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Trek of frontier

Archive: 6 posts


Trek of frontierWA_delmaw
http://i732.photobucket.com/albums/ww324/mineisgod/level/A_Photo_2.jpg"Wander trough different themes while searching meaning of your journey. Enjoy. Tested with only ONE player."
all
10 feedbacks per day max and only for constructive feedback

Hello there. I have been making this level quite while and it is now ready. Level is pretty short but there are lots of little details. This level isn't very story driven or game-play vise but it haves some good looking parts. The level is first level that I actually published/polished and now I want know your opinion. Thanks for helping.
(Sorry for picture resolution; in-game photo capture.)
http://i732.photobucket.com/albums/ww324/mineisgod/level/A_Photo_6.jpg
http://i732.photobucket.com/albums/ww324/mineisgod/level/A_Photo_5.jpg
http://i732.photobucket.com/albums/ww324/mineisgod/level/A_Photo_4.jpg
http://i732.photobucket.com/albums/ww324/mineisgod/level/A_Photo_3.jpg
http://i732.photobucket.com/albums/ww324/mineisgod/level/A_Photo_2.jpg
2009-12-16 19:47:00

Author:
waD_Delma
Posts: 282


Hey there!

Just checked out your level. Its very good! The visual design and dynamic setting are expertly done, and it's consistantly gorgeous to look at.

I really liked some of the set piece moments you made, such as the huge bird swooping down and picking you up, and the rock slide in the middle of the level. They were really neat events and I envy you for being able to create them.

Visually the level was fantastic, and the designs were awesome. One complaint I do have about your level is the use of music. I know you're trying to set the scene, but i think it changes too often. One song would start, and the next would start before the intro to the first was over. The music was also too quiet. Don'd be afraid to crank it! Its nice to have something to listen to while you play through the level.

A glitch, or rather frusterating section was the part in the tree, where you grab a ball attached to two winches that are supposed to launch you up. This part didnt work very well, and it took a long time to climb that section. You might consider replacing it with something else.

Criticism aside, I think that your level was very relaxing and enjoyable to play. True, it had no story and was not challenging, but thats fine because thants not what it was built for. Its fantastic scenery and changing environment are a blast to explore, and I had alot of fun in your level.

:star::star::star::star::star:

If you wouldnt mind, i would appreciate your feedback on my level Mechanica, district 15. Heres a link to the thread

https://lbpcentral.lbp-hub.com/index.php?t=t=19936

I look forward to hearing what you have to say! Thanks for the awesome level!
2009-12-17 08:16:00

Author:
Duffluc
Posts: 402


I played this level a few days ago but didnt have the time to submit a review-ish comment.

Since the level was tested for 1p..
we decided to play it with four people! lol

The crystal designs at the beginning are nice, maybe some variation into it rather than randomly placing them might have given the player a better feel.
check out: http://en.wikipedia.org/wiki/Rule_of_thirds its a photography technique.. but its awesome for certain camera angles in lbp!
Too bad the nice looking waterfall laggs the ps3, its getting so bad that I actually saw my sackboy skip frames.

At the porcupines the camera angle is very bad, I suggest you change it to give the player some better feeling of direction!
The porcupines itself looked very cute though!
I would spend some time on your cut-outs though, optimising them shapewise!

The invissible checkpoints are a real nono in my book,
for one because they guide the player.. and for two.. I want to know where they are.
This really annoyed me, and I hope you will fix that.

Your sound effects where nice!
You got somce decent lighting effects in as well!
It all just needs a little bit more gameplay and more polishing.

I tagged it short, because it was short and gave it three stars!
Worth playing, but can be so much better.
2010-01-18 11:57:00

Author:
Luos_83
Posts: 2136


This level is very good visually, and the gameplay is not to shabby either. With all the beautiful designs you had going, i would have expected better music and some action. But that may not have been your point...2010-01-20 19:25:00

Author:
shawneboi
Posts: 221


I just got done playing this a few times. Here are my thoughts.

