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Creator Spotlight 11 - CuzFeeshe

Archive: 47 posts


http://www.lbpcentral.com/forums/images/creator_spotlight.png

Note by ConfusedCartman: MrsSpookyBuz completed two Creator Spotlights before departing from LBPCentral. Now that we have the Creator Spotlight back up on its feet, we are beginning to publish these as we did before she left. This Creator Spotlight and the Creator Spotlight we post two weeks from now are both written by her - all Creator Spotlights after that will be written by someone new. Who? Well, I guess you'll just have to stick around to find out!

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CuzFeeshe
The Wizard of Gameplay (aka The Joypad Destroyer)
Interview conducted by MrsSpookyBuz (http://www.lbpcentral.com/forums/member.php?u=3896)

Some say that his levels are built by telekinesis. Some say he can lethalise materials simply by looking at them. Others are left in a shaken, wrecked state after spending countless hours playing his heart-pumping innovations. As Highlander used to say: "There can be only one." Ladies and gentlemen, it's CuzFeeshe...


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http://www.lbpcentral.com/forums/images/creator_spotlight/CuzFeeshe/vertigo.jpg
Totally formidable: it's "Vertigo!" And it's brilliant.


The Low-Down

What video games did you enjoy playing before LBP was released?
Tomb Raider, Hot Shots Golf, Oblivion, Ratchet & Clank, Sly Cooper, Motorstorm.... and LOTS of classic games. I purchase just about every classic game collection I can get my hands on. I honestly don't even have a favorite genre - a great game is a great game. Every once in a while I still pop up an old Trs-80 emulator to play some of those old 70's classic games.

What was the first full level you ever built? And what was it like?
Dante's Temple... fairly uncreative, and reminiscent of other levels at the time. I didn't take it too seriously - I built it to see what the tools were like.

What levels have you published to date?
Dante's Temple
Splat Invaders Saga
Splat Invaders II: The Caverns of Splat
Splat Invaders III: Insurrection
Tiger Woods Mini Golf
Vertigo!
Destiny!
Roll out the Barrel!
LittleBugPlanet (with xkappax, Catiers, and Morgana25)
Grab the Yellow Things (with xkappax, Catiers, and VMethos)
Starship Troopers
Sea Dragon
Lunar Lander
Jacques the Acadian Warlord


Which of these is your own favourite? And why?
Vertigo! I think it best captured that arcade "feel" and has great replay value - I never seem to get tired of playing it. I was actually surprised it didn't catch on more - I thought the whole "Sackboy as a joystick" concept was pretty cool.



Are there any other creators who inspire you?
There's a huge list of creators that inspire me to stay interested in LittleBigPlanet, but I'll mention a few that directly influenced my creation style:

Blorf and Samson107 inspired me to try different types of play mechanics. Much of my lighting style after the original Splat Invaders Saga was inspired by playing levels from Takelow. My use of spinning gas effects and my jump pad mechanics were inspired by playing Jaeyden levels (unfortunately, he has yet to release the level that I saw the jump pads in....), my "cow floating" section in Splat was inspired by playing a section of LittleBigApocalypse from JonMartin.... and the fact that there ARE floating cows was because Aer0blue wanted cows... Destiny! was inspired of CENTURION24's Run for It, Tiger Woods Mini Golf was inspired by playing Wexfordian and TheGide's pinball games (I know.. strange connection, but true), and some of the general visuals of my levels were inspired by OCK and NinjaMicWZ (although emulated poorly...). And, of course, I wouldn't have created just about ANYTHING if I hadn't been ticked off after returning to finish a gevurah22 level... and found that it was moderated! I found the topic discussing it on LBPCentral and decided to stay.

I've been trying to really pay attention to levels from Kaminsti, Poms, Jump_button, Elvenbane, CompherMC, GruntosUK and mrSuperComputer for visuals - I think it helps trying to study other creators' art that appeals to you for inspiration. There's sometimes some real gem techniques that can spice up the looks of a level.

Interestingly, much of the content in the Splat Invaders levels were from chatting for hours with a coworker (Robert Trabucco) and coming up with things we thought would be interesting.... so even if he hasn't actually created a level himself, he deserves credit for some interesting content.

