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Violent Awakening- Part 1 (Large update)

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Violent Awakening- Part 1 (Large update) Elmerz_glue

Big update!
Update includes-

-Many, many problem fixes. There are no spots where you can be trapped or otherwise forced to restart. In some situations, you must think of a way to get out, but this was my intention. I don't like for things to be painfully obvious, even if it means the average player will quit and give me a "Rubbish" tag.

- The addition of a final battle, and the improvement of that final battle.

- Multiple encounters with a super-zombie

- An infinite ammo checkpoint (Still hold 10 rounds, but the paintinator remains after you take some ammo)

- Infinite life checkpoints

- More music and sound effects

- Some areas that may have been too hard to notice have been made more obvious.

Thanks for the feedback, everyone. I think it's made this level quite playable.

"Violent Awakening" is a survival horror themed level inspired by Resident Evil, but by no means based on it. In the level is my very own limited ammo system, ammo crates, experimental flying enemies (I'll make a level about them in the near future), and a heavily decorated landscape. The level takes you through several levels of what used to be a magnificent mansion, and through the ancient courtyard. The next installment will pick up where this one left off.
all
I'm very proud of this level. To me, it's that level that marks a transition from a novice creator to a great one. Ya know? Note that because of my heavy use of all 3 layers, it can be a bit tricky to get around the various obstacles and objects. Just take your time and assess the area, and don't jump blindly into stuff.

Oh, and depending on the order in which you visit some parts of the mansion, different enemies will be present, along with a few other changes. Hope you enjoy the level!
2009-12-05 23:04:00

Author:
glue
Posts: 46


hello Glue,
Your F4F level was the last of three I reviewed.
And I will start off by saying your level had the most atmosphere of the three.. but it also had the most problems of the three.

There are some mayor problems with the level,
Sometimes those flying monsters (on random occasions) will land on such a spot that proceeding is not possible anymore and since you have not used the infinite life checkpoints I had to restart the level three times.
But this sometimes also happened with the zombies, the worst part was a small outside part.. they just barricaded the checkpoint so I kept dying and could do nothing to prevent it from happening.
I did really like the fact that you had to shoot at the brain of the zombies to kill them, or have to hide/run away from them so they would eventually kill themselves with i.e. fire.

Also some parts of the level where just to plain dark, I could not see anything.. And I am playing on a calibrated 107cm/42" fullHD tv so I should be able to see quite a lot.

Then there was the gun, I liked the idea.. but dying would result in the player losing the gun.. My suggestion would be to add a gun near most of the checkpoints to give the player a breathing chance.

After restarting the level for the thirds time, and losing all my lifes for the fourth time because the second flying monster I came across made it impossible for me to get away from it..
I gave up and quit the level.

It was just too hard to be enjoyable.
And I am very sorry to say that because I can see you spend a lot of time on the level and the atmosphere was great.

I hope you will take this into consideration and hopefully make the level more enjoyable/less hard.
2009-12-06 15:15:00

Author:
Luos_83
Posts: 2136


Thanks a lot for the feedback. I figured it might be too hard. I forgot that the level is usually much easier for the creator.. Like, for example, it's only really possible to get past the courtyard zombies if you knew their exact positions before entering the area.

It's one of those levels where you have to play it juuust right for it to work, and I'm going to try and change that.

Is there a level you wanted me to review?
2009-12-06 19:41:00

Author:
glue
Posts: 46


Ok, the revised version is up. I think I fixed all of the major problems. I added in a bit of ammo where needed, created barriers to keep the flying enemies from blocking crucial exits, added some lighting in the basement, and used infinite life checkpoints where necessary. I also fixed the glitch that let you gain access to the courtyard using only the key from the basement- You now have to get the one from upstairs, too.

And just a little hint, if you visit the basement first, several of those unnamed flying guys will spawn around the mansion.
2009-12-06 21:43:00

Author:
glue
Posts: 46


will try the level tonight/tomorrow and try to give a more detailed per-room discription if I run against any problems.

also, if you have the time, would you like to review: https://lbpcentral.lbp-hub.com/index.php?t=t=19564
2009-12-06 21:45:00

Author:
Luos_83
Posts: 2136


Hi glue, I played your level yesterday so what comments I have of it might be unnecessary in light of the revisions you mentioned in the previous post.

