Home    LBP Showcase / Reviews / Recommendations    Level Showcase    Cool Levels
#1

The Mending of Kah'Mai Peaks

Archive: 26 posts


The Mending of Kah'Mai PeaksLieufa
Strange machinery has spread throughout the land, enveloping everything in a light mist and strangling the color from the world. You take it upon yourself to begin the mending.
all
Hi guys! Just finished my third level, and I'm extremely anxious to get it published. It took me about a week to get it finished, and it's been playtested a few times by some friends and family, and I think it's ready to be released! I'll do any Feedback For Feedbacks so leave me all your comments!

Features:
- Moderate difficulty.
- 8 Secrets, and one major "Explorer's Award" for finding them all.
- Two deadly boss battles!
- Finish the level at any time! You begin the level above the scoreboard, and it can be accessed anytime. A progress tracker informs you how much of the level you've completed!
- Mend two zones - The Cliffs and The Caves. See each zone before and after the mending!

Here's a video of a full 100% clear. Don't watch it unless you want to spoil the secrets for yourself! This video plays Patch 1.3 of the level. Some fixes have since been made!

Watch Video Here! (http://www.youtube.com/watch?v=UxddUcPn3Ag)


Patch 1.1
- Fixed stickers on 2P challenge platform, and made 2P challenge (hopefully) impossible for a single player.
- Changed Hessian fabric after Cliffs boss to swinging clouds.
- Added missing alarm sound effect when de-activating Cliffs fog machines.
- Fixed camera angles on "first" secret.
- Fixed buggy chest after Caves boss.

Patch 1.2
- Fixed stickering on the locked door, as to hide the green color of the disposable.
- Fixed raft section so players don't die on successful landings, and also added a thin layer to make the water seem contained.
- Added checkpoint before raft section, so there isn't a long boring walk back.
- Fixed the "emptiness" underneath the first secret.
- Made the dangers of the Mist Sentries more fair and clear (shorter spikes, chat bubble to explain them).

Patch 1.3
- Bolted 2P challenge cloud grabbies.
- Changed text on "locked" door. I think "locked" made players think they were trying to find a key...
- Changed all Four-Life Checkpoints to Eight-Life Checkpoints. I hate the idea of you guys getting a game over and being daunted by the idea of doing the whole haul over again.
- Fixed one checkpoint that wasn't activating when running by.
- Added more missing sound effects to the Cliffs area boss sequence.

Patch 1.4
- Fixed cutscene camera at the entrance to The Caves to avoid cheap deaths.
- Fixed camera angle on last fire section grabbie - now it leads you along the main path instead of obscuring your sight.
- Fixed camera angle in the last Caves room to lead through the main path as well.
- Added a small platform to catch you if you run blindly off the edge where the second Cliffs secret is to help avoid more cheap deaths.
- Made rolling rock section a tad easier - I think the original problem was that the platform wasn't smooth enough and players would get slowed or stopped unintentionally. Now the slope is smoother, and players can run beyond where it drops. Also added 0.5 seconds to the frequency.
- Adjusted piston lengths on Cliffs Boss' left sentry turret - it was much too long so it appeared to not move.
- Added a sign that hopefully will guide players to the shrine at the beginning.
2009-12-27 22:49:00

Author:
Lieufa
Posts: 62


hmm looks Nice ill chek it out ASAP2009-12-28 18:45:00

Author:
Joey
Posts: 758


You might already know this Lieu, but this is probably one of the best levels I ever played. I, as always, will write some Pros and some Cons, followed by a more detailed review of the level. Suggestions will be at the very bottom. I will edit this post whenever I feel like something should be added, or if something in your level has been changed.