Also, I learned some nice visual techniques creating with morgana25 and xkappax in the beta.



What?s the worst thing that?s happened while creating?
Destiny! was pretty horrible to create - mainly because the entire level is on a conveyor (even the entire ending sequence) and the different sections kept collapsing when I tried to use the corner editor on them. Trying to time the conveyor movement into the gas required so many tests I was shaking.... and I was dreaming about that horrible noise the gas makes in my sleep. Also, at one point an entire section of the level suddenly became "ghosted"... it was visible, but couldn't be clicked. So, I had to move the entire level over a piece at a time into another level.

I consider myself fortunate, however - I've never lost anything.


What?s your pet hate in LBP?
The cool levels system, definitely. I think it's become a great big mess. I wish they would implement a creator-controlled genre and difficulty system that would help players to find the levels they would enjoy. I think LittleBigPlanet would really mature if there was a way for creators to target specific audiences rather than having levels lumped into one big pile. I've noticed young or casual gamers reaction to challenging gameplay and puzzles causes creators to dumb down their levels. Could you imagine what would happen if commercial games had to cater to the least common denominator of skill to have them succeed commercially? Tomb Raider without a single puzzle to solve....

This feature would really help me - my levels tend to make young children cry.



If you worked for Media Molecule, what tool/object/material would you have liked to see developed?
My dream power-up: A container you put Sackboy in that has a wire for each function of the Dualshock controller.... so you could cleanly create non-platforming levels. Of course, climbing and gravity/sackboy physics adjustments would also be very cool.


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http://www.lbpcentral.com/forums/images/creator_spotlight/CuzFeeshe/splat.jpg
Things that go 'splat'! CuzFeeshe's take on Space Invaders is an LBP classic.

Digging Deeper

You're undoubtedly one of the creators whose levels I look forward to, and subsequently spend a lot of time playing them! Do you still get a buzz from the whole creating experience?
Absolutely! When I get inspired by an idea it's hard to keep me out of create mode. I think it's pretty amazing what Media Molecule have pulled off... it's like "painting" a game. Funny thing is, I grew up designing video games, so I was used to coding them out using an assembler editor. I quit to design application software after college. To me, LittleBigPlanet is like returning to the thing I enjoyed when I was a kid... except it's much more visual and fun.


How difficult is it for you to maintain the high level of consistency found in your creations?
Obviously I pick mechanics which require quite a bit of patience to get working correctly, but building these levels is much easier for me than creating straight-up platforming levels. The funny thing is, the first 3 levels I built were pretty standard platformers. It felt like a chore building them, and the results were nothing special.
It wasn't until I played Blorf's "Metal Revolution" that the light bulb went off - I spent several hours perfecting my rolling and balancing skills and realized that with a bit of creativity you could do gameplay that felt quite different than other LittleBigPlanet levels. After that I started building "Splat Invaders" and found that I could build levels that would give players a different experience. Creating became much more enjoyable, and people seemed to like those levels quite a bit. Building gameplay instead of concentrating on story and aesthetics seemed much more natural for me, so I think finding my "niche" made it easy to maintain quality.


In addition to the consistent quality, your innovation on LBP is a rare commodity. Does this innovation dictate the level design, or does the level design come first, requiring you to be innovative with its mechanics or logic?
The innovation dictates the level design. I will usually just sit in create mode for hours and try different mechanics that sound fun. If it turns out to be fun, I'll build a level around it. Many ideas are thrown away. In the case of "Roll out the barrel", for instance, the original thought was "I wonder if Sackboy is inside a barrel and you throw the barrel up in the air.... can it be controlled?". So I built a bunch of platforms to throw a barrel up in the air, and tried it. It was immediately fun bouncing the barrel around, so I decided to build an entire level around it.



