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CONTEST ENTRIES: Virtual Reality Survival Challenge: Room Design Contest
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Virtual Reality Survival Challenge: Room Design Contestv0rtex2002 http://i168.photobucket.com/albums/u180/v0rtex2002/LBP%20Virtual%20Reality%20Survival%20Challenge/Contest/ICON0.pngThe Room Design contest entries have finally been published. Please help to judge the contest and pick a winner! Well... First off: My apologies to all the contestants for the extreme delay in getting this put together. There are some great entries and I will have a hard time picking a winner. So rather than leave it all up to my judgment, I am asking the community to help me judge this. Now because the vBulletin polls do not afford me the type of data collection I'd like for this, I have set up a Survey-Monkey survey: Survey-Monkey Virtual Reality Contest Judging (http://www.surveymonkey.com/s/D2YCWXB) Voting closes at Midnight CDT on Saturday, March 20 Each of the rooms has a letter identifier associated with (see the pics below) and the survey refers to them only by these letters (A-G). And here are the contest entries: First Place [ $10 US PSN Card + 500 XP* ]: http://i168.photobucket.com/albums/u180/v0rtex2002/LBP%20Virtual%20Reality%20Survival%20Challenge/Contest/APhoto_4-1.jpg Morgana25/Morgana25 Second Place [ 500 XP* ]: http://i168.photobucket.com/albums/u180/v0rtex2002/LBP%20Virtual%20Reality%20Survival%20Challenge/Contest/APhoto_2-1.jpg Duffluc/Duffluc Third Place [ 250 XP* ]: http://i168.photobucket.com/albums/u180/v0rtex2002/LBP%20Virtual%20Reality%20Survival%20Challenge/Contest/APhoto_3-1.jpg Morgana25/Morgana25 And the rest: http://i168.photobucket.com/albums/u180/v0rtex2002/LBP%20Virtual%20Reality%20Survival%20Challenge/Contest/APhoto-2.jpg Joey/XTrophx http://i168.photobucket.com/albums/u180/v0rtex2002/LBP%20Virtual%20Reality%20Survival%20Challenge/Contest/APhoto_5-1.jpg mistervista/mistervista http://i168.photobucket.com/albums/u180/v0rtex2002/LBP%20Virtual%20Reality%20Survival%20Challenge/Contest/APhoto_6-1.jpg waD_Delma/WA_delmaw http://i168.photobucket.com/albums/u180/v0rtex2002/LBP%20Virtual%20Reality%20Survival%20Challenge/Contest/APhoto_7-1.jpg Gilgamesh/Jirugameshi There are also three filler rooms that were necessary to keep the flow from room to room (I never set any restrictions on which openings/risers should be used, so there was a good mix of them in the 7 entries). Please ignore these rooms in your judging: http://i168.photobucket.com/albums/u180/v0rtex2002/LBP%20Virtual%20Reality%20Survival%20Challenge/Contest/APhoto_1-1.jpg I hope you enjoy playing the level. And please take a few minutes to complete the survey (it really won't take long at all). To all the contestants: Great job!! I had a lot of fun putting this together. Thanks for your contributions, and good luck! | 2010-03-12 05:43:00 Author: v0rtex Posts: 1878 |
WOw I cant wait to play this and obviously vote, nice that you made the rooms mysterious on who made them. EDIT: Although room F looks like it was made by morgana. | 2010-03-12 12:42:00 Author: robotiod Posts: 2662 |
Hi V0rtex, and hello to all that contributed. Just played, and one problem is, if you die you obviously cant see all the rooms, so the guys at the end have less of a chance of getting a good vote/as many plays (or am I just being daft, after all, I died LOADS of times, and just went back and played again. What were the rules for the challenge (NEW to the ps3 version, been on the psp since december) | 2010-03-12 15:25:00 Author: Shade_seeker Posts: 328 |
Hi V0rtex, and hello to all that contributed. Just played, and one problem is, if you die you obviously cant see all the rooms, so the guys at the end have less of a chance of getting a good vote/as many plays (or am I just being daft, after all, I died LOADS of times, and just went back and played again. What were the rules for the challenge (NEW to the ps3 version, been on the psp since december) Yeah - that's a legitimate gripe. I considered putting checkpoints in each room but I would need to configure some logic to make sure that they wouldn't get activated in the demitted rooms. That should be doable though... I will see what I can do about it tonight - thanks for the feedback. In the meantime, I would hope that people who vote would have the decency to make sure they've seen all the rooms first. But I cannot control that at this point. The rules can be found on my blog: here (http://www.lbpcentral.com/forums/entry.php?995-Design-Contest). | 2010-03-12 15:57:00 Author: v0rtex Posts: 1878 |
yeah, I tried MANY times, if you want to get EVERY bubble, and not just keep skipping to the next, you are likely to get frustrated after a while. Why not have the check points in the demitted rooms? | 2010-03-12 16:09:00 Author: Shade_seeker Posts: 328 |
yeah, I tried MANY times, if you want to get EVERY bubble, and not just keep skipping to the next, you are likely to get frustrated after a while. Why not have the check points in the demitted rooms? Because the the demitted rooms are outside the play area and would allow you to drop through the holes in the room's floor into the undeveloped area (floor) of the level. I will have to make sure the checkpoints are only activated in the emitted (playable) versions. Normally, I wouldn't even consider doing this, as it takes away from the whole point of a survival challenge. But I think you are correct in it being the only fair way for all rooms to be seen and properly judged. | 2010-03-12 16:28:00 Author: v0rtex Posts: 1878 |
