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#1

The somnium *spotlighted* *Mmpicked*

Archive: 43 posts


The somniumangel-punishment
A voyage through the depths of imagination ,interesting platforms ,great vistas ,epic boss battles and a couple of new game mechanics. I hope you enjoy this audio-visuals interactive experience .
All feedback is appreciated ,and will be included on the next entry .
2010-02-09 22:56:00

Author:
maxjeager
Posts: 39


WOAH! Those pictures look amazing!

Looks nice.
2010-02-10 00:21:00

Author:
piggabling
Posts: 2979


WOAH! Those pictures look amazing!

Looks nice.It plays better, lol,thanks and i hope u like it .
2010-02-10 00:42:00

Author:
maxjeager
Posts: 39


Just updated the level (a speech bubble got deleted and i added it again)2010-02-10 15:10:00

Author:
maxjeager
Posts: 39


New picture(i wont be adding more pictures i don't want to spoil the surprise)


http://farm3.static.flickr.com/2728/4345926713_403170f42a_o.jpg
2010-02-10 17:42:00

Author:
maxjeager
Posts: 39


I've been looking for a tag for...well 1 minute, but the one I was looking for was missing : abstract

I was imagining a painting as I went along, this was such an amazing experience.

In the end, I settled for Artistic :hero: Thanks for sharing this with us ^^
2010-02-10 18:09:00

Author:
Oddmania
Posts: 1305


I've been looking for a tag for...well 1 minute, but the one I was looking for was mising : abstract

I was imagining a painting as I went along, this was such an amazing experience.

In the end, I settled for Artistic :hero: Thanks for sharing this with us ^^

Im really glad you like it, (i'm the creator) .
2010-02-10 18:56:00

Author:
maxjeager
Posts: 39


hey anybody there .2010-02-11 20:09:00

Author:
maxjeager
Posts: 39


The visuals of this level were very artistic and there was a great use of lighting through out that gave it a very surreal quality. I also liked the use of "light as a guide" although at the second boss fight the light is a hazard and it changes with no explanation. There is lots of jumping on objects that are spread out between layer and personally I find it jarring and strange. Rather than a discernible story, there is a strung together series of scenes and too seemingly random boss fights. I can tell that boss battles are your passion as the first boss in particular is very well done and quite beautiful. The second one isn't quite as grand in scope or look or difficulty and game logic seems to dictate that the order of these two should have been reversed. Ironic that you thought the game play in Poe was too difficult as 80% of the game play in your level is based on the same thing. Jumping. The other 20% is paintinator boss battles.

Overall: Excellent boss battles and visuals but the game play was a little unbalanced and the lack of a solid story had me feel like i was moving with no rhyme or reason in an extremely lateral fashion. 3.5 Stars
2010-02-11 20:34:00

Author:
ezBadfish
Posts: 52


Awesome level, one of the best I've played in a while. You had some very fresh and original ideas in this, and its was beautiful to look at.

5* and hearted
2010-02-11 21:36:00

Author:
GruntosUK
Posts: 1754


The visuals of this level were very artistic and there was a great use of lighting through out that gave it a very surreal quality. I also liked the use of "light as a guide" although at the second boss fight the light is a hazard and it changes with no explanation. There is lots of jumping on objects that are spread out between layer and personally I find it jarring and strange. Rather than a discernible story, there is a strung together series of scenes and too seemingly random boss fights. I can tell that boss battles are your passion as the first boss in particular is very well done and quite beautiful. The second one isn't quite as grand in scope or look or difficulty and game logic seems to dictate that the order of these two should have been reversed. Ironic that you thought the game play in Poe was too difficult as 80% of the game play in your level is based on the same thing. Jumping. The other 20% is paintinator boss battles.

