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Tribal Ruins by jackofcourse - Spotlighted
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Tribal Ruinsjackofcourse Sackboy is on an adventure through the Tribal Ruins. Navigating through the temples and the arches he must work out the puzzles and hop his way over the dangers to reach the end! 2 player compatible. Due to the thermo maxing out quite quickly this level is shorter than my others. Depending on feedback I may make a sequel but time will tell. If I find something else that inspires me then all may change all Pictures and Video: YouTube - LittleBigPlanet | Tribal Ruins by jackofcourse | Gameplay (HD) http://i112.photobucket.com/albums/n195/jackofcourse/APhoto-1.jpg http://i112.photobucket.com/albums/n195/jackofcourse/APhoto_1-1.jpg http://i112.photobucket.com/albums/n195/jackofcourse/APhoto_3-1.jpg http://i112.photobucket.com/albums/n195/jackofcourse/APhoto_5-1.jpg http://i112.photobucket.com/albums/n195/jackofcourse/APhoto_4.jpg http://i112.photobucket.com/albums/n195/jackofcourse/APhoto_7-1.jpg | 2009-08-07 01:09:00 Author: jackofcourse Posts: 1494 |
Wow this looks really nice! I will definitely try this in about... say... 10 minutes? I can't wait!! | 2009-08-07 01:19:00 Author: GrahamLif3 Posts: 386 |
You sure know how to make a level. Only suggestion would be to make the lifts 'require all'. Didn`t cause too many problems but was a pain on one or two occasions. Other than that it`s very much a Jackofcourse level. Well made and great fun. You even had a ball in a cup! 5 stars of course, Jack. | 2009-08-07 01:34:00 Author: Matt 82 Posts: 1096 |
Yeah I know what you mean about the require all. But it's a bit of a double edged sword. It makes it easier getting onto the lift...but then if you don't get out at the exact same time it leaves one of you going back down with it and then stranded at the bottom. At least if it's not set on require all you can go in separately if you don't manage to get in at the same time Glad you liked it! Thanks for playing! | 2009-08-07 01:37:00 Author: jackofcourse Posts: 1494 |
Checking this out now, will put up a review within an hour | 2009-08-07 01:50:00 Author: Aurongel Posts: 221 |
Alright, I just got done playing this. Very nice level. You already noted that it was short, which is really my only complaint. One way to rectify this would be to add an optional race, but stickering something at the beginning. It seemed like it would work very well as a race without taking away from the feel of the level. I really enjoyed the visual style - it reminded me very much of your "Industrial Assistance" level, which is a good thing . I didn't really get a tribal feel from the level, but that's just me. It didn't take away from the level at all, it was just something I figured would be worth noting. The little mechanisms throughout were very impressive (I feel like this was more a showcase of "Hey, look at the cool things I can make"... ). I really enjoyed the section where the stairs build themselves from 3 columns into 5 - it was very impressive, and lured me into replaying the level once it was over. On the second run, I aced it and nabbed the top score. It would definitely add replayable if there was a race going on. Not sure where it would fit, but it's food for thought. I also enjoyed the final little puzzle. Hell, I enjoyed all the puzzles . Nitpicks: You have a few visible wobble bolts on the sponge/swing puzzle right after the second swing/rappel ropes (whatever you want to call them). Also, it's possible to make it down these things without the ropes, but it's too much fun to pass up. There was one lift/elevator that wanted to go up when you ran behind it (in a different layer). There are two fixes for this, one obviously better than the other. Solution 1 (decent, but not great): Make the lift operate on and AND switch, and trigger one half of this AND switch with a PERM gate. Make this PERM gate trigger once you get all the way to right of this back hallway (with a prox switch). Solution 2 (optimal): Trigger the lift with a spotlight. If you put it high enough up, and make it small enough, the light shouldn't be noticeable. All in all, this was a great level. I've learned that you never fail to impress us (no pressure for your future levels ). Needless to say, you received :star::star::star::star::star: and a heart. Thanks for sharing. | 2009-08-07 02:01:00 Author: comphermc Posts: 5338 |
dude, i totally love your style. I'm gonna play this right noa!! | 2009-08-07 02:05:00 Author: Yarbone Posts: 3036 |