EDIT: Although room F looks like it was made by morgana. Given the secret nature of who did what I can neither confirm or deny which one/ones are mine. I do like that purple though | 2010-03-12 17:01:00 Author: Morgana25 Posts: 5983 |
Because the the demitted rooms are outside the play area and would allow you to drop through the holes in the room's floor into the undeveloped area (floor) of the level. I will have to make sure the checkpoints are only activated in the emitted (playable) versions. Normally, I wouldn't even consider doing this, as it takes away from the whole point of a survival challenge. But I think you are correct in it being the only fair way for all rooms to be seen and properly judged. HUMPHHHH, things are never easy are they!? Good luck with that, and sorry for creating more work for you! Given the secret nature of who did what I can neither confirm or deny which one/ones are mine. I do like that purple though Mmmmm, it IS a pretty colour! | 2010-03-12 17:21:00 Author: Shade_seeker Posts: 328 |
hey v0rtex couldnt you just put a shrunken regular (5 life i think) checkpoint on all the spots/safespots you grab to get to the next room? or maybe you could make a waiting room where if they die in 1 room itll make them wait til the next room appears then send them back into play when the room drops. just a few ideas that popped into my head. | 2010-03-12 20:14:00 Author: L1GhTmArE Posts: 519 |
Appreciate the thoughts L1GhTmArE. A separate room is not really an option as the rooms are completely self enclosed except for the riser holes in the floor. I am thinking a triggered regular checkpoint in each room will do the trick. I will trigger it as the room is dropped in. There may be a potential timing issue where there is no active checkpoint for a second or so (as the room drops down). Hopefully that will suffice. But perhaps a checkpoint on the risers themselves would also do the trick. Hmmm... | 2010-03-12 21:32:00 Author: v0rtex Posts: 1878 |
OK - A little bump and update here... So my little plan worked, but only sorta. The problem with having checkpoints is that the design creates a never ending loop, and a new room with a newly activated checkpoint is spawned quite often. So unless you utterly fail or you deliberately die 5 times, there was no way out. And then, because the last checkpoint was consumed, you don't get to go to the scoreboard - you just get the "No more lives" message. This was not acceptable. So after some trial and error, I came up with a solution that should work well. First I put a checkpoint in each room that was triggered as it was dropped (as I had planned). Then I put in some logic to disable them after the first cycle. Only problem is, you cannot just turn off a checkpoint. So If sackboy crosses it's vicinity, it would then be activated again. Also not acceptable. My final solution puts the checkpoints in virtually unreachable locations in each room (sorry to the designers for some of the liberties I had to take with your rooms). I also give two full cycles with the checkpoints on. After the second cycle, it's back to one-n-out survival challenge mode! This should give everyone an opportunity to see all the rooms and hopefully folks will make their way to the survey and cast their votes. Thanks again for all the suggestions. And special thanks to Shade_seeker for pointing out the problem in the first place, and pushing me to make it right. | 2010-03-13 05:08:00 Author: v0rtex Posts: 1878 |
Ooh you published it! I'll have to go and play it through proper! I think my honest favorite so far has been room G, even though its sole purpose seems to be to make people cry | 2010-03-13 07:27:00 Author: Duffluc Posts: 402 |
All voted up. | 2010-03-14 06:09:00 Author: comphermc Posts: 5338 |
I've voted! | 2010-03-16 01:44:00 Author: julesyjules Posts: 1156 |
I voted, but I absolutely hated room G I think it just breaks the flow of gameplay too much. Sorry to who'ever made it, its nice but.... | 2010-03-16 10:16:00 Author: robotiod Posts: 2662 |
Hey V0rtex!! Thanks so much for altering the rooms in this one to have plenty of attempts to check out a room as well to proceed!! Otherwise, I don't think I would have ever made it!! lol ! Great contest!! I voted! | 2010-03-16 15:11:00 Author: jwwphotos Posts: 11383 |
Yup... I voted. | 2010-03-16 15:14:00 Author: CCubbage Posts: 4430 |
Hey everybody... just updated the OP... Voting closes at Midnight CDT on Saturday, March 20 (that's tomorrow night ) | 2010-03-19 13:36:00 Author: v0rtex Posts: 1878 |
Thanks so much for putting in the extra checkpoints. That was a huge help, especially for someone like me who usually only survives in Room G for about 10 seconds (great design, though!). Voting was tough and I kept changing my mind as I went along. I'm sure I've ended up doing something illogical like giving the highest scores to rooms which then didn't end up in my top 3, lol! | 2010-03-19 14:26:00 Author: shropshirelass Posts: 1455 |
voted. Thanks to all! | 2010-03-19 18:25:00 Author: Gravel Posts: 1308 |
