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Zephyr Valley 2

Archive: 118 posts


Zephyr Valley 2mrsupercomputer
http://www.brentsimmons.com/lbp/zv2_1.jpgYou saved Zephyr Valley's Windmill and defeated the villainess sky pirates... or so you thought! The pirates have returned and this time they want revenge! Make your way through the caves and protect the village before it's too late!

http://www.brentsimmons.com/lbp/zv2_badge.PNG

Well, it's finished. And it only took? actually let's not talk about how long it took. Zephyr Valley 2 is finally here and that's all the matters. I've put a lot of work into it and with the help of some great creators (who I'll get to in a second), I think I've managed to pull off a worthy sequel to Zephyr Valley. So, please give it a play and let me know what you think. I hope you like it.

I'd also like to thank a few people. First, thanks to all my testers, CCubbage, comphermc, ConfusedCartman, GrantosUK, javi haguse, Keldur, and rtm223. Not only did many of them play test the original (that I completely scrapped), but their feedback was essential in this new and, in my opinion, much improved version of ZV2. I'd especially like to thank Keldur for being the testing and feedback machine that he is. If you want someone to break your level, call that guy. I guarantee, he'll make you scratch your head and wonder "How the heck did he do that?"

In addition to the testing, I had a lot of help from some of these guys with actually building the level. Javi, Compher, and Rtm spent a lot of time floating around in create mode with me, giving me ideas, testing those ideas, and reassuring me that the level was pretty fun. I'm not sure I would have finished it without their motivation. So, while playing, think of Javi when you see the cool vines and elevator puzzle, Rtm when you see the "wall jumpers", and Compher when you see anything else that uses logic (he streamlined a lot of my bulky logic). Thanks for the help guys, it was very much appreciated!


http://www.brentsimmons.com/lbp/zv2.jpg


http://www.youtube.com/watch?v=TrR7ok8pf5Q
Thanks to Chimpanzee for the video!
2010-03-02 15:57:00

Author:
mrsupercomputer
Posts: 1335


Awesome!!! Can't wait to give it a few hundred plays! 2010-03-02 15:59:00

Author:
jwwphotos
Posts: 11383


*passes out from sheer excitement* Horray!2010-03-02 15:59:00

Author:
Morgana25
Posts: 5983


Wow... it's out! I'll give it a play when I get home.... As a playtester, I can also reassure you that this level is FUN! Every bit as good as the original, and also introduces a number of great new ideas. It has, IMHO, one of the best chase scenes I've seen - one that really got my adrenaline pumping. This also solved the issue of the original ZV2, in that I didn't feel I spent too long in caves - some of the coolest parts of this one are the burning town.

I LOVED the elevator puzzle - it may be a bit hard for a child to figure out, but to me thats a good thing. The solution made total sense.

Also, the glass water effects are some of the best I've seen - a number of months ago I was trying to make the argument for still using simulated water, and this pretty much makes my point for me - I've not seen a torrent of water flowing through quite like this.

Great job, 923 stars and 215.4 hearts!
2010-03-02 16:06:00

Author:
CCubbage
Posts: 4430


It is finally here! As a playtester, I can guarantee that this level is worth every second you spend in it. And if my favorable opinion does not convince you, just go and play the prequel!2010-03-02 16:11:00

Author:
Keldur
Posts: 628


I was a playtester as well, and all i can say is this is one of the best levels I've played in LBP... EVER!!
There's so much stuff I love about this level that it makes me sick!! lol
GO PLAY IT NOW!!
2010-03-02 16:18:00

Author:
javi haguse
Posts: 744


Oooh - This looks spectacular. I can't wait!2010-03-02 16:27:00

Author:
v0rtex
Posts: 1878


Hey, you said you were gonna wait for my classes to finish to publish! We're fighting!

Ha, kidding. I've played this level probably a hundred times now, but I want to play it some more. It's amazing to see the evolution of the project over the past [removed] months. I couldn't believe he completely (and I mean completely) scrapped the original level. It wasn't bad or anything, but the new one is so much better. The little details are crazy, and I love how everything completely resets if you mess it up somehow (you're welcome!). The water looks great, and the platforming/puzzles are dang solid.

On a side note, with the exception of maybe Subterranean Setbacks, this has got to be the largest level out there. When backed up, it's a massive 1200 KB approximately. All of the pipes and decorations, and much of the detail was added at the point where he couldn't add anything to the level. Everything was so calculated, it's crazy.

But, I do have to say that the chase is the second-best I've ever played.
2010-03-02 16:36:00

Author:
comphermc
Posts: 5338


Hey, you said you were gonna wait for my classes to finish to publish!

I wanted to give you something to look forward to!


I couldn't believe he completely (and I mean completely) scrapped the original level.

Shhh! We're not supposed to talk about that! It makes me look crazy!
2010-03-02 16:41:00

Author:
mrsupercomputer
Posts: 1335


Wow i must say, this level looks very interesting. I will definatley be playing this when im next on lbp 2010-03-02 16:43:00

Author:
Fenderjt
Posts: 1969


Shhh! We're not supposed to talk about that! It makes me look crazy!

Not like having a monitor for a head doesn't already seem to point that out...
2010-03-02 16:45:00

Author:
jwwphotos
Posts: 11383


Oh no! You released it without my feedback.... Well now I'll never tell you all the places it's broken. So there 2010-03-02 16:49:00

Author:
rtm223
Posts: 6497


But, I do have to say that the chase is the second-best I've ever played
Well, the problem is.... yours doesn't have a motorcycle. NOW, if you want to stick a motorcycle in your level - THEN we'll talk!
2010-03-02 16:50:00

Author:
CCubbage
Posts: 4430


Oh no! You released it without my feedback.... Well now I'll never tell you all the places it's broken. So there

Sorry, I just couldn't wait! Especially after he whole ps3 debacle that happened yesterday. I was ready to get it published!
2010-03-02 16:53:00

Author:
mrsupercomputer
Posts: 1335


Well I'll make sure to upload pictures of your dark matter and level floor when I get home in a couple of hours then. Ask comphy if you don't believe I will 2010-03-02 16:55:00

Author:
rtm223
Posts: 6497


Well I'll make sure to upload pictures of your dark matter and level floor when I get home in a couple of hours then. Ask comphy if you don't believe I will

oh, he will!! it's the whole "ninja" persona...
watch out for that guy!! he's sneaky....
2010-03-02 17:37:00

Author:
javi haguse
Posts: 744


Just played. The first was brilliant but this is 10 time more epic. Only complaint is that the ending is abrupt but with all the detail going on, that's inevitable. Also, it's cool that you worked in a couple of puzzles to break up the platforming2010-03-02 17:56:00

Author:
Unknown User


loved it! darker than i expected and the water u made is prob the best ever made, 5stars and a heart x2010-03-02 18:04:00

Author:
Bombw87
Posts: 126


Awesome! I've been keeping an eye out for this ever since I tried out the first one. The wait was worth it, that's for sure. I really liked the simulated water, it looked a heck of a lot better than REAL water! The gameplay was also awesome, and I loved the set piece moments like the rockfall and the sky pirate bombings. I have no idea how you got those things to reset. The race was amazing! At the end where you jump onto the big guy of the motorcycle, if you manage to grab his left leg he won't move. maybe make an or gate there for that situation? The only thing i can complain about is the fact that you set up the bubble combo's so perfectly I didn't have a chance to take in the absolutely breathtaking visuals! 2010-03-02 18:59:00

Author:
Duffluc
Posts: 402


hard to get thing right the first time when you dont really know where you going and that you only have so much time for you from down but enjoyed it alot heart and five stars2010-03-02 19:50:00

Author:
jump_button
Posts: 1014


Hi mrsupercomputer

i played Zephyr Valley 2 a few hours ago, i was looking for it everytime i saw the publishing message when you published it but it was just a closed beta version or something :S

I like this level but i think its not that good like the first part (but maybe i think that because i played it with 4 players)
The visuals are amazing, gameplay is good too story was fine too.

