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The Castle of the Corrupt King (Pictures included!)

Archive: 16 posts


The Castle of the Corrupt KingDuffluc
A tour through a massive castle, where the townsfolk are ruled over by a tyrant! You will traverse through caverns and dungeons, jump across rooftops and fight massive bosses in your attempt to rid the city of it's tyrant king! Have fun!
all
Hey all!

I tried to incorperate all the elements of a castle in this level, and the result is a long and satisfying run (i think!) through every part of a castle you can imagine! You will visit the castle wall, a village, the guard tower, the dungeons and the throne room along your journey, which really gives you a sense of adventure while you play through it.

http://i32.photobucket.com/albums/d43/duffluc/APhoto_21.jpg

The residents of the castle are a tad shy.

http://i32.photobucket.com/albums/d43/duffluc/APhoto_22.jpg

Why would they put a catapult on the roof?

http://i32.photobucket.com/albums/d43/duffluc/APhoto_18.jpg

Don't Get thrown into the dungeon. Just Don't.

http://i32.photobucket.com/albums/d43/duffluc/APhoto_16.jpg

And if you do, for god sakes. Don't drop the soap.

http://i32.photobucket.com/albums/d43/duffluc/APhoto_15.jpg

Thanks!
2009-11-19 02:52:00

Author:
Duffluc
Posts: 402


Hey, will take a look at your level once my system update is over (don't you just hate them), this sounds awesome. Was wondering if you wanted to take a look at my Gas Factory level - it's slowly slipping down the ranks and hasn't had any reviews yet ... Cheers
2009-11-19 17:16:00

Author:
Holguin86
Posts: 875


Nice job! Liked the fact that it was dark but you could still see where you're going - a lot of players forget to make that distinction. The enemies were detailed, if a little unstable, but their attacks were sort of similar. The flaming darts were a good idea. I also like the fact that you add little details in unlikely places, such as the lanterns on the east side of the watchtower and the enemies trying to get into the King's chamber. The eyes poking through the jail door were a nice touch - good idea.

Few improvements - try not to attack the player blindly, particularly on the roofs of the village. The fireballs are often there before we land and the camera moves to the roof, so it's a bit touch and go there.

Nice job -:star::star::star::star::star:
2009-11-19 21:33:00

Author:
Holguin86
Posts: 875


Thanks for the feedback I know what you mean with the fireballs. While play testing I found them annoying to me, which can't be a good sign. I'll probably remove them, although I'm not sure what I would replace them with.2009-11-23 06:05:00

Author:
Duffluc
Posts: 402


this level looks brill can't wait to play it well done2009-11-23 11:31:00

Author:
lbpholic
Posts: 1304


Hey I just played through! Nice Job! I also agree about the fireball on the rooftop. They fell out of the lantern and were right on the edge of the roof. Which made timing the jumps very tricky. No spots in the level really got me stuck at all which is great. I also liked the boss fight. Most people normally fling grenades around like bullets, but the fact that your catapult "Lobbs" them makes it require more skill to get the hits. The only other suggestion I have is to add a bit more logic to your elevator, the first one smushed me twice! Lol.
But great job!

BrandonW6
2010-04-28 17:12:00

Author:
Unknown User


Good level but I see you did a lot better on "The Odyssey" levels. It has a nice medieval level design and interesting platforming and the boss battle is outstanding. The only thing this level suffers from is the lighting and the character design. The level is a bit too dark and you need to make the characters look better [The boss looked better than any other characters]. One other thing this level needs is the invisible thin layer around the window you landed after you dropped by to the King's thorn room [last picture you posted to this thread]. Overall it's a 4 star level.

Play my levels and give me feedbacks when you get an chance.
2010-04-30 18:37:00

Author:
JustinArt
Posts: 1314


It's a pretty nice level, the catapults were cool, I love catapults. The boss was probably my favorite part overall, it was fun to use the catapult to launch bombs at the boss, and to deflect the bombs that he threw back at you. The gameplay was good too, I liked all of the enemies that I had to fight throughout the level. The visuals were good, the part where the villagers would hide in their houses when you walked by was a nice touch. So, all in all, this was a pretty nice level to play, keep up the good work, Duffluc.

