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The Spirit Passage
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The Spirit PassageAurongel http://farm3.static.flickr.com/2621/3750609954_666c8d2ec7.jpg?v=0Embark on an ethereal journey through a mountain deep in the wilderness. Explore the mysterious crystalline caverns, see the ancient waterfalls, and even explore the ruins of a forgotten windmill leaning in the mist. all http://farm3.static.flickr.com/2613/3750597414_8858024dda_o.jpg Level originated from a freestyle art experiment that I started around a week ago, this level is a spiritual successor of sorts to my previous artistic vision, "LittleBigFallout" (https://lbpcentral.lbp-hub.com/index.php?t=t=11947). While similar in artistic fidelity, The Spirit Passage instead focuses on ruined architecture set in a natural environment, rather than the harsh urban mayhem in my previous work. This level took about 2 hours of planning/drawing (concept art), and around 5 hours of building to complete. http://farm3.static.flickr.com/2441/3749807505_4da7889281.jpg?v=0 http://farm4.static.flickr.com/3506/3750610918_2a1e76e704.jpg?v=0 http://farm3.static.flickr.com/2497/3749819521_82dfdb80ce.jpg?v=0 This level is based around my love of windmills, waterfalls, caverns, and ruins. I also experimented with real-time weather effects, dramatic lighting, and surround sound design. If possible, I'd recommend playing this level on an HDTV with headphones and the volume turned up. I spent a great amount of time of not only obvious artistic detail, but also on ambient sound design. One area of the level specifically creaks and moans on its own, without any input from the player at all. It's quite a strange feeling when you stand still, and sound effects are triggered in the echoing distance without any player input. I plan on using this design style in my future work... http://farm3.static.flickr.com/2426/3750596724_793722f566.jpg?v=0 http://farm4.static.flickr.com/3419/3750596578_e691e0d289.jpg?v=0 http://farm3.static.flickr.com/2554/3750596436_24d855807e.jpg?v=0 Another primary focus in the artistic design of this level revolves around the use of lights to achieve an ambient affect. One of the most obvious instances of this art style are the candles that decorate the level throughout. The candles use two lights, one yellow, and one orange, with the orange being larger in field, and the yellow being smaller yet brighter. Combined, these two lights achieve a new flame effect not used in many levels. | 2009-07-23 23:01:00 Author: Aurongel Posts: 221 |
Looks good. I'll have to try it out. | 2009-07-24 20:32:00 Author: big_hawk97 Posts: 8 |
Same here. I love aesthetic levels and I'm sure this one won't disappoint. I'll give this one some feedback after I play it. | 2009-07-25 03:19:00 Author: Night Angel Posts: 1214 |
This is a beautiful level... maybe top 5 as far as looks are concerned, especially for fantasy levels, and I'd be proud to call it my own. The windmill tower, with it's ruined bookcases and collapsed ceilings is so intricate and nuanced... masterful work. The level is a little quiet, and pensive... no real action or points, so it will probably bore alot of people, but being the quiet, eye-candy afficianado that I am, I really appreciate it, and I know from experience that when you make your level look really gorgeous, you can't fit pointless points (pun intended) and a brain on wheels for fun... You'd have to be blind not to see the care and time taken with this one, and not realize that this looks better than most other levels. Waterfall was beautiful... best one I've seen that's actually been used in a level, great use of camera and sounds (sounds throughout the whole level are used well) I was playing with a party of 3 and ran into alot of problems with plane shifting because of the nature of the environment, and some issues with invisible dark matter walls... but when I slowed down a little, it became easy to deal with. It was short, but sweet. I gave it 5 stars and a heart because I love this kind of stuff. Good work, and I will be checking out your other stuff, and looking forward to more. | 2009-07-25 05:16:00 Author: Unknown User |
Absolutely Beautiful! That's what a wrote in your level comments. This level is gorgeous. The fog, darkness, and quiet atmosphere shroud your level in mystery. The intro was very lovely with the lighting and thunderstorm. You've used your planes VERY well and everything looked organic and stunning. The little house or cottage was very well presented with the toppling bookshelves and broken objects. The waterfall is perhaps the best I've ever seen and the way you used the motion to capture its power was very original! The cave looked very organic with the way you've used your planes. It's also not so bad having prizes that are useful, too! :star::star::star::star::star: and Hearts: You + Level | 2009-07-25 06:02:00 Author: Night Angel Posts: 1214 |
Thanks for the feedback guys My next level will be more traditional, and therefore; more fun | 2009-07-26 23:42:00 Author: Aurongel Posts: 221 |
