Home    LittleBigPlanet 1 - PSP - Tearaway -Run Sackboy Run    LittleBigPlanet PSP    [PSP] Level and Object Showcase [Archive]
#1

Timber Canyon (Sacky Nominated and Spotlighted!!)

Archive: 34 posts


Timber CanyonVelcroJonze
Isn't it good Norwegian wood?
I just put up my new level Timber Canyon. I used nothing but wood materials in the create process and I think it has a unique look to it. As with my other levels it's a platformer, there is no story and contains minor puzzle elements. I have a lot off bubbles in good spots for bubble chains and shooting for the high score.

Enjoy, and feedback is most welcome.

Nominated for a 2010 Sacky award for Greatest Artistic Achievement!! (Even though I only used one sticker the entire level, and it ended up off camera) ....... weird.
2010-03-14 20:29:00

Author:
VelcroJonze
Posts: 1305


You were waiting for some feedback? Right?
Well, I surely got some feedback for you!

Your Level was awesome.
There is something very, VERY different about your level that most creators don't do.
You don't make a puzzle or something that has a story to it.
Your levels are just AWESOME PLATFORMING!
You do not need skills to play this level.

Something about the level just wants to make you go forward and figure out what will happen next.
I do not like "The Savannah" Music at all, but you figured to make the song sound good while playing the level.
You chose the right theme for the right song!
I enjoyed how you used those catapults.

This was certainly no "Fort Sugar" Level.
It was WAY AMUSING.
I was impressed how you created the terrain.
Who needs stickers when you got an awesome landscape, right?

I had no problems with the level at all, I had a smooth play through.
Something about this level that I liked a lot!
I liked it so much that I hearted it!

A heart coming from me is like winning first place in a contest!
Trust me, I don't heart a lot of people, but this level is something that I HAD to heart!

This is your best work yet!
Five stars and a heart for the level. (I hearted as a creator you ages ago)

That's all I have to say about your level.
2010-03-14 22:38:00

Author:
Spark151
Posts: 801


I was excited to see that you had a new level up, and this was exactly what I was hoping for: A very fun and simple platformer just like the Fort Sugar series

This level was actually even more than I had hoped for! While for Fort Sugar series seemed to rely a lot on winches with grabbable material, this level had many more unique ideas (don't get me wrong, each fort sugar level had some awesome ideas unique to that level, but this level just seemed to have MORE unique ideas )

I found the part near the start where there is a well of poisonous gas and all the things coming out of the wall that you climb to be a lot of fun! I also loved the platforms that toss you all over the place Those never get old! Really, there were so many things that I loved about that level, so I think I will just have to leave it at: this level did the whole platforming thing just right

I had a few things that I wanted to comment on, but they are nothing that matters much. There was a visible proximity switch in the hole where the ledges come out of the wall (where there is a single score bubble. It is just to the right of the wall of poisonous gas that I mentioned). Also, I felt like there was a big drop in scenery on the bridge at the end as well as on the sled ride. Both parts were cool, but they could have been soo much cooler if the screen wasn't so empty. But that wasn't a big deal at all

Oh! One more good thing I wanted to mention was the great variety of music in the level. It helped to keep everything feeling even more fresh!

Awesome stuff VelcroJonze! keep up the GREAT work!
2010-03-15 14:44:00

Author:
amazingflyingpoo
Posts: 1515


I love your levels VelcoJonze. Why? Because they always involve Sackboy being flung around!

:star::star::star::star::star: and a well deserved heart!
2010-03-15 18:26:00

Author:
Fastbro
Posts: 1277


This was certainly no "Fort Sugar" Level.

Thanks you for mentioning that. I was so worried that this was just going to be another Fort Sugar level with a different location and different materials. I'm glad you think this level stands on its on.