I rated it :star::star::star::star::star:.
2010-05-01 17:39:00

Author:
X-FROGBOY-X
Posts: 1800


Greetings, Duffluc;

Overall, I enjoyed this level very much: I love it when a creator pays attention to setting up the theme and atmosphere of a level with LOTS of attention to detail: architecture, props, lighting, music, characters, and dialogue. The high amount of work you put into those areas is obvious. The platforming, enemy obstacles, and boss fight moved the story along nicely and kept you busy as you went. My *constructive* suggestions are below:

General comments:

-- The dark or "nighttime" setting was well executed: dark enough to give the desired feel and bring out the lighting effects, but light enough to let the player see what s/he was doing. The only thing missing was crickets and night sounds in the Village -- but that would mean changing the global lighting to the "nighttime" setting and ruining your colors with that washed-out 'blue' global night look -- so no complaint.

-- You've done one of the better jobs I've heard in threading together discrete (non-interactive) music pieces throughout the level, with only a few places where the soundtrack shifted a bit TOO abruptly as you played, or a particular piece was not "on" long enough to make it worthwhile. Thanks for paying attention to this oft-missed detail.

Specific comments:

-- The 'water' underneath your drawbridge actually bumps up the drawbridge a bit at the peak of its oscillation. You may want to lower that piston's reach by a notch to prevent that.

-- The Village setting, right up to the Castle door, felt very "tight," as if the castle was TOO close to the village. It felt like it was at the end of an alley. Granted: a village which has sprung up around a keep/castle, which is in turn surrounded by a real-estate restricting moat is *gonna* feel cramped -- so that may have been what you were after.

-- I would recommend putting an "On Destruction" sound device on each of the the myriad of objects that are destroyed/despawned/demitted close to the player as they go through the level; for examples, the villagers in the beginning (or some bit of dissolve hidden near each), and the rock-rollers in the first bit of platforming. The usual / standard "objection destruction" sound is distracting from your theme/atmosphere.

-- The torches looked very nice, and I liked the (LED/Fairy Light/Spotlight) back-lighting done to each one (since Fire in the game isn't a good light-source, with the exception of the candle flame). The only thing lacking was some "flicker" to the back-lighting -- it was static, while the flames in front were not. Adding flicker to the torches would add that more more realism to them.

-- You might consider making the elevators sensor operated (directional output proximity switch) to cut down on player wait time, as long as the player will *only* use them to go UP. Have them sitting at the bottom for them each time, player gets in, elevator goes up, done. Bi-directional requires a bit more logic, and something for the player to grab/operate, which might detract from your medieval setting.

-- The enemy soldiers were sometimes too easy to knock over and make their brain's un-accessible (unstable), particularly during the Key stealing episode.

-- My one music gripe: with regard to final-boss fights, the usual "The Battle on the Ice" is over-used, in level after level (in my opinion). Is there no other music choice for this?

-- In my opinion, asking for Hearts at the end is bad form, and makes me (personally) NOT want to heart a level...although I did in this case anyway.

Enough nit-picks: again, I truly enjoyed this level a lot, and rated it Very Good. Well Done!

F4F: please review my recently released level: Sack Scout Camp (https://lbpcentral.lbp-hub.com/index.php?t=25687-Sack-Scout-Camp). Thanks!

-- Nanluin
2010-05-01 19:32:00

Author:
Nanluin
Posts: 98


Fun level Duffluc. A lot the things that I thought need changing were already said by previous players, but I'll recap them anyway.

-- The small fireballs that fall down on the rooftop were tricky. I didn't expect them to fall down, so I lost life from them. Then I almost died a second time since so many fall down and start to roll around the small rooftops.

--At the part when you have to get the key one of the guards flipped over, making it hard to kill him and bring the key with me. I died two times trying to get the key past him. I also think it would be better if you didn't have to bring the key with you, since it always is annoying when you have to backtrack to get something that broke. Maybe you can figure out a way to open the prisoners gate without having to carry a object that has a small chance of breaking.

-- I think the level could use a bit more lights. It doesn't have to be much more brighter, but I think proper lightning it certain places could make it look better.