Lots of your levels involve quick-thinking, pulse-pounding gameplay. What's the secret formula for getting the balance right?
There are certainly some old-school sensibilities that I think defines my levels:
Gameplay should always be fair - and it should be obvious to the player that it's fair regardless of difficulty. If they die, they should feel like it was their fault. When I'm designing and I add obstacles, I spend just as much time making sure the player can avoid the danger. For instance, in Vertigo nothing was random. Every obstacle flying across the screen was placed with the idea that the player could avoid them and never be placed in a cheap death position.
Keep the player in the game - I'm not a fan of allowing the player to stand back and fire a paintinator without having to experience the danger. So, I force the player into battle and keep them there until they're done. I think the "adrenaline rush" is what makes many players really enjoy a game.

Give them a reason to keep going - No matter the difficulty, give the player a reason to press on. It's the old "one more quarter" approach to the arcade classics. If the game is the same idea and strategy all the way through, they will get the same experience if they play it for 1 minute or 1 hour. I try to make the player curious of what comes next. For instance, in Donkey Kong you want to get to the next board or the next round to deal with new or changes obstacles.


Any aspects you struggle with, or wish you were better at?
I'm not very good at visuals. The graphics in my levels are clean, but not very detailed - I have a really difficult time decorating and selecting materials. I think working with xkappax and Morgana25 in the beta helped a bit - seeing the way they shaped and cut materials gave me some insight on how I can improve. However, I've been able to work around this deficiency by building levels which require less visual skill. In other words, I don't do "creepy" atmosphere or walking through the woods.... trees intimidate me.


What has CuzFeeshe got in store for the future?
I actually don't have a level in the works right now. I've been playing a bit with some game ideas and playing other people's levels. I'd love to team up with someone that I have good chemistry with and who has good visual skills to see what kind of a great level could be produced.



And finally, you and your levels have caused me the following: two broken joypads, a Destiny! nightmare, numerous sleepless nights, Tourette-style cursing, RSI, the shakes, an ongoing rivalry between me and SpookyBuz, and a real-life aversion to blue gas! Could you offer counselling or reimbursement in any way for me and everyone else who've been left affected?
In my opinion, if you're tired, shaking, have sweaty hands, and are having problems sleeping... you've just played a great game! All I can suggest is an aspirin.


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http://www.lbpcentral.com/forums/images/creator_spotlight/CuzFeeshe/seadragon.jpg
"Sea Dragon" by CuzFeeshe, proving that you actually can sweat underwater!

Our Conclusions

The innovation CuzFeeshe shows in his creations is legendary. The elements he chooses to include come together effortlessly to form truly unforgettable experiences. He isn't satisfied with run, jump, grab - he prefers the run, shoot, panic approach. While I admit that I don't need an excuse to indulge in a glass of wine, after I played Destiny! for over an hour, the wine certainly did flow. But how can levels in the fun and cute world of LBP induce such anxiety? Easy - his mastery of arcade timing and addictive 'one more go'ingredients make playing his levels compulsive. You'll have fun, but it is certainly a different kind of fun. As to CuzFeeshe himself, well, he's a wise old bean. Helpful, supportive and always ready with an hilarious quip or two. He's one of a kind, and, excluding his family, I'm his biggest fan.
2010-03-27 02:06:00

Author:
ConfusedCartman
Posts: 3729


woot, great interview, its awesome to get insight on my favorite creators 2010-03-27 02:18:00

Author:
Littlebigdude805
Posts: 1924


Awesome interview Ccubbage! Congrats.. and very deserving spotlight to one of my favorite creators!

And to mrsspookybuz wherever you are, so nice to get a blast from the past and such an awesome job!! Whoever is taking over these spotlights has their work cut out for them!
2010-03-27 02:19:00

Author:
jwwphotos
Posts: 11383


Yay! CCubbage! Awesome that these spotlights are coming back. I really enjoy reading them.2010-03-27 02:23:00

Author:
Morgana25
Posts: 5983


Awesome! There are some great insights to our favorite fishy member! I hope someone lets Lisa know that we published her interview, even if she stops by unnoticed... just so she knows that we appreciate the time she took to do the interview.

2010-03-27 02:24:00

Author:
comphermc
Posts: 5338


Fanfrickentastic!

Very nice job to our departed interviewer...and what a wonderful read.

Yea CuzFeeshe!


2010-03-27 02:24:00

Author:
AJnKnox
Posts: 518


Man, I wanna play that Submarine "Sea Dragon" level so bad.

