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Hey...That's a Glorious Hole Right There!

Archive: 16 posts


Hey...That's a Glorious Hole Right There!ElGueroGigante
Ride a mine cart through a flooded hole thingy thing...In order to progress in the level, you need to activate various switches to open paths and lower the water level. Pretty easy platforming with multiple puzzles. Experienced players will not die much.
all
Hey...That's a Glorious Hole Right There!

http://i814.photobucket.com/albums/zz63/xiv_mofo/APhoto_5-2.jpg
http://i814.photobucket.com/albums/zz63/xiv_mofo/APhoto_4-2.jpg
http://i814.photobucket.com/albums/zz63/xiv_mofo/APhoto_3-2.jpg
http://i814.photobucket.com/albums/zz63/xiv_mofo/APhoto_2-2.jpg
http://i814.photobucket.com/albums/zz63/xiv_mofo/APhoto_1-2.jpg
http://i814.photobucket.com/albums/zz63/xiv_mofo/APhoto-2.jpg

Definitely my best all round work. I Can't believe I made four or five levels without using the corner editor...wow. The level has elements from some of my favorite levels.

I originally intended to remake my Glorious Matter Transformation level but the only thing that this level shares with the GMT level is the mine cart and activating switches to proceed in the level. The difficulty is ramped way down and there is no story.

I would say I also used my experience making my Motion Instigation level in regards to certain platforms. But unlike that level, everything moves on its own and from the environment rather than through the players own movement.

I did not originally intend to use water as I had started the level before the water pack was released but found it way too interesting and abandoned remaking my earlier level and went a different direction.

Very clean level visually. I may return to add some more detail here and there but I just wanted to get the level out there to see how people liked the gameplay.

Though not F4F...I'll definitely play everyone's levels and provide feedback.

Thanks!
2009-12-27 06:45:00

Author:
ElGueroGigante
Posts: 85


Great level! I liked how you unlock the path in top/bottom sections. The only suggestion I would have if you could make those cars to move faster. And make it a little bit more obvious which lever needs to be opened. In one section I didn't know that the top lever had to be pulled...
And lastly I wasn't able to destroy that big skull... The left "spot" wasn't accessible... I was probably doing something wrong.
Other than that I really had a lot of fun with it!!! I like the usage of water, and how after removing it, the very same passage is different. Good thinking!!
Level has good visuals, clean design. I would just tweak the speed, and I think it will be a great release!!
2009-12-30 00:49:00

Author:
Unknown User


I have been experimenting with increasing the speed and will probably publish it soon with a faster cart. I think it is at 6-speed right now and will move it up to 8. Just need to refine the hills so the cart doesn't tip over.

I tried to include arrows to influence the player so they don't get confused in regards to pulling switches. If anyone else finds the level to be too confusing I will add some kind of hints to guide the player. Probably some spotlights or something.

As for the boss at the end...either it malfunctioned (I could see it happening by crazy chance), or you didn't pull the switch to lower the water level. If anyone else reports a malfunction I'll tweak some object widths. Let me know if something got stuck or you just didn't find the switch.

Anyways, thanks for the feedback!
2009-12-30 02:29:00

Author:
ElGueroGigante
Posts: 85


I've played this level about 5 times already. I love it THAT much! It's about time more creators got creative with the water! It's good to see you constantly updating and fixing problems, too. There's quite a few things new and improved since the very first time I played this.

Anyway, have some recordings:

http://www.youtube.com/watch?v=2bhkd-ZcSwU Part 1
http://www.youtube.com/watch?v=KrVJXi6ABic&feature=channel Part 2

2009-12-30 19:17:00

Author:
GreyMRP
Posts: 588


Thank you so much for uploading those videos! Its great to watch someone play my level without any influence from myself. Thanks for the kind words!

I noticed one thing when you played the level. During the boss sequence you kept pulling the sponge block to the left side to get onto the rocking platform. I had initially meant for the player to use the water lowering to get on the now sunken pillar and jump onto the rocking platform. Earlier I had made a hole next to the left rocking platform so the player would be unable to reach the rocking platform using the sponge. On one of my editing runs, I decided to reduce the range of the red block to prevent players from pulling the block all the way left. Obviously, having the sponge block disappear on the player is not a good thing and could definitely confuse/frustrate the player.