Overall: Excellent boss battles and visuals but the game play was a little unbalanced and the lack of a solid story had me feel like i was moving with no rhyme or reason in an extremely lateral fashion. 3.5 Stars


Im glad you like it .i'm curious to know what are the unbalancing issues you ve encountered since you are the very first person of out fifty that says so. Im sad that you dont even read the description since it tell you there is no story is a voyage trough the imagination more of an art piece(in which the flown is driven by the music and visuals) than a story driven level .
"Ironic that you thought the game play in Poe was too difficult as 80% of the game play in your level is based on the same thing. Jumping" As i stated on the Poe review the problem is that the very first time you play it you don't know what will happen and since the guillotine goes to fast it might kill you for not know what to do ,just because you didn't explained it, and since you only have one chance is just stupid and punishing ,not hard.on the other hand in my level the only thing you need to do is to keep pushing forward is self explanatory and not stupid hard, is challenging since you require skills and intelligence to beat it (all the visual cues are at plain sight ) .

im really sad to hear my opinion in your level affected your opinion in mine since i m just trying to help.
2010-02-11 22:28:00

Author:
maxjeager
Posts: 39


Very nice. I only really noticed two things

1. Sackboy tends to lunge forward when he his changing layers while jumping and landing, which makes some platforming somewhat frustrating. This was especially annoying in the part, near the beginning, with the small blocks.

2. At the first devil boss, I wasn't too crazy about the checkpoint being located directly underneath his mouth. I died twice due to his breath attack. I assume there was an infinite checkpoint, but it still was a bit annoying to die twice.

Otherwise, this level was challenging, and visually engaging. A rare combination among the community levels in this game. Keep up the good work
2010-02-12 06:18:00

Author:
DarkDedede
Posts: 672


Excellent level! Five stars! Forget whoever said that it needed a story; I love a good story but, every level's different, they don't all have to tell a story. The amazing visuals alone took you on a journey & I loved every second of it. Anyhow, I play with people all the time & its honestly sad how most players just rush through a level and never bother to read text or watch cutscenes or even stop to take in details. So, its hardly worth the effort to tell a story when most players are just too restless to pay attention.
Great job!
2010-02-12 08:25:00

Author:
ApeCheese
Posts: 369


I'll take a look soon, looks very promising!2010-02-12 09:54:00

Author:
RCIX
Posts: 250


okay, i'm playing it through as im typing this. the entry looks beautiful. i dont know how you got the glitch to go so far back, but wow, it really adds depth, and i know how annoying it can be to work with that glitch.

this has a very myst/riven kind of feel! spooky and engaging. the birds... hold on, imma re-dress sackboy to fit better here.... and awesome.

i must say that you did a fantastick job with the architecture falling apart. (except that building that falls in the background... it just has a wierd sound... otherwise cool) and now im feeling like david bowie in "labrynth"... these boxes are annoyingly hard to traverse though.

cool boss battle... a little hard to tell whats going on, but pretty cool. it fits with the theme.

and now i feel like im in an art deco lamp... i have a question... how did you get those lights/points or whatever they are to spin like that in the background?

fantastic lighting effects with the green stairs/pillars.

i like that boss!!!! the gestures, and lighting, was very well done. i started to run out of options real quick and had to aim just so, and tap for all i was worth! i like him.

and now... a mushroom swamp on another planet.... the music here,,, is very good. the sounds, and lighting are phenomenal on this level! i can't even express it! great! great great great!

using the reflections to play was a nice touch. that was something i've not seen before.


okay, in summary i will tell you that visual and audial elements are absolutely stunning. if there were a number before #1 i would give it to you. the gameplay is a bit difficult, but no in a challenging way, just a kinda annoying one. the boxes for instance near the beginning, and anytime you placed something at sackboys limit it tended to detract from the visuals. but i couldnt be happier that i tried your level. if this doesnt get spotlighted, i dont know what i'd do. great job, 5 stars herated and with a "beautiful" tag. great job!