Splat's still arguably one of the ten best levels of all time IMO, even though things have come and gone... it was the long gone Neverynall that took me into it, and it had this whole aura about it that run-of-the-mill levels don't have, no matter how great they are. Maybe it was the humor, the deep rooted throwback gaming spirit, and the way the option to go from the scoreboard to a much more epic level was totally unexpected and executed perfectly. All his levels have the best gameplay ideas, but that one encapsulated like... video games and wanting to make them to me. Plus, the paintinator was still pretty fresh at the time, so it was a serious wow. It did for shooting, what H.A.T.E. did for platforming.

Also, yeah, Metal Revolution was awesome, I agree. Definitely kicked down the door a little.

cuz and deboerdave are my two favorite gameplay creators, and always had that knack for raw platforming gameplay and off the wall ideas that I could never get right in my projects.
2010-03-27 03:14:00

Author:
Unknown User


Awesome interview, now its time to get a glass of water and some advil. I'm off to replay those levels!2010-03-27 03:21:00

Author:
4wheel
Posts: 511


Great stuff Ccubbage! A really good read

It could definitely do with being updated though now...Holding the high score on S!JD? surely needs some kind of mention? It is your greatest achievement after all!
2010-03-27 03:24:00

Author:
jackofcourse
Posts: 1494


Can I nominate Deftmute for a spotlight?2010-03-27 03:25:00

Author:
qrtda235566
Posts: 3664


WOOHOOOOOOOOOOO!!!!!!!!! DIS IS AAAAAAAAWWWWWEESSSSSOOOOOOMMMEE!!!!!!2010-03-27 03:32:00

Author:
JspOt
Posts: 3607


That was excellent! Thanks CuzFeeshe for your brilliance, and a thanks for a great interview, out into the void to the lovely MrsSpooky x2010-03-27 03:37:00

Author:
BabyDoll1970
Posts: 1567


Can I nominate Deftmute for a spotlight?

I'd PM CC if you have someone who you think would make a good spotlight

Let's keep Ccubbage's spotlight all about the man himself!
2010-03-27 03:51:00

Author:
jackofcourse
Posts: 1494


Great interview! I agree with you on this point: "My dream power-up: A container you put Sackboy in that has a wire for each function of the Dualshock controller.... so you could cleanly create non-platforming levels." That would make non-platforming levels much easier to create. Anyhow, thanks Ccubbage for the great read and MrsSpookyBuz for the interview.

It'll be exciting to see who will be interviewed and who will be conducting the interviews/ taking over the creator spotlight in four weeks!
2010-03-27 04:16:00

Author:
Silverpanther
Posts: 156


I think I've only played your Roll Out The Barrel :blush:

It was absolutely great though, so time for me to man up and play your other creations

Another great interview as well
2010-03-27 05:21:00

Author:
Incinerator22
Posts: 3251


The master of the arcade game and one of the best creators around.

Good stuff there. Probably wouldnt be a member of this site if it wasn't for Cabbage. Nor would I have been a member of the Spotlight crew. I'm sure I owe you a pint big guy!
2010-03-27 07:57:00

Author:
Matt 82
Posts: 1096


Great interview, nice to see these spotlights back up and running! I'll have to revisit your levels, CCubbage, as there's quite a few that I've missed. Roll out the barrel was incredibly fun, though 2010-03-27 08:08:00

Author:
Duffluc
Posts: 402


CCubb for president.
Everything the man touches becomes gold.
Then he's a very humble and kind guy, with a wonderful sense of humor, something that I consider more important than the ability to create.
Thanks CCubb!
2010-03-27 08:18:00

Author:
OmegaSlayer
Posts: 5112


Great interview!
I am very glad that i could have inspired such a great a creator than you Ccubbage
2010-03-27 09:33:00

Author:
Takelow
Posts: 1355


Good to see the spotlights coming back. Nice and detailed interview. Congratulations to CCubbage for his innovative levels building skills and the departed MrsSpookyBuz for all the great interviews she did.2010-03-27 09:59:00

Author:
Arctos13
Posts: 258


Is it normal after reading these to suddenly want to re-play all their levels? Great interview, I've really missed these...2010-03-27 10:58:00

