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#1

The Shipwreck of Captain Skull

Archive: 41 posts


In his fourth adventure, Sack Raider wants to retrieve the Eye of Jade from the remains of Captain Skull's ship, which wrecked centuries ago inside a volcano. But he must be quick, because now the volcano is about to erupt. Cross the island (now hosting a theme park about the wreckage), find your way inside the volcano, jump through corridors of lava, explore the mysteries of Captain Skull's ship... and get out alive!

Map: The Shipwreck of Captain Skull
PSN ID: Lleonard

I always loved pirate stories. And one of my favourite Tomb Raider settings is Maria Doria, where you explore a submerged ship. My intention was to mix both things and make a long LBP PSP level: as long as possible. Because of that, I couldn't rely on stickers as much as on my previous levels, but I tried to create interesting visuals thanks to the materials selection. I also had to cut out a couple of puzzles and simplify the last section: in the end, the gameplay is all about platforms & exploration.

I really hope you enjoy the level, as I've been working on it for three hard weeks. The thermo is 110% (totally maxed out), so there's no room for changes. But as usual, I will appreciate any feedback and criticism.

Thank you for playing!

http://img18.imageshack.us/img18/341/dsc01308ri.jpg

http://img36.imageshack.us/img36/3092/dsc01313xb.jpg

http://img188.imageshack.us/img188/5792/dsc01311v.jpg
2010-01-28 01:45:00

Author:
Lleonard Pler
Posts: 277


Aha! A bright spot in my day.

Downloading it now!
2010-01-28 02:38:00

Author:
Taffey
Posts: 3187


Hey Lleonard,

That was a platforming beast! But you certainly outdid yourself on this one. After your first three amazing levels, I was skeptical if you could top it, but you most certainly did with this one, both in terms of aesthetics and gameplay.

I must say, the environment you created was perhaps the most authentic one I have thus seen on the PSP. From the sounds of the shipping port to the wine bottle on the pirate ship, I was totally immersed in the world you diligently sculpted. To this point artistic direction on the PSP never reached the echelon of PS3 levels, but I think we have finally found a contender. The carefully chosen materials and their colors and textures blended well together, and their unique shapes and layering made the lack of sticker-work unnoticeable, or even unnecessary. The claustrophobic compartmentalization of the pirate ship area was an ingenious use of space both in visuals, proportions, and evocativeness of anxiety. The contours of wreckage and torn fabric were all wonderfully rendered, and I appreciate all the time you spent on creating those delicate shapes.

Gameplay was a doozy, but enjoyable all the same. You said you didn't include "puzzles," but here, I define your type of platforming a puzzle! You wouldn't believe the ridiculous amount of time I spent thinking about where to go next, only to find out that a well-camouflaged grabbable material was right on top of my head! In comparison, I believe this level was a whole lot tougher than the Garden of Golden Apples, and I hope others won't be discouraged by the well-thought-out challenge you presented. I know a lot of people were confused about the grabbable ceiling in your previous plaforming puzzle of a level, and here, you exaggerated it! I hope this level still receives the playership it deserves...

Backtracking was ingeniously employed. Usually backtracking feels like repetition, but here, backtracking seemed so fresh. I'm not sure how you did it, but I think it's because of the adrenaline from the race and the non-repetition of obstacles. For instance, we used an elevator to descend from the volcano, but used platforming to ascend. We also bypass all the opening gate challenges in the beginning, so one only need to run to the speed boat with a heart beat racing to the pulse of that diabolical clock. I love the effect of zooming past the previous locations as it concisely summarizes the adventure one painstakingly worked hard to achieve...

Now time for me to be persnickety, although I know you're maxed out on thermo just from playing your level. I guess I wanted those grabbable ceilings to stand out more. Maybe a black arrow on the hull of the ship would've sufficed. I just spent so much time aimlessly walking around until I realized, "hey, that piece of wood has stitches!"

The magic mouths were also awkward technically. I would grab a diary, the message would pop up, I let go, and the text immediately disappears. It's a small thing, and I've figured out that you had to keep pressing R to read the text...but I was confused originally. One of the doors on the ship was also weird. I came close to it, and I read that I had to go to the other side to open it, but I was able to dissolve it from where I was standing. And just to be nitpicky a little bit more, I didn't understand the first two music selections...only the ending music did it for me. I thought the first piece was too happy and lighthearted to capture the ominous events ahead, and the second didn't feel piratey enough for me...I just thought of snow. (Oh, and the Eye of Jade could've been a little more impressive: after all, it was the reward for all the hard work!)

