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The Crate Escape - SPOTLIGHTED!

Archive: 22 posts


Hi,
This is my newest level, published after 6 months of quietly creating away, praticing my creation skills until 2 weeks or so ago when I started this level. It's easily my best level yet and should hopefully have something for everyone. There's a little puzzle for those who like that sort of thing, lots of different platforming sections to keep you entertained, and a bit of eye candy so hopefully you'll spend plenty of time staring while being killed by my devious obstacles. .

Level Name: The Crate Escape

PSN: cpt_sainsburys

Difficulty: Hard

In this level, I put extra effort into the Sound effects, so if you have your volume turned down you may not find it so enjoyable. Also, I know it's a little bit bland near the end, but unfortunately the Thermo said no so I wasn't able to add any more detail. I might try to optimise it a little more and squeeze some more detail in later.
Thanks for playing, and Honestly, if you have half half as much fun playing it as I did creating it, you're in for a five-star experience.
http://i425.photobucket.com/albums/pp340/ScorpionGravTank/CrateSaws.jpg
http://i425.photobucket.com/albums/pp340/ScorpionGravTank/CrateLogic.jpg
http://i425.photobucket.com/albums/pp340/ScorpionGravTank/CrateJumps.jpg
http://i425.photobucket.com/albums/pp340/ScorpionGravTank/CrateDetail.jpg
SP
2010-01-28 17:44:00

Author:
Cpt_Sainsburys
Posts: 187


SatansPit,

Thanks for the kind words! I'm playing your level as I write so ill put in some suggestions as I go.

Great into, however the narration sections can get a little annoying, maybe make one instead of three in a row. Ah, just got to the second save point, there is a green speaker visible...

Ok...i'm diggin the up and down platforms, however the second one with the grab material is a bit frustrating...maybe make it go a little bit higher and hold just a sec longer....also the spikes on top are not glued. After clearing these(which took about 5 mins, I went up some stairs and noticed some logic past the walls. A camera would fix that with the quickness.

Man you made this hard...you were not kidding!

Nice puzzle, simple and effective using the following sensor!

And I'm DONE!

Not bad, but really really FRUSTRATING! I know you wanted this level to be hard, but from my experience this kind of level will end up with a lot of plays without completions! I hope my feedback helps and I wouldn't mind playing through it again if you make adjustments and need some more feedback.

Thanks!
2010-01-28 21:34:00

Author:
shawneboi
Posts: 221


Thanks a lot for the Feedback. I'll definately tone some areas down - you see, me and Lilwoodier (my playtester) have done this so many times it's fairly easy to us now. The Stairs should have a camera, i'll check that out. If you could let me know which areas exactly you found difficult, that would be fantastic. I'll remove the cutscene about the Plate and make sure all the Sound objects are hidden. I'll definately tweak the Grabbable up and down platform bit - I changed the first one to be easier, but I need to change the other two. Thanks a lot for the Feedback! I'll make sure to check out your Water Temple too. I'm eagerly looking for to Earth and Wind (or whatever the other two you do are).2010-01-28 21:46:00

Author:
Cpt_Sainsburys
Posts: 187


I would have to say the grabbable up and down platform was the hardest, then the section where you fall down and grab the walls the second, but neither unplayable! I will be making a Earth and Wind Temple, when I find some inspiration. Once I get going though, it doesn't take long for me to finish!2010-01-28 22:03:00

Author:
shawneboi
Posts: 221


I like pictures!2010-01-29 01:47:00

Author:
Emogotsaone
Posts: 1030


Pictures will come when I get home from school today. They should be up by 4:00pm GMT.2010-01-29 08:02:00

Author:
Cpt_Sainsburys
Posts: 187


Hi! Thanks for the feedback!

Just tried your level, but couldn't finish because it looked like something might have broken. ? I restarted the level & had the same issue. The spike platforms that go up and down.. The 2nd of these wasn't moving properly. It didn't have any visible pistons, while the 2 on either side did. I think the problem is caused by the 2nd platform being too close to the 3rd. They were rubbing against eachother & platform 2 kept getting stuck. I would shave a thin sliver off the edge of #2, to give it more space. That should fix the problem, if the pistons are still ok.

On a minor note, you have a visible green sound effect speaker thingy near the beginning sections.

From what I saw, the level looked nice. Good visual design. It was a bit hard, though. Hard levels are fine, as long as you realize it will definately impact plays and hearts... It shouldn't be this way.. But that's what I've experienced personally, at least.