Author:
Doopz
Posts: 5592


Wow! A very interesting interview. Cuzfeeshe is one of the most creative creators ever seen.
Thanks!
2010-03-27 11:05:00

Author:
poms
Posts: 383


I missed the creator spotlights a whole lot and I'm extremely glad to see them return. ^__^ This was a great read. He is one of my best littlebigfriends ^__^ ... I worked almost exclusively with Ccubbage, Morgana and Catiers for much of the beta, and it was pretty amazing to watch him work. He's good at all the things I'm not, and that's why we worked so well together, I think. Congrats to Ccubbage on a well-deserved spotlight!2010-03-27 12:17:00

Author:
xkappax
Posts: 2569


woah great interview, hmm I don't think I've played your levels..
*runs to ps3 to play CCubbage's levels*
2010-03-27 13:14:00

Author:
Alec
Posts: 3871


Nice interview! Gonna play as many levels as I can when I am able to get my hands on my PS3, later. Siblings can be a real pain, when creator spotlights come out.
2010-03-27 13:29:00

Author:
moonwire
Posts: 1627


Ccubbage is not only an awesome creator, but a great mentor to others. I'm not trying to give the man extra work, but he's really helped me with technical issues, and understands the "laws of physics" of LBP about as well as anyone I know. Grats, CuzFeeshe...if that IS your real name. Keep on rockin' those one-button joystick classics - and I agree with you about the magic box powerup.2010-03-27 14:46:00

Author:
coyote_blue
Posts: 422


Awesome! One of my favorite people here on LBPC. A great creator and one of the first people that offered assistance and advice when I first joined. Excellent interview. Thank you!2010-03-27 15:24:00

Author:
v0rtex
Posts: 1878


congratulations on the well deserved community spotlight!2010-03-27 16:31:00

Author:
mr_b_ram
Posts: 40


Awesome! One of my favorite people here on LBPC. A great creator and one of the first people that offered assistance and advice when I first joined. Excellent interview. Thank you!

Couldn't have said it better myself. Not only does he make some of the best levels (and replayed from a personal PoV) out there, but his feedback on my stuff since i joined the forum has been invaluable, especially when i was a newbie here. A star amongst the LBP create community, consistently fresh ( you never know what kind of level will be next) and a nice guy to boot. Well done Cubb!
2010-03-27 16:33:00

Author:
julesyjules
Posts: 1156


A new creator spotlight, horray! And it's about the creator of one of my favorite levels, Splat Invaders Saga, hooray again!

Great interview!
2010-03-27 16:39:00

Author:
mrsupercomputer
Posts: 1335


I'd rather see a spotlight done of OOnion 2010-03-27 16:42:00

Author:
KQuinn94Z
Posts: 1758


Sounds like an interesing creator, I'll be sure to give his levels a go!

http://i.neoseeker.com/mgv/272671-Blackfalcon/671/5/animal0064hb2_display.gif
2010-03-27 19:05:00

Author:
Blackfalcon
Posts: 409


Thanks everyone! I was a bit nervous about this creator spotlight being released, but it's been really encouraging. Getting a creator spotlight with all the INCREDIBLE talent on this site is pretty amazing. I've been more playing levels than creating the last couple months, and I've played through so many great levels it's easy to be humbled.

I definately wish MrsSpooky were still here to see it, but I know she's still out there creating! She's got a nifty little level for the PSP out now "Hyper Block".
2010-03-27 21:43:00

Author:
CCubbage
Posts: 4430


Great interview. Congrats Cubbage and thanks for all the feeshe!2010-03-27 21:59:00

Author:
wexfordian
Posts: 1904


What a great read!2010-03-28 02:21:00

Author:
Keldur
Posts: 628


Ya know- in hindsight, it is really easy to miss what an incredible risky creator you are... By that I mean, you look at the list, your list of created levels, (all household names, now!) and the innovation and depth of gameplay each level brings-- stacked on top of each other... really blows one away! Taken singularly however upon each ones' release, a more varied collection of divergent fresh gameplay mechanics would be hard to find in any creator curators' collection. If 'everything' were just not rightly so-- it could be a very different collection indeed.