To Comphermc: Thanks a lot Yeah I know you can make it down even if you don't use the swingy ropes but they're just there for fun anyway really They're not difficult to use and it's not meant to be a dangerous or anything so I didn't really mind As you said, they're too fun not to use haha. I know about the lift that wants to go up too...in all honesty...I just couldn't be bothered sorting it haha. That section is part that I just finished (I made the end puzzle when I realised the thermo was going to max out just to make sure I'd get it in). It's 2am here...I just wanted it published and thought it's only a minor thing that doesn't really detract from anything so it will do for now No doubt I will get around to sorting it at some point Thanks a lot for playing and I'm glad it lived up to your expectations | 2009-08-07 02:08:00 Author: jackofcourse Posts: 1494 |
loved the level jack.....actually i broke my controler trying to rate your level 6 stars : lol | 2009-08-07 02:10:00 Author: Flare Skull Posts: 216 |
wow, I just played. Just amazing. But i was kinda surprised about how short it was :O | 2009-08-07 02:21:00 Author: Yarbone Posts: 3036 |
It was definitely as short as you said, but was very fun and solid all around with your usual highpoints and style of mechanics and visuals showing through. Had some good fun with 2 others in the level. Hearted it and kept the rating where it should be. Only thing I think could be improved is maybe the part with the moving sensor switch and the red button... if there's any way you can make that button flip over into a flat and level covered pocket while one ball is present it would make that part much more intuitive. The button does add some platforming as something to be avoided while doing it, but just doesn't seem like the smooth and perfect planning I'm used to in your stuff. That and the elevator you walk past to the right, layer change to the front, and then head left to get into - the one that leads you up to the awesome little basketball shot pads. It starts to activate when a player runs past it from behind before getting to it, making it jerk around... you could probably put an invisible dissolve barrier above the lift to prevent it from jumping up until a player triggers a sensor switch at the end of the hallway... or you could even have the elevator operate off of a tiny spotlight instead of a sensor switch so that it's limited only to the single layer in the front plane and isn't detected when players run behind it on the way there. | 2009-08-07 06:44:00 Author: Unknown User |
Totally forgot about the sensor part....idk if it was on purpouse but maybe make the radius a bit bigger because if you jump too high you have to start over | 2009-08-07 06:57:00 Author: Flare Skull Posts: 216 |
I've got a busy day today Jack, but I'll be playing this first thing tomorrow morning, I'll have to flip a coin between yours and Wex's to decide which to play first | 2009-08-07 09:20:00 Author: GruntosUK Posts: 1754 |
...You guys have the really bad habit to release levels while I'm working. If you still continue with this behaviour I will be unpleasently forced to spank you. Guys, with your wonderful stuff, you're seriously making my work worse both in real life and LBP. | 2009-08-07 09:56:00 Author: OmegaSlayer Posts: 5112 |
I played this lvl like 2 hours ago.. wow i loved it pretty cool.. i like the part where you make the sponge bounce to get in the hole that was awesome :star::star::star::star::star: | 2009-08-07 11:07:00 Author: Joey Posts: 758 |
I'm going to give this a try later on | 2009-08-07 11:20:00 Author: Adam9001 Posts: 744 |
Only thing I think could be improved is maybe the part with the moving sensor switch and the red button... if there's any way you can make that button flip over into a flat and level covered pocket while one ball is present it would make that part much more intuitive. The button does add some platforming as something to be avoided while doing it, but just doesn't seem like the smooth and perfect planning I'm used to in your stuff. ...or, you could just make the button a grab pad and make it flush with the floor... | 2009-08-07 13:00:00 Author: comphermc Posts: 5338 |