I had originally allowed the block to be moved wherever the player wanted, but noticed the left rocking platform getting stuck as it rocked into the sponge. That is something I will address during my next play session.

Thank you so much again! Glad to see someone enjoy my levels as much as I do. The main thing I go for when I make levels is to make levels that I want to play. In that regards...you have good taste!
2009-12-31 04:02:00

Author:
ElGueroGigante
Posts: 85


I played this last night, and I really enjoyed it. Tons of bubble hunting to be done, excellent gameplay and pacing. No real story, but I don't think it's needed with a pure platformer like this.

Pros:
+ Bubbles!
+ I loved the continuous stream of mine carts. Made me feel like I could just jump off when ever / where ever I wanted to, take care of a little bubble poppin', switch flippin' business, then catch the next ride in a few seconds.
+ The skull collecting, and the logic that is used to keep me informed of how I'm doing with it, was very well done.
+ The boss was nice. I liked how he was spewing the bombs from his mouth.
+ The large glass panes on the back plane worked really well, IMO. Gave it an abstract depth that I've not seen before. A nice alternative to fog.

Cons:
- Not always readily apparent where to go. In most places you have arrows pointing the way, but there were a few cases (sorry can't recall the specifics now) where I felt like I was just guessing.
- No way to back-track if you realize you missed something. Well in some sections you have to back-track, but it is designed that way for that section. But once you past a barrier into a new section, there was no way to get back. This is a minor gripe, and I don't see with this design and layout any way that you could really change / fix it.
- It was a bit plain in coloring - all pretty much the same materials and color - even the water seemed yellowish orange to me. In fact the first time I was in the water I didn't actually realize it until I splashed a bit.
- A few of the switches, you don't get to see what they are doing. I mean the signs you made tell me what they are supposed to do, but a nice cut-scene camera shot would do wonders here.
- While I really liked the boss... He did seem a bit too easy to defeat.

All in all, a very solid level, and a lot of fun to play. I didn't get all the skulls though, so I will have to go play it again and see if I can do better!

:star::star::star::star::star:, hearted, and tagged: Great
2009-12-31 16:55:00

Author:
v0rtex
Posts: 1878


Looks great. I'll play it later!

The name would mean something else to me if I didn't read the description and see the pictures lol
2009-12-31 16:59:00

Author:
KQuinn94Z
Posts: 1758


Looks great. I'll play it later!

The name would mean something else to me if I didn't read the description and see the pictures lol
Yeah - I almost didn't play it because of the name!
2009-12-31 17:02:00

Author:
v0rtex
Posts: 1878


Cons:
- Not always readily apparent where to go. In most places you have arrows pointing the way, but there were a few cases (sorry can't recall the specifics now) where I felt like I was just guessing.
- It was a bit plain in coloring - all pretty much the same materials and color - even the water seemed yellowish orange to me. In fact the first time I was in the water I didn't actually realize it until I splashed a bit.
- A few of the switches, you don't get to see what they are doing. I mean the signs you made tell me what they are supposed to do, but a nice cut-scene camera shot would do wonders here.
- While I really liked the boss... He did seem a bit too easy to defeat.



Thanks for the feedback. I had already been planning on using activated camera angles/magic mouths to show the various changes when the occur off screen. It should be all fixed now. This should also take care of any confusion of where to go next.

Even before I published the level, I experimented with different materials and colors, but felt that the current scheme works best...at least for my taste. Water color was meant to look rusty/dirty like the rest of the level. I'll continue to experiment to see if I like any other color schemes.

I have experimented with different phases for the boss to increase difficulty/variety, but haven't found a sequence that is both player friendly and not too cheap/annoying. For the most part I just wanted a final puzzle/section to finish the level rather than a dangerous boss/creature.