You- as the creator, are the only thing that really 'binds' this group of levels together... The distinctness of each level upon it's release has forced me as a player to 'trust' whatever your next/newest release is. This, to me, is the magic of Cuzfeeshe! You, perhaps more than any other creator... have an implicit level of trust with your audience... So to my mind, this is one of the most worthy 'Creator' Spotlights I've seen. I'm not attempting to take anything away from anyone, but, this relationship as I see it-- should have been the crux of the article. Coupled with your availability here... Congratulations, Ccubb well deserved!
2010-03-28 05:40:00

Author:
Gravel
Posts: 1308


I don't know how many hours I've spent playing your levels over the months CCubbage, far FAR to many to count. Frustration, and retrying over and over and again until it finally clicks, is not something I generally like doing in video games, but you manage to pull it off time and time, and keep me hooked and playing long after I'd have generally given up. I can remember playing Splat Invaders when I first joined this site and was blown away then, I still have a run through it now to this day, and that says for the longevity of what you create. I can then remember getting the key for Vertigo! one morning, and literally spending all day playing it, doing no housework, not working the dog, basically shutting myself off from the world to play and its still probably my favourite of yours.

A good freind on LBP for a long time, an eager Beta tester (even when then there's little to test), excellent creator and a valued member of the site. He got me involved in the spotlight and gave my levels a nice bump all that time ago. Congrats Cub, well deserved
2010-03-28 12:06:00

Author:
GruntosUK
Posts: 1754


Splat this splat that, off I take my hat.2010-03-28 12:36:00

Author:
BasketSnake
Posts: 2391


Congrats to the spotloght Ccubbage, it was well deserved.2010-03-28 22:58:00

Author:
X-FROGBOY-X
Posts: 1800


Splat's still arguably one of the ten best levels of all time IMO, even though things have come and gone... it was the long gone Neverynall that took me into it, and it had this whole aura about it that run-of-the-mill levels don't have, no matter how great they are. Maybe it was the humor, the deep rooted throwback gaming spirit, and the way the option to go from the scoreboard to a much more epic level was totally unexpected and executed perfectly. All his levels have the best gameplay ideas, but that one encapsulated like... video games and wanting to make them to me.



And it's about the creator of one of my favorite levels, Splat Invaders Saga


I can remember playing Splat Invaders when I first joined this site and was blown away then, I still have a run through it now to this day, and that says for the longevity of what you create.

You know.... I definately have more fond memories of creating Splat Invaders Saga. I was never QUITE sure why it was so much fun, but I knew when I was building it that it would be something special. Maybe it was the mood I was in. I would sit at lunch with a friend from work and we would just pour out this whole convoluted story about Aliens studying humans on earth and not quite.... getting them. We poured through pictures of the way they may THINK human's portraid Aliens by watching old TV shows and movies, and poured over just as many pictures of Hillary Clinton since we figured they would THINK she represented the ideal female.

I think the thing that made Splat Invaders fun was that I was laughing the entire time I was creating it. The idea of putting the player in an alien abduction scenario where they had NO idea what was happening, then slowly revealing it seemed to hit right with the players.

When we came up with the idea for the "Bovine Anti-Gravity Chamber" I couldn't wait to finish it. The thought of a player going into that area with NO clue what would happen the first time they successfully accomplished a "float" was priceless.


The distinctness of each level upon it's release has forced me as a player to 'trust' whatever your next/newest release is. This, to me, is the magic of Cuzfeeshe! You, perhaps more than any other creator... have an implicit level of trust with your audience...

It's funny you mention that.... I think "pray" probably is more appropriate than "trust" .

There's been many levels that I KNEW would be great ideas, but I had knots in my stomach thinking about the backlash that would probably ensue when I released them. For instance, when I released "Vertigo!" I figured it would totally tank. The amount of effort it would require for the player to reach the level of truly enjoying it made me think it would probably be a 2 star level. That was actually the reason I had a contest for it - I figured at least a few people would get some enjoyment out of it. I was actually pleasantly surprised by the results. It did FAR better than I thought it would.

