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The Forgotten Tomb Of Memsut - Part 1 and Part 2

Archive: 33 posts


The Forgotten Tomb Of Memsut - Part 1 and Part 2(___Neo___)
Enter the pyramid of MEMSUT, a long gone ancient ruler. Try to find his sarcophagus and enter the treasure room in part one. In part two your main goal is to leave the pyramid.


Note: Current status =>

Part 1: Hearts: 114 Plays 624 :star::star::star::star:

Part 2: Hearts: 65 Plays 262 :star::star::star::star::star: (less plays due to the locked status till a few days ago - changed it to unlocked and the plays increased very fast)

all
Hi everyone

I want to show you my first level-design-project. It took 200 hrs to be realized and I put my heart into it... I hope you appreciate that effort and leave some feedback or some comments and of course a heart if you like.

my psn-id is: o___NEO___o
(it's written: little O, 3times underline, NEO, 3times underline, little O)

Level names:

The Forgotten Tomb Of Memsut - Part 1
playing time: 10 to 14 min
story-introduction, nice tomb-complex, nice bonus-mission

http://img4.imageshack.us/img4/8168/imgp6865.th.jpg (http://img4.imageshack.us/i/imgp6865.jpg/) http://img190.imageshack.us/img190/4780/imgp6866.th.jpg (http://img190.imageshack.us/i/imgp6866.jpg/) http://img195.imageshack.us/img195/1862/imgp6867.th.jpg (http://img195.imageshack.us/i/imgp6867.jpg/)

Youtube:
YouTube - Little Big Planet - The Forgotten Tomb Of Memsut - Part 1


and

The Forgotten Tomb Of Memsut - Part 2
(can only be played with a key that is located at the end of level 1)
playing time: 12 to 18min
nice boss fight, spectacular starlight-mirror-room, very nice 2x-challenge

http://img18.imageshack.us/img18/6731/imgp6871.th.jpg (http://img18.imageshack.us/i/imgp6871.jpg/) http://img38.imageshack.us/img38/1103/imgp6876.th.jpg (http://img38.imageshack.us/i/imgp6876.jpg/) http://img245.imageshack.us/img245/9269/imgp6882.th.jpg (http://img245.imageshack.us/i/imgp6882.jpg/)

Youtube:
YouTube - Little Big Planet - The Forgotten Tomb Of Memsut - Part 2 (1)
YouTube - Little Big Planet - The Forgotten Tomb Of Memsut - Part 2 (2)


Short introduction to the story: You enter the pyramid of "Memsut", a long gone ancient ruler. In part 1 your job is to find the sarcophagus and to enter the treasure room - but that's not the end of this level - there is a little bonus-mission at the end. In part 2 your job is to leave the pyramid. To reach that goal, you have to make your way to the pyramids top.

I tried to create a world that's fun to play and so I decided to use lot of unlimited checkpoints - so there is no pressure at any time that the players get into serious dying-trouble.

I am also a big fan of lighting and atmosphere. As a result, I decided to give the players the opportunity to choose one of two lightings: "normal dark" and "twilight". First-time player should use the normal-dark illumination - but for the real adventure-feeling you should use the twilight-style (btw: it comes up with a nice visual suprise - enjoy the beautiful scenery - but be warned: it's very very dark and you better now where to go).

There are three rooms in the two level, that could be a bit challenging for some player - after testplaying again and again and again, I decided to give the player some sort of easy-going-exit-strategy at these points so no one will be frustrated if he can pass these obstacles by skill - that was and is very important for me (the exit from the tomb-complex in part 1, a huge obstacle also in part 1 and a bumper-lift-room in part 2).

I hope you enjoy it the way I do. But I think you will have lot of fun....

Thanks in advance to all the people who will play these two level !!!

Neo
2009-08-16 16:15:00

Author:
(___NEO___)
Posts: 206


Very good levels.
Me and goldenclaw enjoyed them really much.
Wonderful visuals, nice gameplay, that's a pity that some ideas from part 1 are repeated into part 2.
But anyway 10 stars and author heart.
2009-08-16 19:09:00

Author:
OmegaSlayer
Posts: 5112


Very good levels.
Me and goldenclaw enjoyed them really much.
Wonderful visuals, nice gameplay, that's a pity that some ideas from part 1 are repeated into part 2.
But anyway 10 stars and author heart.