I gave it 5 stars and a heart.
2010-03-02 20:00:00

Author:
Chicoleunis
Posts: 123


Absolutely fantastic. A lot better than the first one I think!

Some of the ideas in there were amazing. The little touches of things collapsing and falling around you were excellent. Usually atmospheric levels really lack in gameplay but you've managed to pull everything into one package here. Firstly, the water is just ridiculous, I must have stood around that for about 5 minutes just admiring it. That alone makes it 5 stars. The catapults were good too, really liked them.

Just everything was perfect to be honest. The race scene was awesome, it will probably get a little frustrating for some if they have to keep starting over but there's not much you can do about that I'm guessing. One thing, does the bike zoom off on its own or is it when you grab it? The first time, it just went flying off and I totally missed it, the second time he seemed to zoom off exactly as I grabbed it, but that could just be coincidence

One of the best levels available in every aspect. Really good job.
2010-03-02 20:01:00

Author:
jackofcourse
Posts: 1494


Oh I got to play this one...! **** PS3...

It looks great!! I love your levels!

(wow you made it to the cool levels section in 3 hours... )
2010-03-02 20:06:00

Author:
dajdaj03
Posts: 1486


Ze-Ze-Ze- Zephyr Valley... 2?

At last! My life is complete!

I'll HAVE to check this out.
2010-03-02 20:11:00

Author:
Frinklebumper
Posts: 941


This level puts the AMAZING in amaze. Seriously, one of the best levels ever.

As jack said, the water was amazing! I had to sit there in awe for minutes! Nice work!

What more is there to say? The chase scene was great but at times it felt non-existent in the sense that I could run way ahead to the point i couldn't even see if I was still being chased. None-the-less, phenomenal work.

Gave it 5 stars and hearted it. NIACE
2010-03-02 20:24:00

Author:
iGotFancyPants
Posts: 1355


Thanks for the positive feedback everyone. I'm glad to here that most of you are enjoying it.


Just played. The first was brilliant but this is 10 time more epic. Only complaint is that the ending is abrupt but with all the detail going on, that's inevitable. Also, it's cool that you worked in a couple of puzzles to break up the platforming

Actually, I planned to end it that way from the very beginning. I know it's abrupt, but it sets up part 3 rather nicely, don't you think?


loved it! darker than i expected and the water u made is prob the best ever made, 5stars and a heart x

Thanks, I was actually worried that some people might not like the darker tone, but it felt like the right way to go so that it'd be a similar, but different environment than the first. Glad you liked it.


Awesome! I've been keeping an eye out for this ever since I tried out the first one. The wait was worth it, that's for sure. I really liked the simulated water, it looked a heck of a lot better than REAL water! The gameplay was also awesome, and I loved the set piece moments like the rockfall and the sky pirate bombings. I have no idea how you got those things to reset. The race was amazing! At the end where you jump onto the big guy of the motorcycle, if you manage to grab his left leg he won't move. maybe make an or gate there for that situation? The only thing i can complain about is the fact that you set up the bubble combo's so perfectly I didn't have a chance to take in the absolutely breathtaking visuals!

Thanks, the water is one of the first things that I made. I wanted to get it just right and it looks like I accomplished that! The chase sequence is reset using Rtm's demitters. It was a painful process! I will look into adding an "or" gate at the end. I'm a little short on thermo though!


hard to get thing right the first time when you dont really know where you going and that you only have so much time for you from down but enjoyed it alot heart and five stars

Are you referring to the chase sequence?


Hi mrsupercomputer

i played Zephyr Valley 2 a few hours ago, i was looking for it everytime i saw the publishing message when you published it but it was just a closed beta version or something :S

I like this level but i think its not that good like the first part (but maybe i think that because i played it with 4 players)
The visuals are amazing, gameplay is good too story was fine too.

Yeah, you saw my beta versions. I wanted to try and get it as bug free as possible. I would recommend giving it a go by yourself as I think 1 player is best, but I did play with up to three and thought it all worked. I'm glad you liked it though!


Absolutely fantastic. A lot better than the first one I think!

Some of the ideas in there were amazing. The little touches of things collapsing and falling around you were excellent. Usually atmospheric levels really lack in gameplay but you've managed to pull everything into one package here. Firstly, the water is just ridiculous, I must have stood around that for about 5 minutes just admiring it. That alone makes it 5 stars. The catapults were good too, really liked them.

Just everything was perfect to be honest. The race scene was awesome, it will probably get a little frustrating for some if they have to keep starting over but there's not much you can do about that I'm guessing. One thing, does the bike zoom off on its own or is it when you grab it? The first time, it just went flying off and I totally missed it, the second time he seemed to zoom off exactly as I grabbed it, but that could just be coincidence

One of the best levels available in every aspect. Really good job.

Thanks Jack! I'm really glad people like the water. I was king of worried that the release of the water dlc would make it look bad, but I think it works well. Nice to see you liked the catapults as well. I had a lot of ideas for them, but just couldn't fit them all in.

As for the chase, you are correct, some people have found it frustrating, but I felt a reset was the best way to go about it. I really wanted to avoid a "floating" checkpoint above the level. And I am aware of the issue with the bike. It happen to a few of my testers, but I have no clue why it does that. Compher speculated that the logic for the bike may be too far away, so I have tried moving it closer, but I guess it's not close enough… or it's an entirely different issue. Thanks for reporting it to me though!



What more is there to say? The chase scene was great but at times it felt non-existent in the sense that I could run way ahead to the point i couldn't even see if I was still being chased. None-the-less, phenomenal work.


Yeah, I'm aware of that. Compher helped me build some multi speed logic for the bike, but ultimately, it made the ramping action way to hard to plan out, so I took it out and went with one speed. Next time, taunt her a little bit you show off!


And thanks again everyone!
2010-03-02 20:26:00

Author:
mrsupercomputer
Posts: 1335


this is ridiculous! you've made it to the cool levels in record time!! what was it? like 2-3 hours??? geez........
this is gonna be a fun week for ya. Congrats again!
2010-03-02 20:40:00

Author:
javi haguse
Posts: 744


Absolutely outstanding. There was just so many nice touches and good ideas all the way through. Definately 5* and hearted.

Sadly... vision for the second part of discworld was an exciting chase through a burning city which re-emits if you die. .....and you got there first! *goes back to ideas book*
2010-03-02 21:04:00

Author:
TheAdipose
Posts: 533


I screamed when I saw you could click on this in your sig. Awesome by the way. 2010-03-02 21:45:00

Author:
X-FROGBOY-X
Posts: 1800


Played this earlier with my buddy. Wow. It was worth all the effort you put into it.
- The visuals were reminiscient of the 1st but still felt like something new, and were great.
-The gameplay was epic.
-I really like the way you started it right where the 1st left off, well done.
-One problem, right before the chase, when you are falling to the ground, i got burned to death before i hit the ground by the burning edges while still in the box.

Very.......very good. oth of us hearted and i rated 5 stars, which raised the overall to 5 stars. I guess it went back down though, oh well.
2010-03-02 21:46:00

Author:
Jrange378
Posts: 573


*cheers*

Well you knocked this one out of the park!

Firstly, the water. Wow. Beautifully done. And a nice surprise to see it used more than once, i thought ah,'here's the thermo-killing beauty shot!' as i walked across it and then you gave me second helpings. Yum yum. The sudden swing down from the cavern collapse was really well executed too, nice and instinctive.