All I can say is... WOW Until now I thought i made detail levels, but u my friend... are ridiculous! This level is beautiful! I mean, I didn't even know what I was supposed to do, I was just admiring the scenery... My favorite has to be the waterfall and the fire at the beginning. I stared at that waterfall for like a minute straight, trying to figure out how you did it.. simply amazing.. I do have to say that at times, the flow of the gameplay was a little off, because I really didn't know what to do or where to go.. But hey, you got a new fan! :star::star::star::star::star: & hearted My F4f Level: The Descent (https://lbpcentral.lbp-hub.com/index.php?t=t=14107) | 2009-07-27 04:15:00 Author: javi haguse Posts: 744 |
Why is this not on Cool Levels yet?? I daresay this level is more beautiful than Starcruiser. Incredible graphics. Nothing crazy gameplay-wise, but it's a visual feast, and the gameplay is still good. Create more! Create more! 5 stars and a heart/author heart. | 2009-07-28 01:25:00 Author: hilightnotes Posts: 1230 |
You sir are a master of lighting Amazing atmosphere at the beginning and the end specifically. Just mesmerizing! Not much challenge but that's not an issue when graphics are the goal in my world. Lovely rendering of the cave shapes and material usage is great. The windmill is quirky and very interesting to explore although I do wish you had some secrets squirreled away in parts of it. I kept looking for some and found none. Overall it's a visual feast and eye candy junkies are gonna love this. I gave it 5 stars & hearted it! Thank you for sharing it and I hope to see more of your work in the future! | 2009-07-28 04:16:00 Author: Morgana25 Posts: 5983 |
I daresay this level is more beautiful than Starcruiser. You know what, I think I agree. That's not to say I don't find Starcruiser beautiful, but I'd take a natural environment over a cold, sterile spaceship any day. Seriously, this was a feast for both eyes and ears. After playing this and LittleBigFallout, I can't wait your next "more traditional" level. | 2009-07-28 09:47:00 Author: EVOin3D Posts: 91 |
Amazing, beautiful, stunning. I mean that's pretty much all I have to say. One thing I found was a visible Global Lighting thing, right after the waterfall. So might want to get that fixed. Once again, beautiful. Gave it :star::star::star::star::star: and a heart. | 2009-07-28 10:31:00 Author: Whalio Cappuccino Posts: 5250 |
I just gave it a roll and, maaaaan, I really love it! I was really amazed. On the positive side I can say that is very well built and detailed. I liked the way you lighted it and the chosen music fits perfectly. And there isn't much at all on the negatives. A few suggestions: Instead of the hanging red candles (i.e. the ones next to checkpoints), you might use the candle-flame glitch, imo it will look a lot nicer. The camera in the building where you have to activate the giant mill, imho, is too close to the player, this make a little difficult to gadder in the building (sometimes i.e. when you climb to an higher floor). Adding some rain? Always imo, some emitted-glassy-lightnings in certain spots will add another fine touch (i.e. syncronized with the lightnings you made only with light). And maybe you can add some stickered score bubbles here and there to encourage exploration. Overall I really enjoyed the trip through the level. Very well done, congratz man! :star::star::star::star::star: & 2 <3 (level and author) F4F: The 7th Idol (https://lbpcentral.lbp-hub.com/index.php?t=t=13232) Thanks for sharing this pleasant and gorgeus level. | 2009-07-28 10:41:00 Author: Miglioshin Posts: 336 |
I think I was the first to play and leave feedback online on your level and it really was a great find. I hope you continue to republish it to allow more people who aren't on the forums to experience it though. congrats again. | 2009-07-28 19:05:00 Author: juscallmeJ Posts: 77 |
Holy ****!!! Wonderful level! Really artistic, and well done, great use of lighting and materials. The only point I have to rise is that the mill section is a bit random, since you push/pull all the switch without a clear reason. 5 stars anyway. | 2009-07-29 08:13:00 Author: OmegaSlayer Posts: 5112 |
Absolutely beautiful! The detail that you managed to squeeze into this is just amazing. The destroyed windmill was gorgeous and your use of sound effects really enhanced the experience. The level was very short and there wasn't a whole lot to do, but I felt that the visuals were enough to entertain and enthrall me. My only complaint is that some areas felt a bit too cramped and I found myself getting stuck or not being able to see what I was doing quite a bit. Other than that, I found the level to be a little short and light on gameplay, but oozing atmosphere! I loved it! | 2009-07-29 13:07:00 Author: mrsupercomputer Posts: 1335 |
Where visual artistry and atmosphere go, this level is a real treat. The lighting, the sound effects, the serene yet foreboding mood are all very well realised. The windmill was particularly impressive. I realise that there has to be a comprimise, and all this undoubted skill and detail came at the cost of gameplay. I didn't feel like I had much to do. Now, people will say that it isn't 'that kind of level', and I'd agree to a certain extent. However, the claustrophobia that was very much part of the overall mood seemed to spill over into a good deal of plane-shifting. Maybe I was unlucky, or unskilled, but I seemed to find nearly every nook and cranny, and ended up squashed into small areas, which lost the mood a little for me. As we've discussed in the past, the perfect level would look as good as this, be twice as long, and have three times as many things to do. But we haven't got space for that (or at least, no one has found a way to do it), so we're left with a decision as to what kind of level we make. Visually, this level was outstanding, but with the lack of gameplay and slightly awkward movements in places, I thought it was simply a tranquil, enjoyable ramble. | 2009-07-29 13:26:00 Author: MrsSpookyBuz Posts: 1492 |
