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HMS Doubtless Part 1

Archive: 7 posts


HMS Doubtless Part 1michaelhoar
As a hired specialist working in conjunction with the military, you are asked by an anonymous buyer to retreive something of great value from a sunken Royal Navy ship
I got this idea after playing a Half Life 2 mod called HMS Defiance and HMS Defiance 2: http://www.moddb.com/mods/hms-defiance - http://www.moddb.com/mods/hms-defiance-2
I also created this level to experiment with the new water.

http://i729.photobucket.com/albums/ww298/pvtpuffy14/1.jpg

http://i729.photobucket.com/albums/ww298/pvtpuffy14/2.jpg

http://i729.photobucket.com/albums/ww298/pvtpuffy14/3.jpg

http://i729.photobucket.com/albums/ww298/pvtpuffy14/4.jpg

http://i729.photobucket.com/albums/ww298/pvtpuffy14/5.jpg

http://i729.photobucket.com/albums/ww298/pvtpuffy14/6.jpg

Thank you for you time.

LBP.me: http://lbp.me/v/q69x7f
2010-01-30 20:05:00

Author:
The Gentleman
Posts: 360


Hiya

I saw your post on 'help' and thought I'd come play your level.

You've got a really good grasp of atmosphere, and you have a HUGE amount of decorations. Your nice use of camera work - especially at the beginning means that you capture the enclosed feeling of the boat really well. The use of varied locations works well, although the water was pretty dark. The 'communicator' device worked nicely and I did feel like I was 'on a mission'. The walking through dark with sound effects at the end was genuinely funny, and the cliffhanger ending sets up part 2 nicely.

A few suggestions...
**It's short. - I know your thermo was probably screaming at you - but careful planning and studying of some of the 'thermo' threads should give you some ideas how to get it down. I think It would have been more satisfying to do this whole mission in one level and then a sequel could be a new mission in another place. It is possible to have a good looking level and still be a lot longer. Check out my magpie level or maybe some of jackofcourses timber levels to see how it can be done.
**It lacks polish. By polish i mean, minor bugs, things that look a little weird, places that are hard to get through, random straight edges in a cave. grammar mistakes, etc etc. TBH I think you have real potential in your level, but I kept noticing little things that made me go 'oh - thats not QUITE right'
Some examples - the diving bell got me trapped under it and then the light went off. My contact in the cave fell over when I shot him down. Random square electric things in a cave which doesnt seem to fit with the decor, etc etc - and none of these things are real problems in themselves, but all together they just mean it lacks polish.

I have a few suggestions for you as a creator--
1. DEFINATELY carry on creating because you're good.
2. Make some friends on here and on PSN. Approach other creators who dont have many levels done yet and play together. They will give you good feedback on your level before your main release.
3. Make all your levels F4F (feedback for feedback) - its next to the 'new topic' button. - then play other F4F levels, leave good feedback and they will a) play your level b) give you feedback on it, which gives you a bumped post and almost certainly more plays.
--tbh if a post ISNT F4F I know a lot of other creators won't even come in it. So that is a MUST. Everytime you release a level, do F4F on 10 other recent ones. --also helps you make friends here too (see point 2!)
4. Get involved in other parts of the forum socially and put links to your levels in your forum sig. DONT go into other parts and say PLAY MY LEVELL!!!111 - but do go socialise and it'll happen naturally.
5. Do minor updates to your level, edit it, and republish it a few times during the first week of release - should help you get a few more plays as well.
6. Learn some more advanced techniques - study the lbpc logic pack - post on those threads any questions. This will make your levels more interesting from a gameplay point of view AND get you noticed in other forums. I noticed a lot of your gameplay was 'put the keyball here' (and theres nothing wrong with that) -but - Studying the logic pack should get you some more advanced ideas to go with that.

On a final note - I popped into your final warhammer level too - I LOVED the warzone - although the polish issues definately still applied - i found moving around difficult - but I thought the atmosphere was great. I would really enjoy playing through a LONGER level like that with puzzles, strong holds to break into, maybe a boss, etc. example - instead of having the player arrive as the charges go off. Make the player run forward to set the charges, then run back to the detonator. --make sure there is plenty of cover and the shots from the bunker have a nice easy patten and you've got another great section on the level.

Hope that EPIC post helps - I might turn this into a mini tutorial at some point.

Adi
2010-02-07 08:55:00

Author:
TheAdipose
Posts: 533


Hey, man! I played HMS Doubtless! Looks pretty neat, however I couldn't finish it. I died a lot in the water at the beginning and then respawned inside the diving cage! There is no way out and after restarting several times (and subsequently dying) I simply lost patience. There are a couple ways to fix this problem... I'd personally stick a checkpoint in the water and set up a proximity switch to it. set the radius as big as the water area so you'll be sure to trigger it once you fall in! Get rid of the one in the cage, and voila! No getting stuck!! I'd love to check it out again, but I feel it needs at least that much addressed... Like I said, it looks cool, and I want to get through it! Maybe I'll try again tonight!

Keep creating, I think you have a lot of potential!!
2010-02-08 16:54:00

Author:
Aselrahc
Posts: 185


I enjoyed the level and the story to it was good. I died quite alot at the part where you need to drag the block down to the circular room with the electric rotatating hazard. It was hard to judge when to make my move because I couldn't see the electric hazard until I was in harms way. Maybe a better camera angle. I think you should have continued with water instead of adding a jetpack into the level where you still need to get higher in the ship. All in all, great visuals and a great level.2010-02-08 18:19:00

Author:
shindol
Posts: 78


hey!

That was a really neat level! The story was cool, although the level ended fairly suddenly. Seems like a sequel's on the way, eh?

I too got stuck in the part with the drop pod, but that is very early in the level so restarting isn't a big deal But it should be easy enough to fix and you should fix it as it might deter others from trying your level out.

The visuals were very good, but there's not too much in the way of game play. apart from the short electric segments and retrieving the mag switches the level was really short and I thought it ended a tad too quickly. Hoping to see more soon!
2010-02-09 06:02:00

Author:
Duffluc
Posts: 402


CHANGLOG 1:
-Fixed problem with getting trapped in the incursion pod
-Fixed camera problems in the underwater section
2010-02-12 14:25:00

Author:
The Gentleman
Posts: 360


Abit of a news bulletin: with LBP2 my first project is to create a worthy remake of this level. I am already thrilled with the process so far on it so watch this space true believers!2011-02-12 21:57:00

Author:
The Gentleman
Posts: 360


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