The story was surprisingly effective actually, jumping across the burning village with the violins playing away gave it a lot of heart.

The platforming was fun and problem free, and i was so engrossed i only realised there were bubble chains on the second play. The way you spread that first chain across 4 or 5 different obstacles is really nice.

The enemies and final boss were all great and fun, and the icing on the cake was the bike that just tried to mow you down being your getaway transport, nice touch! : )

An epic adventure level!
2010-03-02 22:29:00

Author:
julesyjules
Posts: 1156


This'll be the first thing I play most likely when I get the chance.2010-03-02 22:55:00

Author:
JellyWeasel
Posts: 64


Well, I played it 4 more times.... really excellent stuff! I liked the tweaks you made from the beta - everything seemed perfected. I 8-year-old walked in and said "that water looks great!". So, you impressed him too!

The most striking thing about this level is that you managed to squeeze something fun into virtually every piece of the level. Great design!
2010-03-02 23:58:00

Author:
CCubbage
Posts: 4430


The level creation that I have witnessed since becoming a member has been astounding, and seems to keep getting better. Amamzing level!2010-03-03 05:20:00

Author:
shawneboi
Posts: 221


Ever since I played the prequel about, ummmmmmm, quite a while ago, I've been hoping there would be a sequel and it's HERE!2010-03-03 05:39:00

Author:
Arctos13
Posts: 258


Pro-I loved the amount of detail on buildings,characters,etc.I liked a few of the gameplay elements that were scattered throughout,too.

Con-It was a little repetitive in some sections of the level.The motorcycle mad-lady was tough for me,but I still liked that scene.

Overall- :star: :star: :star: :star: and a heart
2010-03-03 11:08:00

Author:
AbstractFlesh
Posts: 837


It's weird that people pick up on resetting scenes as a negative IMO. If you die twice on a normal piece of platforming, no one thinks anything of it - you just do the section 3 times. When a creator goes to the effort of resetting a chase scene, people moan they have to do it more than once. I understand if you had to play through it many times, but one of the comments I saw on the level said something along the lines of "it annoyed me I had to do the chase 3 times". I felt like replying that there's no need to do the chase 3 times, just don't die and you'll be fine

I can only assume that this is simply a case of the community just not accepting things outside the norm. Chase scenes are 1-chance events, that is the standard implementation and that's what people expect. Just another case of where going the extra mile, or branching out from the norm is not appreciated in this community.

Anyways, I love it. If you can get through the village scene without dying, the pacing and intensity is absolutely spot on. The closest thing I've seen to an action movie in LBP and the various events (things falling apart etc.) happen with just the right timing that the landscape changes around you, but you never have to wait for it to settle. Combine that with some of the best environmental puzzles in the game - no "pull on a lever to proceed" mechanics here - gameplay is fully integrated into the environment in a believeable manner.

Personally I think the second half is much stronger than the first, but then the first has one of the best bubble combo chains ever, so I let it off

The main feedback I had were for a couple of areas wherer minor breakage / awkwardness could occur and in general there are a couple of areas where camera tuning would help IMO, but there is nothing major and I'll show you online at some point if you want.
2010-03-03 11:34:00

Author:
rtm223
Posts: 6497


Simply amazing! Loved the caves, they were so beautiful. The gameplay was as great as it could've been and the level was just wonderful!

Five stars and a heart!

I hope you continue to create more full levels!!
2010-03-03 11:40:00

Author:
piggabling
Posts: 2979


This is a truly epic Adventure level. Period.

There's always things going on, things breaking, missiles flying.

I sat on my soffa like a kid on christmas eve, smiling and laughing the entire duration of the level =D

This is by far ( No offence ) the best level I've ever played, simply because it had everything I look for in a level and it made me want to improve myself as a creator.

I could probably go on and on about this ( AWESOME ) level, but I kind of have to go play it another billion times.

5 stars ( wish there could be more ) and a Big Fat Heart =D
2010-03-03 12:12:00

Author:
jakpe
Posts: 84


It's weird that people pick up on resetting scenes as a negative IMO. If you die twice on a normal piece of platforming, no one thinks anything of it - you just do the section 3 times. When a creator goes to the effort of resetting a chase scene, people moan they have to do it more than once.
I had the same negative feedback when I made the creatures in Starship Troopers reset AND when I forced the player to perform the entire landing in Splat II. I LOVED that when I died the first time I played this chase scene I got to try it over again. There's something really satisfying about getting to accomplish the entire scene - and the play balancing is just right so it doesn't become frustrating.
2010-03-03 13:01:00

Author:
CCubbage
Posts: 4430


What an awesome level! Definitely improved on the first, which is hard to do!

I didn't mind having to do the chase scene a couple times, I thought it was a little more cinematic actually. My problem was having to do it again because I missed the jump at the end. The lady had already died, so it felt like I was done, but then I had to do it again. Felt a little anti-climactic, but this is all a little nitpicky.
2010-03-03 14:08:00

Author:
thekevinexpress
Posts: 256


Again, thanks to everyone for the feedback thus far! I really appreciate it!


Sadly... vision for the second part of discworld was an exciting chase through a burning city which re-emits if you die. .....and you got there first! *goes back to ideas book*

You can never have enough exciting chases through burning cities!




-One problem, right before the chase, when you are falling to the ground, i got burned to death before i hit the ground by the burning edges while still in the box.

That happen to me as well. I updated a version last night in an attempt to fix it. Hopefully it will work.


*cheers*

Well you knocked this one out of the park!


Thanks so much Jules! I felt a lot of pressure with this one and I'm excited to see such positive reactions!


I liked the tweaks you made from the beta - everything seemed perfected.

So, I guess this is what I should do from now on. Build a level once, give it to you guys to test, completely scrap it, and then build a new and better level! It's crazy…. but it worked!


Pro-I loved the amount of detail on buildings,characters,etc.I liked a few of the gameplay elements that were scattered throughout,too.

Con-It was a little repetitive in some sections of the level.The motorcycle mad-lady was tough for me,but I still liked that scene.


Thanks! So it was the chase that you found repetitive? Is this because you had to restart or was it the layout of the chase itself?


It's weird that people pick up on resetting scenes as a negative IMO. If you die twice on a normal piece of platforming, no one thinks anything of it - you just do the section 3 times. When a creator goes to the effort of resetting a chase scene, people moan they have to do it more than once. I understand if you had to play through it many times, but one of the comments I saw on the level said something along the lines of "it annoyed me I had to do the chase 3 times". I felt like replying that there's no need to do the chase 3 times, just don't die and you'll be fine

I can only assume that this is simply a case of the community just not accepting things outside the norm. Chase scenes are 1-chance events, that is the standard implementation and that's what people expect. Just another case of where going the extra mile, or branching out from the norm is not appreciated in this community.

I think some of the frustration may occur when people complete the first part of the chase and then die trying to reach the villager. My original intention was to have a checkpoint there with an emitter for another bike. So that way, even if you didn't achieve the ideal scenario, you could restart in the burning building with another bike ready to go. Unfortunately, I just didn't have the space for that extra emitter, so it had to go. So I can understand some frustration, but at the same time, I feels it's much better than a checkpoint floating over head or some other method that would result in the player missing a lot of the action if they die.



Personally I think the second half is much stronger than the first, but then the first has one of the best bubble combo chains ever, so I let it off


The caves were primarily a way for me to let players "relive" the first Zephyr Valley (point chains, pretty visuals, easy platforming, etc), before venturing into the dark, burning, and destruction filled village.