Pros:
Nice Scenery
Cool Concept
Extremely Beautiful Badge
Hidden Areas

Cons:
Irritating Cameras around the hidden area closest to the spawning checkpoint
Thanks for Playing sign doesn't fit with the level
Last swing after "The Cliffs" is a piston; Not good
The spiked rolling boulder spawns out'a nowhere
Cliffs-boss glitches at times

Review:
As I told you while playing this level with you, this is one of the best levels I have ever played. I like the concept, it's well made and everything. The shrine is also a great idea, but really; It had some problems at first! I like it now though, but it'd look better if they were to come together in a perfect synch. Just speed some of them up, to make it fit. Having to find every single secret area drives me crazy (as I still can't find the key to the locked door..), and it is really well made! The enemies doesn't always fit to the theme of the level though. The Mist-Sentry Bot is probably the only one that actually fits, as all other ones has some sort of lightning or missiles. A harpoon on the flying one would look great I think! Talking about the flying one, it has already glitched 2 times for me. One of the times, the sponges were destroyed by the missiles, and the barricade wasn't moving, the second time I couldn't approach it. Making some hardcore logic for the bosses would also be great; if you have the Thermo Space for it that is. Also, nice going, using my favourite material scheme! I would like another "Thank you for Playing" sign; which I happen to have made for you.. Wanna see it?

Suggestions:
Give the bosses some logic work. Make them more challenging aswell, and by challenging, I do not mean irritating!

Rating:

Stars: :star::star::star::star::star:
Hearted: √
Tagged: Platformer - Beautiful - Brilliant
2009-12-28 20:16:00

Author:
Risumm
Posts: 77


Absolutely amazing!!!!
I think this is one of the best (if not THE best) level I played so far. Excellent story, design... caves are exceptional with hidden areas.
It shows that you really did spend a lot of time making sure it looks nice and also the engine behind the level is complicated enough. Will try to play again since I unlocked only 2 out of 3 zones...
Can't really suggest anything except for... when is the next one coming out??
2009-12-28 20:29:00

Author:
Unknown User


I REALLY liked this level!

It reminded me a lot of games like Okami and Prince of Persia 2008 which have the goals of healing the land. I enjoyed the little back story. The level did feel quite "open". I also enjoyed how new secrets popped up after you healed a land. The level was nicely made with the secrets in good places. Made me feel accomplished! I also liked the option of quitting whenever you please! If only we could save our progress eh? The visuals were delightful and suited the level. The level was quite difficult in areas, but never too hard. All in all the level was great.

:star::star::star::star:/Brilliant/Hearted!

F4F: Can you please give feedback on my level SIREN: The Lost World [Episode 3-Holes] (https://lbpcentral.lbp-hub.com/index.php?t=t=18012)? Thanks! I'm trying to create a sequel worthy of a spotlight!
2009-12-29 00:57:00

Author:
Noroibito
Posts: 211


This level was awesome. I only have two recommendations.

If you aren't doing it already, "pretreat" your dissolve - that is, paint it brown, THEN slap the door sticker on the front. Helps keep the edges the right color - though in LBP, that's impossible to get perfect.

BIGGER. I made a ruler because my earlier levels are too small. Make a wall, slap on a camera, turn off Player track. Zoom centered, all the way out. Make a hollow box of thin DM slightly larger than the field you can see when you're standing in the camera angle. If you make each "room" or "scene" about this size, the camera changes will seem less jumpy to the player.

Your improvement has been pretty scary, sir. Keep it up!
2009-12-29 03:24:00

Author:
coyote_blue
Posts: 422


@Joey - I await your feedback!

@Risumm - I've made a patch for the level, but I still can't decide what to do about that piston. I didn't want players to be able to swing back and forth once they got to the bottom.

@Marcellus - D'awwwww you're wonderful! Thanks for the kind words! I'll be starting the next installment in a little while, after I've taken a small break to take in some tips and see some of the more experienced user levels that are out there. I'm still learning! I'll be F4F'ing you in a few minutes.

