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Zombie Apocalypse: And the Gunslinger Followed

Archive: 15 posts


Zombie Apocalypse: And the Sackboy FollowedZodiacX
This is the 3rd edition to my 6(?) part story about the Zombie Apocalypse in Haven City. it includes a few themes (including the title) from Stephen King's The Dark Tower becuase it's by far my favorite series. There isn't much story progression in this one, but the gameplay is the best I have done.
It is amazing how much better I have gotten since I started to make levels. It's been slow, and the rewards are slower. Ah well, I'll post some screen shots later but I am too tired right now. If you want to know the back story, feel free to play the past two levels. They aren't that long. I ran into the end of the level so I had to force kill the player so don't be surprised about it. It's a level that you'll want to take slowly and look round. I'll be back on tomorrow to leave feedback for anyone who leaves feedback for me.

Oh, and I messed up the thread title. It's definitely Zombie Apocalypse: And the Sackboy Followed not gunslinger.

http://i549.photobucket.com/albums/ii399/ZodiacCollide/LBP/APhoto_2.jpg
http://i549.photobucket.com/albums/ii399/ZodiacCollide/LBP/APhoto_3.jpg
http://i549.photobucket.com/albums/ii399/ZodiacCollide/LBP/APhoto_4.jpg
http://i549.photobucket.com/albums/ii399/ZodiacCollide/LBP/APhoto_5.jpg
http://i549.photobucket.com/albums/ii399/ZodiacCollide/LBP/APhoto_6.jpg
http://i549.photobucket.com/albums/ii399/ZodiacCollide/LBP/APhoto_7.jpg
http://i549.photobucket.com/albums/ii399/ZodiacCollide/LBP/APhoto_8.jpg
http://i549.photobucket.com/albums/ii399/ZodiacCollide/LBP/APhoto_9.jpg
http://i549.photobucket.com/albums/ii399/ZodiacCollide/LBP/APhoto_10.jpg
http://i549.photobucket.com/albums/ii399/ZodiacCollide/LBP/APhoto_11.jpg
2010-05-04 04:45:00

Author:
ZodiacX
Posts: 29


He is late checking your level and I felt very good, development is well represented, this feeling of emptiness and loneliness you did it perfectly, has some very good details such as rising gas representation of the stone, the environment that you made with the tones light is adequate. Difculta only thing is the camera level on some occasions as part of the focus jump from in-focus, then you really do not distinguish in principle which has to be done, otherwise your level is fine, aah! ! by the way, has risen to 4 stars LOL


F4F: I'd like to check my level and give me your opinion https://lbpcentral.lbp-hub.com/index.php?t=26126-Enchanted-adventure
2010-05-04 15:02:00

Author:
psyntens
Posts: 562


This level was good, except for a few view changes.

The only other major thing was that it is very, very hard. I died about ten times at the part where there is rising and falling gas, and at least 20 at the part where you jump across the metal beams... Generally people don't appreciate a hard level very much, and tend to give it a lower rating.

But, I still liked it!

F4F: I don't have any levels up yet, but i will have two up soon... One of them is done, I'm just waiting until a time that I can republish it 20+ times in one day. They're both very epic levels though, one being a turret defense and the other a zombie survival (with a working currency system). If you want a preview you can add me, username: devonushka.
2010-05-05 01:04:00

Author:
Devonushka
Posts: 95


Thank you both. I figured that it would be challenging but since I have played it so many times I couldn't tell if it was too challenging. Was the R1 sequence a little vague? What specific parts were the hardest?2010-05-05 01:16:00

Author:
ZodiacX
Posts: 29


There were two parts in the beam jumping where you had to swing the beam up and down on the sides as well as back and forth. I found this excessively challenging and died many times at both points. Also the part with the red gas going up and down, between the last two gas pillars I always slid into the last gas pillar and couldn't manage to get through (I died about 10 times by hitting the final rising fire column.) To fix that part you could just take out the last pillar or move it over a bit, whichever you choose.2010-05-05 03:49:00

Author:
Devonushka
Posts: 95


I shortened the gap between the challenging beams and made the surface in front of that gas pillar flatter so the player won't slid into it. I also fixed the camera issues. It seemed that I had added those without actually testing them.2010-05-05 04:04:00

Author:
ZodiacX
Posts: 29


Looks interesting, I'm actually working on a post-apocalyptic level myself. I'll have to try this out.2010-05-07 23:41:00

Author:
AbstractSam
Posts: 332


I played the level a few times. Overall, the level seemed mostly very good, only a few concerns to discuss.

At the very beginning, in the scene where you use some lights to jump above a fire, the blinking lights are very nice, but some of them are coordinated. For instance, the left one in the upper level always blinks at the same time as the leftmost blinking one in that level, and also at the same time than the one in te lower level. That doesn't seem realistic. You could add some delay between those two.

Also, when you finally jump above the fire, it seems there are a lot of cool things happening: the lower level explodes and the ceiling falls so you can go thought it. So it'd be cool if the camera switched for a moment to let you see do it everything.

Walking over the rope was very nicely done. Sometimes, after doing that the rope broke (is that supposed to happen? it didn't happen every time I replayed the level). If the player dies before getting to the next check point, there's no rope anymore, so you walk in the air (which is very cool, actually ).

The scene with the columns falling is very well done.

The jumping beams is incredible hard. Specially the one that tells you to use R1. I actually never managed to get up the beam after grabbing its edge, I only manage to clear that part by balancing the previous beam to impulse me further (doing that, you even don't need to grab, but it's very very difficult).