Thugh I quote your post for 100% truth, MrsSpookyBuz, I think that Aurongel delivered the exact thing he wanted to do, since if you play his other Fallout level, you understand that the man knows his stuff, he knows how to work with the pop it and he has good gameplay. So, kudos for what he has done, a magnificient breathtaking level. And it's the beauty of LBP, walking between those awesome landscapes of fighting with only 4 lives in the punishing Contra level. | 2009-07-29 14:20:00 Author: OmegaSlayer Posts: 5112 |
Thugh I quote your post for 100% truth, MrsSpookyBuz, I think that Aurongel delivered the exact thing he wanted to do, since if you play his other Fallout level, you understand that the man knows his stuff, he knows how to work with the pop it and he has good gameplay. So, kudos for what he has done, a magnificient breathtaking level. And it's the beauty of LBP, walking between those awesome landscapes of fighting with only 4 lives in the punishing Contra level. Please don't get me wrong, it's a beautiful level, as I said. And I'm sure that Aurongel knows what he is doing, and knows what he wanted from this level. I'm only offering my view of this level, and not of the author. | 2009-07-29 15:26:00 Author: MrsSpookyBuz Posts: 1492 |
Maybe I sounded too rude, I only pointed that I'm quite sure he accomplished what he wanted to do, and for me, as an unskilled creator, is a great point. As I said I think that the level has some minor flaws, like in the mill, but overall it was a beautiful experience that granted more than one OMG! moment. | 2009-07-29 15:43:00 Author: OmegaSlayer Posts: 5112 |
I've recently been informed that my name and this level was mentioned in the July 28'th SackCast Podcast I know I'm a little late to finding this out, but I've been getting numerous PSN messages from SC listeners showing interest in this level So, once again; I'd like to thank SackCast for the 20 seconds of fame, and the comparisons to the infamous Starcruiser. Needless to say, I am quite honored and thankful to SackCast for the favorable mention | 2009-08-09 06:29:00 Author: Aurongel Posts: 221 |
Loved it! You've obviously put loads of work into the scenery and decoration, but what really caught my eye was the lighting. It takes a certain skill to put together great lighting, and whatever it is you have it. In my 3d work lighting has always been my weakest point, and even in LBP I can do little with it. Great work! It was a bit clustered though, as others have said. It was also quite dark at the very start, I had some difficulty finding where I could walk and where I had to jump. :star::star::star::star::star:, Well earned. | 2009-08-09 09:03:00 Author: Shredator Posts: 151 |
Sorry to buck the trend but I didn't like this at all. Usually I love design over anything else but this was just too frustrating to be enjoyable. Too many creators are making parts of their levels , or in some cases the entire level , really difficult to navigate simply by turning the lighting down to pitch blackness. I really hate when they do that. If you're going to make it difficult with platforming fair enough but I hate when they make it difficult by not letting you see anything and the start of this level is exactly that. I also had lots and lots of plane shifting problems as others have already mentioned. That's just so annoying especially when you can't see why. To top it off I then spent a good 15 minutes trying to get past that broken wheel thing with the buckets on it. Most of the time was spent dying because of plane shifting when trying to jump to the first bucket and the rest was spent being stuck behind the scenery behind the wheel for the same reason. I eventually had to admit defeat through a combination of frustration with plane shifting and inability to see where to go because of it being too dark. I've played a lot of levels recently where the creator is obviously an awesome designer but they make the level as dark as possible so you can't see anything. I have never and will never understand the reasoning behind that logic !!! EDIT : I forgot to say 'Aurongel' , telling people to play it on an HDTV is not helpful at all if like me you haven't got an HDTV and and have no likelihood of ever being able to afford one. Maybe simply making it easier for the rest of us by upping the lighting would be a better option !!! | 2009-08-09 10:51:00 Author: mistervista Posts: 2210 |