The main feedback I had were for a couple of areas wherer minor breakage / awkwardness could occur and in general there are a couple of areas where camera tuning would help IMO, but there is nothing major and I'll show you online at some point if you want.

Sure! I want to improve it as much a possible!
2010-03-03 14:29:00

Author:
mrsupercomputer
Posts: 1335


So my life has been full of business and I haven't been on the forums in a while. Then I stumble on Zephyr Valley 2!!?? I can't wait to play this one! ZV1 is one of my all time favorites to play over and over. Given the great talent involved in the birth of ZV2, this will be the first thing I do when I get on LBP tonight!2010-03-03 14:50:00

Author:
Aselrahc
Posts: 185


I think some of the frustration of the end chase scene may come from having to go up in the balloon at the start. After you have died the first time, that scene becomes pretty redundant. You already know that it's just going to get shot down and you're going to end up exactly where you were, so it feels like a bit of a waste of time, if that makes sense. Personally for me, it's not an issue, but I can see how others could be irritated by it.

I think it kind of just drags it out a bit. If you died and you just respawned straight to the chase scene again, I don't think people would be commenting on it as much.

What some people are saying about how it's weird that she respawns and comes back to life is just odd. You're playing a game, every time you die, you come back to life and get another go until you get it right, this is no different
2010-03-03 16:57:00

Author:
jackofcourse
Posts: 1494


What some people are saying about how it's weird that she respawns and comes back to life is just odd. You're playing a game, every time you die, you come back to life and get another go until you get it right, this is no different

Funny innit. In most other videogames, you fail at a section, the enemies respawn, and nobody bats an eyelid. Here, like rtm said, it's just a case of it being unfamiliar and not what sacks are used to.
2010-03-03 17:54:00

Author:
julesyjules
Posts: 1156


I think some of the frustration of the end chase scene may come from having to go up in the balloon at the start. After you have died the first time, that scene becomes pretty redundant. You already know that it's just going to get shot down and you're going to end up exactly where you were, so it feels like a bit of a waste of time, if that makes sense. Personally for me, it's not an issue, but I can see how others could be irritated by it.

I think it kind of just drags it out a bit. If you died and you just respawned straight to the chase scene again, I don't think people would be commenting on it as much.


Yeah, I think that is completely valid. I discussed that with Compher after spending a lot of time trying to find the best area to "reset" the chase. The balloon, while not ideal, works extremely well for a reset. It moves all the players to a different area and prevents multiple players from running back into the sensor area and reemitting the chase. However, it does have the player motionless in a balloon... which is a tad boring, I admit. Perhaps I should have had the elevator crash on the building, but have the doors fall off, dropping the players out... hmmm.. that might have worked well too. Oh well!



What some people are saying about how it's weird that she respawns and comes back to life is just odd. You're playing a game, every time you die, you come back to life and get another go until you get it right, this is no different

I thought the exact same thing!
2010-03-03 18:00:00

Author:
mrsupercomputer
Posts: 1335


Oh yeah, I fully understand your reasons for the balloon part. It's exactly what I would have done to be honest. It gets the players out of the way and ensures everything is consistent and will always happen the same. Compromises are a part of creating and anyone who creates enough will appreciate that. It's absolutely fine as it is as far as I'm concerned, but I guess a few comments on it are inevitable!2010-03-03 18:13:00

Author:
jackofcourse
Posts: 1494


i played a second time today...
something i forgot to mention is that i loved the masks used as roof tiles that was genius, and also that it never gets boring to see that eye patch girl get smacked in the face with a burning log x
2010-03-03 18:40:00

Author:
Bombw87
Posts: 126


Sweet! My favorite level's sequel! 2010-03-03 18:59:00

Author:
Chump
Posts: 1712


Brilliant sequel. Congratulations are in order. No doubt the first (sequel) was way above average too! So a few standouts Good or Bad: The water current. I've never seen anything quite like that... a beautiful creation. (It can't be said enough). The whole level is pretty... the puzzles are seamless and invisible in the grips of the story... the pirates; they come off as little more than cardboard cutouts-- they represent no actual danger-- more an annoying inconvenience ... although they do blast away nicely.

The lightning effect switching to b&w... very nice usage of that global device... inspired!

I dont like chase scenes... once you've done one, they're all very reminiscent of each other... yours was quality, but smacked of Compher's All Mine (wonder why that was?) which is still the skulldozer... over and over... again.

The last jump and grab hits the player really quick... I missed it the first time, felt slightly cheap. I think that adds to a lot of the remitting complaints you may receive... who wants to do it all again just to get to an easy jump/grab? That's the frustration, imho.

All in all the quality shines through and the Supercomputer brand grows... ZV1 is still my favorite of yours! ZV2 looks stunning though on the silver podium.
2010-03-03 19:30:00

Author:
Gravel
Posts: 1308


Played last night and love LOVE the visuals on this one. It's darker than the original but so in the same universe. Loved that you have water powered machinery that compliments the wind powered stuff from the first. Everyone has said it but I can't ignore how gorgeous that water is. Brilliant and mind blowing! The assent into the town is great fun to figure out and the challenge was tough but very fair. I enjoyed that things would break and leave you hanging wondering where the heck to go next. Felt very dynamic and exciting.

I liked the lady pirates. Tattooed lady pirate was a particular lol moment for me and mama was just the right amount of cranky.... like Mama Tortelli from Goonies The motorcycle chase with them was fun and I adore that vintage bike! Popping paint to the other pirates heads was fun too. Loved the detail that they fling off platforms when you get them too. Very cool!

I only have one thing I'd mention that I had even the slightest issue with. The chase reset is fine but once mom & sis get biffed, why couldn't there be a checkpoint so you didn't have to do it all over again? After the 5th or 6th time it's a little repetitive and I can see less patient players quitting (which is a real shame on such an excellent level)

So was it worth the wait for me? Of course! ZV1 left some HUGE expectations and shoes to fill and I think you've nailed it with this sequel. Very cool level MrSC
2010-03-03 19:46:00

Author:
Morgana25
Posts: 5983


The last jump and grab hits the player really quick... I missed it the first time, felt slightly cheap. I think that adds to a lot of the remitting complaints you may receive... who wants to do it all again just to get to an easy jump/grab? That's the frustration, imho.


I only have one thing I'd mention that I had even the slightest issue with. The chase reset is fine but once mom & sis get biffed, why couldn't there be a checkpoint so you didn't have to do it all over again? After the 5th or 6th time it's a little repetitive and I can see less patient players quitting (which is a real shame on such an excellent level)

Ok, I've been getting this feedback a lot. Basically, the checkpoint was the original plan, but I ran out of thermo to fit an extra emitter in there. I am working on it right now though. I think I may have found a few things I can remove without completely changing the look and fill of certain areas. So, bare with me, I am working on it!
2010-03-03 20:22:00

Author:
mrsupercomputer
Posts: 1335


Played this earlier and it's great work. Very clever stuff in there.

I have to agree about the chase scene though. It is brilliant but it took me loads of goes which did get frustrating. I agree with Morgana that another checkpoint would have helped. It would have been easy to put one where you get on the bike.

As gravel says the water effect was excellent. I would have loved to see more of the design too but found it very difficult because it was way too dark. That's the biggest problem for me. I hate dark levels at the best of times but when trying to achieve some perilous jumps, avoid hazards and especially trying to do all that while at the same time being chased and having to do it quickly the darkness of the level just makes it very unfair.

As it is it's a very good level but if it wasn't so dark it would be a masterpiece.
2010-03-03 20:39:00

Author:
mistervista
Posts: 2210


I have to agree about the chase scene though. It is brilliant but it took me loads of goes which did get frustrating. I agree with Morgana that another checkpoint would have helped. It would have been easy to put one where you get on the bike.