Thank you very much for playing them and for hearting me!! And I am always happy when people leave some feedback. I appreciate.

Well, there is a simple reason why I used some parts from level 1 again. After the 200hrs of work I was totally out of energy and I had to decide: do I repeat some things (at least just walk-ways) or do I build more and more and more new rooms :-) and i have to say: my brain was close to collaps ^^ My popit has been overloaded a few times and at least I wasn't sure, how much things could be saved in it without getting into serious trouble. I guess that my popit has 50 to 60 separate savings related to this pyramid-project. So I used some elements from part one again (specially the rooms where you change your walking-direction from right to left or from left to right).

So once again: thank you very much! :-)
2009-08-18 17:52:00

Author:
(___NEO___)
Posts: 206


You know what, you should re emit the wheels for going out of the pyramid.
I walk all the way to the top, got back into and couldn't get in the wheel anymore.
I would even have shimneyd down through the exit, but you locked the door.
Baddie.
2009-08-18 19:18:00

Author:
OmegaSlayer
Posts: 5112


I played through both last night and had a lot of fun finishing them. Lots of stuff to like here:

+ Nice material choices - A little variation might be nice but on the whole it looked nice.
+ Moderate challenge that will appeal to most LBP players
+ Funny in places and I liked your sense of humor with the clues and "chicken" switches
+ The mummy is quirky
+ On level 2 the lever you have to aim the emiter to set off is really cool
+ Cardboard domino areas are nifty - hadn't seen that before
+ The 2 L shaped bars that pull open the shaft to the top of the pyramid are way cool. Nicely done.
+ Ending is funny
+ Ligting choice is interesting

I could see that as you built you learned better and more complex building techniques as they got better and more complex as they went along. My only suggestions would be to fine tune some of the shapes in areas (minor) and find some obstacles for the long halls without much going on in them. I'd also suggest adding some kind of appropriate to the theme decorations - not necessarily "decorations" from the pop it menu but stickers, shapes made from other materials or architectural details to some of the areas. Other than those minor things I can't say anything negative about the levels. Nice work! I gave them 5 stars. Thanks for sharing them and I'm looking forward to more levels from you.
2009-08-20 01:18:00

Author:
Morgana25
Posts: 5983


You know what, you should re emit the wheels for going out of the pyramid.
I walk all the way to the top, got back into and couldn't get in the wheel anymore.
I would even have shimneyd down through the exit, but you locked the door.
Baddie.

My english might not be as good, so I don't understand what you mentioned: You mean the ending of the second part, where there are the two wheels to go down? There is just one door that is locked after passing, it's the first door at the boss-room. There are very few times at which the second door to the right (boss-room) will not able to open after the boss is history - this is some sort of bug, but I don't know why this happens. The wheels are not needed to go down because of the pillows, so people can hang on them and swing down. Please be more specific, because I think that this is not the thing you mentioned so far. I am allways happy about every feedback due to errors or bugs to get a chance to solve them !!!

So thanks in advance - I try to fix it as soon as I understand what bug that is...

and, of course: thanks for playing :-)
2009-08-20 06:06:00

Author:
(___NEO___)
Posts: 206


I played through both last night and had a lot of fun finishing them. Lots of stuff to like here:

+ Nice material choices - A little variation might be nice but on the whole it looked nice.
+ Moderate challenge that will appeal to most LBP players
+ Funny in places and I liked your sense of humor with the clues and "chicken" switches
+ The mummy is quirky
+ On level 2 the lever you have to aim the emiter to set off is really cool
+ Cardboard domino areas are nifty - hadn't seen that before
+ The 2 L shaped bars that pull open the shaft to the top of the pyramid are way cool. Nicely done.
+ Ending is funny
+ Ligting choice is interesting

I could see that as you built you learned better and more complex building techniques as they got better and more complex as they went along. My only suggestions would be to fine tune some of the shapes in areas (minor) and find some obstacles for the long halls without much going on in them. I'd also suggest adding some kind of appropriate to the theme decorations - not necessarily "decorations" from the pop it menu but stickers, shapes made from other materials or architectural details to some of the areas. Other than those minor things I can't say anything negative about the levels. Nice work! I gave them 5 stars. Thanks for sharing them and I'm looking forward to more levels from you.