@Noroibito - I have never played Okami... But about halfway through making this level I stopped and thought "Oh Jesus I wonder how many people will think I'm ripping off Prince of Persia?" So I searched all through the internet and the Community pages and I couldn't find a level that was too similar to mine, so I continued with its creation.

@Coyote - Thanks for the tip! I was having trouble with the color of the dissolve shining through. As for the camera tip, I'm not quite sure how this works in practice. Maybe sometime you'll be able to give me a demo?
2009-12-29 04:28:00

Author:
Lieufa
Posts: 62


lolz, Love the lvl! nicely done lvl
Nice Details
Nice gameplay
hmm the lvl was quite beautifull yeh and it was fun playing it
so yeah i like the lvl
Hearted and rated 4 stars
keep up the good work bud!

btw hmm chek out The Buddy Gem lvl again! me and chuck we eddit it alot and its a little bit longer now
fantastic lvl
2009-12-29 06:03:00

Author:
Joey
Posts: 758


Fantastic level, all the way through, though the music that cues at the "Shrine" doesn't fit very well in my opinion. The black and white tone at the beginning wasn't my favorite set of colors (I know, the color gets restored), but the black and white coupled with the music gave the level a nice and eerie feeling, and theres nothing wrong with that. Overall, this was a great level, and really, the one strange thing I saw is the fact that I could see below the ground (where the ground cuts off) in the first secret area, but its no big issue.2009-12-29 06:18:00

Author:
Fail
Posts: 11


Hi Lieufa. Sorry that I haven't given you feedback earlier, but yea, i'm not the fastest around lol. Sorry if I wasnt much help that one time playtesting, but it was 5 in the morning here lol. My connection arn't the best here (not at home atm), so been a bit laggy the last couple of days (liked how I fell from that cliff with the warning sign 4 times in a row)

Anyways. Been playtesting this level before you published, and I've already mentioned how good it is compared to your earlier work Been playing through it a couple of times now, and can only say that it' a big step up.

I like the concept of the level - mending the land, and you've pulled it off pretty good.
Theres a good atmosphere to be found here - and it all feels like a "dreamscape", before you restore it to it's true colors (which by the way looks beautiful).

As for the looks have you been using the corner tool good - and your layers are well thought out, and used in a good way (secret areas etc). Especially like the room in the east part with the holes in the wall (the middle swing in there acts a bit strange at times). That big door on the right is still a mystery to me. Also digging your small clouds everywhere, and they all move. Good job.

I'm not sure I like your enemies. Own work are always good, but those small things with spikes on their head, are really hard to kill without getting killed yourself (might just be me that sucks), but hey - custom stuff, always a plus. Do they breathe gas aswell? Not sure.

The boss battles are good (I like the east one the best). The west one has too much shooting in the same amount of space going on imo. Theres rockets flying from left to right, and plasma balls from above, but it seems like you've slowed it down a lot, since I played it the last time (just played it again 10 minutes ago)

There seem to be a small problem with the moving platform on the west side (the first one you get to, the small one on the water). I died 3 times in a row yesterday from jumping on it when it's closest to the platform you're standing on. It's the gas that's killing me (comes up through the platform I guess). Needs a fix.

We've already talked about missing checkpoints, and you've fixed those. You still need one at that before mentioned platform though. If you die on that, you have to run all the way from the start and over there again.

All in all a really great level that's worth playing. I played it when it was still being build, I've played it around 5 times alone now and there's still more to see, still more secret rooms to be found. You've been working on it day and night for the last week (literally) and it shows - in a good way.

:star::star::star::star: and a heart

Looking forward to the next part

Btw what's that music you use in the west part. Been searching for that for ages
2009-12-29 14:10:00

Author:
Its-me-mnB
Posts: 12


@Joey - Thanks for the compliments! I'll be checking your level out again now that you've patched it.