Yes, again, that was the original plan, but I had no thermo to work with because I have to emit another bike for the player then. I am in the process of deleting some things to see if I can squeeze a checkpoint in.



As it is it's a very good level but if it wasn't so dark it would be a masterpiece.

I saw your comment in game and lightened it up a tad, so I hope that's better. Turns out I had my gamma settings all the way up, so everything looked fine to me!

Thanks for the feedback!
2010-03-03 21:00:00

Author:
mrsupercomputer
Posts: 1335


Ok, for those of you who wanted another checkpoint... you've got it! I don't know how I managed to squeeze the extra motorcycle emitter in there, but it's in!

I tested it a couple times and it seems to work alright. So if any of you feel like giving it a test, I would appreciate it. When you get to the final building and the sister hits her noggin, the checkpoint will activate. After the bike drives off cliff, a new bike will spawn. So if you fail to make the jump, you should start at the burning building.

So, I hope that makes the ending a little less frustrating for some of you!
2010-03-03 22:56:00

Author:
mrsupercomputer
Posts: 1335


Wait, how in the seven hells did you do that? What did you erase? The thermo looked like if it was about to erupt like a volcano!

... and psst, could you please add a few more bubbles too? Ccubbage went and kicked me off of 1# place! Help!
2010-03-03 23:04:00

Author:
Keldur
Posts: 628


... and psst, could you please add a few more bubbles too? Ccubbage went and kicked me off of 1# place! Help!

Hey! Whoa there, buckaroo.... I'm watching....
2010-03-03 23:27:00

Author:
CCubbage
Posts: 4430


That top spot will be mine when I get around to it anyway...2010-03-03 23:32:00

Author:
jackofcourse
Posts: 1494


I'll try to get up a little higher, but I think #6 (probably lower now though) is going to be where I level off. Note to anyone who sees my name around your score, just die a few times for me. It's all for a good cause you know? 2010-03-04 00:25:00

Author:
piggabling
Posts: 2979


I think I managed to break it.... I sent comphy a pic so he could forward it to you. Managed to break the motorcycle (one from the chase scene) on the way down the ramp (front wheel fell off) Rest of the bike went over the cliff and I went back for a new bike and there wasn't one. So I popped thinking that may set it off and nope, no bike. So I ran back down the ramp and managed to push the wheel off the cliff thinking that was the issue and nope - still no new bike. So, yep - not sure how I mangaged it but I couldn't finish it 2010-03-04 04:19:00

Author:
Morgana25
Posts: 5983


The level was great, I can appreciate all the work that has gone into it. All the characters were beautifully made and extremely detailed, I especially liked how they were scattered throughout, unlike the first where there was only a few. The length of the level was also perfect, it didn't feel as though, "Oh I ran out of thermometer, let me make a quick ending here." In fact, I'd say you have definitely mastered the thermometer. The level was also your hardest, I'm glad you tried to add more difficulty, your levels are mostly pretty easy to complete so this was refreshing. And the water, wow...just wow.

5 Stared and a Heart. Only complaint I had was the motorcycle part, I struggled quite a bit in that section. It took me a while to figure out that I had to run from it and not jump on it. A checkpoint after you get off of it would be nice.


And I know it's too early to say this, but this level will most likely be a candidate for Level of the Year, unless of course you make Basilisk Bog 2.
2010-03-04 04:54:00

Author:
TheFirstAvenger
Posts: 787


I think I managed to break it.... I sent comphy a pic so he could forward it to you. Managed to break the motorcycle (one from the chase scene) on the way down the ramp (front wheel fell off) Rest of the bike went over the cliff and I went back for a new bike and there wasn't one. So I popped thinking that may set it off and nope, no bike. So I ran back down the ramp and managed to push the wheel off the cliff thinking that was the issue and nope - still no new bike. So, yep - not sure how I mangaged it but I couldn't finish it

Bummer! Compher showed me the pic earlier and I freaked out thinking I changed something, but after checking the level I have no idea why it broke. It must have been a fluke, but I I hate that it happen to you after you had such a frustrating experience the first time around. The key for the emitter was on the part that broke... so that's why no new bike emitted. I might have to consider moving the key in case this happens again. Sorry about that Morgana!


Only complaint I had was the motorcycle part, I struggled quite a bit in that section. It took me a while to figure out that I had to run from it and not jump on it. A checkpoint after you get off of it would be nice.

I'm not sure I understand. What do you mean you had to run from it and not jump on it? Were you trying to jump on the bike while the woman was still on it?
2010-03-04 05:12:00

Author:
mrsupercomputer
Posts: 1335


I'm not sure I understand. What do you mean you had to run from it and not jump on it? Were you trying to jump on the bike while the woman was still on it?

Yes, lol. After the speech bubble she chases you so I thought I had to get on the motorcycle(somehow this made sense in my head at the time) but the tire kept on killing me so I finally understood that I had to run away.
2010-03-04 05:21:00

Author:
TheFirstAvenger
Posts: 787


Amazing new level, character design was nice, and platforming was spectacular and action packed. I loved how you used stickers to break the barrier between the layers and make it seem so much more real, what i really enjoyed was the fact that there was no bland over used obstacles, everything was new and exciting, sometimes hard but hey playing that area a second or third time was always worth it, and possible not to mention, great use of remitting, i sometimes popped myself at the end of motorcycle scene just to play it again lol. One great thing was the obstacles felt real, like actual instances in this situation, ive always hated just random floating platforms and spinning wheels and junk, so awesome job with that . Can't wait for the next installment

5 stars and a heart
+ creator heart
2010-03-04 06:04:00

Author:
Littlebigdude805
Posts: 1924


No worries about me MrSC. Just wanted to let you know in case it was something more regular. Sort of funny actually but the only bummer was I had a pretty good 1x score running at the time. I'll try again I'm sure 2010-03-04 06:15:00

Author:
Morgana25
Posts: 5983


OMG, Zephyr Valley 2????!?

*pinches self*
2010-03-04 07:15:00

Author:
CheesyMcFly
Posts: 211


Hey, just wanted to say that the picture I showed you was my own, and not Morgana's. I had it happen as well. I played again and everything worked, so I have no idea how it happened. Perhaps it was some error with the emitters. But that's totally weird because you didn't change anything else, right? I was pretty bummed because I was only 30 points behind Cubb's score.2010-03-04 16:28:00

Author:
comphermc
Posts: 5338


Hey, just wanted to say that the picture I showed you was my own, and not Morgana's. I had it happen as well. I played again and everything worked, so I have no idea how it happened. Perhaps it was some error with the emitters. But that's totally weird because you didn't change anything else, right? I was pretty bummed because I was only 30 points behind Cubb's score.