OK - The poll is closed, and the results are in and tabulated. Thanks again to all the contestants. It was a lot of fun putting this all together. Congratulations to the winners!! Here are the results (I've update the OP with all the creators names): First Place [ $10 US PSN Card + 500 XP* ]: http://i168.photobucket.com/albums/u180/v0rtex2002/LBP%20Virtual%20Reality%20Survival%20Challenge/Contest/APhoto_4-1.jpg Morgana25/Morgana25 Second Place [ 500 XP* ]: http://i168.photobucket.com/albums/u180/v0rtex2002/LBP%20Virtual%20Reality%20Survival%20Challenge/Contest/APhoto_2-1.jpg Duffluc/Duffluc Third Place [ 250 XP* ]: http://i168.photobucket.com/albums/u180/v0rtex2002/LBP%20Virtual%20Reality%20Survival%20Challenge/Contest/APhoto_3-1.jpg Morgana25/Morgana25 * XP is contingent on the return of the LBPC Experience system, or an equivalent. | 2010-03-21 07:41:00 Author: v0rtex Posts: 1878 |
Really? That's cool! Thanks everyone I had a lot of fun making these - glad you liked them Congrats to Duffluc too! | 2010-03-21 07:57:00 Author: Morgana25 Posts: 5983 |
Congratulations! I gotta do a special shout-out to room E (mistervista) - I felt like that particular room was SO much fun... and in fact, was my #1 choice. I spent quite a bit of time trying to perfect the point combos in that room. All 3 of the winners were also pretty awesome! | 2010-03-21 12:32:00 Author: CCubbage Posts: 4430 |
Congrats to Morgana and Duffluc. Thanks for the shout-out CC. Glad you enjoyed it. I was going for the point combos looking simple but actually being a little tricky and it sounds like it worked out that way for you. | 2010-03-21 12:41:00 Author: mistervista Posts: 2210 |
Couple notes now that the contest is over: Room F: I really enjoyed this room, but several times would start in the room, just start running left, and get squished cheaply because I had no idea the material would come down suddenly. Maybe an adjustment here? Room G: Great idea, but it took enough practice so that the fire on the bottom of the room became a serious hindrance in this kind of game. With the "one death and the game is over" type of gameplay, it was far too unforgiving. My suggestion in this room would be to remove the fire from the bottom and maybe add a bit of more forgiving danger in a different way (for instance, having to jump over a couple spikes along the way). | 2010-03-21 12:56:00 Author: CCubbage Posts: 4430 |
Thanks everyone, and grats Morgana! Your rooms were a blast to run through! And special thanks to you, V0rtex. I really appreciate the effort it would take to put together a contest like this, make sure the rooms worked especially with the addition of checkpoints and all, and then go through those incredibly in depth votes you had going. Thanks a ton! | 2010-03-21 14:43:00 Author: Duffluc Posts: 402 |
Thanks everyone, and grats Morgana! Your rooms were a blast to run through! And special thanks to you, V0rtex. I really appreciate the effort it would take to put together a contest like this, make sure the rooms worked especially with the addition of checkpoints and all, and then go through those incredibly in depth votes you had going. Thanks a ton! Haha - thanks man! Yeah the realization that I needed checkpoints came just before my kids showed up for the weekend. I usually just relinquish the PS3 to them when they get here, but they had to sit and watch me go through that trial and error process, which in this design can be lengthy: change the room(s), capture the room(s), insert them into the emitter engine, test, repeat. They weren't amused. | 2010-03-21 15:35:00 Author: v0rtex Posts: 1878 |
Congratulations to Morgana and Duffluc. Rooms B and D both scored very highly with me. They looked awesome, had interesting gameplay and a good flow. Like CCubbage, though, I had a real soft spot for Room E and that too made my top 3. It was such fun to play and was definitely the room I was happiest to see dropping down each time. In fact, the standard all round was really high - there wasn’t a bad room amongst the entries. Each one had something good to offer and judging wasn’t easy. I second everything Duffluc said about the contest and how much effort you, V0rtex, put in to staging it. Thank you so much. It was a fun experience and also a bit of an eye-opener as to the amount of skill which went into putting your own VR levels together. | 2010-03-21 15:55:00 Author: shropshirelass Posts: 1455 |
Wow! Congrats to all the winners! I also want to have to give an honorable mention to MisterVista's room E. At first glance I didn't think I would like it, but actually it ended up being one of my top picks as it played so well. Especially on faster rounds. Thought to be honest I enjoyed all of them! I took a shot at making one of these and I just couldn't come up with anything nearly as fun as any of these. Well done everyone! | 2010-03-21 16:36:00 Author: jwwphotos Posts: 11383 |
Congrats to the winners! Great entries all around. And thanks for the contest v0rtex, I enjoyed getting the opportunity to recreate one of the most vicious challenges of Megaman II to traumatize a few players. It seems my goal is accomplished. You guys should have seen what it was like before I toned down the difficulty! It was beyond brutal. It's also nothing compared to the real thing : http://www.youtube.com/watch?v=Tc9K9M7LClE | 2010-03-21 18:53:00 Author: Gilgamesh Posts: 2536 |
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