Thank you for your detailed answer, I try to respond to the points you mentioned in your feedback:

- the variation of material was a problem for me as well: after all I decided to choose just always the same, because I wanted the whole pyramid to look as..., well, hard to explain, ... to look like just "one unit" - I saw many level where the creators has overdone the usage of different materials and that was my fear, to use too many materials that the pyramids style varys to much...
- you are 100% right: with the time I become a bit better in using the editor. I have completed all the parts from these two level and decided at the end of this process, which part to put into which level. I really wanted the, well, more complicated (to build) rooms to be in part two. After all, I think that this whole project is still a beginners work, but I am quiet happy about some parts (starlight-mirror-room, boss-fight, 2x challenge)...
- some people told me, that they would love to see more things in the long walk-ways where nothing appears - my main reason for let them be empty was the thermometer: I have been very affraid off the fact, that it maybe will overheat before I could finish each of the two level. Another reason is, that I didn't want to overstuff the pyramids and to give the player a chance to feel something of the adventurer atmohsphere to make it a bit thrilling, just to think "let's see what's coming next..." - but I understand what you mean :-)
- decos and stickers, man that's a good point - and I have to admit, that this is a big problem for me. The background material is so dark, that stickers can hardly be seen very well on it: I tried it in some areas but I was not pleased by the result. and: this project is so huge, that it would have cost me way too much time to place proper stickers in ALL of the rooms fue to the fact that at the end of the building process I have been totally exhausted and I just was so happy to get that stuff online. And one reason for that is the same as I mentioned above: I was afraid to make the pyramid too different from the beginning by using too many stuff.

Thank you very much for your feedback - I will test some of the things you told me!!!
Greets
Neo :-)
2009-08-20 06:29:00

Author:
(___NEO___)
Posts: 206


My english might not be as good, so I don't understand what you mentioned: You mean the ending of the second part, where there are the two wheels to go down? There is just one door that is locked after passing, it's the first door at the boss-room. There are very few times at which the second door to the right (boss-room) will not able to open after the boss is history - this is some sort of bug, but I don't know why this happens. The wheels are not needed to go down because of the pillows, so people can hang on them and swing down. Please be more specific, because I think that this is not the thing you mentioned so far. I am allways happy about every feedback due to errors or bugs to get a chance to solve them !!!

So thanks in advance - I try to fix it as soon as I understand what bug that is...

and, of course: thanks for playing :-)

Yeah, and my English is even worse, but it seems that we understood each other
I want to play the wheel or pillow section over and over since it's funny
2009-08-20 08:08:00

Author:
OmegaSlayer
Posts: 5112


Yeah, and my English is even worse, but it seems that we understood each other
I want to play the wheel or pillow section over and over since it's funny

Hi OmegaSlayer - hope we can play these level together some time - I'm looking out for that!! btw: "pillow section" : do you hang at the pillow all the way down, or do you fall down on the fire and grab again the pillow? that's even more fun because you are much faster than just grabbing all the way down *gg*

yeah - that's true - I love that part as well. So, if you haven't tried it yet: use the left wheel and "jump" towards the right to start the race - than "run" to the right when you are inside the wheel. If you do it right, your speed increases and thats a really awesome ride :-) I love that so much....

but I have to mention, that the "downhill"-section in the second pyramid is not the ending, that I had in mind when I start to build that part: My first try was some sort of "bob" or "sledge" ride to go down. I have had already build this part, but: the sledge/bob comes into collision with the fire-ground - well, I have no explanation why this happened, because the complete fire-ground is 100% just one peace of enormous lenght without any edges - so I really don't know what to cause these bumps... so I was forced to let this part go and use (again) the wheels from part one... but at least with the high speed you can reach this ride is much more funny than the bob/sledge ride :-)
2009-08-20 20:32:00

Author:
(___NEO___)
Posts: 206


Yeah, we must do it.
The wheel without any kind of propulsion reaches one of the quickest speed in LBP levels, and it does it in a cool envyronment.
2009-08-21 14:09:00

Author:
OmegaSlayer
Posts: 5112


Yeah, we must do it.
The wheel without any kind of propulsion reaches one of the quickest speed in LBP levels, and it does it in a cool envyronment.