Oh, ok. Yeah, I don't know why it broke. That's not even the bike that emitted, but instead it's the original bike, the one I've been using this entire time. I mean, we have rammed that bike into so many things while play testing and never broke the front wheel like that. I put the key on the piece that broke, of course I wasn't aware that it would break, but that is why you weren't getting a new bike to emit. I've added another key on the body of the bike, so that if the wheel breaks again, a new bike will emit once the old broken one goes over the cliff. I'll also look into strengthening the bike, but I'm hesitant to change it too much out of fear that it will throw the chase off.
2010-03-04 17:43:00

Author:
mrsupercomputer
Posts: 1335


Well, when it broke, it has some seriously weird behavior. It sort of did a wheelie, as is something was pulling on it, and then.... SNAP. I hung on for dear life, but the bike was flipped over, and so I died. When I respawned, the log was blocking the emit zone. Perhaps emit the bike slightly further ahead of where the orginal crashed? Or just emit it higher and let it fall into place. I don't know, man.2010-03-04 18:14:00

Author:
comphermc
Posts: 5338


I can't wait to play! I loved the first one a lot. By the sound of it, the water is fantastic 2010-03-04 18:24:00

Author:
kirbyman62
Posts: 1893


I hearted it for the water.
I loved it. Very excelent level. Great works on visuals and gameplay. A great all rounder. 5 stars and thanks you for a wonderful few minutes!
2010-03-04 18:25:00

Author:
KQuinn94Z
Posts: 1758


I have internet again. I was about to go to Californyeh but I got the new one in the mail so all is good. So I can play this now.2010-03-04 18:26:00

Author:
BasketSnake
Posts: 2391


Well, when it broke, it has some seriously weird behavior. It sort of did a wheelie, as is something was pulling on it, and then.... SNAP. I hung on for dear life, but the bike was flipped over, and so I died. When I respawned, the log was blocking the emit zone. Perhaps emit the bike slightly further ahead of where the orginal crashed? Or just emit it higher and let it fall into place. I don't know, man.

I wonder if this has something to do with the springs that I use on the front. Springs can freak out sometimes when it's laggy and last night I was experiencing quite a bit of lag with Javi. As for the log, it's not blocking the emit zone, because I am emitting the bike off of the ground. The problem is that the emitter is triggered when the bike goes off of the cliff and into the clouds. The piece with the key broke, so when bike freaked out and drove off the side, there was no key to trigger it. I didn't have it emit when the player respawns, because the bike had been working just fine up to that point, but it looks like I might have to reconsider that.
2010-03-04 18:58:00

Author:
mrsupercomputer
Posts: 1335


Yea the bike did the wheelie thingie to me when it broke. Looked like the connection of the front wheels to the bike is what snapped because the bike was in tact and the front wheel survived but disconnected from the bike itself. I didn't have any problems respawing though.2010-03-04 19:33:00

Author:
Morgana25
Posts: 5983


Ok I just played it and I can assure you it wasn't disappointing, at all. I loved it from A to Z. The fake water was brilliant, the way the enemies die is fluid, yet realistic. I once fell in love with the first part when it was out months ago and then you come up with a breathtaking sequel. The bike chase was refreshing and challenging.
:star::star::star::star::star: and a lovely heart
So, when your next level out? nah jk
2010-03-05 02:38:00

Author:
Chump
Posts: 1712


Incredible,just incredible2010-03-05 04:31:00

Author:
GEK83
Posts: 163


Hey Ho!

Mrsupercomputer I think this is a total triumph!
I really cant add much to all the praise you have gotten for this level.
I had no problem with the bike as some had said.

I thought your puzzles were great and your platforming elements were fresh and fun.
I loved the ever falling apart town and collapsing scenery.

The pirates were great, but I was disappointed that they were so easy. (the only con to me) There part in the story was great, I love a story and this didn't get in the way of the platforming elements either. (I dislike when my bubble chain or jump is interrupted by speech bubbles)

(When a paintnator is given to me I begin to fire at anything in front of me that is still off screen...because of this I sometimes hit the pirate and never even saw them. In part 1 you had a tougher fight with them and that was missed to me.
I am a BIG fan of the items that you climbed or jumped on that began to lower or fall after you were on it.
As virtually everyone else has said I thought your water was done so very well. The rushing river water looked very convincing.

I thought the chase scene was good but once again not much of a challenge to it until the jump at the end, which did take me 3 tries.

Overall I loved it and thought it was a worthy addition to the first part.

Great job!

5 Stars, tagged perilous and hearted!
2010-03-05 14:28:00

Author:
AJnKnox
Posts: 518


The pirates were great, but I was disappointed that they were so easy. (the only con to me) There part in the story was great, I love a story and this didn't get in the way of the platforming elements either. (I dislike when my bubble chain or jump is interrupted by speech bubbles)

(When a paintnator is given to me I begin to fire at anything in front of me that is still off screen...because of this I sometimes hit the pirate and never even saw them. In part 1 you had a tougher fight with them and that was missed to me.


I know they were easy and but was my intention. The villager has been kidnapped, the village is burning down all around you, and these pirates think they can stop you? I don't think so! I wanted you to be an unstoppable force, an action hero. So that's why they are pretty easy and also why they go flying back when you take them out! Maybe I will take it a different direction with part 3 and make them more of a challenge... especially since you are on their ship now.

And thanks for the feedback everyone! I appreciate it!
2010-03-05 15:02:00

Author:
mrsupercomputer
Posts: 1335


I know they were easy and but was my intention. The villager has been kidnapped, the village is burning down all around you, and these pirates think they can stop you? I don't think so! I wanted you to be an unstoppable force, an action hero. So that's why they are pretty easy and also why they go flying back when you take them out! Maybe I will take it a different direction with part 3 and make them more of a challenge... especially since you are on their ship now.

My initial feedback about them was similar, but if you replay with the explanation then it makes a whole lot of sense. The pacing and intensity of the village would be spoiled by "press r1 37 times to kill this guy" style gameplay. The village is very, very, fun to do at a full sprint and you really get that action movie feel if you play like that.

One concept I did come up with, that you might like if you decide to make them tougher on the ship, is armoured enemies that take a few shots to kill, but a headshot will kill instantly with bonus points. It would be a nice little mechanic that wouldn't take much to impliment. Of course on the ship you can also have turrets etc to add more of a fighting challenge.


PS. I don't know if you've seen what I did with your villager yet, I tried to send it to you but couldn't because he is copy protected. You might get a chuckle out of it. I certainly did. I think I may have been banned from javi's moon now though!
2010-03-05 15:22:00

Author:
rtm223
Posts: 6497


One concept I did come up with, that you might like if you decide to make them tougher on the ship, is armoured enemies that take a few shots to kill, but a headshot will kill instantly with bonus points. It would be a nice little mechanic that wouldn't take much to impliment. Of course on the ship you can also have turrets etc to add more of a fighting challenge.

I actually remembered you giving me that feedback from the original version and implemented it a bit in this one. One shot to the head is an instant kill, but it takes three shots to the body. They are pretty easy to headshot though (and they can't aim well at all!), so I don't think people notice that. Maybe I'll up the body shot number a bit in part 3.



PS. I don't know if you've seen what I did with your villager yet, I tried to send it to you but couldn't because he is copy protected. You might get a chuckle out of it. I certainly did. I think I may have been banned from javi's moon now though!

I haven't seen it yet... and now I am scared to!
2010-03-05 15:30:00

Author:
mrsupercomputer
Posts: 1335


What a horribly awful terrible sight it was. ...no, not the level, I am talking about my score that you saw the other day. LOL!

Impressive stuff for sure.. I think I was basically in awe at the whole thing like it was some other game I was playing. I loved the rushing water including the tiny 'spinnies' of water on the pier. The timed destruction of bits, producing gravity placed platforming pieces. The burning village even though that was quite sad. Phenomenal attention to detail for sure. Upsets me greatly at how amazingly good you are as I don't feel I am even in the right timezone!! lol !! I love how you keep raising the bar in your creations, even though by all manner of words, the others you have created are still quite incredible and among my very favorites.

Minor nitpicks.. horribly minor.

I am like AJ in that I like a bit more paintenator action if I am to use it. One shot felt odd, but I did like the reaction of the baddies for sure! Not sure I would want them to be a ton of shots.. maybe like 2 head shots OR 5 body shots whichever came first.

Loved all the scenery, but wasn't a big fan of the almost naked blue wood for some reason.