-Your designs definitely match your intent with this level. Everything looks really nice and you create a lot of nice, dynamic atmospheres.
-The platforming is all very simplistic and straightforward, which adds to the aesthetic of the level. No story, no excess. You're just Sackboy getting from A to B.
-A design suggestion: when you make your way out of the caves and you're just to the right of where the level had started, make those birds fly off in all different directions. I definitely like what you did and the way it looks as it is right now, though.
-I broke it. Once you grab that vine and the path crumbles, you get taken to a new area. My rule of testing levels is to find which way I'm suppose to go, and go the opposite way. And with some clever jumping, you can get all the way on the other side to where you don't want the player to be. I actually got to the very bottom of the level-space, after a bit of exploring. This isn't a big problem, since a quick hold of the "retry" button sends you back up, but it's worth addressing.

I gave the level 4 stars. Enjoyable, but very, very short.
2010-04-25 06:33:00

Author:
Unknown User


Greetings waD_Delma;

Overall I found the level to be a relaxing exploration of various landscapes with bits of platforming connecting them. The overall concept was enjoyable, and a nice break from the general platform-puzzle-paintgun-boss. I rated it 3-stars (worth playing), and think that just a few adjustments could make it that much better.

General comments:

-- There was too much repetition with regard to plants, beginning with the mushroom clump in the very beginning. I know that more detailed plant-work is time consuming and tedious, but the results are well worth it. Look out of your window and note how every plant/tree is different, even those that are the same species -- it it rare in nature to see carbon copy plants over and over (although we humans like to do it in our gardens). Visually, your players will unconsciously *expect* to see such variety in plant life, and will feel like something is "off" when it isn't there.

-- I would strongly recommend a different background other than The Gardens. While it may have fit the very beginning of the level, it very quickly became a distraction, particularly the background noises (birds chirping, dog barking, plane flying overhead).

-- The soundtrack for the level needs a major overhaul. There were too many pieces used, with rapid changes between, several of which did not fit the visuals. It seemed like you chose some pieces based solely upon the name of the piece, not what it actually sounded like ("Tea by the Sea" for the underwater scene, "Wise Owl" for the trek to the aviary). I would choose a common theme for the level and pick the best piece of Interactive Music that matches that theme: then, use *very* selective tracks (not just all of them, full-on) from that Interactive to fit what is going on at any particular spot, but with the overarching theme remaining the same. If you stick in a discrete music piece (non-interactive), make sure that it fits in with the theme, and "bridges" or segways in and back out again as seamlessly as possible. With some clever soundtrack work, the "sound-scape" of this level could be as much fun as the landscape, and make the level significantly better.

Specific comments:

-- The checkpoints are hidden (which can be annoying), widely spaced in places (I would put one at the beginning of each scene / section of the level, such that if you die, you don't get thrown half-way back into the previous section), and not large enough (life-wise) for old gamers like me. For a visual-trek like this one, why not make everything Infinite Life or at least Double-Life. I had to restart the level after the big avalanche scene, in the area with spikes-everywhere, which was a bit annoying.

-- The roof-walk over the sleeping porcupines had no obvious goal / landing ledge (it is side-on, view wise, and not well lit). I guessed that there was something there to land on, and there was.

-- The area after the avalanche had a load of not-very-natural-looking spike strips just randomly lying about (presumably fallen from above..wink, wink). You might want to do something here that is more natural looking. Also, unless you are creating an Unfair Platform level, I wouldn't hide hazards behind plants and such -- they should be visible or inferable to for the player.

-- The puzzle bit leading up to the aviary was somewhat out of theme. Suddenly, after this long trek across various landscapes, over-hill and under-hill and under-water, there are these LED things, red button switches, winches and sponge-balls. I didn't mind doing the puzzle, it just broke the flow of the level, somewhat.

-- The ending was very cute, indeed...it's always nice to see Sackboy put to a constructive use . The baby eagles were well done, but their motors were showing (sort of like saying their underwear was showing). Hide all of the animatronics stuff unless you *really* want something to show.



Again, a nice job overall, and with just a bit a tweaking, especially to the sound-scape, it could be much improved.

-- Nanluin
2010-05-03 04:58:00

Author:
Nanluin
Posts: 98


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