, meh I lose interest in pictures of logic when they go above a couple of devices. I can't read it like a circuit or algebra or VHDL so it just becomes a bunch of pistons to me and I switch off. It is an impressive quantity of pistons though, and used to good effect
2009-07-07 13:40:00

Author:
rtm223
Posts: 6497


Thanks, guys. The idea of the module thing popping from the floor seems like a great idea. I'm hesitant to even think about tearing the level apart for fear of breaking it, but I will try to make it work (I just have to figure out which switch goes to dissolving the material in front...

Cross posted with rtm:

Thanks for the feedback. I'm sorry this boss wasn't as puzzling as the first 2 parts . To be honest, I was having a hard time coming up with ideas for puzzles in this one. The floor bursting up, allowing you get to the switches was my idea, not Portal's. I think the problem was that I was trying to be too faithful to the Portal fight, and couldn't make it work exactly the same. For anyone who has played Portal, you'll agree that once you understand what to do, the boss fight is pretty simple/repetitive. I was going to do something relating to the neuro-toxin gas that is released if you don't beat it fast enough - but I couldn't work out how to make a thermo-friendly timer (digital readout) - and I don't think players would like a point where you automatically fail the level.

The searchlight is a good idea - is it possible to make it unobtrusive enough? Also, I'm not sure if it triggers the same as the prox switch (read: slightly before the player actually spawns in the level). I will have to do some testing.

The piece of invisible dark matter to the left and below GLaDOS is to prevent the "level-breakers" from jumping from the top of the little room in an attempt to 'rip her head off'

Thanks again, rtm. Sorry you couldn't understand the logic - I don't really get all of it myself
2009-07-07 13:52:00

Author:
comphermc
Posts: 5338


the searchlight can live under the floor and be shrunk down so it's tiny and the light barely shows up. Then you tweak the angle and the range. I'd guess it triggers the same, but I don't know.


I couldn't work out how to make a thermo-friendly timer (digital readout) You probably won't. How much thermo do you have available to use on this and how many digits do you need?
2009-07-07 14:01:00

Author:
rtm223
Posts: 6497


Just a quick mention.... my PERSONAL opinion on the final boss and the "lightness" of the puzzles.

I think its perfect. If you take it as a series and figure many from this point on will be playing the whole thing as a series, the change of pace for the boss segment is exactly what the series needed. I also like the fact that it's segmented into its own level because its a blast to play and I think quite a few players will go through it more than once to attempt to ace it.
2009-07-07 14:58:00

Author:
CCubbage
Posts: 4430


@rtm - I have about 4-6 bars of thermo left. I was thinking something along the lines of 6-8 minutes, but I assume that straight seconds would be easier (so about 400 or 500 seconds). It's not a huge deal. Personally, I like where the level's at now - as CCubbage so eloquently put it, I feel that if it's played as a series, it just feels 'right.'2009-07-07 17:39:00

Author:
comphermc
Posts: 5338


4-6 bars of thermo, with up to about 19:59 is probably doable, just. Check out level vault lock / level lock by me. Minor adaptions are needed for a timer, but not much. That's 5 bars and various tunings can be made to lower that (smaller digits, only 6 symbols in the 10s, 10m can just be a P switch control, etc)

Of course this will make it nearly impossible to make any edits later! And as you say, it might not even be worth it. But it is a possibility if you change your mind.
2009-07-07 17:48:00

Author:
rtm223
Posts: 6497


Ha ha, thanks rtm, but it sounds like a nightmare to wire up, lol. I know you'll disagree and say it's not that bad, but I am happy moving onto my next project.2009-07-07 18:01:00

Author:
comphermc
Posts: 5338


Lol, no worries. I should probably point out that the wiring isn't all that bad though I'm really that predictable, huh?