And the ending was also cool. I don't know if you intended it or not...you probably did...but I like the effect of being suspended and wrangled underwater! As you can see, I enjoyed your level very much and felt strongly about it. Hehe. I guess it's no surprise then that I gave it 5:star:s and a heart, and I hearted you already!

Polishing the Eye of Jade for display,
jeffcu28
2010-01-28 03:39:00

Author:
jeffcu28
Posts: 648


Oh wow, incredible job on this level Lleonard! I was surprised that despite the actual size of the level (which seemed to be fairly compact as far as the amount of horizontal space it took up) you were able to pack so much detail into everything. The port was fun to jump around in and I liked how you used every piece of scenery as an integral part of the level instead of just a backdrop (and I also liked that you set up the Volcano sign facing away from the player since it added a sense of more to the island beyond just the port entrance). The inside of the volcano looked good with lava flowing all around, but of course the real star was the pirate ship. The look of moldy rotting wood, the little details (wine bottles, hay bails) the fact that the layout of the ship was sensible, having more of the ship open up as you progressed, and the sound effects were well done. (For a second I had to stop to make sure the entire ship wasn't rocking, true story. XD) Also I thought the journals added a lot to the level's story and background.

Overall the level felt a lot different from the other Sack Raiders, and honestly I think I enjoyed this one more just because of the acute attention to detail and the extra story. I had some problems such as getting stuck between one of the journals and a bed and having to kill myself, I didn't even notice anything special about the Eye of Jade until I got it (I thought it was just a grab indicator or something), I wasn't sure if the level actually counted the race finish line since I was on the boat, and I wasn't really sure if the goal was supposed to be upside down. But none of those were really big issues. Also about the music, the port music I don't remember much but I certainly don't remember it being bad, but the ship music was great and I thought the deck music was fine. (At first I was thinking the ship was covered in frost, but then I just took the music as a kind of spooky/ghostly tune.)

But yeah, fantastic level Lleonard, I honestly think it's your best one so far (of the ones I've played anyways.)
:star::star::star::star::star: and heart.
2010-01-28 04:45:00

Author:
SirPaper
Posts: 150


I am speechless. Your other levels are fantastic, but this is in a whole new experience. 100% pure brilliance my friend! This is without a doubt the best LBP PSP level I have played yet.

I really don't know where to start. I guess I'll just begin at the shipyard and work my way through the level. The shipyard is great, and very fun to play through. I loved the puzzles in that section and the logical way you used the cranes to move the player through the area. Speaking of puzzles, your platforming and puzzles mix together seamlessly throughout the level and are a real treat. Your work inside the volcano... Wow. I see Arrestor inspired you to do a lava section as well, but you clearly did a much better job of it than I did. It's absolutely beautiful. And then there's the shipwreck! How you fit all this goodness into a single level I may never know, but your use of backtracking really helps lengthen the experience. The visuals in the shipwreck section are ridiculously good, and your selection of materials is perfect.

So, from an eye candy perspective, you score a perfect 10/10. I'm happy to report that your gameplay is at least as good and shows some amazing attention to detail. I don't know how long it must have taken you to plan everything out, but it was executed meticulously. The exploration is spot-on Tomb Raider, and your use of clues and magic mouths is excellent. I particularly appreciated your explanation of the "monkey swing" and then subsequent use of that mechanic throughout the level. (For the record, I hate grab ceilings in the PS3 version but I think they work very well on the PSP.) I'm going to disagree with jeffcu28 that you need arrows and such to indicate the grab ceilings, because I think your choice of materials does the job well. Everything grabbable has tell-tale stitches and is easy to spot without detracting from the aesthetics of the level. And while I'm on the subject of disagreeing with jeffcu28 (sorry jeff!), I thought your choice of music was actually very good. I have a very, very hard time choosing music and often cycle through all the available choices 3 or 4 times before picking something, only to change it later anyway. The gardens music for the theme park entrance was great, the collector music for the top of the pirate ship fit very well, and "Taking Off" for the final race to escape the volcano was fitting and well-timed.

