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#1

All Mine! - by comphermc (Now Testing)

Archive: 98 posts


Updated on. Dec 20th.

-This project is now in the testing phase!-

I would like to thank everyone for their testing and support up until this point! I have good news and bad news. The bad news is that my thermo has been filled and everything I wanted to include will not fit. The good news is that this means the level is finished!

To do yet is to polish and playtest the crap out of it. My shapes and collected objects thermos are full, but I have plenty of stickers and decorations space to work with... let's hope I have enough space to work out any kinks I encounter.

Anyways, since it's basically finished, I'm going to need some testers! This is where you all come in. If you have tested before, you'll find that your key no longer works. The code remains the same if you can remember it.

If not, leave a comment and I will be in touch via PM.

Thanks everyone

http://img266.imageshack.us/img266/6774/aphoto16.jpg http://img141.imageshack.us/img141/2415/aphoto14.jpg

http://img11.imageshack.us/img11/5606/aphoto15.jpg http://img84.imageshack.us/img84/2019/aphoto13.jpg

http://img141.imageshack.us/img141/5327/aphoto12f.jpg http://img266.imageshack.us/img266/2973/aphoto11.jpg
2009-08-25 06:16:00

Author:
comphermc
Posts: 5338


Checked it out just now. For some reason the design reminds me of Jackofcourses' tribal ruins... guess i'm getting my creators confused It was a decent level... but feels too short to be a full thing IMO. In other words, you've piqued my interest, full speed ahead with canyons throwback, provided you still have the interest

I noticed that point bubbles remitted for certain areas for the second lap... could this be done in all the areas? It felt kinda sad not to have points for one area but to get points for another again and again D:
2009-08-25 07:10:00

Author:
Burnvictim42
Posts: 3322


Thanks for the feedback, BV.


Checked it out just now. For some reason the design reminds me of Jackofcourses' tribal ruins... guess i'm getting my creators confused

Well, I was inspired by jackofcourse, so that makes sense. He taught me not to fear the corner editor!


It was a decent level... but feels too short to be a full thing IMO. In other words, you've piqued my interest, full speed ahead with canyons throwback, provided you still have the interest

Thanks. Interest is there, I just wanted to know if it'd be worth my time. Consider the project advancing!


I noticed that point bubbles remitted for certain areas for the second lap... could this be done in all the areas? It felt kinda sad not to have points for one area but to get points for another again and again D:

Hmm. That's weird, it's supposed to remit for all areas. I may improve the logic to ensure that there was no lag. Is it possible that a bubble got left behind, thereby blocking the emit zones for certain areas...? There should be only one place the bubbles don't remit, because the little piece of wood that blocks off the previous area and leads to the new area can't emit bubbles into a wall...
2009-08-25 14:11:00

Author:
comphermc
Posts: 5338


That sounds cool, would really like to play it, however, keys don't work for me 2009-08-25 14:27:00

Author:
springs86
Posts: 785


Well, that's unfortunate... Hm. I don't really have a solution for you, outside of making a new account. I don't really want to unlock this yet, as I intend to include in a much longer level...2009-08-25 15:10:00

Author:
comphermc
Posts: 5338


I'm currently making a Canyons style race level lol. I'd love to see how our 2 levels differ .2009-08-25 19:10:00

Author:
brnxblze
Posts: 1318


I'm currently making a Canyons style race level lol. I'd love to see how our 2 levels differ .

Well, do you have a version up somewhere? I'll take a look if you do. My interests have been piqued as well... I promise I won't steal your ideas . In fact, I have the whole level planned out, I just need to figure out how in heck I'm going to end it.

I have a really fun little two player puzzle worked out in my noodle that I'm excited to translate into lbp.
2009-08-25 19:45:00

Author:
comphermc
Posts: 5338


I for one intend to check this out! Sight unseen I think You should go full ahead... people love them races! Further details to follow.2009-08-25 21:58:00

Author:
Gravel
Posts: 1308


secrets were hidden but not too hidden.
platforming was difficult but fair.
i got smashed by the door with the checkpoint on it often.
maybe lessen the slope of the second platform after that checkpoint.
2009-08-26 01:48:00

Author:
Deftmute
Posts: 730


Well, do you have a version up somewhere? I'll take a look if you do. My interests have been piqued as well... I promise I won't steal your ideas . In fact, I have the whole level planned out, I just need to figure out how in heck I'm going to end it.

I have it published but it's locked right now, I'll try to get a version up if I can. I'm almost done as well just trying to figure out how to end . Also, I'm having trouble making it a competitive multiplayer race where the players can't help each other at all. It's pretty simple, no crazy obstacles or original ideas or anything.
2009-08-26 02:40:00

Author:
brnxblze
Posts: 1318


I have it published but it's locked right now, I'll try to get a version up if I can. I'm almost done as well just trying to figure out how to end . Also, I'm having trouble making it a competitive multiplayer race where the players can't help each other at all. It's pretty simple, no crazy obstacles or original ideas or anything.

Well, I am nowhere near finishing it. This will probably be my most ambitious single level yet. I'm basically forcing myself to stay out of grid mode and to build using only [essentially] the corner editor tool. I shouldn't have any fancy contraptions except for my 3 lap race and the x2 area that I hope will fit later in the level. I'm trying to kick it old school, and really work on some solid visuals, while breaking free from my grid mode addiction .

In fact, I just spent about 4 hours make a 15 second intro to the level (basically just a mine-car on tracks...), and it's not quite finished yet. I'm trying to experiment with lighting and atmosphere... it's most definitely a learning experience...

Your competitive race sounds interesting... Is it just a standard race, or have you added a twist?
2009-08-26 06:12:00

Author:
comphermc
Posts: 5338


I'll try it this evening, if servers allow me to do it.
I like the concept, and I'm really curious to see your style and experience in a more vibrant lively setting.
2009-08-26 06:43:00

Author:
OmegaSlayer
Posts: 5112


Was I the first to see this? I loved it when I played it the other day and came and seen that it was improved today. I couldn't escape the level any more at the beginning lol.2009-08-26 16:01:00

Author:
KQuinn94Z
Posts: 1758


Was I the first to see this? I loved it when I played it the other day and came and seen that it was improved today. I couldn't escape the level any more at the beginning lol.

Yup, you were the first.

I will be updating it periodically as well, if anyone wants to keep track of the progress. The next update should be either today or tomorrow, and it'll be a big'un.
2009-08-26 16:30:00

Author:
comphermc
Posts: 5338


Simple, fun and super enjoyable.
I would add some tricks here and there like flaming logs to make things a bit harder.
2009-08-26 16:50:00

Author:
OmegaSlayer
Posts: 5112


Well, I am nowhere near finishing it. This will probably be my most ambitious single level yet. I'm basically forcing myself to stay out of grid mode and to build using only [essentially] the corner editor tool. I shouldn't have any fancy contraptions except for my 3 lap race and the x2 area that I hope will fit later in the level. I'm trying to kick it old school, and really work on some solid visuals, while breaking free from my grid mode addiction .