--You should add some guards in the King's room. I Found it odd that I could just walk in there and find no resistance. He should yell "Guards protect me" or such, and the player would have fight off some stronger enemies than the guards before.

Here's some stuff that doesn't effect game play that I thought could be added.

--When you first start off, all the villagers hide away from you, I thought it would be neat if some of them closed their windows instead, complete with a shutting sound effect.

--When you first enter the kings room, the two guards behind the gate to the left should have a speech bubble. Maybe they can utter something funny.

--Maybe at the end instead of villagers being up in their houses, they can instead be on the streets thanking you, saying they no longer have to fear being outside and locked up.

That's all I can think of. I also enjoyed the boss battle with the catapult. It was fun and easy to handle.

F4F: Here's my level that you can review:Lake of Lost Soul's Remade (First Cavern) (https://lbpcentral.lbp-hub.com/index.php?t=25977-Lake-of-Lost-Souls-s-Remade-%28First-Cavern%29)
2010-05-02 03:17:00

Author:
MetaHybrid
Posts: 27


I played your level, and I think you should change a few things...


-The villagers are just heads. How about adding the shape of a body, too?

-Sounds repeat when you walk by. Try using some permanent switches.

-The villager that talks has a visible piston.

-You have checkpoints on the houses, but I'd think alot of players would want to die than have to pop if they fall down to the street. How about a thin layer of horrible gas so you die if you fall off any rooves?

-The guards look a little blocky.

-The catapult's switch for moving would probably be better inverted, because it's really annoying to move it forward with the small amount of space.

-The first puzzle of the castle is really annoying, with the blocks falling down the pillars. How about an infinite life spawn point?

-The lighting over all in the village is a bit plain. Maybe put lights in the windows, hide some LEDs to make it look like there's moonlight, something a bit more interesting.


That being said, it's still an alright level. I gave it 3 stars, but with a few improvements it could be a 4 or 5 star level.


F4F in my sig, if you'd lie.
2010-05-02 19:58:00

Author:
Darth
Posts: 186


liked the level, really great fun for me and its deserving of a heart2010-05-02 23:05:00

Author:
Shadowcrazy
Posts: 3365


Your level is very good, I liked the adventure that is on the road, I was glad to have you as the hero of the battle, that of the catapult was a very good idea and it's fun and dynamic, plus I greatly admire these levels as I games like reliving that time.

F4F: please check my level I hope your comment https://lbpcentral.lbp-hub.com/index.php?t=26126-Enchanted-adventure
2010-05-03 16:02:00

Author:
psyntens
Posts: 562


Just finished playing this and I have to say most of it I enjoyed, some parts were a little difficult but mainly just cause I was being an idiot lol Anyways there are a couple of things I think you could improve on such as the knight character models and maybe put the elevators on direction. Other than that it was a really good and enjoyable level. I reallly liked how your boss isn't the average paintinator or brain-popping boss but something unique and creative. Very good job at that.
I gave it :star::star::star::star:
F4F: If you wish please comment on my latest level series. I hope you enjoy it if you do so. Here is the link to its thread.
https://lbpcentral.lbp-hub.com/index.php?t=26480-BATMAN-Shadow-of-the-Knight
2010-05-12 00:41:00

Author:
DRLONG
Posts: 57


holy crap lol. I just noticed that this thing came back from the dead! I haven't checked this thread in ages XD. Thanks for the feedback everyone, this level is very outdated lol and hasn't aged well in my eyes, but thanks for the kind words. regardless, I'll work on your F4F's asap Sorry about the delay.2010-05-12 04:23:00

Author:
Duffluc
Posts: 402


Wow somehow my review didnt post, lets try this again...


Very classic level. Loved the coals at the begining, the catapult was annoying at first but i got used to it. I died at the falling rocks -.0 and had to restart but it was worth it , the rest was awsome. Challenging but awsome, haha the king... that was funnyy! 5 stars man

Please return the favor--Strange (1 Player Adventure) v.3.0 by angiefaramarzi

2010-05-12 05:55:00

Author:
drei
Posts: 158


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