It took me quite a long time to complete this level. It's not easy... but then again it's not really hard as long as you're patient. There were a couple times I was stuck, so I would go poking around and discover an area I hadn't been in before. Then I'd come up against another problem and explore to find the solution again. It was really fun to find things you didn't need and need things you couldn't find. You'd go searching around and all of a sudden have that magical "aha!" moment when you match something up and gain access to a new area. Very entertaining. I imagine that there may be some people who won't finish because they can't be bothered to explore the wonderful scenery, but for my money this is a top-notch level. If it doesn't end up on "highest rated" page 1, I'll eat my shoe.

Ok... Something I didn't like? Let me think. Um... well there's the... no I liked that too. Oh! I very slightly disliked the upside-down scoreboard, but I understand why you did it that way and I thought it worked rather well. And, as jeffcu28 mentioned, it does make you feel like you're underwater. I suppose it would have been nice to have a special cutscene for the Eye of Jade, but it really isn't necessary. Ah, I have finally thought of something I hate about this level. You have the Creator Pack add-on and I don't! Curse you!!!

5/5 stars and hearted! This is a must-play for everyone. I already gave you a creator heart, so no soup for you!
2010-01-28 05:04:00

Author:
Taffey
Posts: 3187


Hey again,

Hmm...so everyone seems to be disagreeing with me about the music. Retrospectively, the last two were good choices, but I still hold my judgment for the first choice--the Gardens Music. So the story is motivated by the urgency of the erupting volcano, of which sackboy/girl must retrieve the Eye of Jade before it is destroyed by lava. I feel the sense of urgency and tension is offset by the catchy tune "too roo roo root, toot too roo root" , and I didn't feel any danger looming ahead. That music just made me want to take my sweet time, oblivious to the impending doom about to destroy the island and everything on it. I guess it suits the theme park, but it is just my humble opinion...

Too roo roo root,
jeffcu28
2010-01-28 05:19:00

Author:
jeffcu28
Posts: 648


Well, think of it this way. The port was kind of like a resort / tourist area, so it makes sense to have that kind of music playing over the speakers all the time.2010-01-28 05:23:00

Author:
SirPaper
Posts: 150


Lleonard Pler, I just finished your level and must say, that you did fantastic thing. During gameplay I in first time while playing in community levels feel just I playing in level for PS3. All things madded wonderful! Port with such many great details and logic puzzles that is absolutely in its places and very well designed - I loved this place. And than pirate ship with such great atmosphere, music and sounds - WOW!!! My great respect for this. And its puzzle is very good invented! I spent some time while I found right way, but all times, when I run along ship - I have an impression, that I play on PS3. Very good details level and using materials! And all part of logbook - it add some part of atmosphere and make story deeper. Very cool detail!

I already had some ideas about one level on pirate ship, that will be one part of Treasure Hunter series levels. And after playing in your level, now I have many good ideas fir designing interiors of the ship!

And final trophy (actual - a don't like trophies) - in your level it is on it right place in right time! Very good idea!

Thank you very much for such great level and many cool ideas that it give me.
2010-01-28 11:11:00

Author:
Domik12
Posts: 838


I must confess that I didn't expect such a good reception! I was actually worried that you wouldn't like it as much as previous levels because of the lack of stickers & puzzles, and some rushed things because of the maxed out thermo. So, thank you everyone for playing and commenting, you made my day! It took me three weeks of very intense work, and now that I can rest, reading your feedback is pure bliss, makes it worth it!


I must say, the environment you created was perhaps the most authentic one I have thus seen on the PSP. From the sounds of the shipping port to the wine bottle on the pirate ship, I was totally immersed in the world you diligently sculpted. To this point artistic direction on the PSP never reached the echelon of PS3 levels, but I think we have finally found a contender. The carefully chosen materials and their colors and textures blended well together, and their unique shapes and layering made the lack of sticker-work unnoticeable, or even unnecessary.

Most of the merit goes to the materials from the Creator's Edition, I guess. For example: the rock & wood materials are so detailed that they look great even if you don't put any stickers on them. The problem is that they consume more thermo than standard materials, so you must be very careful of not placing too many.


The claustrophobic compartmentalization of the pirate ship area was an ingenious use of space both in visuals, proportions, and evocativeness of anxiety.