If you get a chance please check out my much less visually stunning level "trap mcsack!" any input would be useful, and i'd be ever grateful.
2010-02-12 15:11:00

Author:
TJapan
Posts: 225


Im glad you like it .i'm curious to know what are the unbalancing issues you ve encountered since you are the very first person of out fifty that says so. Im sad that you dont even read the description since it tell you there is no story is a voyage trough the imagination more of an art piece(in which the flown is driven by the music and visuals) than a story driven level .
"Ironic that you thought the game play in Poe was too difficult as 80% of the game play in your level is based on the same thing. Jumping" As i stated on the Poe review the problem is that the very first time you play it you don't know what will happen and since the guillotine goes to fast it might kill you for not know what to do ,just because you didn't explained it, and since you only have one chance is just stupid and punishing ,not hard.on the other hand in my level the only thing you need to do is to keep pushing forward is self explanatory and not stupid hard, is challenging since you require skills and intelligence to beat it (all the visual cues are at plain sight ) .

im really sad to hear my opinion in your level affected your opinion in mine since i m just trying to help.

...and I'm really sorry to hear you assume something negative about me yet again that is just not true. Your view on my level in no way effected my view on yours. Its unfair to me to say so because it trivializes my honest critique of your level and makes me seems ignorant and childish and I assure you that's just not true. I just was commenting on all the jumping there is in your level and found it ironic, that's all. That's where I found an imbalance too. I was jumping through 80% of the level, like i said in my original post. I'm all for artistic levels and I understand them as well having taken many many art and art history classes. Like I said, the atmosphere and visuals and bosses were excellent, and the reflection idea was a great way to change up the jumping gameplay.

I'm not necessarily saying it needs a story but it needs something to either drive the linear nature of the level (a story) OR the layout needs to be tweaked so that it isn't just going in one direction then switching when the level runs out of room to go a different direction. I just don't see a romp through dreamland as a linear thing. I mean there are a million opportunities to mess with the overall layout of dream scape levels and my criticism was that it was too linear.
2010-02-12 16:16:00

Author:
ezBadfish
Posts: 52


Man that was trippy. I thought that the reflection idea was brilliant. Whatching your Sackboy jump platforms in the reflection of the water. Ingenious. I disagree with the comment above that you need a story to drive the level on. It's absolutely perfect as it is.2010-02-12 16:54:00

Author:
shindol
Posts: 78


...and I'm really sorry to hear you assume something negative about me yet again that is just not true. Your view on my level in no way effected my view on yours. Its unfair to me to say so because it trivializes my honest critique of your level and makes me seems ignorant and childish and I assure you that's just not true. I just was commenting on all the jumping there is in your level and found it ironic, that's all. That's where I found an imbalance too. I was jumping through 80% of the level, like i said in my original post. I'm all for artistic levels and I understand them as well having taken many many art and art history classes. Like I said, the atmosphere and visuals and bosses were excellent, and the reflection idea was a great way to change up the jumping gameplay.

I'm not necessarily saying it needs a story but it needs something to either drive the linear nature of the level (a story) OR the layout needs to be tweaked so that it isn't just going in one direction then switching when the level runs out of room to go a different direction. I just don't see a romp through dreamland as a linear thing. I mean there are a million opportunities to mess with the overall layout of dream scape levels and my criticism was that it was too linear.

I' m really sorry for saying that ,but you were projecting that since in the review you mentioned your level without any kind of productive relation just to say how ironic it was my criticism for you.
Thanks for your feedback .
THe linearity of the level is not a complain is it ??? since when does a level, game ,Etc became not as good as other for being linear(linearity is what drives my story less level from not getting confusing nut , splitting it or branching it would be a terrible design choice and didnt suit the experience i was trying to do ,and accomplished with the level .
Hey take care and cya on lbp .
P.S. plz make a story driven level with a Poe theme in it ,that would be awesome since you are a good creator and writer.
im fixing those darn blocks at the beginning of my level.
2010-02-12 17:00:00