I only mentioned it because I was using that device as a timer originally, for a future project.
2009-07-07 18:11:00

Author:
rtm223
Posts: 6497


I played this last night, it was great. I do kinda wish that killing the boss had a puzzle/platforming section to it. Like you have to figure out how to disable her shield or something. Basically the action felt like any other paininator action. This is my only complaint however.

Otherwise, it looked great, played great, sounded great(really, good effects), was great.
2009-07-07 18:16:00

Author:
Walter-Kovacs
Posts: 542


Awesome, part 3 already! Again, here are some nitpicks as I go along in the level.

-The bolts on the mini-bosses are visible, not sure if you wanted it that way or not.
-The mouth that said "there was really going to be cake..." left too fast. That's all I got to read.

And that's about it. This level was an awesome end to an awesome series. The boss was just awesome. I love how you rewarded people for shooting the turrets quicker with combos. 5 stars and hearted. Great job!
2009-07-07 20:05:00

Author:
brnxblze
Posts: 1318


Alright, party people. I have made some changes based on everyone's feedback, and then some

The configuration module that becomes exposed (and you have to shoot about 30 times), now pops out of the floor, instead of just being revealed. It's still possible to angle the paintinator shot down and into the corner to trigger it preemptively (I can't move it any further), but you have to KNOW it's there to make that mistake. Also, I mentioned it earlier, but the debris from this sequence now dissolves after 3 seconds.

The hide-away checkpoint that pops out from the floor has been completely re-done. Now, there's no need to trigger it at the start of the fight, so no more awkward moments of the purple core landing on the top of it - instead, it starts and remains below the floor until you die. As soon as the first part of the dialogue from GLaDOS is triggered, the previous checkpoint is destroyed (had to modify the floor from the turret mini-boss slightly to make this happen), and an activated infinite checkpoint is emitted beneath the floor in the hide-away thingy. Since I have to emit the checkpoint, I have inserted it into a little holder, but it is not glued down. The result is that the checkpoint is able to spin slightly in place. This doesn't seem to cause any problems, and it's not very noticeable when you aren't looking for it. Also, by popular demand, the hide-away checkpoint is triggered by a spotlight instead of a prox switch, so now moving into either of the two front planes will make the checkpoint drop back beneath the floor.

I hope you guys like the changes, and I would appreciate someone who had already played to let me know if I should keep them or go back to what I had before (I have a backup saved).

@brnxblze - I will look into the bolts. Sorry about the quickness of the magic mouth. Unfortunately, I have to leave it as is, or else it's possible to grab the last core before the dialogue is done, causing the next set of dialogue to occur prematurely. The magic mouths that are triggered by grabbing the last core are more important than the one you mentioned, as they have the "H4H is evil" reference in them. If you must know what it said, She says,

"There was really was going to be cake. I was even going to invite companion cube...Oh that's right, you MURDERED HIM!"

Thanks,
comphermc
2009-07-07 20:42:00

Author:
comphermc
Posts: 5338


I just replayed the level. Everything went very smoothly...but I had no issues with the previous version. The only difference I really noticed was the stuff on the floor now dissolves...it didn't trip me up in the previous version but having it dissolve seems like a good change. So I think the new version is a keeper, I really wouldn't make any further changes, it's a great end to a great series...2009-07-08 00:16:00

Author:
fullofwin
Posts: 1214


If you must know what it said, She says,

"There was really was going to be cake. I was even going to invite companion cube...Oh that's right, you MURDERED HIM!"

Thanks,
comphermc

Thanks, I wanted to know who she was speaking about .
2009-07-08 05:07:00

Author:
brnxblze
Posts: 1318


Thanks for your feedback on my level.

I played through your Aperture Science trilogy today. Awesome! Overall just really cool and fun to play.

I loved the humor in your story, very well done. The story progression between levels is structured really well. I like the "previously on" with the segment of the last part repeated. First time I've seen it done that way.

Good replay value because of all the hidden areas, I'm going to go back through again another time to try and find them all.