@Fail - If you're referring to "Tapha Niang" that cues after healing lands, it was the only one that I felt fit with the "I just healed the land and things are looking up" style theme. I was actually really concerned that people wouldn't like the black and white visuals, and I spent a lot of time tweaking it so that the contrasts were sharp, so that there were no obscure corners, nooks or crannies. I really wanted to make players go back through and look at it once again after they had healed the land, because I did make sure it would look good in both color palettes.

@mnB - Thanks for still adding feedback on here after the beta testing you did before!
I'll make sure I fix the raft, as players shouldn't be dying on successful landings. The "Mist Sentries" are spreading mist, but I guess it's not clear to see. I'll tweak the little guys to make sure the dangers are clear. The music is "Temples IntMusic" with everything but the last bar turned all the way down. I'll go in and patch it. Hopefully you can find all the secrets!

Patch 1.2
- Fixed stickering on the locked door, as to hide the green color of the disposable.
- Fixed raft section so players don't die on successful landings, and also added a thin layer to make the water seem contained.
- Added checkpoint before raft section, so there isn't a long boring walk back.
- Fixed the "emptiness" underneath the first secret.
- Made the dangers of the Mist Sentries more fair and clear (shorter spikes, chat bubble to explain them).
2009-12-29 15:01:00

Author:
Lieufa
Posts: 62


You used the three layers masterfully, it's not always easy to make something like that, but all these secret areas are really neat and ingenious.

Anyway, that was a great level, I liked it, and boss battles were excellent too
2009-12-29 15:46:00

Author:
Oddmania
Posts: 1305


Look up; I updated my post .
I will update it along with your patches.

Thanks for changing the 2P to 2x (Sackboy)!
I still want the things you grab to be bolted instead of being glued though.. ..
2009-12-29 21:21:00

Author:
Risumm
Posts: 77


Pro's:
+ Great atmosphere, felt like I was playing two different levels
at once when the color change back and forth.
+ Color concept was well implemented
+ well placed hidden areas
+ fun platforming
+ creative enemies

Con's
- long journey first time playing.
- couldn't finish entire level.

I would add more infinite checkpoints to some areas and magic mouth camera
shifts to show people where to go next. I will try to finish it and edit my feedback.


http://i216.photobucket.com/albums/cc146/zekeike12/ICON0.png
2009-12-29 22:40:00

Author:
zekeike
Posts: 71


Reaction to: Lieufa's Shuriken Practice review. (http://www.lbpcentral.com/forums/showpost.php?p=348577&postcount=4)

Yes, I'm slow, but I've had my fair share of troubles the past two weeks.
I'm not a cheater, so here's my F4F review of your level (+ a nice bump):

I don't like black & white; too dark for a game like LBP.
That's one of the reasons I love your level; it allows players to colour the world

First up; the visuals:
The graphics are simple, but charming, and the mending-effect is really nice.
You have used the corner-editor well, which is most noticeable when travelling through the caves.
The clouds are cute, the three layers have been utilized well and the pillars/rock formations look brilliant.

Gameplay:
The plaforming is great. I'll be honest; I rarely enjoy platformers, but the way you've made it... Great!
The secret areas are fun (and some extremely hard) to discover, but I did feel a sense of accomplishment as I found a few of them.
I would like to have access to more infinite-checkpoints, though; I had to restart the level a few times (jumping on front layer = landing on falling, spiked boulder on the second layer >.<) and re-doing all the stuff you've cleared on your first trip is FAR FROM ENTERTAINING.
Being able to end the level anytime you want is a nice, useful gimmick; it allows players to play single parts of the level anytime they want.

I haven't been able to find all the secrets yet, but I can always go back and try again whenever I feel like giving it a shot again;
:star::star::star::star: & Hearted.


~ffha.
2009-12-29 22:54:00

Author:
ffha
Posts: 48


@ffha - Wow! I wondered what happened there. I reviewed your level around the day you posted the f4f thread and you just disappeared! I did contemplate at long length the idea of using black and white for a full level. I was really concerned that people would tire of it too quickly. I'm brainstorming ideas for future installments of how to spice the colors a little bit.