I was impressed how you created the terrain. Who needs stickers when you got an awesome landscape, right? Thanks Buddy. I actually experimented alot with stickers in create mode. I had a half finished copy of the level that I would do all my sticker work. Nothing I could come up with looked good, and I eventually asked my niece her opinion and she said to go with the all wood look. .....Yes, I have an eight year old girl play test all my levels.


Trust me, I don't heart a lot of people, but this level is something that I HAD to heart! Thanks man, that means so much to me!! I appreciate your awesome feedback Spark!!


I was excited to see that you had a new level up, and this was exactly what I was hoping for: A very fun and simple platformer just like the Fort Sugar series

Glad you liked it Poo. As of this minute you have the number two high score!!


Really, there were so many things that I loved about that level, so I think I will just have to leave it at: this level did the whole platforming thing just right

That is such a great compliment Buddy, thanks so much!! The bottom line is I just want to make fun levels.


I had a few things that I wanted to comment on, but they are nothing that matters much. There was a visible proximity switch in the hole where the ledges come out of the wall (where there is a single score bubble. It is just to the right of the wall of poisonous gas that I mentioned). Also, I felt like there was a big drop in scenery on the bridge at the end as well as on the sled ride. Both parts were cool, but they could have been soo much cooler if the screen wasn't so empty. But that wasn't a big deal at all

I noticed the sensor switch too, I think I might let that slide. I think I used 27 (at one count) sensor switches so I knew I would forget to set at least one to not visible. I was having major lag issues. The part where the winched swings dip into the gas right before all the collumns that go into a wave was eating me up. I ended up using the old sensor switch trick there but I was still getting lag. Toward the end I was adding things very carefully to not upset the great ballance. I even debated on cutting out the different music, (glad I diddn't). I ended up using 3/4 thermo on this level.

Thanks again Poo, for playing my levels and leaving such awesome feedback!! You are the greatest!!


I love your levels VelcoJonze. Why? Because they always involve Sackboy being flung around!

:star::star::star::star::star: and a well deserved heart!

Hahaha, that never gets old does it?

Thanks for the heart and the feedback Buddy.
2010-03-16 02:41:00

Author:
VelcroJonze
Posts: 1305


Hi, VelcroJonze. I love your "Fort Sugar" Levels serial and was very happy to try your new creation. And it didn't disappoint me. You did great level with very interesting design, your materials combinations are perfect and level has great flow. I had much fun while playing on it. You did great level's mechanics, several times I stopped and just to understand how you did something like it. And I found several good things, that can be useful for me in my next level. So I gave your 5 stars and heart for this level (and can give one more heart for useful for me things) and you already have my heart as creator. I will look for your next levels! Good Luck!

P.S. And I will add you level in recommended level list on Russian community LBP site - LittleBigRissia (http://lbprussia.ucoz.ru/).
2010-03-16 11:47:00

Author:
Domik12
Posts: 838


I died quite a lot playing this level. But despite my amazing, embarrassing death-toll (I was so careless; poor Sackboy) I found it really very fun. You're right. The wood really does make it look very unique. I haven't played that many community moon levels yet, but the choice of material really makes Timber Canyon stand out. And the colors look warm and appealing and work so well together.

Also, it was a very exciting level. Those things that pop out and throw you around surprised me in a good way. And, in the beginning especially, you have to move so fast, it's so cool just trying to survive the killer green mist! The beginning seems a bit faster paced than the end though, and it also seemed more challenging than the end... But that's probably my fault (because I was careless and died a lot). I also found the change in music when you ride the wooden sled thing a bit distracting. It's so fast and ends right away. I think it might have been nicer without the music change. There was also a part where I fell on some spikes and when I hit them, they were knocked out of place and fell sideways. But that isn't a big deal at all and it probably doesn't happen a lot.