100% indeed - the speed you can reach with this wheels, specially in part 2 if you use the wheel's physics correct, is absolutely fantastic... it's much faster than every motor-powered-car ;-)
2009-08-23 11:16:00

Author:
(___NEO___)
Posts: 206


I played the first part a vew days ago and it was great. But as I saw the movie from your level it was a little different. I can't remember that it was as great as in the video and I have forgotten some parts.

I'm going to play the Level again - and the second part, of course!

A really fantastic level! 5 Stars and Hearted!
2009-08-23 13:28:00

Author:
theCooper
Posts: 72


Thanks for the feedback :-) I appreciate!!

Well, the only difference between the video is: I changed the lighting a bit so it's getting a little bit more brighter. People told me more than once, that they couldn't see all the things that are necessary to pass some sections.

I have to admit that I created this level on a 47'' HD-TV and I (really) never had that problem. So sorry to all people who stucked due to the lighting reason! I guess right now it should be ok and very well playable....

thanks in advance for all further comments and feedback. There are some things I want to add to these two levels but it takes some time. I hope to get some of my ideas online at the following weekend...
2009-08-25 19:34:00

Author:
(___NEO___)
Posts: 206


Waiting for them!2009-08-25 22:57:00

Author:
OmegaSlayer
Posts: 5112


Finally I have to admit: the time of waiting for the update is over :-)

In the meantime I was able to add some things due to feedback and comments I received from the players.

There is one thing that deserved it the most and need to be mentioned:
I included a bonus reward for those players, who are able to finish part 1 without usage of the chicken-exits. For every chicken-exit the player didn't use, he will get a nice reward at the end of the level. I included a new little room for this and I think that it turned out really great. It's just a nice motivation to complete this level without the alternate route.

I think that this idea was a MUST HAVE for this level to be included. I hope you will give it try... Thanks again for playing (..again..)....

Greets
Neo

2009-08-30 10:15:00

Author:
(___NEO___)
Posts: 206


I?ll cover my reactions and feedback from playing both Memsut levels as I go through my notes. But first off I want to say that you?ve done a great pyramid level with these two. It really felt like it was a huge pyramid with different galleries and sections and is probably the best pyramid themed level I've played in LBP to date.

You?ve got a good level of detail through the two level as well as a lot of novel twists on puzzles and platforming mechanics.

Memsut I

--I liked the ?Memsut Rules? sign as you enter and the spooky house ghost SFX . I helps to set the tone of the level as it seems to be bit campy with some quirky humour elements.

--The domino style platforms that you use to climb the incline are great. Creative use of an easy concept.

--The sun/birds segment is also a great scene setter and looks good as well.

--The wobbly bridge is very well done, I did manage to fall through the gap between the slats once but it was fairly solid otherwise.

--There is a button in the treasure room that seems to be set to On/Off that triggers an emitter that emits gold-coin score bubbles. This is a great effect but as the button is set to On/Off and the emitter seems to be set to a very high or infinite emit amount the player can continuously press the button, grab the bubbles, press the button, grab the bubbles ad nauseum. It would be good to set the max emitted # to be the total amount you are wanting to give the player.

--I like the exit strip illumination LEDs that show the path out. Very reminiscent of the same LED light strips used in airplane?s to show the emergency exit path. A bit funny but also effective.

I like the different challenges and that you?ve allowed an alternate route for those not wanting or able to complete them. This shows a good deal of forethought and/or a good ear for implementing suggestions.

I did notice that you seem to have put sections into the pyramid in blocks. Throughout the level I see where one section stops and the next section starts as you can see just a sliver of light through the cracks between each segment. This was a bit odd and distracting though a small thing in the big picture of the level.

You could make a thin layer of the same material of the pyramid that bridges this gap and place it in the rear-most thin layer and that would block the light that comes through. If you are out of thermo this may be too much and may be too drastic in any case but I thought I?d bring it up.

Memsut II

--There is a some sort of creature that greats the player at the start of this level. I don't really know what it is, maybe a mummified rice ball. Hmm.

--The 2X section looks well done though I didn?t get to play through it. It is possible for a single player to get stuck by activating and then running under the right wall and then needing to suicide to get out. It is the player?s fault for purposely trying this out so may not need any correcting on your part.

--The elevator/lift/cannon sequence was fun and a good variation on the puzzles of the level.