Anyways, I gave it a 4, just rating from what I saw. Why is my font suddenly small, haha. This is really akward using an iPhone.
2010-01-29 12:10:00

Author:
DrunkenFist_Lee
Posts: 172


Ah! I'm such an idiot! I moved the second plaform slightly when I Glued the spikes and didn't put it back. It's now fixed, and I've added some pics to the first post. I'm sorry for wasting your time.2010-01-29 16:47:00

Author:
Cpt_Sainsburys
Posts: 187


Just tried this out an dit is fun, if not just a little bit frustrating and I guess you must have updated it or something because I never saw any green speaker or had any platforming problems that the others had (platforms getting stuck and whatever). The only gripes I have is the same as shawneboi's, the narration was a bit too much. Also the bit where you have to climb down the wall made me have to retry because the platform near the bottom that rotates always seemed to be facing the wrong way when the crushing spiked wall was open and then donwards when the wall thing was closed.

Still apart from that it was quite a fun little level and to be honest I actually sailed through it pretty quickly.

One idea for improvement is use different light settings and /or change the music in certain areas to build the tension. The wall dropping scene would have been much more awesome with a rocking drum beat and dramatic lighting effect to drop down walls by
2010-01-29 18:44:00

Author:
cthulhu82
Posts: 211


Thanks for the Critiscism! I've just change the Fall down section, and I thought it was working well now - but there you go. I'll definately look at some Muisc and Lighting changes - they weren't included in V1 because I getting a bit bored of it and wanted to get it out ASAP, but now it's out I'll definately take a look I'm thinking of changing the music to the PotC pack's 'The End is Nigh' so I can tweak it a bit, but I'm not sure. I do like The Crysalis of Eternity.
Anyway, Thanks a lot for the Feedback.
SP
2010-01-29 22:54:00

Author:
Cpt_Sainsburys
Posts: 187


Overall I liked this level. It was frustrating in one spot but other than that it was just challenging but good. The visuals throughout were good and detailed up until the end, where you escape from the crate, that was kind of disappointing.

The one part that was frustrating was the area with the spikes you have to jump over and then the platform comes down and presses you down. One of those platforms has grab material and you have to swing and drop down before the next platform comes down. That spot in particular was annoying because the timing was random and I would just end up sitting there for a minute or two waiting for the platforms to line up. But then, if I would make a mistake and die, I would have to do the whole thing over again and wait another minute or two. Overall, I probably sat in that one spot for 5 minutes (between the 6 deaths) just waiting and it was very annoying.

Immediately after that section is a magic mouth with camera, and that camera got me killed because it zoomed out right as I was walking forward and ended up running into the spikes with my momentum. You need a checkpoint there (right before the boxes that appear in a random order) because if you die there you have had to do that section I mentioned above all over again.

Other than that, this level was pretty fun. I didn’t see that you have published any other levels so if this is your first one, you did great. Even if you’ve made others too, I’m still impressed.

For the F4F, check out my sig below.
2010-01-30 00:49:00

Author:
pacosanchez88
Posts: 32


Thanks for the Feedback! I'll definately look at making some of the changes you suggested - I now have a small amount of thermo left from streamlining the seaweed at the beggining - I'll see if I caadd some more detail to the are where you get out of the crate. I'll also make sure to take a look at the up-and-down platforms - Orginally they were in sync, but I tweaked the grabbable one and forgot to change the other to be in Sync. I'll look at putting a checkpoint in where you suggested too.2010-01-30 10:10:00

Author:
Cpt_Sainsburys
Posts: 187


It's not a problem. I'll check it out again, sometime this weekend. 2010-01-30 10:34:00

Author:
DrunkenFist_Lee
Posts: 172


It looks fantastic! The logic looks a bit "chunky" so maybe If you need thermo...

Will play as soon as unbanned
2010-01-30 12:17:00

Author:
Kern
Posts: 5078


I like hard levels and you got the difficulty just right for me. I died most times on the three rotating wheels after the two platforms hanging on strings. The highlight was the vertical drop section. The puzzle was unfittingly simple but the levels is very enjoyable.2010-01-30 20:17:00

Author:
Kipmonlin
Posts: 251


Thanks for the feedback. I'm going to spend tommorrow fixing the level up and getting it as good as I can, so if You're planning on playng it you might want to wait for tommorrow evening. It's got 3 stars at the moment thanks to the Error that Lee mentioned, But i'm hoping with a bit of luck it'll climb back up to 4. A lot of the Logic is quite chuncky, But most of it is only there to control sound effects. There are 2 Permanent switchs, a Randomizer and an AND gate, but most of the rest is all timers and stuff for the sound effects.
SP
2010-01-30 22:10:00

Author:
Cpt_Sainsburys
Posts: 187


Played through this last night and wow it's challenging. It's got some really tricky bits but I enjoyed it a lot. Found a couple of places where the automatic layer switching was a problem (more annoying than level breaking though.) I can tell you that the cameras make it multiplayer challenging too. Single player is much better. No real suggestions other than to pay very close attention when game testing your level to where the layers take sackboy. Nice work though. Keep at it!2010-01-31 02:39:00

Author:
Morgana25
Posts: 5983


Ya I tried it on multiplayer and it just didn't work that well. On the part where you have to drop (which despite my previous problems with it is the best part) I died because I dropped but the other person didn't and the camera stayed with them...they didn't move for some reason....and I ran out of time.