Some of the camera angles made it a bit harder to see where or what I was to do later in the level, especially during the chase scene. I got over it, but it seemed maybe a bit wide for my jumping comfort factor. ...though my eyesight has been questionable lately.

The first time at the final jump off the motorcycle (very nice one I might add) I think the bubble seemed late and then didn't realize what I was jumping for right off.

Like I said.. horribly minor almost non issues and possibly just my perspective. Like seeing one piece of lint on a shiny new red Ferrari. Have to point it out, but the car is incredible regardless.

500 stars and 20 hearts.
2010-03-05 15:30:00

Author:
jwwphotos
Posts: 11383


I know they were easy and but was my intention. The villager has been kidnapped, the village is burning down all around you, and these pirates think they can stop you? I don't think so! I wanted you to be an unstoppable force, an action hero. So that's why they are pretty easy and also why they go flying back when you take them out!


With that thought in mind I defiantly see what you were going for a can see that it was done well!

And I agree that my next 'run through' will be just that...a frantic sprint to the end!


2010-03-05 15:44:00

Author:
AJnKnox
Posts: 518


I actually remembered you giving me that feedback from the original version and implemented it a bit in this one. One shot to the head is an instant kill, but it takes three shots to the body.

Don't worry, that hasn't been lost on me. I have been trying to get headshots as much as possible. The extra points would certainly be a bonus though. Also, if armoured, you know face masks are a good addition (one shot to break the face mask and one to kill in the face


I loved the rushing water including the tiny 'spinnies' of water on the pier.
Also notice that the eddies spin the correct way, so that the water flows back over itself as it hits the rocks. Possibly the single most important thing about this level
2010-03-05 15:46:00

Author:
rtm223
Posts: 6497


PS. I don't know if you've seen what I did with your villager yet, I tried to send it to you but couldn't because he is copy protected. You might get a chuckle out of it. I certainly did. I think I may have been banned from javi's moon now though!

So wait...... HE HASN"T SEEN IT YET?!?!?! bwahahahaha ur gonna be in for a treat!
btw, let me know what u think of Simms! don't be biased..
2010-03-05 16:33:00

Author:
javi haguse
Posts: 744


Hey nothing much to say about this level, it's awesome i love it well done.2010-03-05 17:33:00

Author:
lbpholic
Posts: 1304


It's high time to play this level!2010-03-05 21:55:00

Author:
theCooper
Posts: 72


My PS3 was in good mood today, it worked!.... but for 2 hours until it froze again.... anyway

The first thing I did is play your level, and all I can say that I really enjoyed it and I spend a very good time playing it!

Everything is so smartly, smoothly and nicely done!
Nice and detailled visuals, great and varied gameplay, well-balanced difficulty, perfect bubbles positionning and so on...
I didn't encoutered any problems, everything went fine for me!

I loved how the level is very dynamic and lively, really action-packed, with all those collapsing parts (reflex needed), or the animation of the pirates when they are shoot for example!

And as everybody else, I was blown away by the fake water! The best I seen!

Really great work! Make more!
No surprise here : 5* + Heart
2010-03-06 02:54:00

Author:
dajdaj03
Posts: 1486


It's finally here and 5X better than the prequel! All that fake water must have taken a lot of thermo but it was worth it for the beauty that it is. Absolutely brilliant! I've never thought of using plain blue wood for a cave and rock setting but it works so well with the overall theme of the level. Dare I ask when the next part will begin construction?2010-03-06 12:33:00

Author:
Arctos13
Posts: 258


Dare I ask when the next part will begin construction?

Well, I have the whole level planned out already... it's just a matter of building it! I will probably take a break from the valley and work on some different things for a while, but that doesn't mean I won't work on bits and pieces every now and then.
2010-03-07 20:27:00

Author:
mrsupercomputer
Posts: 1335


So... early 2011, then?2010-03-08 02:50:00

Author:
comphermc
Posts: 5338


i liked that the pirates were easy, i much prefered the running and jumping over shoot shoot shoot shoot. which was all fantastic.
the motorcycle chase was really cool
2010-03-08 03:56:00

Author:
monstahr
Posts: 1361


A commented on a bug or two in the comments, other than that,
have I ever told you how awesome you are !?!?!?

Right in my top 3 next to Subterranean Setbacks and Laura Cloth: Tomb Raider- Helgardh.

----

Just in my opinions though:

The level is much too dark. It's not that my TV's brightness os off or that the dark hinders gameplay much but I just can't see a reason why it has to be so dark. The colors blend together and you can't see the detail as easily.

The grandma is much too cartoony, lol. Or at least more cartoony than all the other characters. I can't take any villain who looks like that seriously.

----

5 Stars/ Heart/ 6 or 7 playthroughs with tags ranging from Brilliant to Beautiful
2010-03-08 06:11:00

Author:
Incinerator22
Posts: 3251


Just in my opinions though:

The level is much too dark. It's not that my TV's brightness os off or that the dark hinders gameplay much but I just can't see a reason why it has to be so dark. The colors blend together and you can't see the detail as easily.


Well, it's dark because you are in a cave and then in a the village at night! But seriously, I understand the issues with the lighting, but I'm not sure what to do about it. I've had multiple people comment about it being too dark, so I made it lighter and those same people told me it was perfect. I've also been looking at screenshots that are uploaded and most of them are very clear and it doesn't seem too dark at all (except when you end in the ship which is meant to be dark). Because of that, I'm starting to think that the issues may be related to different television settings which I can't control.

Thanks for the feedback though and your comments in game. I really appreciate it!
2010-03-08 14:17:00

Author:
mrsupercomputer
Posts: 1335


I didn't find it dark at all! People can't expect you to change your level to suit them. I don't understand why they don't do something about it by turning up the brightness on their own TVs...2010-03-08 14:36:00

Author:
Rhys125
Posts: 841


This level sucked... lack of originality. Lol jk! I loved this level like peanut and jam sandwiches! Mmmmmmm! the visuals were absolutely delicious! eye-candy! and the gameplay was a 5! Only complaint was the last chase scene... Was a bit unorganized... the checkpoint should have been moving... there might have been a reason that you did that! Anyways great job!2010-03-08 14:49:00

Author:
Tawarf
Posts: 457


Brightness always seems to be a point of contention in levels. I'm using a good (not top end, but pretty decent) TV, THX optimised with the in-game gamma at default which I tend to take as being a reasonable yardstick for how bright a level should be and this looks fine to me.

Remember that all TVs vary in their capabilities, especially contrast ratio, and that's even if we assume that people have they TVs configured properly, which many won't. The in-game gamma settings are there to help when visibility becomes a problem and they are the best solution when dealing with user-created levels. You can't expect the creator to make the level for your TV.
2010-03-08 14:59:00

Author:
rtm223
Posts: 6497


Well, you've done it again. Left me with nothing to critique.