Ninja: I know what you mean about the sensor part with the button. I changed it so you didn't have the button in the way...but my girlfriend said that it was better with it...as it added a bit more challenge due to having to jump over it. I'm not sure which I prefer, I agree that with the button there it's not as intuitive as my other stuff, because you don't know that the button restarts everything until you've hit it and it's too late I guess. I'll have to have a think as to whether or not I should change it back! Thanks for playing everyone! | 2009-08-07 13:13:00 Author: jackofcourse Posts: 1494 |
I changed it so you didn't have the button in the way...but my girlfriend said that it was better with it...as it added a bit more challenge due to having to jump over it. Yoko Ono brought about the downfall of the Beatles! Don`t listen to them I tells ya! | 2009-08-07 13:26:00 Author: Matt 82 Posts: 1096 |
hahaha briliant Well I've changed it now! Why I didn't think of this earlier I don't know. I've made it into a sponge with a grab switch, but made it quite chunky so it still has to be jumped over, that keeps the platforming element there, but is obviously a bit more forgiving because you don't have to restart over just for touching it. I feel much better about that bit now actually, I was never 100% happy with it not being easily understandable. Like you said Ninja, I try to get all my levels to flow and to be intuitive. | 2009-08-07 13:31:00 Author: jackofcourse Posts: 1494 |
I tihnk this is possibly your best level to date. Yes it's short but I think the way everything moves around you and expands and contracts etc is fantastically implemented. Still largely sticking to the pull a switch and see what happens formula, but this time is was generally a suprise each time waht happened Same critisism as ever though: you don't try hard enough to kill me Minor points: 1. Some of the connectors could do with being made invisible IMO. I don't want to see platforms floating in mid air but I also think they look a little out of place here. 2. There is a lift, activated by prox, that goes all crazy when you walk behind it. I'd swap that out for a spotlight, move it off screen so you cant see the light and have it cover the entire lift shaft. :star::star::star::star::star: | 2009-08-07 13:55:00 Author: rtm223 Posts: 6497 |
I tihnk this is possibly your best level to date. Yes it's short but I think the way everything moves around you and expands and contracts etc is fantastically implemented. Still largely sticking to the pull a switch and see what happens formula, but this time is was generally a suprise each time waht happened Same critisism as ever though: you don't try hard enough to kill me Minor points: 1. Some of the connectors could do with being made invisible IMO. I don't want to see platforms floating in mid air but I also think they look a little out of place here. 2. There is a lift, activated by prox, that goes all crazy when you walk behind it. I'd swap that out for a spotlight, move it off screen so you cant see the light and have it cover the entire lift shaft. :star::star::star::star::star: Thanks a lot Yeah I know about the lift trying to go up when you go past it. I explained earlier that it was late last night when I made that part and I just couldn't be bothered and wanted to get it published haha. No doubt I will get around to sorting it soon enough EDIT: Just fixed a bug that meant the ball could get stuck on the edge of the cup. Just made a system so if it stays on edge for longer than it should be, it gets pushed off. I did find this myself last night when I was making it, I tweaked the string and then tried for about an hour to try and get it stuck again to no avail. So I thought it was okay, but as is always the way, someone else managed to do it first time and uploaded a picture of it Hence I've fixed it properly now. | 2009-08-07 14:10:00 Author: jackofcourse Posts: 1494 |
Yeah I know about the lift trying to go up when you go past it. I explained earlier that it was late last night when I made that part and I just couldn't be bothered and wanted to get it published haha. No doubt I will get around to sorting it soon enough I may not have read the previous comments :blush: | 2009-08-07 14:16:00 Author: rtm223 Posts: 6497 |
That's not always a bad thing when it comes to feedback Points being covered again just emphasize that it is something that needs sorting. Also means the feedback isn't coloured by other peoples opinions that you may have read | 2009-08-07 14:19:00 Author: jackofcourse Posts: 1494 |