Author:
maxjeager
Posts: 39


Its not about the linearity, linearity is fine. Its that nothing drives the linearity. You go straight one direction then turn and go straight the other direction. I know that in the history of gaming there are thousand of "flat" levels. Look at early Mario for example. Based on the idea that you move left to right. The difference is that in Mario there is something besides jumping to break up and distract from the fact that you ARE moving so directionally. Mixing up the layout does not have to mean making it confusing or convoluted. Sure it would be a bit of a challenge as a creator but I think it would make a difference in the level in general. As it would re-enforce the dream like nature of the level.

Please understand that I'm not trying to be argumentative.. I'm only trying to be understood because it seems like my point is being missed.
2010-02-12 17:31:00

Author:
ezBadfish
Posts: 52


Its not about the linearity, linearity is fine. Its that nothing drives the linearity. You go straight one direction then turn and go straight the other direction. I know that in the history of gaming there are thousand of "flat" levels. Look at early Mario for example. Based on the idea that you move left to right. The difference is that in Mario there is something besides jumping to break up and distract from the fact that you ARE moving so directionally. Mixing up the layout does not have to mean making it confusing or convoluted. Sure it would be a bit of a challenge as a creator but I think it would make a difference in the level in general. As it would re-enforce the dream like nature of the level.

Please understand that I'm not trying to be argumentative.. I'm only trying to be understood because it seems like my point is being missed.


You don't have to worry about your point being missed or anything is that your point is not valid in this conversation ,your complain is :the level does not have a motivation yet you finish it and you like it ,The motivation of this level lies in the enjoyment you get from the scenery and music and i have achieved that,then your complain is not applicable since it has a motivation and a good one (is like asking for a motivation to look at art ,listen to music other than the enjoyment you get for the way the author expresses and what it means to you ).
Cya take care .
2010-02-12 22:33:00

Author:
maxjeager
Posts: 39


angel-punishmente???? No eres tu el amigo de Carlos Arteaga? Creo que hace tiempo jugamos juntos LBP. Como un a?o, Ten?as unos niveles de dragones no? o de aviones. Es bueno verte por ac?.

Al rato juego tu nivel y a ver cuando creamos algo juntos!!!!
2010-02-12 23:09:00

Author:
Duckywolf
Posts: 198


Wow. There's this little thing called humility that I feel that you are lacking at the moment.

When you ask for criticism, you really should accept it, and not say that it is "not valid." That comes across as arrogant, and very disrespectful to the person giving the feedback. Whether or not you decide to accept and/or implement the suggestions in the design is totally up to you. Arguing with someone, based on the feedback that you asked for in the first place, reflects very poorly on you as a designer. It's just an opinion.

Also, contrary to the previous post. No design is "absolutely perfect as is." There's always room for improvement. Plus, you are making a level to be played. If your audience is making the same observation, maybe it would be in the best interest of the design to make an adjustment or two. Of course, if you want to rest on your laurels, that's your right.
2010-02-12 23:56:00

Author:
DarkDedede
Posts: 672


Wow. There's this little thing called humility that I feel that you are lacking at the moment.

When you ask for criticism, you really should accept it, and not say that it is "not valid." That comes across as arrogant, and very disrespectful to the person giving the feedback. Whether or not you decide to accept and/or implement the suggestions in the design is totally up to you. Arguing with someone, based on the feedback that you asked for in the first place, reflects very poorly on you as a designer. It's just an opinion.