For those of a poorer skill level like myself I did get frustrated in part two with the red switch swings. Finally got the hang of how to ascend the three switches in one continuing grab-release-grab-release-grab, but doing it a second time after raising the three switches up a notch - i couldn't get started on a run the same way and found it impossible to pass.

Loved the progression and humor of the boss segment.

Brilliant trilogy. 5 stars/Brilliant for all three - and I'll be revisiting part 2 again after my patience returns.
2009-07-08 08:24:00

Author:
J_THUNDER
Posts: 13


Glados body design is amazing... I love it. I can't stand simplistic looking mechanics, animation, design, and "anatomy" (even for a machine) on bosses no matter how great the gameplay or idea is or how complex the attack patterns are. Kudos to you for that.

I can see why the magic mouths on this one drove you nuts, and I know what it's like. I don't really have alot of feedback to give - I enjoyed this level, thought it was done pretty much as well as it could be for LBP, and more... I also like that you've consistently taken the Portal world and made it your own at every opportunity, while still capturing every bit of it that you can. Good stuff, excellent series... the conclusion has solidified it as one of the best short series' out there.

Now, if you could just make a 4th one where you can pull your hair out trying to coordinate magic mouths to coincide with a music level that plays the credits song from the original game
2009-07-08 13:39:00

Author:
Unknown User


Glados body design is amazing... I love it. I can't stand simplistic looking mechanics, animation, design, and "anatomy" (even for a machine) on bosses no matter how great the gameplay or idea is or how complex the attack patterns are. Kudos to you for that.

I can see why the magic mouths on this one drove you nuts, and I know what it's like. I don't really have alot of feedback to give - I enjoyed this level, thought it was done pretty much as well as it could be for LBP, and more... I also like that you've consistently taken the Portal world and made it your own at every opportunity, while still capturing every bit of it that you can. Good stuff, excellent series... the conclusion has solidified it as one of the best short series' out there.

Now, if you could just make a 4th one where you can pull your hair out trying to coordinate magic mouths to coincide with a music level that plays the credits song from the original game
Collaboration with the Jolly Rajah! Although instead of magic mouths, graphic lettering!

Interestingly, it would probably get more plays than the rest of the series....
2009-07-08 13:52:00

Author:
CCubbage
Posts: 4430


Yeah, I know there's a lot of demand for it, but I just want to be done with the series! If I remember correctly, the tune/music would be fairly simple...

Only problems is - I'm tone deaf! I would have to have someone make it for me, and nobody wants that. I probably would have enough thermo to tack the song onto the end of the level, but I doubt anyone would be willing to make the music for me...

It's sad that a "Still Alive" music level would get more plays than the actual level... (at least I think it's sad)
2009-07-08 14:58:00

Author:
comphermc
Posts: 5338


As I said.... TheJollyRajah... probably the most successful music level dude around, and a pretty active member of this site....

Don't know if he would do it....

but it would be sweet!
2009-07-08 15:13:00

Author:
CCubbage
Posts: 4430


This was great. Really emulated the Portal boss well. I can only imagine all of the switches used to make this very well scripted boss battle possible. Very immpressive indeed. Seems like your a bit of a brainiac.

Anyway, great series! And i got my cake!
2009-07-12 20:26:00

Author:
antman
Posts: 84


It took me a while, but I finally got around to completing the trilogy! And after playing, I don't know what I was thinking waiting so long! This was a fantastic finish to your series.

Once again, I love the recap at the beginning of your level to help jog my memory about where I left off fighting the turrets. Those turrets were soon forget however, once I saw GlaDos. Man, you did a great job recreating, not only her, but the feeling of the entire boss fight from the game.

The multiple attack stages with the turrets was simple, but effective and I loved how the facility started to fall apart as you destroyed her with the giant spikes emerging from the ground. I might have to borrow that trick...