Oh and could you please check out my Topsy-Turvy Temple (redux) level for my f4f?
2010-01-31 14:37:00

Author:
cthulhu82
Posts: 211


Thanks for the Feedback everyone. I'm currently redoing large sections of the level to make it easier, I've changed the music and messed around with the global lighting a bit. I've also added a camera angle to the drop-down section swo it should hopefully be a bit more multiplayer friendly. I do still reccomend playing with one person as the level is deisgned with one player in mind, but It shouldn't misbehave too much with multiple players. The puzzle at the end may struggle with 4 players, but as long as you coordiante yourselves, it should work well. I'll make sure to check all of your levels out tommorow. Anyway, thanks to all of you for playing,
SP
Edit: Just checked it and it has 4 Stars and a 3:1 play-to-heart ratio, so I'm really pleased.
2010-01-31 22:14:00

Author:
Cpt_Sainsburys
Posts: 187


OK, Having played again last night, I have come with feedback. I did notice a few changes you've dropped in, and I'm glad to see that it's come a long way from the 1 play / 1 star scenario you were at when I first came to it! Overall it's a fun little level with a good variety of challenges, if a little on the short side. I also like how it kinda spirals out and you can see the beginning area again, this adds to the feeling of actaully being in a box


There are a few little points I'll bring up, nothing major, but things you might want to bear in mind for your next project. First off was the magic mouths, they mostly seemed a little bit unnecessary, as this is effectively a themed obstacle course so there isn't really a narrative to drive along. You could probably have got away with a single mouth at the beginning, with maybe another along the way. Alternatively, you could use less cutscene mouths, not having a cutscene for non-vital information makes it easier for the player to skip, which is especially useful on repeat plays. This is really minor stuff, but there are a couple of places where the cutscenes can result in death, as they trigger whilst navigating past one of your fiendish obstacles. If a player dies in this way it will always seem unfair, so it's something to watch out for.


I thought the checkpoint placement was a little off as well. Not enough to be a major problem, but some of the checkpoints were far too close to hazards. In a couple of places it's possible to die on the hazard before the checkpoint (which may be a bonus for some players ) and this always seems a little unpolished. The checkpoints are also to close to the following hazard as well in a couple of places - I like to be at a full sprint when I respawn, and if the hazards are too close together then I'm dead before my little sacky feet hit the ground! Try to think of checkpoints as sanctuary, as well as just a means to respawn. They just need a little bit of breathing room either side so they feel safer. This isn't something that you can really shoehorn into this level, as it's not worth the effort to spread things out here.


You can also spot a randomiser over to the right hand side before you head upwards, so you might want to move this a little

So you know, my feedback is always negative-sounding. I nit-pick and the things I bring up are often very minor and completely subjective, so bear that in mind. Judging from the OP and the fact you've been tweaking the level make me think that you're looking for ideas for improvement, so that's what you got


All in all, a great first level, keep up the good work.
2010-02-03 13:29:00

Author:
rtm223
Posts: 6497


Hey there
Ok time for some feedback.

I like your text intro nice first impression.

I really like your enviroment you have created although I dont know why I am here. I like story levels myself but that doesnt mean I dont like good levels reguardless of story and I do think this is a very good level.

FYI on the (see saw planks with the spikes on the ends) one of them got stuck on the spikes below and it was very hard to jump across. While your platform elements didnt differ that much but it didnt bother me as to me they really fit your theme.

I thought you did a really good job over all.

4 stars Hearted and Fun tag



Please play and comment on my new level:
https://lbpcentral.lbp-hub.com/index.php?t=21937-*-*Attack-of-the-BORG*-*-Part-5-The-Human-Invader!-*With-Pictures*
2010-02-05 03:31:00

Author:
AJnKnox
Posts: 518


Thanks for the Feedback both of you. I'll have a look at making the checkpoints into safer areas - I think if I move them back a layer it should solve most of the issues. I'll definately have a look at The obstacle with the swinging platforms and the spikes, and remove the cutscene cameras and some of the speech bubbles entirely. **** that randomizer. There is actually a camera there but this is the second time it's not worked. I'll have a look at it. I'll also make sure the cutscenes aren't triggering incorrectly. Anyway, Thanks for playing!
SP
2010-02-07 12:52:00

Author:
Cpt_Sainsburys
Posts: 187


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