In fact, I just spent about 4 hours make a 15 second intro to the level (basically just a mine-car on tracks...), and it's not quite finished yet. I'm trying to experiment with lighting and atmosphere... it's most definitely a learning experience...

Your competitive race sounds interesting... Is it just a standard race, or have you added a twist?

Sounds awesome! I know it will be great since you're making it . Does this count as a twist? The point of the level is that the players are miners and they have to get to the mine before the other miners do and all the gold is gone. If you don't finish the race in time you get no gold. Pretty much just a standard race with a bit of a story and (I hope) some decent visuals. It all depends what you mean by standard race and a twist though.
2009-08-26 17:39:00

Author:
brnxblze
Posts: 1318


Simple, fun and super enjoyable.
I would add some tricks here and there like flaming logs to make things a bit harder.

Thanks Omega. This is just a small section of a level I'm working on. I'll try to incorporate some harder elements in the rest of the level.
2009-08-26 18:46:00

Author:
comphermc
Posts: 5338


Yup, you were the first.

I will be updating it periodically as well, if anyone wants to keep track of the progress. The next update should be either today or tomorrow, and it'll be a big'un.

I feel special
2009-08-26 21:23:00

Author:
KQuinn94Z
Posts: 1758


For anyone who is interested, I have also published the intro to the normal level, and the key can be obtained in the same way as the 3-lap race section.

It was way too much work for the, oh...say, 16 seconds that it lasts for, but I think it's looks pretty darn neat. If you play it, let me know what I can do to make it better [colors, brightness, details, etc].

Edit: Both the three lap race and intro have been melded together into a coherent WIP level. This is not published over the old intro level.
2009-08-26 22:11:00

Author:
comphermc
Posts: 5338


looks alot better now.
i liked the intro ride, but i couldnt see the c at the beginning of your name.
2009-08-28 22:13:00

Author:
Deftmute
Posts: 730


Weird, I will look into the inability to see the name... did the cart go all the way until the stopper?

Thanks for checking it out.
2009-08-28 22:45:00

Author:
comphermc
Posts: 5338


yeah it goes all the way, but the camera just doesnt reach for me.2009-08-29 03:22:00

Author:
Deftmute
Posts: 730


I enjoy this type of levels. Hectic points-fests. Please complete!

The opening was worth the time. It would have taken some of us ten times longer. You'll get at least 10'000 plays so try dividing four hours by that and see how you feel about the time you give to each of your fans who will get a descent looking and un-blasphemous intro.


yeah it goes all the way, but the camera just doesnt reach for me.

What's the difference in LBP on 4:3 and 16:9 tv's?
2009-08-29 04:01:00

Author:
Kipmonlin
Posts: 251


Thanks kipmonlin, I hadn't considered different aspect ratios - I will make sure that it zooms out plenty far for everyone. I'm glad you liked the points-fest nature of it. I have given a lot of thought to possible point combos. There are plenty of x5, x6, and x7 moments to be had. I will be sure to finish it .

Edit: If anyone stumbles across this thread, I haven't updated it in weeks. I am working on some other stuff and will have to come back to this when those projects are no longer looming over me.
2009-08-29 04:05:00

Author:
comphermc
Posts: 5338


Two months later... (completely legal bump!)

----------------

-This project has officially been resurrected!-

So, this level has been relaxing as a locked level for a while, and just yesterday, I started working on it again. Not much has changed since I put it down 3 months ago, I did polish up the first half of the level a bit (the second half is not really even started).

I added an NPC, which I'm pretty happy with, and fixed some potential logic issues. Also, I tweaked some lighting things and added a few hidden areas (one is hidden very well). Details have been added here and there as well.

Anyways, I'll be adding to it as I go along, so feel free to drop in and check it out every so often. It's a high-score type level... the goal is to string together combos as best as you can. Pay particular attention to the 3-lap race. I'd like to know if it's too confusing, or it needs some more direction.

Thanks in advance,
comphermc

The code for my "Do Not Play..." key room is now a secret... shhh!

OP edited to reflect these changes.

Edit: Just to ask some opinions, this is sort of what I had in mind: This level would be the first in a series of "globe-trotting" levels, where they seem to have no relation to one another, but will have a loose story connecting them all. If I were to do this, I would remake my Aperture Science levels, modified slightly to reflect that they are part of a larger series, and would add a final level after the end of the Aperture Science trio.

Does this sound like a fun little idea, or no?

(the reason I want to remake the AS levels is because I've learned so much since I made them originally. I would cut out the fat of the levels, give them a better overall look, and add in some new puzzles. Some sections would be a veritable copy-paste job, though).
2009-11-07 19:35:00

Author:
comphermc
Posts: 5338


Legal bump, haha

Feel free to remake the AS levels to connect them but when you doplease keep the old ones as well, move them to the south pole for all I care so they are more or less hidden from first glance.

Seems a little weird connecting these levels to a tribute series though.

On the subject: I'll check this one out
2009-11-07 19:56:00

Author:
Zwollie
Posts: 2173


Lol, I had no intention of removing the originals. In fact, the new ones would be different enough from the originals, that you might get a portal vibe, but you wouldn't call them a tribute. It would still be a lab-type setting, where you are forced to complete puzzles, but that's as far as I've gotten. I think I would completely re-do the ending (which was GlaDOS), but still have it give the same general vibe... what I was thinking was to make two levels in the lab-type setting, but then add two more levels afterwards...

1. Instead of stumbling upon GlaDOS, you find a way out of the facility, but you learn that a GlaDOS type boss is in a nearby facility. The goal? To destroy it. This level would be a chase scene, something crazy-train style.

2. Some sort of final boss type thing. GlaDOS or otherwise.

Anyways... how about some teaser pics. I guess they're not so teaser-ish, since you are free to play the level:

http://img266.imageshack.us/img266/6774/aphoto16.jpg http://img141.imageshack.us/img141/2415/aphoto14.jpg

http://img11.imageshack.us/img11/5606/aphoto15.jpg http://img84.imageshack.us/img84/2019/aphoto13.jpg

http://img141.imageshack.us/img141/5327/aphoto12f.jpg http://img266.imageshack.us/img266/2973/aphoto11.jpg


Eh, it looks better in motion, but you all like pictures...