Overall, I found it really enjoyable ^^. The level looks great and is really fun to play. Great work!
2010-03-16 13:04:00

Author:
Phalaina
Posts: 181


Awesome level!! 5 stars and heart2010-03-16 21:16:00

Author:
himoks
Posts: 734


Hi Velcrojonze

I really enjoyed playing your level, the art design was amazing, i loved all the hidden places, and all the mechanism, the music selection was very nice, i gave you 5 stars and heart.
2010-03-16 21:24:00

Author:
memorex
Posts: 91


This level is probably my second favorite platformer, and makes one of my favorite levels overall. The wood look was very impressive, and I'm glad you went for the all wood approach - a good decision. Concerning gameplay, Timber Canyon is similar to the Fort Sugar series, but this has a totally different feel. Fort Sugar has a cold and clinical approach to platforming, and this is a warm and fun level. The art was really top-notch, and I quite enjoyed it. I only had one problem, the falling spikes, but luckily they didn't get in my way.

Great job - it's good to know that those of us who aren't master stickerers (?) can still take art in a great direction.

:star: x5
+ <3
= Nice work!
2010-03-17 20:48:00

Author:
Voltergeist
Posts: 1702


Hey VelcroJonze,

You completely blew me away with this one! Now if you excuse me, I have to fetch my left arm from 100 meters away.

I was impressed from the very beginning! I loved how you put your unique catapulting gameplay in the front seat, not to mention the sensational dropping grabbable winches and platforms of sort sitting on the shotgun. I love those moments when they fall down from the out-of-sight sky and ceiling: the dropping motion gives such a dramatic effect. The difficulty of the level was also spot on. I liked the moving platforms protruding from the horrible gas at the beginning, and again towards the middle with the "wave" of wooden platforms. These areas were tricky, but not too much, and it gave immediate reward upon completion. This is simply platforming done right!

And I also loved how you took those criticisms from your Fort Sugar series and revamped your visual style without losing yourself. You preserved the appealing double-outlining of shapes with the thin and thick layers, but I noticed how you contrasted these layers with light and dark wood tones. Do you see what contrast can do? You probably did the same amount of corner-editing work with FSIII, but most of it goes unnoticed because the lack of contrast makes all the shapes blend together. However, the contrast in wood tones here really brings out your superb corner-editing skills. This is by far greater than Fort Sugar III (although that was great also!) in terms of visuals. The deep emerald-ish green gas also compliments the warm wood tones really well. Overall, this was a sophisticated color palette that evoked a masculine and sublimal Wild West feel without being too literate. I simply love it!

You also used the layers really nicely. I liked how each space felt like it had a purpose, and the cavernous compartmentalization and hidden point bubble areas were just as successful in conveying your theme and style than the color scheme alone. Some parts I unexpectedly grew fond of were spaces completely devoted to point bubbles like towards the beginning when a switch lifts a huge wooden pillar to reveal a pit of point bubbles. I also liked that hole on the side of the "canyon" where you unexpectedly fall into to collect a bunch of point bubbles before being catapulted high into the sky.

My only concern was the ending, but it's really not a problem at all. It just seemed abrupt and didn't give a finality to the level. I guess this means a sequel is coming up? I sure hope so! Even if this was the intention, I wish it still had a proper ending...but this is only a personal preference.

So I think I have the VJ style down: glorious catapulting, double-outlined shapes, dropping winches, cleverly hidden point bubbles, and pure awesomeness . This was an automatic 5:star:s, level, and author heart from the catapulting sequence in the intro! Keep them coming VJ; I'm amazed at the rate you're improving!

Sliding down a canyon,
jeffcu28
2010-03-18 01:33:00

Author:
jeffcu28
Posts: 648


P.S. And I will add you level in recommended level list on Russian community LBP site - LittleBigRissia (http://lbprussia.ucoz.ru/).

Hey Domik!! Wow, that is so cool of you adding me to the lbp Russian site recommended level list. I am glad you enjoyed this level and my Fort Sugar series. It makes my day to read these things. Thanks for the feedback and the the hearts!!