Here's my feedback: Pros: - the design - the looks - the awesome & original platforming sections - everything - more - .... Suggestions: - Dude you always make something original. I think all of your fans would love it if you make a boss - this was more of a timberland 3. It's just to similar to your timberland series. I just mean the looks... Well: :star::star::star::star::star:, <3 & brilliant | 2009-08-07 15:08:00 Author: blizzard_cool Posts: 752 |
Just got done playing it.... very cool! You have definately carved out a unique art and play style - I could probably spot a "JackOfCourse" level without even seing the PSN. The mechanics you use are really unique - I love how you take the time to make the platforms do crazy things - your levels are really entertaining to watch. Maybe on that platform that rises when you walk by it... a searchlight switch to make it rise? Or a perm switch placed after you walk by it so it only rises after you've passed the background? In all honesty, it was a BIT weird, but I wouldn't say it's a big issue. Great stuff - 5 stars and a heart (of course). | 2009-08-07 15:27:00 Author: CCubbage Posts: 4430 |
Just got through playing this 2 player with mistervista. A good, solidly built level with your trademark smooth mechanics. Some funny moments 2 player, where we tried our best to kill each other (sorry MrV!), but very enjoyable! Yes, it's a tad short, but then it makes the player wanting more. I'd rather have a tightly crafted short level that works, than an overly-long, half-empty affair. Nice work. | 2009-08-07 15:38:00 Author: MrsSpookyBuz Posts: 1492 |
Yes, it's a tad short, but then it makes the player wanting more. I'd rather have a tightly crafted short level that works, than an overly-long, half-empty affair. Exactly. I refuse compromise on quality just for the sake of quantity. I can always make a sequel if I want to make more. It's better to have 10 sections of high quality stuff than 20 sections of a mediocre creation. | 2009-08-07 15:40:00 Author: jackofcourse Posts: 1494 |
Wonderful level, not excellent in visuals, but really original, kind of Japanesey for the material used. Gameplay wise the level absolutely rocks with nice platforming, an awesome rhythm and good stuff like the last puzzle, I need a good amount of time before figuring out how it worked. 5 stars, but they were so obvious I quite wanted to rate it 1 stars and tag it awful just to do something different. Keep releasing good stuff. Thank you man! | 2009-08-07 15:56:00 Author: OmegaSlayer Posts: 5112 |
Before I played this, I was expecting another epic level, and that's just what I got. I didn't find it too short. To me it seemed just about as long as Calamity Construction, which was pretty much a perfect length. Again, you used the same sort of unique visual style which seems to be one of your "trademarks" and the style still looks really cool and you chose excellent materials for the level. Although All of your levels are highly mechanics based, I found this one to have MUCH more complex mechanics then the others, which is a good thing as it made it feel like a part puzzle level. The puzzles, although simple, were some of the best I've seen in LBP. They all seem to be REALLY unique and fun, plus they're pretty easy to get through. I liked the last puzzle the most. My only complaint is that it felt a bit too much like the Flaming Timberland levels, and although that isn't really a bad thing, it just felt like it wasn't completely new. That aside though, :star::star::star::star::star: and a heart! You've made yet another masterpiece! | 2009-08-07 18:35:00 Author: lk9988 Posts: 1077 |
I didn't mention to say that I aced it at my first try. Maybe you'll want to adjust the difficulty. | 2009-08-07 18:49:00 Author: OmegaSlayer Posts: 5112 |
3 planes a go-go! Some amazing platforming mechanics in this. Its very much in the vein of the 'Timberland' series and equally as smooth and fun. For me, this level is all about pulling a lever and trying to guess where the next thing is going to come shooting out of! | 2009-08-07 21:35:00 Author: julesyjules Posts: 1156 |
Hey, great level Jack, I left a comment saying something like WT...! but it was auto-censured and tree *** appeared... That didn't mean I was giving the level 3 stars! Ok, I as I commented in your level, I don't think this level is too short, I would say it just comes unexpected. This is my impression, nothing makes you think the level is about to end, and then suddenly, it does. But, Jack this is another masterpiece. I read some comments saying "...bla, bla, bla 4 stars". The level deserves 5 stars... the "problem" is some of your other levels deseve 6 stars. This level is completely recognizable as a "Jackofcourse level", which means you've got your own stile. Should you try build something really different? I can't see why you should. Do it only if you feel the need. If you don't, I'm happy enough playing your "Jackofcourse stiled" levels. Thanks Jack! | 2009-08-08 13:57:00 Author: poms Posts: 383 |