Edit: Dang, his head is big (the spelunker). I may tweak him a bit. Done.
2009-11-07 20:53:00

Author:
comphermc
Posts: 5338


I personally love it when there's a sense of unity in LBP levels, even if they don't have anything directly to do with each other. I'd love to incorporate some of my favorite levels that OTHER people have done in a bigger way. A globe-trotting series would be fantastic. I imagine doing my own level where you visit an adventurer's house, and he has photos on his wall of all the interesting places he's been - all photos from other levels.

I'll definitely be checking this out first thing next time I turn on LBP!
2009-11-08 01:54:00

Author:
Teebonesy
Posts: 1937


Those pictures look great! Its great you use the same materials as MM, are you making your own series I'll play this as soon as its out, any soon?2009-11-09 07:09:00

Author:
Kn0cked-0ut
Posts: 562


Lookin' good! I like the change to the GLT there, gives it a real cool look. I'm not sure how much i like the idea of redoing the AS levels, i guess it just depends on how different they end up being But if thats what you wanna do, more power to ya!2009-11-09 08:17:00

Author:
Burnvictim42
Posts: 3322


I'll play this as soon as its out, any soon?

It all depends on how quickly the ideas translate into LBP. I have a few ideas, but I have no idea how well they will work, or how fun they'd be to play. The only thing I have planned so far is a x2 area and the very end. Everything else in between is up in the air. I've got a little over half thermo to work with at this point.
2009-11-09 18:10:00

Author:
comphermc
Posts: 5338


just checked it out, very well done, though i'm irked i didn't find all the secrets The little climbing motion your spelunker has is very cool.2009-11-09 19:49:00

Author:
Burnvictim42
Posts: 3322


Alright, for anyone keeping score at home, I have been slowly hacking away at this guy. I've tweaked and polished the previously finished area, and have started on the next area. Amazingly, I'm only up to half thermo, and the level seems to be fairly long already. Hopefully I can keep it up, and get this thing finished soon! Unfortunately, it doesn't seem to like multiplayer, so I may have to cut a planned x2 area from the level. The problem is mostly the mine-carts, as they tend to cause problems with more than one person. Also, the difficulty of some of the jumps is pretty high, which is not conducive to lag.

For anyone who wants to check it out, see the OP for details.
2009-11-21 19:39:00

Author:
comphermc
Posts: 5338


I'm loving this thing. I don't know what it is but it's these kinda levels that are for me the most. Are you gonna do anything more in the sense of decorations?2009-11-21 19:51:00

Author:
KQuinn94Z
Posts: 1758


Yes I am. Once I get the level finished, I will go through and add more detail. Although, I have added significant detail since you last played it, I think. It all really depends on how much thermo is left when I decide to end it.2009-11-21 20:13:00

Author:
comphermc
Posts: 5338


koolio! So have you thought about any other throwback levels?2009-11-21 20:17:00

Author:
KQuinn94Z
Posts: 1758


Ah, sweet. I've been looking at this, waiting for an update. I'll check it out later when i spend time fighting with LBP's gravity in create mode >.<2009-11-21 20:19:00

Author:
Burnvictim42
Posts: 3322


koolio! So have you thought about any other throwback levels?

Eh, perhaps. We'll see where this one takes me... It's sort of turning into a Setbacks type level, rather than a throwback, but I would like to do a tundra themed level at some point.

@BV - expect some rough spots near the end. When you get to an upper platform with nowhere to go, that's as far as I've gotten.
2009-11-21 21:39:00

Author:
comphermc
Posts: 5338


Yea, i figured you'd stopped at the elevator shaft. Did you make those wheels you showed me, or did you get them from somewhere else?2009-11-22 01:52:00

Author:
Burnvictim42
Posts: 3322


I made them. It's a nice little glitch, but apparently it's not new. I showed mrsupercomputer and he was like, "Yeah, so... I've known that for a long time..." Whoops!

Yeah, you basically just make a wheel with a motor bolt as normal. Then, you can delete the material where the motor bolt connects to each material, and it will continue to work as normal. Pretty convenient when you want to place X number of wheels, one within the other.
2009-11-22 04:49:00

Author:
comphermc
Posts: 5338


oo can't wait to check it out well doe comp2009-11-22 11:49:00

Author:
lbpholic
Posts: 1304


Beware, sacks! I've got feedback and I'm not afraid to use it!

... true, I'm running off of opening lines.

Ehem. Now for the feedback:

-The mine cart was really enjoyable. I'm not a fan of opening scenes, but if they're done in such a nice way, sure, bring it on. I specially liked how it did stop at the exact spots to show the credits, in wich the lighting was especially well done; that red on "Comphermc" did really look good.

-The NPC looked really good. In fact, it reminded me certain sky pirates. But that may be just me! On the other hand, while what he said was pretty useful, his lines we're kind of "boring". When it comes to you, I'm used to hear things like "There will be cake!". What I'm trying to say is that the dialogue in this level felt much less humorous that in your last one. Not that it is a bad thing, but I do personally appreciate some NPC jokes, and I was expecting some in this level. But you may want to make this level much more serious, so it's ok.

-The "size" of the level. I'm ot expecting you to change this (it's mostly impossible) but it really feels kind of shrinked down, a bit claustrophobic. This may be because I'm comparing it to Mm's canyon levels, though.
But what's good about it is that it makes it all more difficult; you really nice some precise jumps in here. That's a plus to me, but I can see come players getting frustrated.

-The 3 laps race. Well, hats off, I've never seen that before!
The fact that me -and most of the players, I guess- have never seen that before is that it makes it all abit confusing, when it really isn't. Everything is pointed clearly, with some arrows and the NPC telling you that it is a 3 lap race. There should be no problems but a bit of an initial confusion, the kind of thing that you experiment when playing a new concept. It's ok, it's natural. Bad thing about it is that if somebody is in a hurry an manages not to pay attention to all the signs that scream "3 LAPS!" (even the flag at the race start. Haha, I can imagine you having a hard time stickering the poto in there!) she/he may become utterly lost/confused.

-The dissolve material at the rundown factory. It's ok if you really want to use it but I'm pretty sure that there are various kinds of sponge that would fit much better. Maybe you are using dissolve becouse it weights a bit more than sponge while still grabbable?

Ok, no more picky feedback. About the rundown factor, it looks overall very good, and it's always nice to have a change of setting. I really liked those wheels, btw. Simple mechanic that does perfectly it's purpose.
Oh, and don't wait 'till the end to decorate the level. In my experience, if you do so, it will become a tedious job and besides, the thermometer may react unexpectedly. It's just personal advise, but If I were you, I'd go decorating while I build.
Btw, I'm really intrigued about how is it gonna look. Will you go for something more realistic or you'll add randm stickers, Mm style?