--There is a tall room where the player needs to press a button on a high platform and then a button on a newly revealed floor location. The camera angle made it a bit tricky to get the sackboy to jump on the upper-most button as it was looking up from below and the lighting on the floor section was very dark where the second button was such that I didn?t know there was a button there at all. (I was playing in the dark lighting mode.)

It was by accident that I ran into that depression and activated the button.

--The UFO catcher/toy crane section is also a fun diversion and well implemented.

--There is the light redirection segment where you open a lower compartment that has a two way switch. The switch in this glass room is very large. So large that it was a bit difficult for me to move the switch handle properly.

--There is a typo in the text for the chicken exit in the room with the three flippers where the player bounces up a shaft. You have ?chiken? rather than ?chicken?.

--Once you get out of the pyramid and finish the race you can backtrack and run up the outside of the pyramid, up over the top, down the other side, off the left end and fall down to the floor of the level. I can run around, see a bit of your logic set-ups and also see a bit of fallen pyramid level material sitting on the floor.

This level is also fun to play through. I liked the funny depictions of the mummy and his pet snake. The puzzles and platforming elements are on par with the first level so those who like the first one will similarly enjoy the second. (Which accounts for the higher rating of the second compared to the first.)

I'm pretty sure that there wasn't any particular bonus in the second level for those who didn't use the chicken exits but I may have missed that part. I think this was a good implementation in the first level and if there is space in the thermo I think that it'd be good for the second if it isn't already there.

I was happy to play these levels for their theming and fun platforming elements. Good work on this.
2009-09-01 17:21:00

Author:
Trindall
Posts: 297


What's up with the people around here?
These are really two great levels.
Go and play them!
2009-09-02 07:32:00

Author:
OmegaSlayer
Posts: 5112


I was meant to play this today, had my controller in my hand but forgot what the level was called and who created it. I'll check them out today. 2009-09-02 11:10:00

Author:
Killian
Posts: 2575


Oh boy - I am totally overwhelmed by your awesome detailed feedback Trindall. I appreciate your big effort that you've put into this review!!! I am not sure, if you're able to realize what your comment means to me. I hope, that this word is the right expression, but it feels like an "accolade" to me, when the one and only Trindall aka "THE LIGHTBRINGER" mentions, that it's probably the best pyramid themed level he has played till now. Thanks a lot brother!!!!

So, I try to respond to your comments step by step:

Memsut 1
- YEAH! 100% indeed - I tried to bring some humor to this dark place because "fun" is one of the goals I had in mind while creating these two level.

- Domino: I love this part two!! In the second level there should be a different version of this room: the "sandpaper"-dominos had been replaced by stone-dominos: but: it wasn't easy to make them drop in the correct direction: if the player jumps the wrong way, the stone falls back and the passage wasn't passable anymore. To bad, because the slow-mo-falling stones have been awesome ...

- The sun-set in the twighlight mode is my visual favourite in part one :-) it's like a deeeep breath of calm before the action begins...

- jep: the bridge isn't as good as it used to be. I have to admit that this room was created in the early stages of my work - right now, I guess this bridge would be way better - but I like the wobbling-effect very well... :-)

- the point-bubble-emitter-button in the treasure room: the max number of bubbles is limited to (er, em, yes) 30 or so (for each emitter) - I added this part to give "skilled" jumpers the possibility to enhance their score because each step on the button drops 5 bubbles and if the player jumps correctly he will earn a 2x-multiplyer ... there are so many parts in these two levels where I spend so many time thinking about all these little details, even if I was aware of the fact, that the players won't notice these things. I just want it as perfect as I could make it. ^^

- the alternate routes: hehe - yeah! I played lots of custom level before and I realized, that I found myself trouble by peoples way to hard obstacles. For me this has been very frustrating all the time. I think that these alternate routes are a great solution for that...

- the blocks: oh boy, that was the hardest thing for me: as I started to create I stumbled over the "little" editor-based malfunctions. And I wasn't able to create it the way I had in mind. So I decided to build every single room separatly and save it in my popit. Well, this wasn't the smartest thing, but I had no idea how to solve these problems I encountered... "the object is to big - you can't put anything into it"... uarg :-) but one thing was cool about this kind of creating: I was able to decided at the very end which part I want to put into level one and which part into level two.