Just played it and as usual with your level, I loved it!! I think you create the most original and great mecanisms, and you have the best ideas in terms of gameplay , really..! As others says, some pistons should be invisible, and the level is not short for me, but the end is a little unexpected (maybe find a transition). Other than that, nothing else to say, it just perfect, clean and smooth! My only little dissapointement is that I had the feeling of playing "Flaming Timberland 3", as I was expecting something completely different (as its title suggests) : Same savannah music and same kind of visuals (but in a "colder" way) Maybe, you should give it a stronger identity by changing the music (one of the indian music for example) or find something different for the visuals (maybe add some "green" with leafs, plants..., like old ruins invaded by Nature) Anyway, great work as always!!! :star::star::star::star::star: and heart | 2009-08-08 19:18:00 Author: dajdaj03 Posts: 1486 |
I played this and think that it is Awesome! Great level, great scenery (design), great platforming (challenges) i really like the level, gave 5 stars, think i hearted but if i didn't i will | 2009-08-08 20:01:00 Author: springs86 Posts: 785 |
WOW just wow. This level is just amazing! It looks great and has some awesome obstacles. There were some things that left me like WHAT THE?! I gave it 5 stars because of those parts. Mm needs to take notice and crown this man! | 2009-08-09 03:00:00 Author: brnxblze Posts: 1318 |
I played this level last night and I had lotsa fun.The level looked great and the way you had the platforms come out of the ground was really cool. One obstacle I really enjoyed was the part when we had to shoot the sponge into a hole. It worked very well and looked soooo cool. And of course everything else was fun too, I honestly cant think of anything that's wrong w/ it or could be tweaked. :star::star::star::star::star: and a heart | 2009-08-09 07:29:00 Author: RickTheRipper Posts: 345 |
This level was incredible. I love all of your levels, but this one was really over-the-top outstanding. I played it with my husband and we really enjoy your mechanics so much. I wish my brain worked the same way yours does. I couldn't dream to come up with something like that! Great work! | 2009-08-09 14:50:00 Author: xkappax Posts: 2569 |
You definetly are a very unique creator, there's really no other creator I can compare you to, your brain seems to function in a different way. I loved the level, including the puzzles and how it all came together. The only bad thing about it were the visuals, I didn't really like the materials you used. Other than that, everything was perfect ! | 2009-08-10 04:17:00 Author: TheFirstAvenger Posts: 787 |
As you already know I join the masses when it comes to being a fan of your work. This was another slice of great gameplay, inventive mechanics and beautiful visuals. I loved the style of it. It has a natural feel to the level and you used the materials and obstacles in a simple yet very clever way. This is a very understated level which I love. Its not trying to be in your face, its just good old fashioned gameplay. One suggestion I do have is that I found it too easy. I think I aced it first time round and it all ended too quickly But saying that, I like these kind of levels. Its nice, quick and easy to jump into and get going. 5 stars and a heart from me | 2009-08-10 12:49:00 Author: wexfordian Posts: 1904 |
Great level! The visuals are outstanding (as always!) and the platforming is extremely well done. The obstacles throughout the level are very inventive (loved shooting the sponges) and I really enjoyed the flow. It did feel a pretty short to me and the ending was rather abrupt, but I still had a wonderful time with it. My only other criticism is that, like some other posters, I also found this to feel a little bit more like a Flaming Timberland level than something brand new. Overall though, I absolutely loved it! Well done! | 2009-08-10 14:03:00 Author: mrsupercomputer Posts: 1335 |