And finally, there's something I MUST ask you.
At the rundown factory there's some dissolve material with the form of an horitzontal crescent moon, attached to winches. Those winches are attached to a little platform that moves from side to side, horizontally.
Ok: that platform is attached to a piston and a winch. That picked my attention. Is the piston set to have 0,0 strenght in order to maintain the platform moving horizontally and the winch does simply retract when the player isn't grabbing the sponge?
That's my guess, but somehow it moved much more smoothly than when I tried to build a similar thing, so I'd like to know if there is some trick going on there.

Well, this was all of it.
I don't care if this is F4F or not, after all this, you have the moral obligation to give a full report when I publish my new level.
Just joking ^^


...not really
2009-11-22 15:25:00

Author:
Keldur
Posts: 628


Beware, sacks! I've got feedback and I'm not afraid to use it!

... true, I'm running off of opening lines.

Ehem. Now for the feedback:

-The mine cart was really enjoyable. I'm not a fan of opening scenes, but if they're done in such a nice way, sure, bring it on. I specially liked how it did stop at the exact spots to show the credits, in wich the lighting was especially well done; that red on "Comphermc" did really look good.

Thanks! This whole level started with that mine-cart section. It was just a bit of screwing around, and it turned into a full level.

-The NPC looked really good. In fact, it reminded me certain sky pirates. But that may be just me! On the other hand, while what he said was pretty useful, his lines we're kind of "boring". When it comes to you, I'm used to hear things like "There will be cake!". What I'm trying to say is that the dialogue in this level felt much less humorous that in your last one. Not that it is a bad thing, but I do personally appreciate some NPC jokes, and I was expecting some in this level. But you may want to make this level much more serious, so it's ok.

I'll see what I can do to lighten up the dialogue. As you said, his speech serves a purpose, so I can't cut it entirely, but I will try to make it a bit more lighthearted. Thanks.

-The "size" of the level. I'm ot expecting you to change this (it's mostly impossible) but it really feels kind of shrinked down, a bit claustrophobic. This may be because I'm comparing it to Mm's canyon levels, though.
But what's good about it is that it makes it all more difficult; you really nice some precise jumps in here. That's a plus to me, but I can see come players getting frustrated.

Well, I've always liked that bit of claustrophobic feeling. It gives a sense of urgency without having to say to the player, "You are in a hurry... go!" I suppose it's too late to change any of this now. I suppose it's just going to be a tough one...

-The 3 laps race. Well, hats off, I've never seen that before!
The fact that me -and most of the players, I guess- have never seen that before is that it makes it all abit confusing, when it really isn't. Everything is pointed clearly, with some arrows and the NPC telling you that it is a 3 lap race. There should be no problems but a bit of an initial confusion, the kind of thing that you experiment when playing a new concept. It's ok, it's natural. Bad thing about it is that if somebody is in a hurry an manages not to pay attention to all the signs that scream "3 LAPS!" (even the flag at the race start. Haha, I can imagine you having a hard time stickering the poto in there!) she/he may become utterly lost/confused.

Yeah, I tried my best to make it blatantly obvious what's going on, but I can see how it could be confusing. I think I may just take it one step further and put up a sign telling the player what "lap" they are on. I do have arrows that pop up if the player tries to go the wrong way. And, yes - it was a pain in the you-know-what to get those stickers on the flags!

-The dissolve material at the rundown factory. It's ok if you really want to use it but I'm pretty sure that there are various kinds of sponge that would fit much better. Maybe you are using dissolve becouse it weights a bit more than sponge while still grabbable?

Oh, yeah - that's just a placeholder material. I haven't figure out what I was actually going to put there, so I temporarily dropped down a block of dissolve.

Ok, no more picky feedback. About the rundown factor, it looks overall very good, and it's always nice to have a change of setting. I really liked those wheels, btw. Simple mechanic that does perfectly it's purpose.
Oh, and don't wait 'till the end to decorate the level. In my experience, if you do so, it will become a tedious job and besides, the thermometer may react unexpectedly. It's just personal advise, but If I were you, I'd go decorating while I build.
Btw, I'm really intrigued about how is it gonna look. Will you go for something more realistic or you'll add randm stickers, Mm style?

I think I'll start going through and decorate it before moving on to the next part. The style? I'm thinking sort of like a mix between MM style and GrantosUK style. Nothing too crazy, but at least looks nice. If you're curious, The level is only at half thermo at this point, so I have plenty of space to work with. I'm glad you liked those wheels. I'm trying to figure out how to decorate them up, so they make more sense.

And finally, there's something I MUST ask you.
At the rundown factory there's some dissolve material with the form of an horitzontal crescent moon, attached to winches. Those winches are attached to a little platform that moves from side to side, horizontally.
Ok: that platform is attached to a piston and a winch. That picked my attention. Is the piston set to have 0,0 strenght in order to maintain the platform moving horizontally and the winch does simply retract when the player isn't grabbing the sponge?
That's my guess, but somehow it moved much more smoothly than when I tried to build a similar thing, so I'd like to know if there is some trick going on there.

Yup, the winch's only purpose is to pull the thing back to the right once you let go. It's all about the stiff piston (strength 0), which is now hidden. I didn't like how it looked, so now it has the appearance of two winches. I just had to set the max and min of the piston, set it to stiff, and turn the strength all the way down. I'm actually surprised that there's no bending of the piston since it has winches hooked up to it. I'm not going to complain!

Well, this was all of it.
I don't care if this is F4F or not, after all this, you have the moral obligation to give a full report when I publish my new level.
Just joking ^^


...not really

Thank you so much for all the incredible feedback. I'll be sure to return the favor when you get another level out there...

You should be happy to know that I spent several hours this morning working on that lab/facility area. You saw a very rough version of it, and it's starting to come together. I think I'll wrap that up, and try decorating the entire level next.

2009-11-22 17:39:00

Author:
comphermc
Posts: 5338


So this is one of the levels you were hiding from me!

Well I played it and enjoyed it a lot! Even though Keldur pretty much said all anyone could say I'll give you what I think!

Pros:

-The level design was beautiful!
-Perfect material choices
-Superb level layout
-The BEST 3-lap race in all of LBP universe
-Nice looking character
-The mine cart/credits/intro ride was very unique and awesome
-I personally love the cramped style, too. It fits this level very well and you execute it great

Cons:

-I agree with Keldur, the explorer guy is a little boring and weird, even though he is well-made, he just doesn't fit in some spots
-The race was a little misleading at first. All I needed was an arrow maybe to point where you are supposed to go. I was trying to circle the small section right after the start gate and had no clue what I was doing until I noticed you had to keep going right
-I think it's because you are still working on the level, but when I got to the mining facility (?) part it felt very plain. Just not as detailed as the rest of the level. NEVERMIND! Scratch that! Just read the rest of your previous post!
-Nothing else to put here!:hero:

So, good job and continue making this level! It looks good and is a charm to play! I can't wait to play the finished version!
2009-11-22 18:15:00

Author:
piggabling
Posts: 2979


Alright, I played this level, and I only have a few small things to say about the look of the level, the game play was very, very fun!