- thin layer in the rear: this would be awesome, but I think that this would be an awesome work too. I am not a pro in usage of the editor so I'm very afraid that I will brake some parts of the level while trying to fix this issue... I fear the attempt!

Memsut 2
- haha... nice descripton: "mummified rice ball" LOL... I never watched it this way hehe... but, you could be right :-) at least I just made this for fun-reasons :-)

- the 2x is on of my most favourite rooms in the second part, but there is a little malfunction which I can not explain. In 30 to 40% of the plays, the right wall stucks and so (after collecting all the bubbles) the second player couldn't leave this challenge without suicide. Perhaps the pillow-wheel brakes the piston that pulls the right wall...

- the button on the higher located floor: well, I have to admit, that this is the only room, where I wanted it to be hard for the players to solve a puzzle - what I had in mind was some sort of "WOW"-effect when people find the tricky solution for that... :-)

- the two-way-switch in the starlight-room: uuuuuh boy, I feel ashamed! THAT'S the reason for this grabbing-pain... I'm always thinking: ****, why do I have to pull this switch again? I will fix this as soon as I can - thank you for that hint...

- chiken instead of chicken: thx m8! I have to punish my girlfriend for this mistake LOL - she was "the chosen one" to test-play it over and over again :-)

- running over the pyramid :-)))))))))))) HAHAHAHA... I NEVER EVER TRIED THIS! :-) hehe... and also I never thought that people will try this LOL... great - now I am really very anxious what I will find while running over this big pyramid. It must be very crazy to see some of the mechanics I used hehe.... I WILL FIX THIS :-) DEFENITELY

- the bonus reward for not-using-the-chicken-exit: yeah, you're right: this part is still missing in level 2 because I created this for level 1 on the last weekend and I didn't had the time to install this in level 2 too. But I definetely will include this stuff as soon as I can.



So, once again, thank you very much for your feedback trindall - I will work on these two level to solve most of the still existing problems and missing parts - I think that in a week or so I will be able to update a close-to-100% version of that level...

Greets
Neo
2009-09-02 19:55:00

Author:
(___NEO___)
Posts: 206


@ OmegaSlayer: thank you very much for your nice post above :-) such comments makes me feel proud of what I have created !!!!

2009-09-03 06:17:00

Author:
(___NEO___)
Posts: 206


Due to a feedback of OmegaSlayer, I've updated this thread and added the F4F-function.... I've missed to include this option as I started this thread because I didn't know this stuff. So I am glad, that OmegaSlayer told me about it... I hope more people will play these two levels - I (and a lot of other players) think that they really deserve it...

pls leave a feedback so that I will be able to make the changes that still need to be done... no need to mention that I will play your levels too... I will work to improve these two levels due to your feedback to make them as good as they can be...

Enjoy these two level - I think most of you will.... Once again: Thanks in advance for playing and lots of comments!

Greets
Neo :-)
2009-09-04 22:16:00

Author:
(___NEO___)
Posts: 206


Very nice platforming levels.

I like the way you present the story. The non playing characters are very well made and it's nice that you meet them at the begining and you meet them again at the end, once you have succeded.

The contraptions are very well designed and some of them are really original.

The light configuration at the begining of the level is nice. I didn't use it as I liked the default configuration, but I think its a good idea.

The visuals are cool and the egiptian look is very accurate.

These levels are ok the way they are and I wouldn't change anything. But these are some aspects you should consider, in my opinion, for your incoming levels:
- The visuals in level 2 are very similar to the first one, so it can be kind of boring if you play level 2 just after playing level 1. I think you could have just changed the default lighting so that level 2 is a bit different visually to level 1.
- Although the levels are very well designed, they lack of someting lacking in a lot of LBP levels (including mine): the use of the three layers. Most of the level happens just bidimensionally. It's ok, but you can make cooler levels using the three layers.
- Some contraptions take a long time to get resolved. I think, when the player has found out the solution, it should not take much time to get it done. Otherwise, you loose the rithm and can get bored.

The levels are very good and I gave them 5 stars.
:star::star::star::star::star:

Later I will play your score challenge... it looks great too.

I think I forgot to heart you, but this evening I will heart you to keep track of your incoming levels. Keep up the good work
2009-09-21 10:56:00

Author:
gonzinger
Posts: 20


Thank you for your comments gonzinger - I appreciate your thoughts.