Overall, I found it really enjoyable ^^. The level looks great and is really fun to play. Great work! Glad you liked it. I debated on that music switching too and in the end I decided to keep it. I think it's one of those things that you love or hate. Thanks so much for you feedback and welcome to the wonderful world of community levels.


My only critisism about you Fort Sugar levels was that they were a bit bland in design, but this level was something completely different. I am so glad I am getting feedback on that. I was scared I was getting in a design rut for a while there. It's good to take different paths now and then. Thanks for your feedback and you keep making your great levels!!


Awesome level!! 5 stars and heart

Thanks himoks!! Do you have any levels you would like me play?


Hi Velcrojonze

I really enjoyed playing your level, the art design was amazing, i loved all the hidden places, and all the mechanism, the music selection was very nice, i gave you 5 stars and heart.

Thank you so much memorex!! I really appreciate your feedback and the heart. I have not played your level Nimbus yet but I have it downloaded and I will give it a run tonight, expect some feedback tommorow.


This level is probably my second favorite platformer, and makes one of my favorite levels overall. Thanks BlueBulletBill, I love a good platformer myself. It's really cool to know you liked it that much!!


Great job - it's good to know that those of us who aren't master stickerers (?) can still take art in a great direction.

:star: x5
+ <3
= Nice work! hahaha, yes stickering is not my strong suit. I am glad people are digging the style. Thanks for the feedback and the heart!!


Hey VelcroJonze,

You completely blew me away with this one! Now if you excuse me, I have to fetch my left arm from 100 meters away.

hahaha, thanks buddy hope you didn't hurt yourself!


Overall, this was a sophisticated color palette that evoked a masculine and sublimal Wild West feel without being too literate. I simply love it! That's the coolest thing anyone ever said about one of my levels. I love how you write reviews!!


My only concern was the ending, but it's really not a problem at all. It just seemed abrupt and didn't give a finality to the level. I guess this means a sequel is coming up? I sure hope so! Even if this was the intention, I wish it still had a proper ending...but this is only a personal preference.

I am so bad at ending my levels. :blush: Poo said that Sugar III lost it's soul the last ten percent of the level, and looking at it now I see where he is coming from. Ending levels is my weak link, but feedback from you guy's is what it's all about and seeing what works and what doesn't is so important if I want to improve.


So I think I have the VJ style down: glorious catapulting, double-outlined shapes, dropping winches, cleverly hidden point bubbles, and pure awesomeness . This was an automatic 5:star:s, level, and author heart from the catapulting sequence in the intro! Keep them coming VJ; I'm amazed at the rate you're improving!

Thank you Jeff. For your most excellent feedback and for all you do for the lbp community.
2010-03-18 02:37:00

Author:
VelcroJonze
Posts: 1305


Sounds wonderful, I'll play it in a minute and feedback should come soon!

EDIT: Mkay, time for your review:

Before this level, I had not played Fort Sugar, but now I will! This was more than enough to convince me =P
First of all, I cant get over how ingenious your platforming is. The boxes, the wave-block-type-thing, they were all like nothing I'd seen. It reminds me of Jackofcourse, except he focuses on puzzles. The level design was wonderful, and I liked the fact that there were crossroads that would lead to extra bubbles. Also, watching sackboy get flung around the level was brilliant. The whole thing feels completely different and is very fun to play. This was one of those levels that I really wanted to keep playing, which is hard to do.

:star::star::star::star::star: + Heart!
2010-03-18 23:04:00

Author:
masterlemons
Posts: 85


Loved it a fantastic level one thing that was a little off key was the waving rocks if those would be a bit slower it would be better but other than that a great level. I gave it 5 stars and a heart.2010-03-19 04:40:00

Author:
tominater12
Posts: 87


Really fun level with the exception of the bar graph-like puzzle. Took way too much time and deaths to get past that point. Lowering the speed a little on the section would help.2010-03-19 19:41:00

Author:
Xacktar
Posts: 33


I cant get over how ingenious your platforming is.