This is just my opinion, but perhaps you should try to introduce more than one color tone to the level, such as more than just red rock and fire. Good thing the mining facility broke that color tone. And about the mining facility, another opinion, maybe, to make it look older, you should try to add more rust stickers and darken the concrete. That tiled concrete seems a little repetitive too.

The intro was very nice, and I liked the race that would repeat.

2009-11-24 05:07:00

Author:
warlord_evil
Posts: 4193


Alright, progress has been made!

I'm now up to 3/4 thermo, and I'm beginning to get that "Creator Worry" that accompanies finishing a level. I hope I can fit everything in.

The factory/facility area is now 90% finished and I've moved onto the next part. Anyone who is following along at home, you might enjoy the most recent iteration. I am confident this will be done in the next several weeks!

Cheers.

2009-12-05 21:21:00

Author:
comphermc
Posts: 5338


Sounds great! I've been playing this every three days or so and am liking it all the way!2009-12-06 14:40:00

Author:
piggabling
Posts: 2979


Well, you'll be happy to know, then, that I've started the ending sequence. It doesn't work yet, but the pieces are there...

Skulldozers, ftw!

Edit: Skulldozer [MineDozer?] is now now in place... I just need to finish the chase and tweak a few things.

2009-12-06 18:22:00

Author:
comphermc
Posts: 5338


Mini-bump.

Tonight is the last night I will have the current locked version published. After tonight, I will republish in a new spot, so anyone who has been following along will not have access tomorrow. I just don't wait to spoil the ending for anyone. Happy Gadding.



Edit: I will still allow people to test, but it will require they join me in game.

Edit2: She's been locked.
2009-12-08 00:08:00

Author:
comphermc
Posts: 5338


i was just playing it and, i must say, it is beautiful! the atmosphere is perfect and i personaly like the claustrophobic feeling. however, I have found a small bug that left me sitting on the blank template ground out side of the level . After pulling the lever to activate the mine carts at the start of the level, i hopped in and was taken to the right. after messing up the jump to get out of the cart at the end of its journey, I fell down the hole landing on what sounded like fire. after getting my toosh singed, i bounced to the left and fell out of the level
this is probably an easy fix, i just dont want others moaning about it when its released

other than that, I'm loving the level so far
2009-12-08 10:32:00

Author:
R0GUE--Elite
Posts: 118


This project is no longer having open testing.

Locked.

2009-12-09 02:41:00

Author:
comphermc
Posts: 5338


Unlocked for Bump-date (get it? bump and update...? Ah, whatever! Enjoy!)

---

-This project is now in the testing phase!-

I would like to thank everyone for their testing and support up until this point! I have good news and bad news. The bad news is that my thermo has been filled and everything I wanted to include will not fit. The good news is that this means the level is almost finished! As far as I'm aware, it's completely functional [minus a few kinks].

To do yet is to polish and playtest the crap out of it. My shapes and collected objects thermos are full, but I have plenty of stickers and decorations space to work with... let's hope I can get all the lighting into the level that I need.

Anyways, since it's basically finished, I'm going to need some testers! This is where you all come in. If you have tested before, you'll find that your key no longer works. The code remains the same if you can remember it.

If not, leave a comment and I will be in touch via PM.

Thanks everyone



http://img266.imageshack.us/img266/6774/aphoto16.jpg http://img141.imageshack.us/img141/2415/aphoto14.jpg

http://img11.imageshack.us/img11/5606/aphoto15.jpg http://img84.imageshack.us/img84/2019/aphoto13.jpg

http://img141.imageshack.us/img141/5327/aphoto12f.jpg http://img266.imageshack.us/img266/2973/aphoto11.jpg

OP edited to reflect these changes.
2009-12-18 22:01:00

Author:
comphermc
Posts: 5338


Well just played this with the bossman himself. Something tells me this is going to sit nicely around the highest rated levels. ITS GOING TO BE AWESOME!2009-12-18 22:45:00

Author:
wexfordian
Posts: 1904


From the run through I had easily in my top 10!

PM us the code I'll have another bash
2009-12-18 22:50:00

Author:
jackofcourse
Posts: 1494


I soooo want to try this.2009-12-18 22:51:00

Author:
TheJollyRajah
Posts: 466


PMs sent.

2009-12-18 23:00:00

Author:
comphermc
Posts: 5338


Found 5 secrets!

25,607 score

Managed to escape once. Right at the end after the second chase where you go through the tunnel and drop out...if you go right where you drop down it isn't blocked off. Only thing I could find. Granted I was just flying through the level more than anything.

Will play again when I get more time!
2009-12-18 23:44:00

Author:
jackofcourse
Posts: 1494


I have played it with you and was completely blown away by how cool it was...

If you need play testing, you are more than welcome to send one my way.
2009-12-19 00:09:00

Author:
jwwphotos
Posts: 11383


I found a couple of issues, but I wan't taking notes, so uh yeah, not much help.

I'll have another go tomorrow and actually note stuff down

Main issue was the drill chase - if you die on that it's really, really hard to recover, I had no idea where I was going to respawn and died about 3 times in a row. It's unconventional, but I say make the player start over if they die.

Also, when you get to the end, you can run back a fair way to collect points you didn't get whilst dying!
2009-12-19 00:34:00

Author:
rtm223
Posts: 6497


Hmm can I have a go? Seems like this is one epic project (from what others say and by the pictures)

teehee
2009-12-19 00:53:00

Author:
iGotFancyPants
Posts: 1355


Found 5 secrets!

25,607 score



Well, the top score is well over 50,000 I think. It really depends on the race performance a bit. If there's enough thermo left, I may bump up the award you get for finding a secret. Some of them are wicked tough to find!


Managed to escape once. Right at the end after the second chase where you go through the tunnel and drop out...if you go right where you drop down it isn't blocked off. Only thing I could find. Granted I was just flying through the level more than anything.

Will play again when I get more time!

Thanks again. I will fix that.


Main issue was the drill chase - if you die on that it's really, really hard to recover, I had no idea where I was going to respawn and died about 3 times in a row. It's unconventional, but I say make the player start over if they die.

Yes, this is going to be the make-it-or-break point of the level. I did my best to ensure that you always spawn somewhere decent, but there are times when you just get caught in a rut. There's not much I can think to remedy that m'fraid. Do you think it would be better to just activate checkpoints at "safe" zones as you go along? As it is now, the checkpoint is tied into the same logic as the drill, so that when you are pulling away, it speeds up to always stay on your heals. For the second chase I just activated checkpoints along the way.