Great finish to the trilogy! Well done!
2009-08-02 04:03:00

Author:
mrsupercomputer
Posts: 1335


um.. i was wondering were you posted your key room code and wasn't sure were to put this so could you tell me please2009-08-03 03:13:00

Author:
inferedmonkey
Posts: 76


Sorry for the bumpety-bump, but Cog has captured a beautiful video of the level:

YouTube - LBP Level ~ Aperture Science - GLaDOS Confrontation
2009-08-16 02:43:00

Author:
comphermc
Posts: 5338


Hey! Played through your whole AS series. Great work! You did even inspire me to create something similiar - original, not portal-related, differently themed, but I want to take the "clean visual style, clever puzzles" idea and build something massive.

I was a bit disappointed with GLaDOS though; I loved the original portal boss-fight, and seeing your nice tech throughout the series, I hoped to see more of a puzzle-boss.

Well, your version of GLaDOS was entirely plasmadodge-based. Great visuals and a nice boss fight, but I just hoped to see some puzzle elements, like, for example, having to open the incinerator with a timed switch and then shooting at the module to push it in the incinerator because there wasn't enough time to run through the whole room, and different variations of this.

Still, nice series, and you've inspired me!

5/5'd and hearted all parts (and you as a creator).
2009-09-29 21:58:00

Author:
Treas
Posts: 223


I was thinking about these levels today actually, this post has made me really want to play them now 2009-09-29 22:28:00

Author:
GruntosUK
Posts: 1754


My visual level design is actually pretty similiar to yours... Well, I guess I could excuse that because it's just the portal style. I will add my own twists and touches to it, but it will mostly be kept in white and pastel colours.

There's tons of portal levels out there, but your series is the only one I've been able to enjoy so far. Let's hope I'll succeed in creating a second playworthy level (series?) ^^
2009-09-30 00:57:00

Author:
Treas
Posts: 223


Thanks for the feedback, Treas. I'm always looking for levels like the one's I made, so let's see what you've got. I believe it would be safe to say that my visual style is similar to yours. I've only been around the LBP game since the end of May. I had it last winter, but put it down for several months... I'm glad I got back into it. I would someday like to remake them now that I have a better understanding of create mode. I was sort of a hack back in those days, just making stuff up and learning as I went along. I suppose the minimalistic, blocky design hides that a bit, huh? I have actually struggled to come up with new puzzles recently. Perhaps I need to sit down and try to find something new to do...

@Grantos, I'm honored you were randomly thinking about my levels.
2009-09-30 05:08:00

Author:
comphermc
Posts: 5338


i played this series afew days ago
lots of fun
some what of a challenge
the dialogue was always a laugh
the scenery was nice
gained like 3 or 4 extra game space out of a small area
good use of thermo

now if you were a hack back when you made this...
whats that make me?
2009-09-30 05:17:00

Author:
Littlebigdude805
Posts: 1924


I believe it would be safe to say that my visual style is similar to yours.

Well, since the level I'm now working on will be the first featuring the new visual style, and since your level (as well as the real portal game) was my source of inspiration, it can be assumend that my style will be similiar to yours

I prefer creating dungeons and caves with lots of beautiful edges and irregularities, but after playing your level, I was quite eager to create a portal-themed action-puzzler with a simplistic bright look.

I stick to a small selection of materials; "waved concrete" (don't know the english name of the material, just 1:1 translation) and MGS "Gekko armor-plate", both painted in white, white or pastel-colored polystyrene, pastel-colored glass... and that's about it. Using the black gradient sticker to create different gray tones does also work out pretty well.

But hey, it's your level thread - let's stop spamming it with my level concept
2009-09-30 09:53:00

Author:
Treas
Posts: 223


I finished all your levels and they are great but whats the code for the one level that leads to other locked levels, the "There is nothing in here" level2009-10-27 02:04:00

Author:
meamumbler
Posts: 1


I'm glad you liked my levels (and that you've revived this thread), but there are only 5 people who know the code to those levels, so don't feel excluded. They will all be unlocked soon.