Patch 1.3
- Bolted 2P challenge cloud grabbies.
- Changed text on "locked" door. I think "locked" made players think they were trying to find a key...
- Changed all Four-Life Checkpoints to Eight-Life Checkpoints. I hate the idea of you guys getting a game over and being daunted by the idea of doing the whole haul over again.
- Fixed one checkpoint that wasn't activating when running by.
- Added more missing sound effects to the Cliffs area boss sequence.
2009-12-29 23:24:00

Author:
Lieufa
Posts: 62


Where is KoRnDawwg with your F4F Im gonna have to punch him until he gets you one 2009-12-30 00:03:00

Author:
AbstractFlesh
Posts: 837


Wow! This is probably one of the best, if not the best level I played! It's a shame it's not on cool pages. The only thing I did have a problem was with completing the level the first time around. But other than that it was perfect. Bravo!2009-12-30 03:35:00

Author:
Zhion5991
Posts: 164


Evanesced I'm in no hurry for his feedback, no need to go punching people willy-nilly!

I'm happy you liked it Zhion... You say it's a shame that it's not on the cool pages... Does it just need to get a lot of plays to get there? I'm pretty new and I have no idea how that works.
2009-12-30 05:13:00

Author:
Lieufa
Posts: 62


loved this level haven't found all the secrets yet but i will eventuall 5/5 and <3 i loved the way you got string to act like a wench2009-12-30 18:37:00

Author:
kevin2314
Posts: 59


Ok wow. You're back in force here. This is the best level you've made so far buddy. I've been VERY pleased to play it.


Pros:

-Good overall look and I like this adventure feel.
-Love to liberty to end the level when I feel like it.
-Original little task there to "mend" theses lands.
-I love the special effect when you activate those magic/healing switches
-I LOVE secret areas to discover so this level is near an orgasm.
-Also a good layer work.

Cons/Suggestions:

-I had a couple of cheap deaths. Nothing major but I have some comments that might be useful for you and if you want to diminish the "frustrating" tags that people will probably give you.

http://i454.photobucket.com/albums/qq262/RangerX_photos/LieufaDiedReading.jpg
Here I died reading a text bubble. I don't remember if there was a cut-scene camera or not but anyhow, maybe just make so the ennemis doesn't near the text bubble zone that much.

http://i454.photobucket.com/albums/qq262/RangerX_photos/LieufaObligatorysecret.jpg
I grab the sack there and it never came back down. Now you need to throw yourself in the secret area. Also feels like the secret area is the main path -- wich would not make sense in my book

The secret area a little bit later, near the 3 grab sacks right before you get out of the cave... I didn't realise the main path was by the hole in the wall because I saw I could go further to the right by some more platforms. So I went the right and fell in a secret area. Might just be me but I would have placed a camera or something for zooming in the hole in the wall so it's clear to the player that it is the main path. Because otherwise I felt again that a secret area was in the main path.

http://i454.photobucket.com/albums/qq262/RangerX_photos/Lieufashouldbeinfinitecheckp_.jpg
In the cave I used all my lives because of the fire a little further down to the right. Maybe an infinite checkpoint would help people.

http://i454.photobucket.com/albums/qq262/RangerX_photos/Lieufawasgrayagain.jpg
Here I've been respawned at the top of caves after dying in the gaz on the path to the left (according the screenshot) and the mist was back again.
Must just be some problem with the lighting tool vs respawning.

http://i454.photobucket.com/albums/qq262/RangerX_photos/Lieufadropanddie.jpg

When I arrived here, first reflex I had for some reason is to enter the little shed there.... and I died. It felt borderline cheap death, you REALLY think there's a floor in there for some reason.

-----

So yeah this level was really enjoyable and gives you a feel of adventure that I really like. It's visually appealing and even if the gameplay might not really be original, it's fun and that's what is important afterall. It keep it interested up until the end and I LOVED the secret areas to find. I'm yet to be 100% on it and it's clear I'm going to replay it.