As for emitting it, that's a no go... the drill takes up so much thermo that I used the same one for both chases... (hence the [now] pointless winch drop - which I've figure out how to improve I think). My offending thermometer is collected objects, so I don't think I could get away with emitting him.


Also, when you get to the end, you can run back a fair way to collect points you didn't get whilst dying!

Yeah I noticed that today as well. Thanks. I'll see what I can do to fix that.



Anything general to say about the first half of the level, which is the part that is indeed the most polished?
2009-12-19 01:58:00

Author:
comphermc
Posts: 5338


Ok having played through this, I can easily say this is one of the best levels on LBP. It has an amazing layout which literally left me mind-blown and the gameplay is superb.

The only problem in the level that I noticed on the first playthrough was already mentioned by rtm. During the drill chase, if you die you basically have no chance of recovering. I tried and tried but my chances of getting back on track seemed to get smaller and smaller each time I spawned.

Other than that, EXCELLENT EXCELLENT EXCELLENT. I LOVE YOU. (I give you my heart )
2009-12-19 02:35:00

Author:
iGotFancyPants
Posts: 1355


Thanks, FancyPants. I am having a hard time believing the level was that good, but if you say so I won't object! I guess I really need to make sure it's absolutely perfect before I launch it then, huh? Speaking of which, that will probably not be until after the New Year, as I'm jetting down to the Caribbean for the holidays. Wouldn't want to miss out on my own 7 days, now would I?

About the drill chase, Hm... I'll wait and see what others say, but it seems like I might need to utilize switch activated checkpoints rather than the standard following variety. I sense a project for tomorrow...

I went through and improved a few things, but my productivity has dropped on account of having to work on a terrible television at my parents' place.

Two additional things:

1. Mrsupercomputer was a bit unhappy with how short the second chase is - he had been testing for me all along and was helping with ideas. The original ending was supposed to have a mine cart ride, but there was no way that was fitting into the level. Does it indeed fall flat? I will do my best to make it seem more dramatic, and maybe add in a quip about how pointless it was (something like, "dang that was short... the thermometer on that drill-dozer must have overheated!")... thoughts?

2. Mrsupercomputer suggested changing the name slightly. We arrived at "All Mine." It makes sense in the context of how it ends, and it's got some nice pun-iness to it. Thoughts here?

Thanks again, everyone!
2009-12-19 04:19:00

Author:
comphermc
Posts: 5338


All Mine is absolutely great as a name for this level! lol

As for the text at the end, I don't quite see why not. Well, I guess it really depends what you say and how subtle it is. Good luck!
2009-12-19 13:04:00

Author:
iGotFancyPants
Posts: 1355


1. Mrsupercomputer was a bit unhappy with how short the second chase is - he had been testing for me all along and was helping with ideas. The original ending was supposed to have a mine cart ride, but there was no way that was fitting into the level. Does it indeed fall flat? I will do my best to make it seem more dramatic, and maybe add in a quip about how pointless it was (something like, "dang that was short... the thermometer on that drill-dozer must have overheated!")... thoughts?

It wasn't so much the length that bothered me, but that the second part of the chase is a small repeat of what we have already been through. The first part of the chase builds very nicely. It starts with basic jumps, then swings, then shimming along the ceiling, etc. Now, the original plan of the mine cart chase continued this trend of the chase becoming grander and more varied. Now, I feel like the chase, builds, builds, builds, then restarts... if that makes any sense.

But all of that said, the chase is still very awesome and I really think that I've talked with you about the mine cart chase soo much that I've kind of built up a different style of ending in my head. And you know how I am when something doesn't turn out quite like I envisioned...

Anyway, the level is great and the chase is great. Maybe just a nice looking explosion and camera shake as the drill falls would add the little bit of craziness that I desire! As for the checkpoint issues, I remember that Walter Kovac's, a member on this forum, had a system where he emitted a floor underneath Sackboy giving him a few seconds to look for the next jump. Perhaps you could add something like a crane that is holding the checkpoint and will stay closed until it is over a safe spot, then it opens. So, if Sackboy dies and the checkpoint is over fire, it won't drop you, but once it goes over rock, you drop down and continue running for your life!




2. Mrsupercomputer suggested changing the name slightly. We arrived at "All Mine." It makes sense in the context of how it ends, and it's got some nice pun-iness to it. Thoughts here?

Thanks again, everyone!

Well, I still like All Mine! with the exclamation mark!

I was actually dreaming about this level a bit last night... weird, I know... and I thought that Mine Games might be a punny title as well. And that makes about the fifth title I've sent to you that is some kind of pun, so I apologize!
2009-12-19 14:33:00

Author:
mrsupercomputer
Posts: 1335


Haha, thanks mrSC. I will definitely consider that temporary floor. What I've done in the meantime is modify the entire a chase a bit so it's tougher to fall into the fire. I think I may slow up the vehicle as well. It will be easier, but collecting all of the points will then be the challenge. Then, if you die, you should generally have a safe place to land. This basically just required extending platforms and shrinking fire pits. I am going to test the crap out of it to make sure that it works.

Also added are some little twinkle sounds when you get close to a secret. These will be deactivated by default in the final version, to be unlocked by placing a sticker (which you get at the end) on the little sticker switch at the beginning. I thought that was a neat little trick that I hadn't really seen in LBP. It rewards those who replay, but doesn't force it down anyone's throat.

Just curious, is anyone else getting a really weird glitch where the fire at the end of the second chase loses its flames. It does that every time he falls. I don't know what causes it... am I stressing the physics too much?

Thanks.

2009-12-19 15:18:00

Author:
comphermc
Posts: 5338


Just played this again and no real issues except where it dumps you at times during the first section of the chase. Sometimes you drop right into the fire and then after a few more, I was on the back of the machine, but died before I could take a really funny pic.2009-12-20 01:54:00

Author:
jwwphotos
Posts: 11383


In view of the looping race...."All Back To Mine!" ?

'Mine Games" is a great one.
2009-12-20 02:05:00

Author:
julesyjules
Posts: 1156


Wow, that's looks really engaging!!
Even more with those pictures and positives comments!

I will not have time to test it and give you feedbacks,
but I'm very looking forward to play when it will be finished!
2009-12-20 02:27:00

Author:
dajdaj03
Posts: 1486


Alright party people, the level is now called... *drumroll* ...

All Mine! A Canyons Adventure.

The second bit may be cut in the final version, but the title All Mine! has been replaced in the intro to the level and the level badge (which still needs some work).

At any rate, the level is now 99.99% finished. I did a ton of work this evening (and early this morning it seems) ensuring that cheap deaths in the Drill Chase are kept to a minimum. The drill has been slowed down a bit, and the fire pits have been shrunk. Additional platforms have also been added and the existing ones have been widened. There's now more option in the route you choose, and it's tiny bit easier to stay a live throughout.

