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The Lost Mountains

Archive: 13 posts


The Lost MountainsFlyingHaggis
http://i230.photobucket.com/albums/ee120/sapientwisp/1Start.jpgThis is a level that was inspired by the small stone hut things in the Islands background. I decided to add some mountainous scenery and got carried away...
all
This is a very difficult level, and can be very frustrating and hard. But be patient, and make your jumps small and precise. It's a long way down...

http://i230.photobucket.com/albums/ee120/sapientwisp/1Start.jpg


http://i230.photobucket.com/albums/ee120/sapientwisp/2.jpg


http://i230.photobucket.com/albums/ee120/sapientwisp/3.jpg


http://i230.photobucket.com/albums/ee120/sapientwisp/4.jpg


http://i230.photobucket.com/albums/ee120/sapientwisp/5.jpg


http://i230.photobucket.com/albums/ee120/sapientwisp/6.jpg


http://i230.photobucket.com/albums/ee120/sapientwisp/7Finish.jpg

Video, filmed by GreyMRP: http://www.youtube.com/watch?v=2Ap7_ZXpG4Y

Enjoy, but don't throw your controller at the wall
2009-08-27 18:18:00

Author:
FlyingHaggis
Posts: 55


Hey I played this level this morning! I left a comment, basically saying it's good, but I got stuck because I fell out of the "house thing" that was on a cable. As I fell to my death, the house kept going, and I respawned back at the top of the mountain. I couldn't go any further because the 'house thing' didn't respawn. I suggest using an emitter set to one at a time, that is activated by a falling sack person. That way when they respawn, they'll be able to try again.

Also, I'm not sure how you did it, but I really liked the huge curvy lamps in the playing field and in the back ground. Did you use the back ground glitch for that, or is that from a down-loadable back ground that I probably don't have?

Cool concept so far - I didn't have enough time to go back and give it another shot. But I think I will now since you've posted it here.
2009-08-27 19:18:00

Author:
Powershifter
Posts: 668


As I replied in the comments on my level, when you respawn back at the 1st mountain, climb up the ledges on the pillar supporting the zipline. From there you can jump onto the line and make your way across. I didnt want to have an emitting cablecar because there's only meant to be one, and that crashes . I used the extra layer glitch for the background houses.2009-08-27 19:24:00

Author:
FlyingHaggis
Posts: 55


looks awsome 2009-08-27 19:44:00

Author:
Unknown User


wonderful level very hard but ounce you got it you got it it becomes simpler amazing use of the 3d glitch.
i loved the use of the bell at the end id say though that the secind mountain is the harder of the two.
2009-08-27 20:37:00

Author:
mat1629
Posts: 55


This level has definitively a 6 stars look.
It has a very cool use of the glitch and an overwhelming mood.
The houses at the top of the mountain are wonderful and the artstyle is really unique.

But gameplaywise this level is one of the worst I've ever played, half star.
I'm really sorry to say this, but I do it since it's crystal clear that it's not lack of skills and ability, but just done on purpose.
1 little grid diagonal, almost invisible platforms are "stupid".
You could have added mountain cracked mazes (check rtm223 Subterranean Setbacks to understand what I mean), swinging section, a more fluid platforming, but you didn't, and imho, you ruined a level that could have really been a classic.



This is a very difficult level, and can be very frustrating and hard. But be patient, and make your jumps small and precise. It's a long way down...

Why, what's the point in making it hard?
Why should I be patient? There are more than one million levels out there, I can get back to the pod, rate your level 1 star, give you a bad tag and proceed on...there's nothing to see here.
I hope you understand the spirit with which I'm writing this to you.
I see that there's a lot of work and passion in your level (you built, or better, you cleverly crafted all the mountains until their roots on the base of the level instead of putting some dark matter and some gas), but you left them dying on those mental little platforms.
I really suggest you to rethink that kind of platforming...you can add grabs, little cracks maze, moving stones, a lot of other ideas and bring this level to the 5 stars it deserves.

I repeat, this is meant to be a friendly advice, then do what you think is better.
2009-08-27 21:05:00

Author:
OmegaSlayer
Posts: 5112


I played this after seeing those absolutely gorgeous screens you posted. Really, the opening visuals are fantastic, the architecture and the atmosphere is astounding. And I applaud your use of the extra layers (I'm of the opinion that very few people can actully use it well, but you have).

But the gameplay is really not enjoyable. When you are riding up on the invisible chain things at the beginning, it's very hard to see exactly where the hole in the roof is. This was a minor thing really, but then there's the mountain climbing. Just a sequence of pegs. That's it. none of the visual quality of the opening (and the ending for that matter - the magic platforms are wonderful), no real variation, just jumping up pegs. The visuals are bland and the gameplay is bland.

Add to that half the pegs appear to be are invisible platforms whose position is indicated by stickers - which don't even match up to the location of the platforms. I took a couple of pics of me floating in mid air to demonstrate, but I've left my usb stick at work so I can't upload them today.

I'm all for hard, challenging levels, I like jumps that require analogue control and precision, but I found nothing compelling about the peg climbing, which is where I spent most of my time in the level. Hard levels need have variation and originality and preferably some pace behind them, so they don't just feel repetitive.