I had a blast playing this one - even more than the first one. I really wouldn't want anything different. :o

I didn't have any problems with brightness.
2010-03-09 02:56:00

Author:
Loius
Posts: 342


That was quite a level you made. Not only did you created stunning burning houses and clever enemies but the game play is fantastic. No problems at all. Excellent work!2010-03-09 05:50:00

Author:
JustinArt
Posts: 1314


the best level i've played in so long. Just putting it out there. Not to offend any other great creator levels but i was blown away by everything in all aspects of this level. graphics were amazingly detailed with stickers and such. The reset thing for when you failed was awesome. the story was awesome i enjoyed it so much. time of day was a nice touch. puzzles were good, took me a few minutes at the elevator but was a really good puzzle. the gameplay and reset qualities just truly blew my mind. If it is possible would you mind showing me the logic used to reset the story when sackboy died b/c i was thinking about how i would do that then your level came out and it inspired my idea so much more.2010-03-10 04:05:00

Author:
bmoney2310
Posts: 187


"I didn't find it dark at all! People can't expect you to change your level to suit them. I don't understand why they don't do something about it by turning up the brightness on their own TVs..." -Rhys125. exactly! my friend complained about Subterranean Setbacks and it darkness when i thought that was perfect also. people need to stop complaining and fix their TVs. dont put their problems on the creator2010-03-10 04:08:00

Author:
bmoney2310
Posts: 187


Oh sweetness. I need to get on this. As soon as I finish my essay. 2010-03-10 08:49:00

Author:
Pulsemap
Posts: 92


Those screenshots are incredible! Now that I have a PS3 again, I can't wait to play it. The original Zephyr Valley was masterpiece in every way!2010-03-11 03:49:00

Author:
TheJollyRajah
Posts: 466


This level was awesome - I see no bad points or glitches in it whatsoever. I really liked the motorbike chase - and even more than that, I liked the fact that you stole it from her later on! Water was awesome - I'm not really too keen on the water MM gave us (Not that it's bad, just can be annoying to get around sometimes. I prefer good old fashioned platforming on dry land. Anyway, just my opinion.) I'm really curious on how you made it, but most likely scenario, if you explained it, it would be too complex and confusing for me to understand! Anyway, nice job, 5 stars and a heart!2010-03-14 01:25:00

Author:
standby250
Posts: 1113


Very good level, I loved that rushing water, would it be ok if I made water like that?2010-03-14 06:01:00

Author:
warlord_evil
Posts: 4193


That's a breathtaking level mrsupercomputer!!! I love it from the beginning because there is all the stuff that a brilliant level needs: great jump & run elements, outstanding and unique visuals, nice story and great level architecture!!! There was one thing that has really surprised me: I totally fell in love with your "pillow-catapult-lift" - thats a amazing new way to elevate little sacks - great solution for this and even better execution for this problem!! WOW!

Great work dude!!

5 Stars and a heart - that's a worthy 2nd part - pressing my thumbs that there will be some more in the future!!
Thumbs up!

Greets
Neo :-)
2010-03-14 12:56:00

Author:
(___NEO___)
Posts: 206


'm really curious on how you made it, but most likely scenario, if you explained it, it would be too complex and confusing for me to understand! Anyway, nice job, 5 stars and a heart!

Thanks! The water isn't hard to make at all. It's basically the same technique that a lot of creators use to make waterfalls, but horizontal instead. All you have to do is create a long rectangle of glass, make "waves" on one side (use the corner editor or the oval shapes), then attach the shape to a piece of dark matter using a piston.

Set the piston to stiff, set the speed to .2 or .3, and then set it to flipper (the direction it flips will determine the flow of the water). You'll have to tweak these settings depending on the length of the "river" and all that, but just play around with it and you'll get it. Once it looks good, copy it and past another one behind the first, but place it to the left or the right of the first one. That should be it!

If you need any more help (I'm terrible at explaining this stuff), then let me know!


Very good level, I loved that rushing water, would it be ok if I made water like that?

Of course!


There was one thing that has really surprised me: I totally fell in love with your "pillow-catapult-lift" - thats a amazing new way to elevate little sacks - great solution for this and even better execution for this problem!! WOW!

Thanks! Those took a while for me to get right. In the original version of ZV, there were a lot more of them, but they didn't work well. Thankfully, Rtm was kind enough to take a look and tweak them for me. Now they work great, but unfortunately, I wasn't able to do as much with them as I had hoped. I'm glad I squeezed them in where I could though!

And to everyone else, thanks for the kind comments about the level! As always, I appreciate it!
2010-03-14 15:13:00

Author:
mrsupercomputer
Posts: 1335


Hey Mr. first of all thanks for making a sequel of such a classic level, and making it even better that the original.
Of course as soon as I played it went straight to my hearted list.
The level is fantastic. A mix of good history, atmosphere, effects... and good level-making in general.
I was also quite impressed by the bike you built. I thought about borrow it for my next Hell's Angels level!

Congrats for the level!.
2010-03-16 10:14:00

Author:
poms
Posts: 383


Sorry, obviously I'm a little slow on the up-take but I played this level the other day after rtm alerted me to its existence and it's amazing!! The set-pieces are incredible but I was really impressed with how even though some of them seemed destructive, if you die part-way through a given section, it resets it's self. I can only assume it's very ingenious use of emitters!?

Anyway, I recorded it and posted it to my YouTube channel if you need any help promoting it or anything. I was surprised that it only had a few thousand plays when I saw it. Especially given how quickly it made it to the Cool Pages. I would have thought this would have been one of those 'insta-10's-of-thousands' levels!

Looking forward to part 3 now!


http://www.youtube.com/watch?v=TrR7ok8pf5Q
2010-03-22 09:06:00

Author:
Chimpanzee
Posts: 27


Hey, I found something in your level that may not belong there. I found a ducky sticker, it's after the part where you are walking on the platform that tilts down at a certain point, with the crate falling after you. If you jump down where the crate fell on to the crate, you'll find a ducky sticker. Sorry if you put it there as a joke, but either way I still got a good laugh out of it. 2010-03-27 00:33:00

Author:
X-FROGBOY-X
Posts: 1800


Oh, now I wonder who that could've been? 2010-03-27 01:16:00

Author:
rtm223
Posts: 6497


Hey, I found something in your level that may not belong there. I found a ducky sticker, it's after the part where you are walking on the platform that tilts down at a certain point, with the crate falling after you. If you jump down where the crate fell on to the crate, you'll find a ducky sticker. Sorry if you put it there as a joke, but either way I still got a good laugh out of it.

As weird as it is... it does belong and Compher will be happy that someone noticed!
2010-03-27 18:25:00

Author:
mrsupercomputer
Posts: 1335


Yeah! Haha! I saw that little ducky sticker too! Just to let you know, I've had to play this 5 times just to see the water in the caves. It's so cool! 2010-03-27 18:35:00

Author:
piggabling
Posts: 2979


I still haven't played this yet. Should I be ashamed of myself?2010-03-29 03:30:00

Author:
qrtda235566
Posts: 3664


Yes! Someone noticed the ducky! I almost slipped one in unnoticed, but mrsupercomputer was nice enough to let me put one hidden in there somewhere...

2010-03-29 04:16:00

Author:
comphermc
Posts: 5338


Amazing level! 5 stars and heart.

I have hearted all your levels,begouse they are really good!!!!
2010-03-29 13:11:00

Author:
himoks
Posts: 734


This level is gorgeous and the gameplay is fantastic! I love the way it constantly surprises you, it's hard to create a breakaway platform that the player won't see coming. And the way all the different stages reset if you fail is great! =D

I never knew how much I wanted to be chased by a female pirate across flaming rooftops miles up in the air.

http://i.neoseeker.com/mgv/272671-Blackfalcon/671/5/animal0064hb2_display.gif
2010-03-31 17:31:00

Author:
Blackfalcon
Posts: 409


I finally played this, and wow. It looked amazing. Everything was so detailed but it never felt wrong. Also, it kind of felt like Uncharted 2 in how the world would be changing around you as you played. Sure, a lot of other levels do that kind of stuff, but not as well as you have here. Also, the chase scene was ****ing awesome. Great job. You're still my favorite creator.

I'm incredibly disappointed in the LBP community, though. It only has 4 stars! What the **** is that?
2010-04-04 02:51:00

Author:
qrtda235566
Posts: 3664


Nice Job i liked the part,where the girl with the bike follow you (:

Lokomotivetoto
2010-04-08 15:08:00

Author:
Unknown User


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