You're absolutely right with your observation: there are some things that could have been better than I created them. The reason for this is, that it's "just" my first level and you can see this pretty good in the style I used the editor - I think that I haven't used the corner-tool on these two levels (shame on me *LOL*). After all, I think these two levels (memsut) are a beginners-work, but I really love the result because the rooms that I was able to create became more complex with the time I invested into this project.
The reason for part 2 beeing just-the-same-look like part 1 is simple: I builded ALL the parts/rooms before I start to split this stuff (from my popit) into two seperate level. I think you will see from your first steps in "talocan", that I have now a complete different style in building - well, if this one wouldn't have been a score-challenge I would have used the three layers with pleasure

Oh boy, I would love to build a new level with all these things I'm able to do right now with the editor, but I only can work on such a project again when I have holliday :-) to have just 1 or 2 hours per day to create, it's not enought for me :-)

Thank you very much for your feedback and the 5star-rating!!! And I keep your feedback in my mind for upcoming projects!!!

greets
Neo :-)
2009-09-21 16:51:00

Author:
(___NEO___)
Posts: 206


Two very good solid levels here.

Some very innovative and cool sections and puzzles. As someone said previously you can see how you got better at creating as you went a long.

Some of the puzzles and platforming sections had some really great and new ideas in them. Very impressive.

All the good things I can say about it have pretty much been said already so I will comment on a few of the things I picked up on.

At the start of the second level where you have to get on some creature and it carries you across the fire...when it got to near the other side I tried jumping off and didn't make it. I respawned back at the checkpoint but the creature never came back for me so I had to restart the level.

I too wasn't really a fan that some of the sections in the first level were just copied to the second. I read what you said was the reason for this. However, as I player before I read your reasons it just seems like you ran out of ideas or got bored, which is obviously not how you want it to look. It's not exactly a short level either, so the level could have easily managed without these sections even if you didn't replace them with something else.

Anyway, you have got a great set of levels here and they've been really well made. I can see how you improved as you went along and I have no doubt we'll be seeing bigger and better things from you in the future

As for F4F, I'd appreciate it you could try my level Tribal Ruins (the thread is in my signature at the bottom). I hope you enjoy it enough to check my others out

Great work!
2009-09-21 18:43:00

Author:
jackofcourse
Posts: 1494


wow - that's some sort of telepathy:

I played your level tribal ruins two weeks ago, right before I get involved with the F4F-function. AND: I played your level "pretty simple" yesterday due to the reason of F4F - so I will write detailed feedback in both threads!

I've never thought that the two Memsut-Level would get such great feedback from one of the best creators out there (... and yeah no: that's not posing, that's just a fact ^^) - I'm glad to see that you liked the ideas and puzzles I included there. And you're absolutely right: the once again usage of some elements from part 1 is something I don't like anymore and if I had the chance I would change it. But I don't know how to change it because everytime I try to "cut off" one these prefab rooms, something else in this pyramid brakes down - all I hear is these terrible "crack" and some stuff is gone. It's due to the style I used to build in here - and I defenitely wouldn't build it this way with my knowledge of the editor that I have now (shame on me ^^).

Knowing that I couldn't impresse the player with my noob-building-talent, I tried to put in good playable and interessting puzzles. It feels great to see, that this worked well so far :-)

Thanks again for your kind words, jackofcourse. It's an honour to get such a feedback from you!

Greets
Neo
2009-09-22 06:23:00

Author:
(___NEO___)
Posts: 206


Okay I just played these two levels !

As F4F member here are my comments:

part 1

I liked the puzzles you used in this and the overall look was nice, it felt like a pyramid I was in.
My only complaint was that it was always the same look, some variation or scenery (for example a temple area or worship area with some pots and stuff could have been great for the visuals)

I loved the chicken exits ! this is a great way for players that are less skilled to not get frustrated when they get stuck. Kudos for that idea!

part 2

the puzzles were better this time, with the cannon puzzle as a highlight and the rotating radars to get the ball to the crane like thingy was nice

this level also had more visual variation which I really liked, I can see why this got 5 stars and your previous 4. This one simply is better in every way.