I'm really happy to read that. I wanted the interior of the pirate ship to be claustrophobic, I wanted the player to feel relieved once he reaches the deck, but I wasn't sure that I made it claustrophobic enough. In LBP PSP, it's hard to create those moods because of the lack of lighting effects.


I know a lot of people were confused about the grabbable ceiling in your previous plaforming puzzle of a level, and here, you exaggerated it!

I didn't plan to us as many grabbable ceilings as I finally did, but I had to change some parts in the very last moment. I hope people doesn't get frustrated by it: I placed a small tutorial the first time you find a grabbable ceiling, and for once I used the same material throughout the level (and hopefully the material is noticeable because of the seams).


Backtracking was ingeniously employed. Usually backtracking feels like repetition, but here, backtracking seemed so fresh. I'm not sure how you did it, but I think it's because of the adrenaline from the race and the non-repetition of obstacles. For instance, we used an elevator to descend from the volcano, but used platforming to ascend. We also bypass all the opening gate challenges in the beginning, so one only need to run to the speed boat with a heart beat racing to the pulse of that diabolical clock. I love the effect of zooming past the previous locations as it concisely summarizes the adventure one painstakingly worked hard to achieve...

I wasn't sure how people would receive the final backtracking. In the original plans, there was lava following you in the volcano and falling fire rocks in the port to make it more exciting, but had to scrap it because of the thermo. (Mental note: don't be so ambitious next time!) Hopefully, the timed race and slightly different routes compensates it.


One of the doors on the ship was also weird. I came close to it, and I read that I had to go to the other side to open it, but I was able to dissolve it from where I was standing.

That's weird, I checked again and the grab switch is on the right block. I guess both blocks are too thin and the game understands that you can grab the right one even from the left side. I'm sorry for that!


And just to be nitpicky a little bit more, I didn't understand the first two music selections...only the ending music did it for me. I thought the first piece was too happy and lighthearted to capture the ominous events ahead, and the second didn't feel piratey enough for me...I just thought of snow.

Fair enough. It's always hard picking suitable music, specially when you depend on preset tracks already used on the main game. People will always relate them to the original level & setting. As for the port music, it was intended to be lighthearted, because (like SirPaper pointed out) it's a tourist attraction. But I understand that it may feel awkward reading about the eruption with that naive music. As for the tracks of the volcano and the pirate ship, I went for a ghostly mood, thus the snow music,


(Oh, and the Eye of Jade could've been a little more impressive: after all, it was the reward for all the hard work!)

Spot on. When the thermo first reached 100%, I hadn't created the back part of the ship yet (one of those times where you quite the Editor with the thermo at 90%, and it's 100% when you load again). There weren't any checkpoints, bubbles, music... Not even the scoreboard! I had to discard a couple of puzzles (involving a cannon and some steering wheels) that would open the path for the Eye of Jade, to make it feel more important. The Eye of Jade was to be set in a giant skull, not laying in the ground and without a cutscene. But I was actually lucky to finish the level, I guess.


And the ending was also cool. I don't know if you intended it or not...you probably did...but I like the effect of being suspended and wrangled underwater!

Well, the original plan was to put the scoreboard in the ground, and make it through with the motorboat. But when I finally placed the scoreboard, I discovered that the motorboat collided with it, then crashed or got out of the track, sometimes even the scoreboard wouldn't activate. Thus, I had to turn the scoreboard upside down. It's a weird effect because of a last time solution. Again I couldn't think of anything else because of the maxed out thermo.



Oh wow, incredible job on this level Lleonard! I was surprised that despite the actual size of the level (which seemed to be fairly compact as far as the amount of horizontal space it took up) you were able to pack so much detail into everything. The port was fun to jump around in and I liked how you used every piece of scenery as an integral part of the level instead of just a backdrop (and I also liked that you set up the Volcano sign facing away from the player since it added a sense of more to the island beyond just the port entrance).

I just love those games where the scenery isn't just decoration, but the level itself, and you have to open your way using all the elements on it. I always try to incorporate that type of gameplay into some parts of my levels, but this time I had to completely rely on this, it was a trick to make the level feel full without dispensable decorations.