The ending of the second chase has been tweaked a little bit, and I'm not entirely happy with it, but I'm not sure where to go from here.

The scoreboard is now looking better, and is a little more rewarding. I have put the Secret Switch in place as well. When you get to the secrets room, you are given a sticker that activates a switch at the beginning of the level. Upon doing so, a slight twinkle sound plays when you are near a secret. It doesn't give it away, but it lets you know when you are close.

I have decorated up the facility area to give it a bit more flavor, and have added some environmental sounds throughout.

At this point, my thermo overheats when I place a single DM square. I'd say it's just about finished. I'd appreciate some more testing for anyone that is willing to give it. The level will not be released until the second week of 2010, so there's plenty of time for testing if you're interested. I'm going out of town and refuse to miss out on my own 7 days.

Thanks again to everyone.
2009-12-20 06:28:00

Author:
comphermc
Posts: 5338


What's the code again? I can't find it...2009-12-20 09:53:00

Author:
KQuinn94Z
Posts: 1758


All Mine! A Canyons Adventure.

Oh a pun! So you know it's going to be good.

I'd like to give it a go tomorrow. Hunt down all of the flaws and laugh when you can't fix them anyway because of the thermo! :arg:
2009-12-20 12:10:00

Author:
Killian
Posts: 2575


OK, it looks like you may have fixed up a couple of my gripes from the other day. Certainly the chase sequence is greatly improved. It feels hectic and panicked but the multipath makes it reasonably easy to not die. I particularly like the swinging section - I chose to run down the bottom where the points where, only to find that my shortsightedness prevented me from getting more points and a bonus grabby star. If that wasn't planned, then just pretend it was, OK? It is genious. I instantly felt like I should go back in and play again.

There are also a couple of other 1-chance bonuses in there that do the same thing - make you want to come back and get them on the next run.


Issues now are a visible piece of DM by the first heart and a visible emitter at the end of one of the chases - I forget which one. May I also suggest some kind of reward for bringing the heart to the creator at the end?
2009-12-20 13:07:00

Author:
rtm223
Posts: 6497


What's the code again? I can't find it...


Oh a pun! So you know it's going to be good.

I'd like to give it a go tomorrow. Hunt down all of the flaws and laugh when you can't fix them anyway because of the thermo! :arg:

Haha, Killian - terrible puns are all I do! PMs sent to the both of you. (like the new avatar, by the way)


OK, it looks like you may have fixed up a couple of my gripes from the other day. Certainly the chase sequence is greatly improved. It feels hectic and panicked but the multipath makes it reasonably easy to not die. I particularly like the swinging section - I chose to run down the bottom where the points where, only to find that my shortsightedness prevented me from getting more points and a bonus grabby star. If that wasn't planned, then just pretend it was, OK? It is genious. I instantly felt like I should go back in and play again.

This may sound stupid, but I do that as well. I get so mad when I run by and see it up there... My high score run last night could have been slightly better! Glad you like the changes.




There are also a couple of other 1-chance bonuses in there that do the same thing - make you want to come back and get them on the next run.

Honestly, all part of the plan...



Issues now are a visible piece of DM by the first heart and a visible emitter at the end of one of the chases - I forget which one. May I also suggest some kind of reward for bringing the heart to the creator at the end?


Those two issues are easy enough to fix - I will do that right now. As for the heart... great minds, eh? I was trying to figure out where I could remove something to add that in...



Thanks, rtm.

----

Also, a general note about the lighting... I did my best, but I may have to redo the lighting at the end a bit. I'm working on ancient TV right now, and full bright in a level looks like 50% fog to me...

2009-12-20 13:18:00

Author:
comphermc
Posts: 5338


I'll give it a go tomorrow when I'm at my PS3. I plan on taking the number one spot with a comphortable lead. I can make puns too. :arg:2009-12-20 14:04:00

Author:
Killian
Posts: 2575


While I'm thinking about it, did you remember to put some invisible dm on that section at the very beginning where you can jump out of the mine cart into the front layer? It was there the last time I played, but you may have fixed it during your last polish run.2009-12-20 14:40:00

Author:
mrsupercomputer
Posts: 1335


While I'm thinking about it, did you remember to put some invisible dm on that section at the very beginning where you can jump out of the mine cart into the front layer? It was there the last time I played, but you may have fixed it during your last polish run.

I remember that too, but he fixed it.
2009-12-20 14:46:00

Author:
iGotFancyPants
Posts: 1355


Oh yeah, one thing.

When I grab the bonusses, it sounds like I'm getting points bubbles, but I don't see any. What is the hoodoo mischief you have going on.

Or.... am I just being stupid again?
2009-12-20 14:49:00

Author:
rtm223
Posts: 6497


I'll give it a go tomorrow when I'm at my PS3. I plan on taking the number one spot with a comphortable lead. I can make puns too. :arg:

Groan... Very nice! You have quite the score to contend with, as I know all the secrets!


While I'm thinking about it, did you remember to put some invisible dm on that section at the very beginning where you can jump out of the mine cart into the front layer? It was there the last time I played, but you may have fixed it during your last polish run.


I remember that too, but he fixed it.

I used a simpler solution (I was forced to because of the thermo) - I just put a strip of gas down in the little hole. Sacky refuses to plane-shift into it now. I used the same method for the other little one in the smaller mine cart ride.


Oh yeah, one thing.

When I grab the bonusses, it sounds like I'm getting points bubbles, but I don't see any. What is the hoodoo mischief you have going on.

Or.... am I just being stupid again?

Haha, I actually think it's a result of the new patch, but I'm not certain. What you are hearing is your combo rise... which I noticed in CCubb's new one as well. I am emitting a block with 4 brains on it that insta-kills itself at .1 intervals for about a second. I would have used 5 brains but had no room, hence the weird x9 combo. Before, it silently gave you a combo, but now it seems that Leerdammer makes noises. I'd have to check with my Aperture 3 level to be sure as it uses a similar method.

You shouldn't be able to hear them as the brains are emitted way off near the scoreboard.

----

By the way, I fixed the little things that rtm mentioned, as well as a few unnoticed things. You now get a reward for bringing me the heart at the end... Think that's too cheeky? Also, I can now successfully place a block of DM, but sadly had to lose a light...
2009-12-20 14:58:00

Author:
comphermc
Posts: 5338


Ahhh, that's kinda cool. I was considering a revamp on setbacks secrets if possible use a single brain emitter for every secret. See if I can free up enough thermo for a secret counter.2009-12-20 15:03:00

Author:
rtm223
Posts: 6497


That would be awesome, but you should publish it as a special addition and try to add a few more (since we don't want to tarnish the original). All of my secrets use the same emitter, so the thermo is kept as low as possible. Using your secrets themselves as a perm switch, ftw!2009-12-20 15:26:00

Author:
comphermc
Posts: 5338


Nah, can't be doing with a special ed. I'll just keep it so that the number of points in each secret is equal to or greater than what's already there. Maybe throw in some extra points combos elsewhere and give everyone a nudge to go after top score again 2009-12-20 15:43:00

Author:
rtm223
Posts: 6497


Me and Steve_Big_guns played through it before you joined us comph, and We found one minor problem.
When we just entered the level, for a split second you can see the dm of logic to the right of the entrance. This could have been from slight lag, not sure.