From your location, I can see you live only about 90 minutes from me. Small world.
2009-10-27 04:04:00

Author:
comphermc
Posts: 5338


Wait a second! Those are real, full length levels that are locked? I'm crossing my fingers for the answer "yes"!2009-10-28 21:38:00

Author:
piggabling
Posts: 2979


I loved this whole series. You don't now how many times I died XD.
You really stayed true to the portal feel, excellent! Happier ending than Portal which is nice to see! The rats nest rooms were brilliant to find! (Still haven't found all of them!).

All three 5 stared,
:star::star::star::star::star:, tagged and hearted!!!
2009-12-21 07:57:00

Author:
The Gentleman
Posts: 360


Old bump!

Hiya Comph, I've been meaning to get around to playing your back catalogue for a while and this weekend, me and a few friends played through this parts 1, 2 and 3.

We absolutely loved parts 1 and 2. I'm a huge fan of this kind of style. It kind of combines platforming and puzzles into one. This means that the puzzles are never too static and the platforming is never too mindless. The 'whiteness' of the testing centre was a little bland, but I see what you were shooting for and it works. I really liked the insides of the rat holes and the 'mess' in them in contrast to the factory itself worked well. We were totally engaged throughout parts 1 and 2 with some great ideas and really nice flow. I liked the way you introduced simple ideas (like shooting the switches) and then came back to the same ideas later but with a tricker puzzle. Kudos for making a joke about euthanasia that was actually funny and not in bad taste. The scene with the incinerator was genuinely harrowing - and i had a mini panic trying to escape from it in part 2.

A bit of constructive criticism....
I thought the 'previously on...' idea was good, but I didn't like actually having to play through some quite tricky sections more than once. Especially when playing through the series back to back it was repetitive.
There was a puzzle with 3 blue platforms that you had to shoot. The middle one is higher than the rest and hard to shoot as it is thin. This one I had problems with. I couldnt really see how you were supposed to get a good shot off, so I ended up leaping down the middle and shooting up (dying) then running across from the checkpoint. then, when I jumped down, it felt like the platform reset just as I touched it. I probably just didnt get this one, but It did feel weird.
The blocked off staircase... is the super secret down here??! I tried shooting and grabbing at the rubble, but it wouldnt move. I did however manage to get wedged in the top of it and have to kill myself to get out.
...and sorry... but I didn't like part three. I can appreciate all the logic behind it, but it felt like a total gameplay switch from 1 and 2. I havent finished blackbeard yet, but i've seen that some people have said that the final boss feels out of place - I think that statement applies here too. I played through these because I like the puzzley platformers... which probably means I'm not so fond of the shooting. Other players will be the exact opposite.. and some will like both. I would have prefered a 'puzzley boss' in keeping with the theme of the levels so far.

I'm going to ignore part 3 and just say that parts 1 and 2 were amazing, some of my favourite gameplay in LBP. Thanks for making them. 5*s!
adi
2010-01-18 19:00:00

Author:
TheAdipose
Posts: 533


Thanks for the resurrect, Adi. First, let me say that these levels were some of my first ever made, so forgive me there. I'm glad you enjoyed them regardless. I'd agree that the boss may seem out of place, but I was being true to the Portal game off of which this was based. Perhaps it would've been better without the "previously on" portions, but it worked so well from the first to the second that I thought it might work in the third. I understand that it didn't really fit. One of my backburner projects is to remake them all, starting with the third. I actually have some stuff mapped out, and I intend to use the exact same model for the boss, but I want to make it more puzzly. Now, I just have to find the time to do all of this.

About the blue platforms, it is a very tricky one. You have to shoot down each of the lower ones, and as you jump across the gap, you have to shoot upward. It's tough, but totally doable. Try aiming upward before jumping.



Thanks again.
2010-01-18 20:07:00

Author:
comphermc
Posts: 5338


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