I didn't even notice anything special about the Eye of Jade until I got it (I thought it was just a grab indicator or something), I wasn't sure if the level actually counted the race finish line since I was on the boat, and I wasn't really sure if the goal was supposed to be upside down. But none of those were really big issues.

I agree with the Eye of Jade not feeling specially. As for the finish line, it should work despite being on the motorboat (I checked and saw some low scores, so I'm not sure if it's because the finish line didn't count or because those persons didn't make it on time). And yes, unfortunately I had to turn upside down the goal.


Also about the music, the port music I don't remember much but I certainly don't remember it being bad, but the ship music was great and I thought the deck music was fine. (At first I was thinking the ship was covered in frost, but then I just took the music as a kind of spooky/ghostly tune.)

Hehe, you guessed it right, it was meant to be a ghostly track (but I also used it for my Frozen Kingdom of Skadi level, so I totally understand that "where's the snow?" thought).


I really don't know where to start. I guess I'll just begin at the shipyard and work my way through the level. The shipyard is great, and very fun to play through. I loved the puzzles in that section and the logical way you used the cranes to move the player through the area. Speaking of puzzles, your platforming and puzzles mix together seamlessly throughout the level and are a real treat.

I wasn't sure that it would be logical what you had to do in the port area, so your words are a relief!


Your work inside the volcano... Wow. I see Arrestor inspired you to do a lava section as well, but you clearly did a much better job of it than I did. It's absolutely beautiful.

Like I said on other threads, this level was originally intended for the PS3. After the personal letdown with the Water feature, I came back to the PSP and thought about ways to . A volcano seemed both fitting and weird (in a good way), so I obviously got inspiration from Arrestor's level, which still has the best lava effects out there. I was already impressed by his work, but after trying to create a volcano environment, I admire him even more!


I'm happy to report that your gameplay is at least as good and shows some amazing attention to detail. I don't know how long it must have taken you to plan everything out, but it was executed meticulously.

It's been three weeks of hard work: almost a week sketching the level and two weeks creating it. This level was particularly ambitious due to the counterattack and the extensive length. In the end, I had to change and delete lots of things, but having my plans on paper really helped to improvise and modify what was necessary.


It took me quite a long time to complete this level. It's not easy... but then again it's not really hard as long as you're patient. There were a couple times I was stuck, so I would go poking around and discover an area I hadn't been in before. Then I'd come up against another problem and explore to find the solution again. It was really fun to find things you didn't need and need things you couldn't find. You'd go searching around and all of a sudden have that magical "aha!" moment when you match something up and gain access to a new area. Very entertaining. I imagine that there may be some people who won't finish because they can't be bothered to explore the wonderful scenery, but for my money this is a top-notch level.

It's always tricky doing long levels that require patience and exploration, and I'm aware that many players won't even take the time to keep searching if they get stuck somewhere. I'm not completely sure that LBP is the really fitting for that type of experience, specially on the PSP, which is aimed for on-the-go gameplay with shorter, fun, straightforward levels. But hopefully, there are also players like you and other LBPC members that enjoy that type of "slow" levels.


You have the Creator Pack add-on and I don't! Curse you!!!

Like I always say: Sony must release all the contents from the Creator Edition fast. It's a pity that most of the creators don't have access to that contents yet, I can only dream the great levels you and all of the LBPC creators would create with that kind of stickers and materials!


I spent some time while I found right way, but all times, when I run along ship - I have an impression, that I play on PS3. Very good details level and using materials! And all part of logbook - it add some part of atmosphere and make story deeper. Very cool detail!

The PS3 feeling is because of the materials of the Creator's Edition, I guess! As for the ship's log, it's great that you liked it. I thought about adding it during the last stages of creation, because the story in my levels is usually weak and wanted to experiment with a deeper background.


I already had some ideas about one level on pirate ship, that will be one part of Treasure Hunter series levels. And after playing in your level, now I have many good ideas fir designing interiors of the ship!

I'll be looking forward to that pirate level, I like that type of setting and haven't found many in LBP PSP yet.

Once again, thank you everyone for the detailed reviews and constructive criticism!
2010-01-28 11:39:00

Author:
Lleonard Pler
Posts: 277


NOOOO!!! I wait and wait for another level from you, and then you wait until I go on vacation to post one! Not fair Lleonard! Well, you will hear from me in about 4 days...2010-01-28 12:49:00

Author:
amazingflyingpoo
Posts: 1515


Hi Lleonard!