And of course Destiny!..... I thought I had gone too far and was going to decimate my reputation with it... But once again, people seemed to like it.

(I think I actually did cross that line with Lunar Lander, but the people who like it seem to REALLY like it. Everyone else who played it silently wishes they could put a bullet in my knee cap)

I may also be the only creator to needed to delete a level and redesign parts of it because there was "too much vomit". I was getting an onslaught of hate PSN messages and "rubbish" tag spamming on the release of Starship Troopers because of the alien's trying to vomit acid.

A sampling: "You disgust me. I was about to eat dinner with my family and played your game - now I have lost my appetite."

Good times....



Splat this splat that, off I take my hat.

I love a good poem.
2010-03-30 03:01:00

Author:
CCubbage
Posts: 4430


You know, Ccubbage, I just noticed that you failed to mention the three flamigos, which yielded possibly one of the best vehicles ever made by you.

Also, is this for real?

A sampling: "You disgust me. I was about to eat dinner with my family and played your game - now I have lost my appetite."

did you really have to delete sections of the level because of comments like that?
2010-03-30 18:11:00

Author:
xkappax
Posts: 2569


did you really have to delete sections of the level because of comments like that?

Not COMMENTS, PSN MESSAGES. .

I actually ticked off several people, who started not only spamming my level comments with messages, but also directly harrassing me. And in a matter of an hour or two RUBBISH became not only the primary tag, but was HUGE. I ended up deleting the level when it was on page 3 of cool levels, and waiting a week before releasing again.

I didn't remove sections - I just changed the green vomit to plasma and changed sounds. I admit, the original used the "vomit" sound way too much.

And I can't BELIEVE I forgot to put The Three Flamingo's on that list - probably because it was under your PSN. That level is definately a work of art.
2010-03-30 18:45:00

Author:
CCubbage
Posts: 4430


lol. I had very little to do with Three Flamigos. That was all you, Larry and Morgana. I made some sand and a monkey. That was the extent of it.

I used to get PSN messages and comments saying that Centralia was "to dark"... lol. But nothing to the extent of what you must have received. I didn't know that and I'm sorry that happened to you.
2010-03-30 19:35:00

Author:
xkappax
Posts: 2569


Truth in advertising - I lit two parts and added funky paisley stuff to one section - oh an the wings on the scoreboard.... that's all I did

@ CCubbage - that sucks you got harassed for that one! I played it after the modification so I can't comment on it's before state but as gross as it sounds I can't imagine people were literally put off their dinners because of some sound effects and some fake vomit. Whatever.

For my money - Destiny is still my favorite of your levels. The sound in THAT one is wicked creepy!
2010-03-30 19:46:00

Author:
Morgana25
Posts: 5983


Fellow arcade buddy! Good to read up on this article for sure. =)

[QUOTE]And, of course, I wouldn't have created just about ANYTHING if I hadn't been ticked off after returning to finish a gevurah22 level... and found that it was moderated!/QUOTE]

LOL, I dunno how to take that...
2010-03-30 19:49:00

Author:
gevurah22
Posts: 1476


And, of course, I wouldn't have created just about ANYTHING if I hadn't been ticked off after returning to finish a gevurah22 level... and found that it was moderated!

LOL, I dunno how to take that...

It's a compliment. I believe it was your "Phantasy" level. I was playing it one evening, had to leave for dinner with the wife... came back a couple hours later and.... gone.

I'll agree it wasn't your best work as a whole, but I was having a good ole time platforming up the dragons tail (that was a GREAT dragon). I did a search for it on the internet ("gevurah22" "phantasy" "disappeared") to see if LBP had an issue, and found your LBPCentral thread for Azure Palace having been moderated. That's actually how I found this site.


For my money - Destiny is still my favorite of your levels. The sound in THAT one is wicked creepy!

I honestly don't know if I could recreate that sound. I went through all the sound objects and found every whispery, understated sound I could find and placed them all randomly around the big wheel of spinning gas. The first time I heard it.... wow. I think I got goosebumps.
2010-03-30 20:05:00

Author:
CCubbage
Posts: 4430


Locked and archived. 2010-04-11 03:46:00

Author:
ConfusedCartman
Posts: 3729


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

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