Again thanks for the plays and feedback! Published it again this morning with various tweaks. Keep up with the suggestions!
2010-01-01 20:04:00

Author:
ElGueroGigante
Posts: 85


hey gigante!

I dont have much to say, ( I think).
I would suggest replacing the glass (over the cogwheels) into a more fence like material.
also at the first checkpoint something keeps dying and I am getting 5 points for it.
If I would stand here for the rest of the week, id be number one for sure lol.

I really like the shapes in your enviromental work, but you should really put more efford into playing with lights and lighting.
And maybe play around a little more with different materials, as long as it all fits together.
Maybe check out one of my (and adi's) tutorials to get the creative juices flowing!

the platforms that moved because the carts touched them was a very nice job!
I actually liked their movement!

fun gameplay, I gave it 4 stars, a heart and tagged it fun!

work on your lighting and detail a little and keep up the fun puzzle/platform gameplay!
2010-01-07 20:21:00

Author:
Luos_83
Posts: 2136


also at the first checkpoint something keeps dying and I am getting 5 points for it.
If I would stand here for the rest of the week, id be number one for sure lol.


The points you are getting are from the destruction of the carts as they enter the water. Each cart is emitted with a cardboard box attached to it by an invisible string. On that box is a brain that is activated by a water switch as the carts go underwater. Because of the buoyancy of the carts, them going underwater would essentially break the level so I had to have them be destroyed. I wish you could change the points given to the player for creature brains, or if media molecule would allow different types of materials/objects to be dissolved.

As I was making the level I planned on having the level totally shut down on the player after a certain amount of time if they attempted to just gain points as you mentioned.

Thanks for the other feedback! I think that I relied so much on lighting in some of my earlier levels, that I tried to stay away from overusing lights and other light effects as I was using them way too much. I do what I can in regards to visuals but I am definitely no artist. I am never satisfied when I attempt to add flair or other details to my levels. I have so much fun just creating fun platforming and gameplay mechanics and that's what I focus on.

If/when I go about making my next level, I will definitely try and nail every aspect and balance out all aspects of the level's look and gameplay.

Thanks again!
2010-01-08 00:44:00

Author:
ElGueroGigante
Posts: 85


but I am definitely no artist. I am never satisfied when I attempt to add flair or other details to my levels. I have so much fun just creating fun platforming and gameplay mechanics and that's what I focus on.

actually what you just discribed would easily discribe an artist.

you could use dissolve for your carts thought, just use stickers.
or, give it a metal creature brain, it should not give points and still be able to destroy itself with a "one shot" setting in the switch.
2010-01-08 11:59:00

Author:
Luos_83
Posts: 2136


give it a metal creature brain, it should not give points and still be able to destroy itself with a "one shot" setting in the switch.

Ah...thank you kind sir! While I am definitely proud that I have essentially taught myself through experimentation, I guess it would have helped if I looked into/read/asked how other people created their levels. But I think I had too much fun like I said above...just messing around and creating things. And those moments when I would come up with something or figure something out on my own...awesomeness. Looking at the hot mess that are my early "logics," wow. For me this is the ultimate sandbox game where you can truly learn as you go.

Thanks for the tip!

Edit:
Just tried adding metal brains...still gives off 50 points. Oh well.
2010-01-08 15:30:00

Author:
ElGueroGigante
Posts: 85


yea i noticed that last night as well,
I never noticed in mine and adi's level, but thats because magic mouths kinda dont show the score lol.

sorry about that!
2010-01-09 11:46:00

Author:
Luos_83
Posts: 2136


Congrats on the Spotlight! Well deserved!. 2010-01-10 16:57:00

Author:
v0rtex
Posts: 1878


Very good level.

One thing bothers me: the points of the cars been destroyed.
It ruins the scoreboard. The people with higher score will be those who wait long enough.


Another detail: when i pull the switch that is underwater, a cutscene triggers and the next thing i know is that i'm dead.
That should be easy to fix.

Congrats for been spotlighted, you deserve it.
2010-01-27 18:29:00

Author:
Crisofilax
Posts: 8


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