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The Great Charred Valley

Archive: 8 posts


The Great Charred Valleyrofl_waffle
A standard platformer level with a desert theme. There's a few tricky parts but it's not terribly hard, a little on the short side as well.
Hey everyone, I was just wondering if anyone would be able to check out my second level, The Great Charred Valley. It is my second level so I'm still getting used to creating levels so don't expect a whole lot, but I'd really appreciate it if people could give it a try. Constructive criticism is appreciated. Please heart the level and me as an author as well (but only if you like it I'm trying to get the create trophy legitimately). Thanks in advance!
2010-02-11 04:27:00

Author:
roflwaffle
Posts: 69


I hope this doesn't sound like a silly question, but how did you make the ropes grabbable?2010-02-12 05:49:00

Author:
DarkDedede
Posts: 672


By using dissolve material and making it into the thin oval shape, then making it to the smallest size possible and then chaining them together with a piece of dark matter at the end.2010-02-12 23:46:00

Author:
roflwaffle
Posts: 69


Very impressive first(second?) showing! Visuals were simple but well executed, platforming mechanics were nice (your application of ropes for swinging, there was one in particular that was really good i forget). A couple of small tips: Use 2 materials for the ground (a top layer of one material and then the rest of the ground with another). When you have the lava-ish platforms that rise up out of the void, i'd do something to those to make them look realistic (maybe only make the core out of lava stuff or something). I wasn't able to get by the section with the periodically disappearing platforms though, i might give it another run through at some point.2010-02-14 04:49:00

Author:
RCIX
Posts: 250


I picked up LBP again (and having a lot of fun ) and I made a couple of tweaks to my level, so I thought I'd bump my thread. Replaced 2 check points with infinite life checkpoints (in the area with the disappearing platforms and the steep bridge sections), added score bubbles, and a few decorative objects. I don't know if I can change my original post at all, but if at all possible, I'd like to opt into F4F as well.2010-05-04 06:01:00

Author:
roflwaffle
Posts: 69


Not sure if you knew this, but players can jump over the mountain to the left of the starting point and end up all the way under the level.
Liked the wobbly raising and lowering platforms. Also liked the platform jumping right after that where you need to get past a platform with fire in the middle. I bet that gives players some trouble...
Visually... I like that you didn't go for 100% silhouette. The lighting looked super awesome with the mesh walls. Good choice on those. Good use of the pre-made cactus objects too.
Under the disappearing platforms, all the way on the fired up material, there's a random block... any significance to this?
Your level ended kind of abruptly. Didn't seem to have much of a build in the action leading up to the end.

Overall, short, but good looking with everything working and a few cool ideas. Great stuff dude.

P.S. - Let's have a race to see which of our levels will reach 40 plays first! If neither of us reach that, let's just go for most plays by June!
2010-05-05 03:50:00

Author:
mr Radical 5601
Posts: 515


Thanks! Made the slope at the start steeper and removed the block. And yeah, I kinda rushed the end because I just wanted to finish the level when I made it, but the thermometer is too high to do any more (the cliffs have way too many vertices ).2010-05-05 18:47:00

Author:
roflwaffle
Posts: 69


Greetings Rofl_Waffle (love the name);

I've just completed your level and found it to be a *very* challenging platformer, but I *did* complete it. Below are my comments:

-- I thought that the atmosphere and theme were well set up, using a minimalist style for buildings, landscape, and decorations, but consistent and flowing well together. In general, I love detail, but in this case, I didn't mind the stark, more 'abstract' setting -- it worked.

-- The soundtrack was well selected, and flowed well from piece to piece, with an interesting contrast between intense, difficult platforming bits and soothing music in the background. It was a nice balance, and reminded me of circus acts where the performers were doing amazing feats to low-key music, emphasizing the beauty of the act rather than the pure, intense 'stunt' factor. You perhaps did change music a bit too often, but overall, it was pretty good.

-- My biggest complaint is the *lack* of wide-angle camera views, when there were many cases where it was needed to show the player where the heck he needed to go/jump. This forces the player to make far too many "leaps of faith" or base a jump *entirely* on some obscure tidbit in the far lower right-hand corner of the screen (or somewhere similar) --> this is highly annoying. Often a bit of trial and error jumping and dying was required..."Oh! there's my goal!" I kept wanting to zoom-out just a bit, just so I could see a little better.

-- There are several places where the player encounters a sheer cliff which plunges down to the fiery depths. There are also several places where the player is expected to jump down a sheer cliff to get to the next checkpoint and next problem. How is the player supposed to know the difference? Especially when the narrow field-of-view blocks where you are supposed to be going a lot of the time. This had me standing there on a cliff edge going...."Hmmm...I don't see anywhere else to go but down, but I won't be surprised if I get fried *again*." You may want to devise some manner of signaling to the player that *this* particular cliff is safe...while *this* one is dangerous.

-- The level failed to build up to a climax or some kind of big "finale." Instead, it just sort of, well, ended. "Oh! That was the last one!" In general a level should build up to...something: the big finish, and NOT, repeat not necessarily a boss fight (the most common 'climax' element).

EDIT (a few more things -- the above was written late at night ):

-- In the same way that the level failed to build up to any sort of finish or climax, it also failed to set up any sort of introduction: something to grab the player's attention and give them the motivation to travel through your work (it was just sort of: [poof], platform. platform, platform, etc., [scoreboard]). With all of the levels out there, first impressions are *extremely* important: grab their attention, and keep it!

-- I would recommend putting little, visible Grab Switches on the "string" that is grabbable, and (obviously) no grab switch on the string that is not. I stood there for a bit on the very first platform, waiting for something...a zip-line, a suspended gondola, something...to show up. When nothing did, I decided to see if you used the "grabbable string" trick -- you had. Later on, however, I tried grabbing some string running between some perilous platform jumps, and of course found that it wasn't grabbable. You, the creator, know your platform well, but try to look at it from the viewpoint of someone who's never seen it before.

-- There is one part where you jump down and there are flames to the right and a lump of rock in the middle layer to the left. The flaming layers have three score bubbles in them (perhaps knocked down from above?), which *seemed* to indicate one should go that way...which, of course, I couldn't (to quote P.T. Flea: "Flaming Death!"). Only THEN did I see the dimly visible R1 sticker on the ground below the clump of rocks. You might want to (a) get rid of those misleading score bubbles, (b) steal the R1 sticker from "Get a Grip" and make it more visible (i.e. obvious), or (c) add a magic mouth which says ("Tap R1") on the clump of rocks.

Overall, it was a fun trip, and very difficult for an old gamer like myself. You have a lot of potential and talent, and should focus your future efforts on developing a "story arch" for your level (look that up if you don't know what I mean).

Best of luck to you, and please F4F the level below.

-- Nanluin
2010-05-06 05:22:00

Author:
Nanluin
Posts: 98


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