Thanks buddy! To me nothing is more fun in lbp than platformers. BTW, I really like the platforming segments in your levels too.

Thanks for the feedback and the heart!!


Loved it a fantastic level one thing that was a little off key was the waving rocks if those would be a bit slower it would be better but other than that a great level. I gave it 5 stars and a heart.

Thanks Tominator!! The wave platforms were tough to get where I thought an average player could get through. The one thing I try to do in all my levels is make them easy enough to finish. I think the problem in that particular section was that I would fine tune then play test untill I thought it was okay, and then move to another section, and in the process of playtesting, I ran through that section a hundred time so of course I got very good at it. Then I thought it was to easy and I tweeked it a little and .... well you see how it goes? hahaha ... One of the hardest things about making a good level is getting that ballance of not to hard and not to easy, and that is something that I will always try to do, but probably will never master.

Thanks for the feedback and the heart buddy. And I am still looking forward to another level from you!!


Really fun level with the exception of the bar graph-like puzzle. Took way too much time and deaths to get past that point. Lowering the speed a little on the section would help.

Thanks for playing my level and the feedback Xacktar!! I am trying to figure out what section you were having a problem with. Is it the first section where the platforms go in and out horizonaly into the green gas? Or the part where the platforms move vertically in a wave type motion?
2010-03-19 22:58:00

Author:
VelcroJonze
Posts: 1305


VelcroJonze, Great level. I played the crap out of it. The design is very slick, something thats hard to pull off with wood materials. But the gameplay is where it excels. You have done something I have tried and failed. You have made a very accessible level for the casual players while still offering another level of play for those who like a challenge. The replay-ability is very high due to the fact that its hard to hit every combo on a single play through. I think I was able to pull off all but a couple. Also the vertical wave platforms always scare the hell out of me because its easy to die on them. This is a good thing =) The only thing I had problems with was the catapult over the spikes towards the end of the level. Too often I end up in the spikes or short. Still a killer level that I have enjoyed playing thanks. 5 stars, 2 hearts and a circle! (snap)2010-03-20 00:08:00

Author:
Xenon
Posts: 306


Glad you liked it. I debated on that music switching too and in the end I decided to keep it. I think it's one of those things that you love or hate. Thanks so much for you feedback and welcome to the wonderful world of community levels.

You're welcome ^^! Actually, now that I've played it a couple of times, I think the changing music sort of grows on you. I don't find it at all distracting any more. It adds more character to the level. XD
2010-03-20 00:56:00

Author:
Phalaina
Posts: 181


wow, awesome level it gave me a real lumberjack-y vibe and you say you did this all with the one material? that is something to be proud of because the style never gets old. i really liked this level because it felt like a fort sugar level (which are pretty much perfect levels in my opinion) so there is nothing not to like. i loved your style and the platforming was fun but......actually i don't think i have anything bad to say about your levels so let me just say that i can't wait for your next one2010-03-20 05:42:00

Author:
Lilman1101
Posts: 91


Hey Velcro, I just played your level, and I got to say it is amazing! So bare with me in this short feedback.

First off, I'm liking the beginning. Your stickerless style is really not a problem, and in fact it's quite great in this situation (I actually thought you used no stickers at all, but I now see you used one sticker). Anyways, I'm in the beginning, and now I'm at the staircase-in-the-wall-of-gas part. It looks awesome, and I llliiikkkeee ttthhheee... ooohhh dddaaarrrnnn, lllaaaggg. WWWeeelll III'mmm no lag fan and... oh it's gone. Eh, not really serious actually, I'm just wondering "How did that happen?"

So, now I'm at the piston part that brings some logs (I guess) hooked up with wenches. I like the simpleness of this part, because it is so affective in keeping it in a woody mood. So ya, I'm past that now, and I'm at this pillars that move up and down. Okay, so going across this simple... oh wait, never mind, I died (and there goes my chance in acing the level). Going across this difficult part. And done. Great obstacle I may add!