Hi Five on the job you did with the chase scene. I lost count playing it with you before, but this time I died once, and that was attempting to get a secret, which I got
11/12 lights were lit up, and I know the one I missed, so your top score may not last long
2009-12-20 16:25:00

Author:
KQuinn94Z
Posts: 1758


Bring it on, Quinn!

That DM is just for some simple logic, so it should be an easy fix to move it outta the way. I'm glad that's the only problem you noticed.

2009-12-20 17:42:00

Author:
comphermc
Posts: 5338


I'd like to give this a try if that's okay 2009-12-20 17:56:00

Author:
thekevinexpress
Posts: 256


It's ON! I'll get my rocky costume on and play the Eye of The tiger on my ipod while I play. Gives me a real boost.
I'm kidding... I don't have an ipod
2009-12-20 22:58:00

Author:
KQuinn94Z
Posts: 1758


Okay, first off thanks compher for letting me test this. Also, this was a really great level so feel free to ignore all my advice.

-I didn't like the first jump in the part where you have to do three laps. It's angled kind of awkwardly, and I felt like a got a couple of cheap deaths because sackboy couldn't get his footing (though maybe it was just me :blush: )

-The walls in the cave seemed kind of blank. I know your thermo's full, but if you could squeeze it in I would go spam canyon stickers in there MM style.

-I didn't really like biege cotton as your grabbable material. It contrasts well and is noticeable, but I think it kind of clashes.

I'm sure I'll add more after my next playthrough.
2009-12-21 14:55:00

Author:
thekevinexpress
Posts: 256


Oh yeah, one thing.

When I grab the bonusses, it sounds like I'm getting points bubbles, but I don't see any. What is the hoodoo mischief you have going on.

Or.... am I just being stupid again?

He gots da voodoo in him dat man.
2009-12-21 15:07:00

Author:
wexfordian
Posts: 1904


Wex, meet me by the river with the big scales, I'll bring comphy - if he weighs the same as a duck, we're gonna have us a good old-fashioned witch-burnin' tonight!2009-12-21 15:12:00

Author:
rtm223
Posts: 6497


Wex, meet me by the river with the big scales, I'll bring comphy - if he weighs the same as a duck, we're gonna have us a good old-fashioned witch-burnin' tonight!

Nothin like a good ol'fashioned witch-burnin'!
2009-12-21 15:24:00

Author:
wexfordian
Posts: 1904


Erm.... thanks guys?


Okay, first off thanks compher for letting me test this. Also, this was a really great level so feel free to ignore all my advice.

-I didn't like the first jump in the part where you have to do three laps. It's angled kind of awkwardly, and I felt like a got a couple of cheap deaths because sackboy couldn't get his footing (though maybe it was just me :blush: )

-The walls in the cave seemed kind of blank. I know your thermo's full, but if you could squeeze it in I would go spam canyon stickers in there MM style.

-I didn't really like biege cotton as your grabbable material. It contrasts well and is noticeable, but I think it kind of clashes.

I'm sure I'll add more after my next playthrough.

Thanks, I appreciate it. I will tweak up that first jump.

I'm not so sure about stickering my caves, though. I can do it, but it would deviate quite a bit from the psuedo-MM style I was going for in the caves. I copied their art style for The Mines, and made it my own. What kind of stickers were you thinking? The bright colory ones?

Yeah, the cotton was chosen because it stands out. I'm not trying to make this terribly difficult to know what to do next, (which is not always the case), so I'd like to avoid any more confusion.

Thanks for testing. Always willing to hear more criticisms.

2009-12-21 16:21:00

Author:
comphermc
Posts: 5338


Always willing to hear more criticisms.



Delete it all. Start again. Because of this level I've sent a request to Mm for a 0 star option.
2009-12-22 01:16:00

Author:
jackofcourse
Posts: 1494


The chase, while cool, kept on having me die over and over so I couldn't get anything... that's probably just me and my awesomeness though. It kinda went too fast for me to handle.

The story kinda ended abrubtly... but still, not much else :O
2009-12-22 02:10:00

Author:
RockSauron
Posts: 10882


Heart 4 Sushi plox.

Anyway I didn't feel the story ended abruptly. I felt like it ended quite well, without getting too serious or anything. Kept me interested throughout, too. So excellent.

And now, thanks to jackofcourse and Mm, I can rate your level 0 stars! Mwahahhaha!
2009-12-22 13:03:00

Author:
iGotFancyPants
Posts: 1355


i really like what youve done with the place. story fits with preestablished mythos of the official mm lbp. and the level makes you want to play again, so you should have tons of plays. your spelunker was really well made.2009-12-22 16:06:00

Author:
Deftmute
Posts: 730


Forgot to leave feedback on this level!

I died quite a few times looking for secrets but managed to find 6 out of the 12. Unfortunately the power went as I was in the secret area so you won't see me on the scoreboards.

One little annoyance I found was that when I was running, about to jump, a camera-zone speech bubble appeared and caused me to die. I think it was when the boss first appeared but I can't be sure. I'll play it again and get back to you.

All in all it's a very well made level. It looks great, is fun to play and surely one I'm going to play more than a few times to get the highest score!
2009-12-23 12:41:00

Author:
Killian
Posts: 2575


Well, I'm sure you're going to publish this soon, so I went in today and did a pretty thorough playthrough - trying as much as I could. VERY cool! Fantastic gameplay, great premise. I loved the multiple-runs-through-the-same-area-with-things-changing-each-time gameplay!

Unfortunately, I didn't find any issues.... I wanted to feel smart and present you with some nice bugs. But, it all worked perfectly.
2010-01-02 16:15:00

Author:
CCubbage
Posts: 4430


Thanks, Cubb. Yes, I will probably get this published up tomorrow. I got back from my trip and worked on it a bit more. It's currently 3:30 here, so I'm going to call it a night. Dang I missed LBP. I had to mentally solve problems in the level while driving home and then try to remember to actually do them.



Edit: This level is now published for everyone to play. Check out this thread for more info:

All Mine! A Canyons Adventure! (https://lbpcentral.lbp-hub.com/index.php?t=t=20825)

Locked.
2010-01-04 08:34:00

Author:
comphermc
Posts: 5338


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