I've played a lot of levels recently where the creator is obviously an awesome designer but they make the level as dark as possible so you can't see anything. I have never and will never understand the reasoning behind that logic !!! I think I can answer that to a point... I've been on the receiving end of that argument a number of times. It's just difficult to TELL how others are seeing the level. The argument can be made in reverse that not everyone can afford to own each different type of TV players will be playing it on. And from an artists point of view - this kind of level needs a dark ambience to pull off the visuals. So, the artist designs the look of the level while looking at THEIR TV. Simply turning up the light so others who are having darkness issues can see it better can mess up the "look" of the level. This is probably an issue that will continue. To quote off of my "Starship Troopers" level comments.... one player says "Too dark!"... right underneath it, Julesyjules posts "I like dark!" Back to the level.... INCREDIBLE look. Absolutely stunning... and when working my way through the building to flip the switches for the windmill, it gave me a creepy feeling. My only complaint.... I was SO into this level, and when the scoreboard appeared my heart sank..... huh? It's over? This level begs to be a series.... 5 stars and a heart.... amazing! | 2009-08-10 02:30:00 Author: CCubbage Posts: 4430 |
I'll always consider this level a tech demo, meaning no direct sequel is in the works... My new unannounced mega-project will use some of the new assets in this level, particularly water, lighting, and architecture type. I'd rather not disclose any more info on this new project at this time Not to sound conceited, but I've yet to see anyone make better water/waterfall effects better than mine. I'll definitely be surpassed soon, but the focus of this level was to make the best water ever made in LBP. Waterfalls arrived as a spinoff to this ambition... The level darkness is definitely a problem that I'm aware of. The darkness in the intro is supposed to symbolize slowly waking up in a strange world, at first you're confused and feel claustrophobic, then you steadily begin to realize the world around you without noticing any sudden changes. Perhaps I should've kept the transition time clocked at 1 minute as I'd originally done. Right now it's set to 120-160 seconds I believe... My bad, as far as plane shifting problems are considered, I blame the game, not me. There's really no other way to build the windmill in that style without sacrificing some control. I'm sorry if this is a problem for some, but that's just LBP's crummy controls : I know some of you think I'm full of crap when I say this but believe me. Look to the inner right of the windmill, there's a hole through 3 floors FOR A REASON. Originally, the stairs were the only way up AND down, and it was incredibly frustrating. I know the controls are annoying, that's why all the checkpoints are infinite-lives -__- I'd also like to point out that after the initial darkness intro, the level is perfectly visible with gamma and brightness settings at default. I've tested this on 3 TVs (one Vizio HD), and it was perfect. The settings were all default, so if you have such problems, turn the brightness up on your TV, can't recommend anything else... | 2009-08-10 02:53:00 Author: Aurongel Posts: 221 |
Hi loved the level!! Here are my thoughts... Pros +Beautiful Art Stlye +Great Light and Sound effects +Love the Waterfall and windmill. +The caves were very good. Cons -Too much eye candy make you sick! (Just kidding) -Layer changing could be difficult at some points. But as you said above. It's the game's fault. Loved the level! :star::star::star::star::star: & <3!!! | 2009-08-10 20:23:00 Author: Plasmavore Posts: 1913 |
I'm just a tad late with giving you feed back for this level, but then again I just played it last night! I played your Sleepless Streets level, then checked out your other levels. I'd just like to quickly say that this level was gorgeous!! I LOVED the windmill. It sounded so cool when I got it moving. Question - are all the switches to the left just decoration, or did I miss something? But yeah, this level was amazing .. and dare I say it .. I liked it better than your Sleepless Streets level :blush: This level was very mysterious, and great to look at. Very well done! 5:star:'s and a heart | 2009-09-04 21:27:00 Author: Powershifter Posts: 668 |
I'm just a tad late with giving you feed back for this level, but then again I just played it last night! I played your Sleepless Streets level, then checked out your other levels. I'd just like to quickly say that this level was gorgeous!! I LOVED the windmill. It sounded so cool when I got it moving. Question - are all the switches to the left just decoration, or did I miss something? But yeah, this level was amazing .. and dare I say it .. I liked it better than your Sleepless Streets level :blush: This level was very mysterious, and great to look at. Very well done! 5:star:'s and a heart What specifically did you like about the windmill? I always liked the subtle lean, and the bookshelfs myself. I went into this level with the intent of making these things specifically. I don't know what it is, but the subtle lean just made the windmill perfect for me when making it | 2009-09-05 06:32:00 Author: Aurongel Posts: 221 |
What specifically did you like about the windmill? I always liked the subtle lean, and the bookshelfs myself. I went into this level with the intent of making these things specifically. I don't know what it is, but the subtle lean just made the windmill perfect for me when making it Specifically, I liked the looks of the blades, and everything about it. The gears moving in the background were perfect. I did notice the lean, which was really cool. And the sound of the windmill when it started was great. | 2009-09-05 15:43:00 Author: Powershifter Posts: 668 |
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