Okay, I'm at this multi-horizontal flooring thing that goes up and down (repetitive kind of, but in a good way). Passed it with no problems actually. Now I'm at the piston that shoots you up into the carved out tunnel. I jump on said piston and- Jesus Christ! I shot through the wall and now I'm flying to the end of the level! And... I landed on the scoreboard! Wait, is that supposed to happen!?

Overall, you used only one sticker (amazing, but no-sticker-use fail ) and that ending was either a glitch or just plain out short and actually quite bad, really. Still, I gave it :star::star::star::star::star: and ♥, both level and Creator. Great job!

Peace
2010-03-20 14:43:00

Author:
CyberSora
Posts: 5551


The only thing I had problems with was the catapult over the spikes towards the end of the level. Too often I end up in the spikes or short. Still a killer level that I have enjoyed playing thanks. 5 stars, 2 hearts and a circle! (snap)

Hey Xenon, thanks for playing my level and the feedback. I don't understand why the launcher keeps sending you in the spikes there. The first section of spikes is only on one plane (the closest) so you should clear those no problem if you stay on the back. If it's the second section that is a little higher that's weird. That section does have spikes on both planes but I must have play tested that section a hundred times and it's never sent me into those. I feel bad that you kept getting killed there. I honestly don't know why that happened. I hope it's not happening to other players as well. Thanks so much for the heart too. Oh, your level Trials of the Treasure God is incredible. And I will leave feedback on your thread very soon.


You're welcome ^^! Actually, now that I've played it a couple of times, I think the changing music sort of grows on you. I don't find it at all distracting any more. It adds more character to the level. XD

Cool Beans, It's an honor to know you played my level more than once!!


wow, awesome level it gave me a real lumberjack-y vibe and you say you did this all with the one material? that is something to be proud of because the style never gets old. i really liked this level because it felt like a fort sugar level (which are pretty much perfect levels in my opinion) so there is nothing not to like. i loved your style and the platforming was fun but......actually i don't think i have anything bad to say about your levels so let me just say that i can't wait for your next one

Thanks Buddy!

I am glad you enjoyed Timber Canyon, and saying that the Fort Sugar levels are pretty much perfect is an awesome compliment.



Anyways, I'm in the beginning, and now I'm at the staircase-in-the-wall-of-gas part. It looks awesome, and I llliiikkkeee ttthhheee... ooohhh dddaaarrrnnn, lllaaaggg. WWWeeelll III'mmm no lag fan and... oh it's gone. Eh, not really serious actually, I'm just wondering "How did that happen?"

I was fighting lag the whole way through the level. I think it was the fact that so much happens in the first 10 seconds of the level that the poor psp just can't keep up. Then I added all the point bubbles in the first section and it really dropped the frame rate. I used the old sensor switch hooked to the magnetic key trick on all the places that uses a gob of pistons together to counteract the lag but I still had a little bit in the first section. After much experimenting and cutting out a few things that wanted to happen in that first section, I got it quite manageable and to a point that I could live with. Trust me, I hate lag too.


Now I'm at the piston that shoots you up into the carved out tunnel. I jump on said piston and- Jesus Christ! I shot through the wall and now I'm flying to the end of the level! And... I landed on the scoreboard! Wait, is that supposed to happen!?

That has happened to me a couple times in playthroughs too. Believe when I say I must have went through that section a hundred times in create mode and it never happened. The tunnel is made two planes thick too, so there really is no explaining the fact that Sackboy can get through there. It's is kind of ironic that it shoots you into the scoreboard hole everytime it happens though. I am so sorry it did happen to you though because it was not intended. And you missed an entire section of the level too. Oh well, I can always republish if I get more feedback on that same problem.

Thanks for the heart CyberSora, you are one of the top creators in lbp and when someone like you hearts my level it means Sooo Much!!