I loved the opening scene, your camera angles were quite good. Some issues I had were with the walking undead. At times I found it difficult to get around them and they just kept blocking the checkpoint so each time I'd respawn, I'd instantly die from contact with them so near the cp.

Atmosphere-wise, I adjusted my tv's settings to see a little better. But I definitely thought your lighting matched the ambience you were going for and I can appreciate that.

Last issue was with the paint-gun, which I lost many times because I died many times, lol. I did manage to jump over one of your zombies to get to the gun again which gave me a sense of satisfaction.

I'm a little annoyed at myself that I wasn't able to complete the level which all the more encourages me to revisit your level again especially in light of the updates you made.
2009-12-07 06:37:00

Author:
SHENOA77
Posts: 184


Thanks for at least trying. =P

Don't be annoyed at yourself, some parts of the simply just weren't fair. I have added a few new escape routes to get around those pesky zombies, though, so please do try again if you ever have time.
2009-12-07 23:20:00

Author:
glue
Posts: 46


Through numerous updates and fixes, I think I've reached a good balance of difficulty, playability, and exploration, because more and more names are appearing on the scoreboard, and these are random people who don't know what to expect. Feedback is still highly appreciated, because still only a small percentage of the people who play this level are beating it, and as the creator of the level, it's hard for me to determine why. Thanks!2009-12-08 05:57:00

Author:
glue
Posts: 46


what you can do is invite some friends over and let them play the level,
or play online with some friends/strangers and just follow them around.
it helps to see your level trough the eyes of another.
2009-12-08 11:18:00

Author:
Luos_83
Posts: 2136


Ok here we go on Adi's monologue through your level.

Great start - sound effects and lightening are great. I cant drop down to the front level - is there some invisible barrier here or are you using 3D to make the front?

The interiors looks good and the sound effects work really nicely. For once I like the limited ammo - it does indeed remind me of resident evil.

I just died on the zombies and now I have no way to get a gun back. I've run past some and met the nice bloke. Everytime i move to the right, the scary music comes back. everytime i go left it stops. kinda breaks the mood.

Gun in a box is an excellent idea. I really do feel like im searching for ammo. This is an idea that could be developed. I just put my gun away to open the grabbox to get more ammo...except its not ammo, its point bubbles and now I have no gun - kinda annoying. maybe make the points bubbles boxes different.

How did you make that flying creature that follows me? I havent been on LBP long, but i didnt know that was possible. tell me!! (please )

One problem Im finding is that I only have 10 shots, and some of the rooms are quite cramped so getting a clear shot on the zombie brain is tricky - especially as you have to use some shots to check your aim. There is also seems to be no way to get a weapon back after I die - and sometimes the respawn points are putting me back right next to the zombie with no gun - and there doesnt seem to be a way to kill them without the gun. Perhaps this is why people are quitting?

I really like the 3 buttons puzzle - i'd like to see more logical puzzles like that. I also liked the way you can escape over the zombies head with the lowered platforms.

Im now stuck on the stairs and cant get past th firey flying thing. I wish there was a gap in the bannisters so i could slip past him.

I just got outside - again great atmosphere. I have a gun but used 8 shots to get the aim right on the zombie. ...and now theres another. I think you should either make the gun unlimited ammo or make the whole head a possible target.

Woah.. I just finished the level... where was the finale? I just walked in it. Really disappointing end. I think the level is good, but hard. I LIKE the limited ammo, I think the flaming things are a bit annoying - and unkillable. I would put more guns around the level OR dont let them disappear when you pick it up. If I know I can run, get a gun and come back I would probably do it.

You definately need some sort of finale. How about a car chase with zombies persuing you - some sort of getaway. Something like the expert logic pack tutorial would be great - you could even include blowing up the house behind you!

Please keep working on this AND make a sequel. I think you have something really good here. I'm giving you 4* and a heart and I'll play again and give you 5* if you fix the finale and let me get revenge on those **** zombies

Please could you F4F the level in my sig

adi
2009-12-08 19:16:00

Author:
TheAdipose
Posts: 533


Thanks a ton for the specific feedback, I'll get working on that right away. I myself was dissapointed with the end, but the thermo is about as high as I can get it. I'll work something in, though. As for the flying enemies, I'm working on a level specifically about homing tech as a side project, so you can look forward to that. A hint towards dealing with them- You can trick them into flying away from you by running back and forth real quick, and confusing them about which side you're on.