This is a great multiplayer level, Jack!! The visuals are up to their usual high standards and even though some might say they look basic, I love that look. I applaud you for not having a single plain square in sight and having every single object look crooked. That said...I do think you should stay away from fire-objects in your next level and move the settings to something a little different. You really do know how to make fun and interesting puzzles and platform-mechanics. A real joy to figure them out and just have fun with them. A shame the Thermo filled up so quickly cause that would be my only complaint about the level. How can you guess it? :star::star::star::star::star: and a heart. Well done, Jack!! | 2009-08-11 09:27:00 Author: Zwollie Posts: 2173 |
have you locked this? couldn't see it on your level page. | 2009-08-11 11:49:00 Author: Matt 82 Posts: 1096 |
A few updates to the level have been made, not sure if anyone will notice the majority of them but I feel better for it, and the HD video has been added to the first post Thank you everyone for the feedback so far. | 2009-08-14 17:54:00 Author: jackofcourse Posts: 1494 |
May I ask who records your videos? | 2009-08-14 19:27:00 Author: Trevor Posts: 78 |
May I ask who records your videos? Of course, his PSN is Chimpanzee and his youtube username is ChimpanzeePS3. The videos are excellent quality and he will play the level again and again until he plays it through absolutely perfectly. His youtube channel is quite popular too, so even if I had the equipment available, I'd probably still want him to record it due to the number of views he gets. | 2009-08-14 19:29:00 Author: jackofcourse Posts: 1494 |
Thanks, his videos are very professional. PS: Will leave some feedback when I get back from vacation. Judging from the video, it's amazing! | 2009-08-14 19:37:00 Author: Trevor Posts: 78 |
Thanks for all the feedback so far. Glad you guys have enjoyed it and I'm chuffed with the Spotlight once again! (New level is coming alone nicely by the way!) | 2009-08-24 01:24:00 Author: jackofcourse Posts: 1494 |
So, as I mentioned in my feedback to your comments of my Talocan-Level: here's my feedback for Tribal Ruins. I played it a few weeks ago and it blew me away (just didn't know that this level was threaded here, because I stumbled over it online ^^) - and I played it again yesterday, and: it blew me away again. I really felt in love with your very own style to create complex physic-based gameplay/plattform-elements. Ok, your levels ain't really hard to play, but it's highly entertaining to walk, jump, pull some lever and see what happens. And that's very important for me while playing LBP: you push the game-physics to higher-limits. Every of your levels could have been a main-game level, because they are better than half of the ingame-levels!!! What I liked the most in Tribal Ruins: * usage of the three layers - excellent! * the part where you used a pillow-ball to bring the player down secure, so he don't bumps into the fire everywhere - the way how you solve that is unique * the "stairway" with the multi-way strucutre: a stairway that increases 3 times his original hight by pulling/pushing levers is something I haven't seen before - I love it * the part where you have to place the pillow-ball on a catapult to flip it in the air so it can fall into the activation-mechanism - it's such a simple idea and due to this it's so brilliant!!! *you last big room where you have to "direct" the ball through the pipeline: as I tried it the first time I thought "?? what do I have to do?" - but after a few seconds it's pretty clear - this one is also a amazing creation and looks absolutely fantastic! *unique style everywhere (btw how the hell have you been able to make backrounds and plattforms, while using the "sideview" from a mgs-material to be the front-viewed surface???? Due to your style: I'm allways knowing from the first seconds, that this HAS to be a jackofcourse level - and that's great!! What I don't like: * the only thing that I missed here is a deeper story with some text-messages in the level (like in "pretty simple") - I know that there is a introduction on the front-page of your level (while loading it) but I think that some mission objectives or some messages that guides the player to this level that appears IN the level would be a nice bonus. all in all: it's just a clear :star::star::star::star::star:ed level - everything else would be a shame for that. Tagged "brilliant" and of course a heart... Amazing work, Jack !!! Thank you for that one! Greets Neo | 2009-09-23 06:36:00 Author: (___NEO___) Posts: 206 |
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