So now its my turn to review this masterpiece!

The best thing about your new level is the length. It really needs some time to get through it (especially on the first run) and i think thats great! I really loved the exploration in every part of the level.


I was actually worried that you wouldn't like it as much as previous levels because of the lack of stickers & puzzles

I dont really understand that. In my opinion the whole ship is a puzzle (and a great one!). It is really amazing how you built it. Just walking around and go further and further is just great. besides that you dont need much Stickers in this one. The materials build the atmosphere. (And i want to have them!)

The backtracking in this level is fantastic! Especially on the run back to the boat where the player comes across the way he came in and has to find the new parts of that way. (I actually ran in a circle at one area)


A volcano seemed both fitting and weird (in a good way), so I obviously got inspiration from Arrestor's level, which still has the best lava effects out there. I was already impressed by his work, but after trying to create a volcano environment, I admire him even more!

Hehe i cant believe this! Sounds fantastic But i really like your lava section and thought that it really is as good as my lava (or better) I also like how the player has to walk through it. But i am good with maybe being the "Lava-Guy" here (But there were some lava and volcano levels out there before LittleBigVolcano and i dont think i am the first inspiration for this)

So now to the important part . I had one problem in your level and it was in the cellar of the ship. There is this beam which goes up and down and there is a platform on the right of it. I didnt make the jump on my first try and when i tried again, i noticed that the beam isnt attached to anything and slided to the right a bit. This meesed up the balance of it and so i couldnt reach the platform anymore. But i did see a grabbable box on that platform. Now i dont know what it does or what happens if i reach it...

But to sum it up: This level is really amazing and maybe the best i played so far! Five stars and a heart of course! (The creator heart is yours already)

Btw: There are really good levels out there now and i like where we are going!
2010-01-28 13:46:00

Author:
Arrestor
Posts: 363


Yay for more speedrunning goodness

Thanks for another amazing Level Lleonard!
I would even say its my personal favourite out of your levels so far. Everything else has been said already, so ill leave it at that ^^
Five Stars and Heart from me

Ps: #1! Come and beat me
2010-01-28 14:38:00

Author:
Barzano
Posts: 22


I dont really understand that. In my opinion the whole ship is a puzzle (and a great one!). It is really amazing how you built it. Just walking around and go further and further is just great.

I didn't think it like that but you may be right, a graphic adventure type of puzzle. I actually spent lots of time designing the ship rooms and thinking the different routes and where to place the items and switches that help you advance further.


Hehe i cant believe this! Sounds fantastic But i really like your lava section and thought that it really is as good as my lava (or better) I also like how the player has to walk through it. But i am good with maybe being the "Lava-Guy" here (But there were some lava and volcano levels out there before LittleBigVolcano and i dont think i am the first inspiration for this)

You can be really proud of the lava effects of your level. There are plenty of volcano and fire and lava levels out there, but I still think your effects are the best yet.


So now to the important part . I had one problem in your level and it was in the cellar of the ship. There is this beam which goes up and down and there is a platform on the right of it. I didnt make the jump on my first try and when i tried again, i noticed that the beam isnt attached to anything and slided to the right a bit. This meesed up the balance of it and so i couldnt reach the platform anymore. But i did see a grabbable box on that platform. Now i dont know what it does or what happens if i reach it...

Originally, you had to drop that box on the right to use it as a weight and then use the plank to reach the grabbable ceiling(the plank would go down if there wasn't the weight on the other side). But I couldn't get it right, and in the end you can reach the grabbable ceiling without problem. I thought I had deleted the box before publishing, sorry for the confusion!


Yay for more speedrunning goodness

Thanks for another amazing Level Lleonard!
I would even say its my personal favourite out of your levels so far. Everything else has been said already, so ill leave it at that ^^
Five Stars and Heart from me

Ps: #1! Come and beat me

Hey, I'm glad you liked the level too. You made a great score, well done! Was it your first try?
2010-01-28 21:22:00

Author:
Lleonard Pler
Posts: 277


Wow, another killer level here. I think it outdid your other levels in terms of platforming and gameplay and fun but the visuals weren't as amazing as some of your others. That aside though this one was great fun and I loved it
Even though half way through my battery cut, so I'm yet to finish it
2010-01-28 22:42:00

Author:
Coxy224
Posts: 2645


Hey, I'm glad you liked the level too. You made a great score, well done! Was it your first try?