After that, not much more to say. The obstacles seem varied, the lighting changes are ok, and so on. Perhaps, I only miss a few more zombies to crush
2010-05-07 23:42:00

Author:
Glueball
Posts: 5


At the very beginning, in the scene where you use some lights to jump above a fire, the blinking lights are very nice, but some of them are coordinated. For instance, the left one in the upper level always blinks at the same time as the leftmost blinking one in that level, and also at the same time than the one in te lower level. That doesn't seem realistic. You could add some delay between those two.

Well, I could argue that since electricity runs on a curcuit, that the blinking should be the same, but I get what you mean.


Also, when you finally jump above the fire, it seems there are a lot of cool things happening: the lower level explodes and the ceiling falls so you can go thought it. So it'd be cool if the camera switched for a moment to let you see do it everything.

That is a really nice suggestion and I will do that.


Walking over the rope was very nicely done. Sometimes, after doing that the rope broke (is that supposed to happen? it didn't happen every time I replayed the level). If the player dies before getting to the next check point, there's no rope anymore, so you walk in the air (which is very cool, actually ).

Yes, it is suppose to happen and I am guessing you may have jumped over the invisible switch to get it now to work. I know it seems silly if the player walks on air...sorry, I was going to tell you why I decided to overlook that but then I got an impulse of an idea.


The scene with the columns falling is very well done.

It was also the most annoying thing ever to make...but thank you.


The jumping beams is incredible hard. Specially the one that tells you to use R1. I actually never managed to get up the beam after grabbing its edge, I only manage to clear that part by balancing the previous beam to impulse me further (doing that, you even don't need to grab, but it's very very difficult).

*sigh* I knew that part would be difficult to understand. I wanted to make the player grab on to it. When you do, then you have to swing yourself over to the other the other beam. I can either take the easy road and add helpful hints or change it somehow...


After that, not much more to say. The obstacles seem varied, the lighting changes are ok, and so on. Perhaps, I only miss a few more zombies to crush

I felt ashamed that I did not include that many zombies and a zombie level but the terrain kind of prevented me to. But there will be more to come, trust me.

Thank you for a good review. I'll definitely take your advices.
2010-05-08 00:41:00

Author:
ZodiacX
Posts: 29


Ok, I didn't complete your level because I got so far in and then got stuck but heres some feedback for what I can only assume is probably the first half of your level

I liked the mood, the set pieces were nice and the section in the building was quite pretty but here are some things to maybe look at;

-The section with the rope, after your across and it breaks, if you jump down to the left your stuck. You can still run across the invis dark matter it seems, but it doesn't look right and it's not obvious

-The zombies could maybe do with being a bit more detailed rather than just sack shapes with stickers, but that's just my apathy at people using the sack shape, nothing against your level particularly

-At the bit where the swinging pole would swing down and presumably take out the entrance to the cave, it didn't. And then I was stuck in front of the sealed cave with no options. Thats where I played up to. I rated 3 stars but also hearted so that if you tweak some of these things then I can come back and play it again and rate higher maybe

F4F is my Aerostation 2099 Mars thing in my sig. Cheers.
2010-05-08 15:25:00

Author:
Asbestos101
Posts: 1114


-The section with the rope, after your across and it breaks, if you jump down to the left your stuck. You can still run across the invis dark matter it seems, but it doesn't look right and it's not obvious

This has been fixed in my moon. I just need to fix a couple of things before I publish it.


-The zombies could maybe do with being a bit more detailed rather than just sack shapes with stickers, but that's just my apathy at people using the sack shape, nothing against your level particularly

It's ok, I just find it more realistic to use sack people because they are the inhabitants of LBP and would therefore be zombies. Plus it's more easy to manage as tall zombies with moving arms and legs aren't very practicle when building a level.


-At the bit where the swinging pole would swing down and presumably take out the entrance to the cave, it didn't. And then I was stuck in front of the sealed cave with no options. Thats where I played up to. I rated 3 stars but also hearted so that if you tweak some of these things then I can come back and play it again and rate higher maybe

I'll be sure to message you when I update this. Thanks for pointing out the problem.


F4F is my Aerostation 2099 Mars thing in my sig. Cheers.

I'll leave play your level tonight. It seems really interesting.
2010-05-08 18:57:00

Author:
ZodiacX
Posts: 29


Ok guys, I just published an updates version which includes:

A zoom out of the explosion in the building
A checkpoint that activates when you trigger the rope to be broken
Helpful "thoughts" to make the player aware on what they have to go at the falling beam part
Lessening of the difficulty of swinging across and moving on
No chance of getting stuck in the mouth of the cave

Thanks again for your feedback. It was much appreciated.
2010-05-08 22:57:00

Author:
ZodiacX
Posts: 29


Hey. I'm new here, actually signed up to post a review on this level.

I found it very fun, I loved the detail and effort put into it. It is a very challenging level, especially at part with the metal girders (spelling?) you have to jump across. I simply could not pass that at all, I must have tried about 30 times.
2010-05-09 00:29:00

Author:
Spyder638
Posts: 7


Hey. I'm new here, actually signed up to post a review on this level.

I found it very fun, I loved the detail and effort put into it. It is a very challenging level, especially at part with the metal girders (spelling?) you have to jump across. I simply could not pass that at all, I must have tried about 30 times.

While I appreciate you making an account to post a review, I have to ask really? I had to keep it a little challenging and frankly I think it's easier than some of the jumps you had to make in the story level (Construction Site).
2010-05-09 02:05:00

Author:
ZodiacX
Posts: 29


Very nice level. (:2010-05-09 02:14:00

Author:
Mastadom
Posts: 195


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