:star::star::star::star: + heart

2009-12-30 20:00:00

Author:
RangerZero
Posts: 3901


I really enjoyed this level Lieufa. It was very well done and only in a weeks time! Kudos to you. Well heres my feedback.

The Goods:

1) Artistic "Signature" - This is like the styling of the level. I really like the way you composed the level. Everything looks simple but detailed at the same time.

2) Layer Design - You did very well in this section. Every layer was put to use. In other words they were not there just to be there. Either it was scenery or part of the challenge.

3) Music - Your choices in music was pretty good. I like how it changed in each area so you don't get tired of hearing the same thing over and over.

4) FX - I like the special effects! Especially when you 'mend' an area was
pretty cool.

5) Secret areas - This is what I have trouble at doing but you made it look easy. I really liked the area where theres grabable rocks. I missed that first 2 times I played through it, lol.

6) Story - The story, even though it is pretty light, is pretty good. It makes you wonder how in the world these machines taken over the area and whats controlling them.

7) Platforming - The platforming was pretty good. Not easy, not hard but just right.

The Baddies/Suggestions:
1)
-I had a couple of cheap deaths. Nothing major but I have some comments that might be useful for you and if you want to diminish the "frustrating" tags that people will probably give you.

http://i454.photobucket.com/albums/qq262/RangerX_photos/LieufaDiedReading.jpg
Here I died reading a text bubble. I don't remember if there was a cut-scene camera or not but anyhow, maybe just make so the ennemis doesn't near the text bubble zone that much.


Yes there was a cutscene there and that little drone killed me lol. I think this needs fixing aswell. My other problem with those robots is if you hit 1 of thier bubbles it pops you straight to its spike. The only way I could avoid it was by jumping to another layer.

2) The first time I played through I didn't know where to go. The cutscene camera that points to the grab-cloud gets blocked by the speech bubble, so i ran back and forth for like 7-8 minutes. I would suggest putting an arrow there or bring the speech bubble camera up so we can see the cloud. Or even simpler you could show the grab switch.

3) In the cave area suggest putting an arrow in the wall-path area because it shows no indication that you can go that way.

4) Cliffs area- I really like this area, but you need to add some scnery to the part above the rolling-rock-with-spikes. It looks very empty compared to the rest of the level. You could probably add bubbles too on top of the rock on the left because you are able to jump on it.

5) Also in RangerZero's fifth pic that shed is very misleading. It does have a look like it has a floor to it and feels like a cheap ace killer.

6) Lastly is it possible to ace the level and beat the Cliffs boss? I can't do lol. Right after you take out a brain it seems like instant death because of the spikes on the head always catches you. Maybe shorten the spikes? Minor problem.

Overall im glad I played this level. It taught me a few lessons on gameplay and story (which I think im lacking). It is a very refreshing level to come to while I wait for the....um...rubbish (?) water levels to die out so we can see the talented and diamonds in the ruff shine through.

I gave it :star::star::star::star::star: and a big <3

Thanks 4 sharing this level with us! Can't wait for the next part....if there is one
2009-12-30 23:01:00

Author:
L1GhTmArE
Posts: 519


Notes From Play:

I played this prior to the adjustments you had made, but was delayed in getting feedback posted due to family arrival from out of town. At the time, my thoughts were that the level was crafted wonderfully and I loved the black and white into color effect. The overall level played great and I gave it four stars. I went caves first and it played well, but got extremely frustrated on the cliffs side. I played the level eight times before I finally got through the cliff boulder that rolls down with spikes (and when I made it past it was an accident). Once I made it through I actually lost all lives heading back to caves, so I didn?t finish the level. Now that you have made adjustments, I am about to replay the level and post my latest review.