If you have replicated the visual quality of the beginning and end, and added some basic platforming (hard or easy, doesn't matter) this level would have been 5 stars and hearted in an instant. I think I rated 4 stars, but I can completely understand why this level is currently rated at three stars.

As Omega said, this is supposed to be constructive critisism, and it's just my opinion. You clearly have fantastic talent, but if you intend to make challenging levels then you need to take some of that awesome creative talent you've shown in your visuals and think up some original and compelling gameplay.
2009-08-27 21:22:00

Author:
rtm223
Posts: 6497


I apologise if this level wasn't up to your expectations, but I wanted to create a style of platforming that was unique and not the usual huge jumps and swinging type thing. Also I have this sort of obsession with making my levels look more natural, so thats why all the holds are so small. Actually the thermo for this level is only at 60%, so I may give it a huge revamp and add on a huge city of those stone huts, with some "real platforming".2009-08-27 21:31:00

Author:
FlyingHaggis
Posts: 55


I also have tested your level. The screenshots made me turning on my PS3 and play your level.

Feedback

Gameplay (2/5): As the others said, not as good as it should be in a good level. The climbing parts on the mountain are very hard to see and to master. I'd have put some more diffrent platforms there. What I liked was the climbing feeling: one wrong jump and you fall down.

Scenery (5/5): Though rocks (mountain part) generally aren't that nice, this level really got style! The houses at the beginning just look wonderful, the ending also is really beautiful. Well done, well done!

Result: Because the level hasn't got enough variation and because it is really really hard, I only give 4 of 5 stars. I hearted your level and yourself though.

:star::star::star::star: (4/5).

Edit: That your level has unique style and that it looks very realistic is true!
2009-08-27 21:35:00

Author:
Peachii
Posts: 22


I apologise if this level wasn't up to your expectations, but I wanted to create a style of platforming that was unique and not the usual huge jumps and swinging type thing. Also I have this sort of obsession with making my levels look more natural, so thats why all the holds are so small. Actually the thermo for this level is only at 60%, so I may give it a huge revamp and add on a huge city of those stone huts, with some "real platforming".

I wouldn't say exactly not up to expectations, and I definately don't think you need to appologise. TBH I've seen the jumping on tiny platforms before and it's normally on the "hardest level ever" levels - i.e levels that are trying too hard to be difficult, without thought for enjoyment. I do commend you for trying something outside of the norm, and seamlessly combining the naturalistic environments with platforming is something I like - I was attempting this with the caves section of my level.

I don't think you need to get rid of it exactly, but the platforms where the stickers don't match up could definately do with sorting. One in particular took me ages because I didn't know where I was supposed to land and every time I missed it I was 3-4 jumps behind. Also, If the pegs sections were broken up more, with other obstacles in between, they wouldn't get noticed so much, they only stick in my mind because I spent at least half my time in the level on them.

At the end of the day it is your level, and it's for you to do whatever you want with it, I'm just saying what I would do - I'll certainly not take offence if you ignore my suggestions

I did notice you've got a few other levels so I'll certainly be playing those, just to see what other lovely visuals you've got going on
2009-08-27 21:47:00

Author:
rtm223
Posts: 6497


Yeah, expectations.
Unlike rtm that took it on the joke side, I answer you that YOU made me expect a most enjoyable gameplay experience, since you have the skills and you showed it with the intro and the ending.
So YOU set my expectations.
Anyway, seriously you don't have to apologize.

The level is yours, no one forces you to change it, rtm took even the best score , but you can somehow take an overhaul to make the level enjoyable for everyone.

Props for the idea of making something new/different, but unfortunately it became thumb-soring.

Don't listen to me since I have yet to publish a level and I can speak only as a player, but take the words of good creators around here.
Basically if we are here is just to get better creators, sharing tips and advices.

Seriously, go to deftmute's, Syroc's, poms', Trindall's, wexfordian's topics (just to name some of the newest and you already got rtm feed), play their levels and ask a F4F (feedback for feedback) for your level.
2009-08-27 22:30:00

Author:
OmegaSlayer
Posts: 5112


Played through this last night with jwwphotos and I went from loving it, to hating it, to adoring it. Weird how a level can affect someone I thought.

Anyway - I don't think you should apologize at all for this level. It is what it is. In my opinion this level is hard. Dang hard in places. That said - there are many players who seek out these kinds of levels and take no small pleasure in conquring them. I know when I got through it I was all "yea! Kicked it's behind! Woot!" Well maybe more "Yea! I did it!" Regardless - Not every level out there has to be a walk through or easy enough for most players to get through - that said - your going after a small niche of the general LBP community with this one and the ratings and plays will reflect that. If your ok with that - cool.

Visuals are fantastic. Very atmospheric and "real" feeling. Loved your camera choices too. Very dramatic angles that showcased the rocks nicely. I also really liked the blue lights at the end.

I gave this 5 stars & hearted it. Looking forward to more from you.
2009-09-11 18:04:00

Author:
Morgana25
Posts: 5983


As this level only fills 50% of thermometer, I'm going to revamp it and add in a whole lot more gameplay.2009-12-06 18:10:00

Author:
FlyingHaggis
Posts: 55


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