Thank you!!
2010-03-21 03:39:00

Author:
VelcroJonze
Posts: 1305


hey Velcro, do you plan to make a Fort Sugar 4?2010-03-21 04:08:00

Author:
Lilman1101
Posts: 91


Hey VelcroJonze,

Congratulations for making it to the Community Spotlight once again! Keep them coming ...

Hip Hip Hooray,
jeffcu28
2010-03-21 07:11:00

Author:
jeffcu28
Posts: 648


Congrats on landing yourself another Spotlight VJ!

I still owe you detailed feedback on this level, which will be coming soon I promise.
2010-03-21 07:42:00

Author:
Taffey
Posts: 3187


Thanks guy's!!

I republished this five minutes ago before I even knew about the spotlight, because of all the feedback I have gotten the past week.

I am so glad I did now.

I lost 150 plays and 30 hearts in the process but this is a better version of the level now.

I'll edit this post a little later for an update on all the changes I made, and who suggested them to me.

Thanks again !!
2010-03-21 19:36:00

Author:
VelcroJonze
Posts: 1305


Congrads VelcroJonze and to your well deserved Spotlight! Maybe now you can edit that in your sig.


I was fighting lag the whole way through the level. I think it was the fact that so much happens in the first 10 seconds of the level that the poor psp just can't keep up. Then I added all the point bubbles in the first section and it really dropped the frame rate. I used the old sensor switch hooked to the magnetic key trick on all the places that uses a gob of pistons together to counteract the lag but I still had a little bit in the first section. After much experimenting and cutting out a few things that wanted to happen in that first section, I got it quite manageable and to a point that I could live with. Trust me, I hate lag too.

Wow. Well don't worry, it's not your fault. I'm blaming it on Cambridge!


That has happened to me a couple times in playthroughs too. Believe when I say I must have went through that section a hundred times in create mode and it never happened. The tunnel is made two planes thick too, so there really is no explaining the fact that Sackboy can get through there. It's is kind of ironic that it shoots you into the scoreboard hole everytime it happens though. I am so sorry it did happen to you though because it was not intended. And you missed an entire section of the level too. Oh well, I can always republish if I get more feedback on that same problem.

Okay, so it wasn't intended, huh? I guess when I jumped it, it gave me a boost, causing me to jump shoot the wall. This happened after I jumped over the piston to get the points on the ledge, so maybe that ledge is a problem, seeing that that's where I jumped from. Other than that, you're saying that was a 1-in-a-100, which I find quite comforting now.

Wait! But you're saying I have to play the level AGAIN to finish it correctly?! That... is... awesome! With the new updates out, it'll feel like playing the game again to find out the alternative ending! I might call it Timber Canyons: Last Mission Plus+ for the fun of it. WOOT!


Thanks for the heart CyberSora, you are one of the top creators in lbp and when someone like you hearts my level it means Sooo Much!!

Thank you!!

Oh, the emberrasment. :blush:

I like your levels, too. Keep at them, and I'll keep playing them.

Peace
2010-03-21 20:45:00

Author:
CyberSora
Posts: 5551


You sooooo deserved this spotlight!
I wasn't kidding about your level being that good!
2010-03-22 02:54:00

Author:
Spark151
Posts: 801


hey Velcro, do you plan to make a Fort Sugar 4?

Yes, I do plan on more sugar levels. I honestly have no ideas at the moment for the next one, but that could change tomorrow.


You sooooo deserved this spotlight!
I wasn't kidding about your level being that good! Thanks man!!


Okay, I updated this today after the great feedback and this is what I changed. Poo pointed out some sensor switches that I missed and I set those to not visible. I still missed the ones on the opening two launchers. :eek: The speed on the wooden wave has been decreased slightly on the suggestion of a few. It's not much of a decrease but it should help out. The thing that was most bothersome about my initial upload was that on occasion I would get shot through the tunnel to the raft and into the scoreboard and whenCyberSora pointed this out to me the other day I knew I had to make an update. The pistons power has been scaled back a little and I believe that fixed the problem. With the new version, and I have not went through the wall yet, so I am relieved that that major issue is fixed now. I also glued down the spikes in the last section due to people pointing that out to me. I try to glue as little as possible in create mode and I never got back to stamping those down originly. I also added a little more scenery at the end at the bridge on Poo's suggestion.