No, the first try i took my time exploring the level, finding all the bubbles and memorizing the best route for the speedrunning section. ^^
So it was my second try. But i made some mistakes at the end, so ill probably try it again soon.

Thanks again for making such an incredible Level for us all to enjoy
2010-01-28 23:41:00

Author:
Barzano
Posts: 22


Great work again!

I have to be quick right now so will post proper feedback another time!

Overall I thought it was a very good level again. I thought that the visuals weren't quite as good as Golden Apples, it just didn't seem quite as polished somehow, I think it could possibly be to do with all the different themes and places that were covered in the one level.

The gameplay is good as always, and again this is very much your style. One part I thought maybe too much so as it mirrored something very similar to your previous level (I think it is in the ship, where it is all woody!) Just the way you have to move the blocks around on the back layer to get through...and there was something else but I can't remember it now and in a bit of a rush!

Anyway, congrats on another great level. Keep up the good work as always.
2010-01-29 00:37:00

Author:
jackofcourse
Posts: 1494


Loved the level man
:star::star::star::star::star:

good job, i didn't think you'd make a level at the moment 0.o
guess not
2010-01-29 02:57:00

Author:
Spark151
Posts: 801


Incredible.

I crown you the greatest LBP PSP creator in the world. The best looking, as well the most interesting and varied game-play of any community level I have played. Sony should be paying you!
2010-01-29 06:26:00

Author:
rimmonhouse
Posts: 15


I finally got to play this level today (since I was on vacation when you posted it) and I wanted to give some feedback.

This level looks outstanding, and the different environments keep it feeling fresh. I stopped a few times during the level, just so I could take in how incredible everything looked. I REALLY liked the use of the Diary Logs left by the captain. Any time I can get a bit more story from a level I am a very happy sackboy! Thanks so much for giving me a bit more story to chew on. You also seemed to have done a much better job making sure that the player understands what they need to do (i.e.: Monkey Climbing).

This is a 5 star level without a doubt, and you have earned a heart from me, just as you have with your 3 previous levels!

The running-back-and-forth was handled in an awesome way, and I think that this level actually feels a lot more like the type of levels I enjoy building than just about any other level I have ever played (which is sort of an odd feeling ). I did miss having a good Lleonar puzzle to solve, but maybe next time

Congratulations on making another awesome level!

BTW, my wife is checking the level out now as I write this, and she noticed that at the part where you tell the player that they can "Monkey Climb", you say "I can you pass...". Anyway, I'm highly doubting that you will republish, but if for some crazy reason you do, then there is something that could be fixed. It isn't a big issue at all, and I didn't even notice it.
2010-01-31 05:54:00

Author:
amazingflyingpoo
Posts: 1515


wow...just wow...5*..........

my new level is out of its league...

btw...the us chloe costume adds the perfect effect!
2010-01-31 07:51:00

Author:
theswweet
Posts: 2468


BTW, my wife is checking the level out now as I write this, and she noticed that at the part where you tell the player that they can "Monkey Climb", you say "I can you pass...". Anyway, I'm highly doubting that you will republish, but if for some crazy reason you do, then there is something that could be fixed. It isn't a big issue at all, and I didn't even notice it.

Can you believe that I didn't notice that until my 5 or 6th playthrough after it was published? A silly mistake. It's not worth republishing the level for that, but I will be more careful next time! Anyway, I'm happy to know that you liked the level!
2010-01-31 10:09:00

Author:
Lleonard Pler
Posts: 277


I've played all of your levels and haven't given feedback on any of them yet and I simply haven't the energy to seek out all of the threads, especially since it's pretty much universally good to excellent.