Also, contrary to the previous post. No design is "absolutely perfect as is." There's always room for improvement. Plus, you are making a level to be played. If your audience is making the same observation, maybe it would be in the best interest of the design to make an adjustment or two. Of course, if you want to rest on your laurels, that's your right.
Im sorry if i ever made that impression ,since i been recollecting feedback to the level design(i've been trying to fix those blocks in the very beginning ,but since the thermometer is almost full all the possible fixes i 've tried break something else ,i might have to leave it the way it is and try to add a compensative feature to help with over jumping some of them,also i been working on the first boss to make him not attack you when you ve just re spawned ), not to the way i have to represent my ideas (in a strictly sense of aesthetics ,art and atmosphere),in no moment i have insult anyone ,i have argued politely about a point of view that appear incorrect in the context of a review (argue is not a bad thing is more beneficial than just leaving a comment without any kind of sign its being beneficial or not and leaves a lot ).
Once again i apologize if on any moment i was an idiot . all im was trying to do is to focus all the great feedback people have been giving me to make a more enjoyable experience .

Cya and take care .
2010-02-13 01:15:00

Author:
maxjeager
Posts: 39


Hola ducky ,me da gusta a mi tambien el encotrarte aqui,y espero que disfrutes de la experiencia que trato de proyectar con este nivel

Cuidate ,y nosvemos en lbp
P.D. seria genial ahcer algo juntos .
2010-02-13 01:17:00

Author:
maxjeager
Posts: 39


Just a quick update on the level

The level has received a minor update

the first platform sequence involving hovering cubes has received a overjumping feature allowing you to over jump some of them without falling.

Unfortunately thats all ihave for now .i acknowledged there are more complains but since the thermometer is allmost full all my attemps on tweaking and or solving them have resulted on epic fails(the waterfall stops working the final scene stops working or the funniest one i have seen so far is ,one of the bosses going up and down all the time killing it self LOl).

thanks for all the awesome feedback,keep it comig and i hope to have a working patch soon(more news coming tomorrow)
Cya all and take care
2010-02-13 01:48:00

Author:
maxjeager
Posts: 39


I haven't read all the feedback on the thread so I'm just going to say a few of the things I really liked about it.

+ It feels very original and arty in places
+ Good platforming challenges
+ Love some of your lighting effects
+ The alien landscape with the distant planets at the end is really beautiful. Nice perspective and color use there
+ Reflected platforms is really excellent. I've not seen that done before and it's very cool. Almost wish this section was a bit longer and varied a bit but that's just because I enjoyed it so much.

Looking forward to more work from you and thanks for a unique experience.
2010-02-13 02:47:00

Author:
Morgana25
Posts: 5983


Still, it's usually not the smartest thing to outright tell someone that they are wrong. Some people may find that offensive. Just because you may have a point of view that may differ, doesn't mean that the other person is wrong. They are just sharing an opinion on your design. If you disagree with them, all you have to do is simply justify your decision to do something else, or nothing at all. It's your design, and what happens to it is ultimately up to you.

Just remember that you are making a level for other people to play. I doubt you invested all the time in that level just for you. Sometimes your views may differ from a good portion of your audience, and you may choose to make changes that you might not fully agree with. It's not always the case, but sometimes it is for the best.
2010-02-13 03:22:00

Author:
DarkDedede
Posts: 672


Hello everyone ,i want to thank you all for all the good feedback you have given me ,im really honored that this many excellent creators like it . Unfortunately im here to inform you that i cannot fix the minor complaints on this level ,after five hours of intense work i have given up (i fix something something else goes wrong ) it have not let me me focus on my upcoming projects ,so i have decided that all the feedback i ve gathered so far and the one to come will help me on my next level Nocturna supressio , plz keep the feedback coming is crucial to me.
Cya all in lbp and take care.
2010-02-13 15:52:00

Author:
maxjeager
Posts: 39


Wow i just played your level and i was bedazzled all the time ,the lights ,the bosses ,the platforms ,the landscapes they are all great and fun . This is my favorite level so far and one of the best ever ,Congrats keep the good job coming.
5 stars and hearted
2010-02-18 16:38:00

Author:
maniacs231423
Posts: 1


Just here letting you know i ve been spotlighted ,i couldnt be more honored, thank you so much .2010-02-22 02:26:00

Author:
maxjeager
Posts: 39


As every one else has said. BEAUTIFUL!