I think that's it.

So go and re download this again and give this one some lurve too.

Thanks guy's!!
2010-03-22 03:27:00

Author:
VelcroJonze
Posts: 1305


Hey Velcro, just thought I give you my final feedback on this (yes final, seeing as the level itself is now flawless).

Overall, I had no problem with it. The lag for some reason is actually shorter now, the "Jesus Christ" obstacle is now easier, and that jump shoot thing didn't occur anymore. So I re-downloaded it, re-played it, and re-loved it (R3). Oh, and I re-:star::star::star::star::star: it and re-♥ it. I pretty much re'ed it to death!

Great job! I'm looking foward to more of your levels.

Peace
2010-03-22 11:39:00

Author:
CyberSora
Posts: 5551


I redownloaded your level and re-hearted it2010-03-23 00:53:00

Author:
Spark151
Posts: 801


Once again, I've had to republish this level. I am not very happy about this but I can not live with myself knowing there is something wrong with my level and I can fix it. The same problem CyberSora mentioned about Sackboy being flung through the tunnel wall has happened to me again. I have lowered the power of the launcher again plus added an extra layer of thin material in the back plane. That is the only place I can figure he is getting through since the tunnel is made of two thick planes.

I hate this has happened after getting the spotlight, but I have to fix this or it will just drive me crazy.
2010-03-23 04:32:00

Author:
VelcroJonze
Posts: 1305


Wow, I have to re-re-download it, re-re-play it, and re-re-heart it? My re levels are going down because of you!

I kind of feel bad that I made you go back and forth because of my little problem. So, I'm gonna re-give my final review for you!

So, everything is normal so far. Now the moment of resistance: the launcher. And... it's... good! Touchdown!

Re-re-:star::star::star::star::star: and re-re-♥'ed it! Good job, again... and again!

Peace
2010-03-24 00:16:00

Author:
CyberSora
Posts: 5551


Thanks CyberSora and Spark!!

I appreciate the replays and the re-hearts!!

I lost a few plays and hearts by republishing but since the last upload I have not had one problem so it was well worth it.

The thought of having something wrong with my level and not fixing it would drive me nuts!!

It's a shame you cant edit your levels without resetting the plays like you can on ps3.
2010-03-30 01:45:00

Author:
VelcroJonze
Posts: 1305


I had a chance to play this in between some other trivial tasks throughout the day. I'm glad I did.

Story

+ Wooden architecture is very easy on the eyes
? Not much of a story, but that's fine


Gameplay

+ Right from the get-go, the player is thrown into an intricate world filled with dynamic objects and platforms that launch your sackperson around
+ Some really cool interactive pieces to the level, I found myself saying "oh cool!" and "wow!" a lot while playing when I was suddenly launched towards the unknown
+ Very fun to explore
+ A few hidden tricks and secrets in unexpected places
? The puzzles aren't really puzzles, more-so interactive exploration, but fun nonetheless
- The fun is cut short, as the level doesn't take overly long to complete


Final Thoughts
A very well made level. I enjoyed the overall design very much. The music was a nice touch too! The only problem I can think of is the comical music that plays when you're boarding down the slope. It's fine, but you don't stay on the board for long, so the music changes again rather quickly. I found that this interrupted the flow a little bit. A minor thing, not worth placing another minus in your gameplay column for.

My score of 1860 is tied at #2 with PSN StarBoyAdam.


Final Score::star::star::star::star::star:
2010-03-31 04:59:00

Author:
xero
Posts: 2419


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.