Oh, and about not being able to drop down to the front in the beginning- You are in the front. =P
There's no 3D glitch involved for the forest backdrop, but there is one layer in front that was made using the glitch.

"I just got outside - again great atmosphere. I have a gun but used 8 shots to get the aim right on the zombie. ...and now theres another. I think you should either make the gun unlimited ammo or make the whole head a possible target. "

My main focus was to make ammo very scarce, and the player's #1 option to run away. There's always an escape route. I'll try and make them more clear. I will add more ammo to those tight hallway situations, though. Even I have trouble with them. As for the ammo crate system, I'll definately be working on it.

I'll get started on reviewing your level as soon as I can.
2009-12-08 23:19:00

Author:
glue
Posts: 46


I've added a final battle to the end of the level. It's nothing too complex or awe-ing, but it does have a cinematic feel to it, and it leaves the story in a much better place. Mr. Barks-Like-A-Dog is back, and not so useless this time.

It's certainly much better than nothing, that's for sure. Also, the ammo crates have a metal plating decoration around them. It's pretty dark, maybe you didn't notice, or they didn't stand out enough. Also, since there's a good ammount of backtracking, you can just leave some crates alone and come back for them when you need them. There's no way you could've known that on yourn first playthrough, though.

It is possible to get through the level without firing a single shot, aside from the final battle.
2009-12-09 05:21:00

Author:
glue
Posts: 46


Big update!
Update includes-

-Many, many problem fixes. There are no spots where you can be trapped or otherwise forced to restart. In some situations, you must think of a way to get out, but this was my intention. I don't like for things to be painfully obvious, even if it means the average player will quit and give me a "Rubbish" tag.

- The addition of a final battle, and the improvement of that final battle.

- Multiple encounters with a super-zombie

- An infinite ammo checkpoint (Still hold 10 rounds, but the paintinator remains after you take some ammo)

- Infinite life checkpoints

- More music and sound effects

- Some areas that may have been too hard to notice have been made more obvious.

Thanks for the feedback, everyone. I think it's made this level quite playable.

I'll work hard to make my next one more player-friendly.
2009-12-15 03:49:00

Author:
glue
Posts: 46


Wow the atmosphere in this level is just great, the lighting and zombies really change the mood of lbp into something else. Actually playing the level, it's also
great, however there are a few notable problems.

The biggest for me was the first time I played, after going downstairs I died and spawned upstairs, meaning there was no way to get back down, it was annoying having to start the level again but not level breaking.

The flying fire things! The way you've made them track you is great, however they are incredibly frustrating,they can even follow you up stairs a lot of the time and can get you stuck in corners etc that there is no way out of but dying.

The final boss was very anti-climactic, the presentation was good but once again there were problems. The boss killed me before I even canceled the magic mouth, not too bad but it breaks the mood a little. He's about half the size of the normal zombies, seems a bit strange that the strong one was a lot wimpier looking than the normal ones. He is ridiculously easy, especially compared to the rest of the level, the level in general was quite challenging, however he could be easily beaten by simply running back and forth and popping out for a couple of shots here and there.

I'm just pointing out the negatives here, don't get me wrong, this is one of the most fn and original levels I've played, I love the survival horror theme. I think that this stage is on the verge of being one of the best, I hope you make a sequel that improves on this one really does justice to your idea.
2009-12-15 12:00:00

Author:
Tomo009
Posts: 274


Thanks for the feedback, I'm sorry to hear that you had to restart.

I'll try and solve the problem, though I have no idea what it could have been. There's a checkpoint right after you go down the stairs.. Maybe it's too high up on the wall or something. As for the final boss, I'll try to make it harder somehow. Maybe add some random tentacles or something..

Thanks again for playing. Is there anything you'd like me to review?
2009-12-15 15:05:00

Author:
glue
Posts: 46


If you wouldn't mind you could try
https://lbpcentral.lbp-hub.com/index.php?t=t=19909
or my really old level
https://lbpcentral.lbp-hub.com/index.php?t=t=4766

You don't have to, they're not even close to as good as this level, apparently they're impossible because no-one's ever beaten them, except me anyway.
2009-12-16 04:49:00

Author:
Tomo009
Posts: 274


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