I found my self walking slowly instead of running just to take in the view.
2010-02-23 00:36:00

Author:
Delirium
Posts: 349


A good, unique level with good game play and nice design. Wasn't this the level on LBPodcast?2010-02-24 04:35:00

Author:
warlord_evil
Posts: 4193


A good, unique level with good game play and nice design. Wasn't this the level on LBPodcast?

Im glad you like it. Yes the guys at lbpodcast featured it .
2010-02-24 16:50:00

Author:
maxjeager
Posts: 39


OMG OMG I have been picked and not randomly but Mmpicked ,i cannot be more happy, and o boy the sequel is gonna be even better (only 20% and is looking uber amazing)
http://www.mediamolecule.com/community/mmpicks/level/the_somnium/
2010-02-26 00:02:00

Author:
maxjeager
Posts: 39


OMG OMG I have been picked and not randomly but Mmpicked ,i cannot be more happy, and o boy the sequel is gonna be even better (only 20% and is looking uber amazing)
http://www.mediamolecule.com/community/mmpicks/level/the_somnium/
:eek::eek::eek:
That's amazing! you did do an awesome job for this level, i'm glad you were picked
2010-02-26 03:18:00

Author:
RCIX
Posts: 250


This level is outstanding and truly artistic. The background 3D glitch is breath-taking and the lighting is something I haven't seen in any levels. The bosses are awesome too. One of the best levels ever. :>
P.S. How did you make the reflections of an planet in one of your backgrounds?
2010-03-06 17:50:00

Author:
JustinArt
Posts: 1314


P.S. How did you make the reflections of an planet in one of your backgrounds?

Hi justin, sorry for answering this late but i have been extremely busy .The reflections were nothing more but an accident they were added at the very last week (i had already past beta ,so i wasn't planing on adding anything) ,to answer your question everything was already in the level ,i added the water modified the camera angles and voila .
Im really glad you like it ,the joy people get is the only reason why i made this level (to think that a pilot made this ,is kinda crazy dont you think .lol)
2010-03-26 18:14:00

Author:
maxjeager
Posts: 39


Wow thats cool!2010-03-26 18:23:00

Author:
Castleland
Posts: 32


Wow that was an happy accident. I played this level 4 times and I'm starting to find the answers. Yeah it is kinda crazy for a pilot. I'll be looking forward to see part 2.
P.S. Guess what. I got first place in the scoreboard of this level. I scored 691 points so far and I only died twice.
2010-03-28 07:09:00

Author:
JustinArt
Posts: 1314


I thought the ending was hilarious as I couldn't see how this need a "conclusion". But it was weird and strange and just the type of level I like.2010-03-28 12:03:00

Author:
BasketSnake
Posts: 2391


I search your level and it came up that I played it before, but I could not remeber. So I played it, straight a way I could remeber it. It is such a unique level with great visuals and gameplay. I loved it
:star::star::star::star::star: and a Heart from me
2010-03-28 13:01:00

Author:
litled
Posts: 165


This level is still my all time favorite level [tied with the sequel]. Still enjoy the great visuals and gameplay. Awesome job on this and the sequel.2010-09-06 17:51:00

Author:
JustinArt
Posts: 1314


Wow, I played this level some hours ago. It's been an interesting experience. The visuals are really unique. Is great how you play with the light and darkness. The first boss is awesome visually, but the second is little bit worse, I have to say

Regarding the gameplay, it's quite good, but not outstanding . In the first boss, you may be killed as you are respawed, which is little bit annoying. The platforms at the end, in which the only reference is the reflect in the water is an awesome idea, and I have not seen that so far

Great job, :star::star::star::star::star: from me.

If you have time, it would be great if you could take a look at my level "The tanks factory 2". Thanks mate
2010-09-07 17:13:00

Author:
onturenio
Posts: 138


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