I really hate that spiked boulder. Lost all lives ? again ? I know its possible to make it to the safe zone ? I've done it once (and I am guessing maybe everyone else has done it fine) ? but that is once it 60+ tries. Starting over ? again. Ok ? got through it, then died before spawn, then got through it and jumped into a spiked wheel on way down ? then got through it ? so I am at least getting through it consistently now.


Lighting:
Black and white feel is great. Very different from the ?norm? and the color change sequence is beautiful. A very difficult ?Pleasantville? concept that could have gone south is executed very well. Color bleeds black to black and white when entering each area. I would have expected that the level of color saturation would increase with each area cleared and that the color amount done in each area would stick around as opposed to getting reset ? but that is just how I interpret things and would have done it.

The light board at the end identifying completion is superb

Sound:
Good sound overall. Nothing over the top or ?standout? ? but the music selection fit the mood well and the sounds from actions were good.

Theme:
Concept and theme are brilliant. I really enjoyed the level. The colorizing the world concept plays very well and is a great use of the lighting tool.


Artistic:
The level design is great. I really enjoy the style utilized for the landscape. There is a very good use of the thin layers to help bring the world out and make the environment play on three dimensions. Artistically (and even play style) is well differentiated between the areas (cliffs and caves) so that they truly feel like separate areas within the world. Well done.

Pro?s:
Enoyable to look at and play
Concept is very unique compared to other LBP levels
Accomplishment light board
Color coming back makes the boss completion even more rewarding.
Many secret areas for bonus points


Con?s:
Some areas can be frustrating (but one man?s frustration is another?s ?challenge?)
Color changes back to black and white between areas (would have preferred partial color returned with each area)
2009-12-31 00:35:00

Author:
Jaydetiger
Posts: 64


tada! A little 100% guide video (well minus the x2 area, obviously put spoiler tags, if you going to put it up on the first post)

I only had one problem and that was the left boss's hand, it like refused to go up so I can grab the sponge as shown in the video

http://www.youtube.com/watch?v=UxddUcPn3Ag
2010-01-01 05:35:00

Author:
JKthree
Posts: 1125


Thanks for all the wonderful feedback everyone - I'm so glad that there are generally positive reviews! I'll make sure to fix all the cheap deaths, as that bothers me a little. I realize the Mist Sentries are a little tough to kill sometimes, but that's the point. I didn't want to make an enemy you could just run and bump into to kill .

@JKThree - Thanks so much for the Youtube vid! Hopefully there wont be an abundance of easy 100% completions now though . How many plays did it take to find everything?

Patch 1.4
- Fixed cutscene camera at the entrance to The Caves to avoid cheap deaths.
- Fixed camera angle on last fire section grabbie - now it leads you along the main path instead of obscuring your sight.
- Fixed camera angle in the last Caves room to lead through the main path as well.
- Added a small platform to catch you if you run blindly off the edge where the second Cliffs secret is to help avoid more cheap deaths.
- Made rolling rock section a tad easier - I think the original problem was that the platform wasn't smooth enough and players would get slowed or stopped unintentionally. Now the slope is smoother, and players can run beyond where it drops. Also added 0.5 seconds to the frequency.
- Adjusted piston lengths on Cliffs Boss' left sentry turret - it was much too long so it appeared to not move.
- Added a sign that hopefully will guide players to the shrine at the beginning.
2010-01-01 13:33:00

Author:
Lieufa
Posts: 62


How many plays did it take to find everything?

One actually, but I played it for a long time lol When I beaten each section for the 1st time I only missed 2 secrets, the cloud one and the mine on the left section and the one where you jump after the slide (noticed it but missed it) and the one glass door on the right section that only opens after after beating the boss (forgotten about that). Actually I forgotten about the door, so the 2nd playthrough (which was the recording) I remembered about it before the end. Oh I also fell off the level once, but I don't remember how i did it.
2010-01-01 16:35:00

Author:
JKthree
Posts: 1125


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.