I really enjoyed this level - really imaginative and I particularly liked the sort of old-school point-and-click-adventure style gameplay of the second half. I got really stumped at a couple of points and it's great to play a level where the next step isn't always obvious. Aesthetically, also, the level is beautiful and varied. 5*
2010-02-01 11:19:00

Author:
SalieriAAX
Posts: 421


Sweet! Can't wait to play it!2010-02-01 13:10:00

Author:
Sharklord
Posts: 14


I loved your level but one thing is that I had to reset the level two times because of the room in the ship where you get the knive. The board slipped and you couldn't move it. Overall I loved it and I give it :star::star::star::star::star: and a heart That room was the only thing I didn't like.2010-02-01 15:23:00

Author:
Rocka210
Posts: 2


I've been told that "thanks" to the new patch, you can't complete this level anymore. The scoreboard doesn't activate.

I had to put it upside down because the motorboat would crash if the scoreboard was on the floor. Apparently, Sony Cambridge has decided that now upside down scoreboards must not work. I will try to fix it (I don't know if I will be able to, as the thermo is already 100%) and republish the level. And that means losing all the data for scores, plays and hearts.

This happens just when the level appears in the Featured page. How great is that?
2010-02-10 11:03:00

Author:
Lleonard Pler
Posts: 277


You may have noticed that i unfortunatly know exactly how that feels...2010-02-10 11:37:00

Author:
Arrestor
Posts: 363


Yes, I read that. I'm sorry that it happened to you too.

When I get back home, I will check my other levels with the hope that they will work fine.

But right now, I feel deceived, disappointed and sad. Weeks of work became worhtless because of the patch.

This situation is very discouraging. To be honest, I don't feel like creating for LBP PSP anymore.
2010-02-10 12:31:00

Author:
Lleonard Pler
Posts: 277


This will change Lleonard! I already republished my Pinball level (it was broken too) and i think it works fine now. Just sleep a night over it and you will be ok. Believe me! Ok the update caused really stupid bugs but there are some nice improvements now too.
Besides that the Community here needs you!
2010-02-10 12:53:00

Author:
Arrestor
Posts: 363


I hope you are right... I don't know, if I fix it fast and easy and my other levels are fine, I guess it will be ok after all.

Anyway, thank you for the kind words.
2010-02-10 12:59:00

Author:
Lleonard Pler
Posts: 277


I know how you feel Lleonard... I had a big downswing of being discouraged yesterday, but today I'm really enjoying the improvements from this latest patch.

And really, who here isn't a huge fan of your incredible levels? Nobody! See, everybody loves Lleonard - it's official.
2010-02-12 03:10:00

Author:
Taffey
Posts: 3187


The patch messed up my pistons while I was in the process of making a level.
But it's fixed now
2010-02-12 03:41:00

Author:
Spark151
Posts: 801


Every one writes alot of things about this level but I can sum it all up with one word, AMAZING.2010-02-12 03:45:00

Author:
austimerr
Posts: 385


I loved the speed run it was fun. Can you put more puzzles in your next levels? Your puzzles are creative and cool.2010-02-14 04:06:00

Author:
TheNerd
Posts: 840


Can you put more puzzles in your next levels? Your puzzles are creative and cool.

Thanks! It's curious that you mention it, because the level I'm planning now is heavily puzzle-based.
2010-02-14 20:42:00

Author:
Lleonard Pler
Posts: 277


Thanks! It's curious that you mention it, because the level I'm planning now is heavily puzzle-based.

Good to see you haven't given up on the create mode
2010-02-15 05:42:00

Author:
MattAstr
Posts: 99


JHKthree has uploaded a video of my level on YouTube:

http://www.youtube.com/watch?v=WuNM2El8JWU
2010-02-24 18:15:00

Author:
Lleonard Pler
Posts: 277


Nice vid from JK as always. Oh, and congrats on the Spotlight! 2010-02-24 18:22:00

Author:
Taffey
Posts: 3187


Thanks Taffey.

But I'm rather sad, actually: it was spotlighted the same day the patch broke it.

Anyway, next week I may start working on my 5th level. It looks like Sackboy really wants to explore Egypt...
2010-02-24 18:26:00

Author:
Lleonard Pler
Posts: 277


Lleonard! The Shipwreck of Captain Skull once again works perfectly after installing the 2.04 patch!2010-03-02 21:12:00

Author:
Unknown User


Yes, I'm happy you got that resolved Lleonard! 2010-03-02 22:06:00

Author:
VelcroJonze
Posts: 1305


That's awesome. Thanks for letting me know!2010-03-03 10:09:00

Author:
Lleonard Pler
Posts: 277


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