My only complaint is that I didn't like the look of the boss. He seemed a bit weird for a terrible monster lol

if you want extensive reviews on your future levels, please post in my review section

for F4F pick one of my best levels in my subject
2009-09-22 12:32:00

Author:
nightwing
Posts: 422


My only complaint is that I didn't like the look of the boss. He seemed a bit weird for a terrible monster lol

for F4F pick one of my best levels in my subject

:-) thx for your comments. hehe, if I take my time to think about it: er, you're right: the boss really looks a bit weird :-) I never saw it this way :-) at this point of my creating-skills I just was happy to be able to create something like that (which works without a bug) - if I'm ever able to create a new story-level (because it will take me looong time to make it) I 'm pretty sure that I will be able to make a boss that looks "a bit" better :-) that's a promise!!
2009-09-23 06:15:00

Author:
(___NEO___)
Posts: 206


For being your first levels they are really good. The design and obstacles clearly get better along the way. Some of the best creators around didn't make levels like this when they started out. Judging by your new Talocan level you're evloving very quicky and I'm looking forward to whatever you will make next.2009-09-24 00:30:00

Author:
Kipmonlin
Posts: 251


Very cool visual level, enjoted the concept although I felt it was a little empty. :star::star::star::star:

Please play my F4F levels:

Sackboy's Journey Through Hell
survival challenge MXC vs LBP
2009-09-29 05:48:00

Author:
kinjodourden
Posts: 21


I thought it was SO GOOD to be presented with an alternative but easier way to get past a few of the areas. Not only did you give us that option but you present it in a funny way. I thought it was absolutely genious. I can't remember the last level with such a "feature".2009-09-29 19:59:00

Author:
BasketSnake
Posts: 2391


I thought it was SO GOOD to be presented with an alternative but easier way to get past a few of the areas. Not only did you give us that option but you present it in a funny way. I thought it was absolutely genious. I can't remember the last level with such a "feature".

Thx for your comment - I appreciate! The reason for these exit-strategy was (LOL) a friend: he is, well, not a high skilled player and some of the obstacles have been way to hard for him. That made me think of a solution for all the players that have not the abilitys to a) proceed by skill, or b) have the nerve to play the harder parts 10minutes before they're able to pass them :-) So the Chicken-Exits were born And I like these options very much!! At least since I added the bonus-reward for not-usage of these exit-strategys ...
2009-09-29 21:00:00

Author:
(___NEO___)
Posts: 206


PROS
This level was a lot of fun. Fun is important.

I liked that burning spots had sound effects.

I liked the chicken switches.

I liked the goofy storyline with the mummy. He's not dead in the box - he's just bored!

Last swing obstacle was great.

SUGGESTIONS

Your flickering lights could use some wheel logic - search @logicpack to get one for free.

When triggering multiple Magic Mouths, use a sensor switch (1-shot). Turn the cameras on the Magic Mouths ON. Make sure each camera angle has the other Mouths visible in the shot. Then wire the sensor to all the mouths, in the order you want them in. This way, the player controls how fast he reads the bubbles, but YOU get to force the player to stop and read. Gravity-based multi-bubble triggers let the player run right past your dialogue.

Please put Cinematic Camera ON on the chicken-switch Magic Mouths. I pulled the second one while I was reading the bubble. You could have stopped me!

Please move the ring away from the final obstacle. I jumped in it on accident while I was trying to pass it. I had to kill myself to get out of it.

4*, and I'll be back to play the rest of your stuff. I would have done the co-op first, but no friends were on at the time.
2010-09-28 03:17:00

Author:
coyote_blue
Posts: 422


Ok dude! Here's what I think:
Good:
+Levels had some very good style and their difficulties were P.E.R.F.E.C.T for most people. Not too hard or too easy, even that I personally like that u have to replay level few times.
+Lighting and visuals were not anything too spectacular but they really fit in.
+Gameplay was interesting; I don't see that kind of gameplay every day.
Bad:
-Level 2 was slightly better than level 1 because level 1 had few frustrating and boring places.
-Not very unique idea.
Neither of bad things were nothing big, but hey! It's all I could imagine.
Overall: :star::star::star::star: to first level and :star::star::star::star::star: to other. As F4F woud you play my level: 'The Marshy Dungeon of Mysteries' Thank you!
2010-09-29 05:07:00

Author:
FreeAim
Posts: 2462


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