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#1

Aperture Science Remake - by comphermc

Archive: 51 posts


Hey guys. I don't know how many of you were around when I released my initial Aperture Science trilogy. The first of the series was my first spotlighted level, but looking back on it, there are many things I wish I could have done differently.

I started working on a remake of the first level back when I finished 'Cloudy with a Chance of Teamwork' but got bored and moved onto other things. (The remake of the final boss, level 3 has been in works since December, but meh). I have made a few levels since, and have another project in the works, but I figured I may as well finish this one up while having some time off work.

Returning from the original are two puzzles, and there are seven new ones. I don't think any of them are terribly difficult, but I find them enjoyable none-the-less. If you are interested in testing, let me know here and I'll shoot you a PM. If I give you the code to test, I actually expect some feedback (no more of this ninja-playing, where I never hear from you again!)

At any rate, thanks for your time. For all those testing, you can leave feedback as a response. I am just interested in general concerns/complaints. (praise is okay, too!) Much appreciated!



Known "issues":

Sticker glitch. I hate it.
The sky is visible above the level. I haven't gotten around to closing it off yet.
It's obviously incomplete. There is one puzzle left to go, but I wanted to get a feel for the rest before tackling it. It will be reminiscent of the final 'puzzle' in the original, where your movements are forced via a moving platform.
A few of the secret areas are blank.
There are a few unfinished bits, but it should be completely functional.
All the signs read 'Test 01.' They are placeholders.


Teaser Images:


http://img163.imageshack.us/img163/7629/aphotot.jpg http://img689.imageshack.us/img689/9800/aphoto1i.jpg
http://img535.imageshack.us/img535/1765/aphoto2y.jpg http://img803.imageshack.us/img803/9272/aphoto3.jpg
2010-06-29 00:42:00

Author:
comphermc
Posts: 5338


Me? First Post?

Anyway, I'd love to test this out for you! I mean, I loved your first attempt of it, and by the looks of the pictures it looks like it can only get better! And don't worry about feedback, I'm good on my word!
Course, it's totally up to you though...

2010-06-29 00:53:00

Author:
standby250
Posts: 1113


Mmmm, those purple lights look positively DELICIOUS. Love the visual style of this level. Very pretty and simple just like the original Portal.2010-06-29 00:58:00

Author:
Tyler
Posts: 663


Thanks! Not interested in testing then?

Glad you like the purple. It deviates from the portal world in that respect, but it really pops in-game.
2010-06-29 01:41:00

Author:
comphermc
Posts: 5338


ill give it a try and post my feedback in this post. I played the 1st ones way back. To get it right, this is a remix of the 1st one or all 3 in 1?2010-06-29 01:47:00

Author:
L1GhTmArE
Posts: 519


Just the first. Check your inbox... 2010-06-29 02:08:00

Author:
comphermc
Posts: 5338


I'd love to try it out.
I've played the other Aperture Science levels, so this is exciting. (:
2010-06-29 02:23:00

Author:
deadwingxx
Posts: 9


Hey, just a query...
(In spoiler tags just in case)

Are the turrets meant to be killable? Because I can't seem to make them die!)

Anyway, If they are, let me know and I'll give it another shot. What I do have to say, however, is that this is a freakin beautiful level. I love the portal feel it has to it - and the little things you've added, such as the noticeboard type thing which tells you which level you're on, and the "saving..." sequence! I did find things a little plain at times - but I'm sure that's something you'll be able to figure out - and besides, Portal is pretty plain anyway - most of it is white and grey! I really also love the idea you made those buttons yourself. I did find the puzzles quite easy - but I was warned about that. It's a bit hard to judge without GLADoS (Did I spell that right?!) making comments every now and again - as that adds a lot of character to it.
I found a secret area (I think) but you need to glue things down - I shot things all over the place.

Oh, and there's a space on the cube which isn't stickered - so you can see green dissolve beneath. And some stickers flicker - but that's the glitch right? Erm.... what else? The turrets still have the sound objects set to visible. And one of them isn't glued down - is it meant to be?

Think that's it for now! But I'll be back with more sometime!

Thanks for letting me test this masterpiece! It is the best portal level I've played so far in LBP, and to be honest, it doesn't really feel like LBP at all! Nice work!



Edit: Sorry! Just figured out how to kill that pesky turret! Nice work - like the secret area! Escape hatch isn't finished yet - but it's good!
I got dejavu on some of the puzzles - it's good you picked the best ones to star in this level again! Err... sticker glitch still a problem, but I loved the last puzzle. Just a thought - what would happen if I managed to destroy my companion cube, or put it somewhere unaccessable? Would it respawn or something? I do think the turrets may need some work in terms of appearences - they don't look quite as good as the level that surrounds them - sorry! :blush:

Overall great - not sure if I helped much though? Is this good feedback?

P.S. Loved the dark matter ending! Best bit of the level
2010-06-29 02:30:00

Author:
standby250
Posts: 1113


Oooh! This remake looks very well done! I'd be willing to test and give feedback for you (if you want me to, that is)! 2010-06-29 02:37:00

Author:
RJA00000
Posts: 387


Hey comph-

I'll always shoot you straight... like starting with why the redux? That trilogy was a fav of mine... and now its gonna be different from what I remember... It s like you've squeezed all my adolescent years into 14 months, and now looking back with ADULT eyes it'll never be the same. *sigh* Why must time be such a cruel mistress? I have serviced her well countless times, yet still she finds the humour in laughing at me.
2010-06-29 04:21:00

Author:
Gravel
Posts: 1308


Just finished my romp through the new Aperture lab.

First of all, let me thank you for letting me test the level, comphermc.
I had a lot of fun. The puzzles (save for the first, aha) all took a lot of thinking and problem solving.
Maybe I'm just dumb, but your puzzles seem to have a lot of logic behind them! (Hmm...)
All in all, the level took me around a half hour to complete.
I savored every moment of that half hour.

I didn't find any problems or bugs in the level.
As mentioned above, a bit of green dissolve is visible on the blocks, but that's not a big deal at all compared
to the the amount of work you must've put forth on this.

:star::star::star::star::star: + <3

One of my favorite LBP levels to date.
And to think it's not even finished yet!

-DWXX.
2010-06-29 04:43:00

Author:
deadwingxx
Posts: 9


Feedback, etc.

Thanks. Yeah, I will look into the things you mentioned. The turret things are a bit weird yet, but I'm hoping to clear that up once the dialogue is in place.

I feel like that last puzzle is failure proof if you manage to die. Not sure about the cube, though. I will see if I can work something out. Death does always work..


Just finished my romp through the new Aperture lab [...]

Cheers.


Hey comph-

I'll always shoot you straight... like starting with why the redux?

The redux was something that I've had planned for a long while. I never felt like I was able to do with the level what I had in mind. I hope I will be closer to the mark this time. As I said in the original post, I started working on a remake of the GlaDOS boss many months ago, but I haven't touched in a very long time. I got curious after looking through those levels what I could do with the premise now, so I started playing. I actually got about halfway done with it before moving on to other things. So, finishing it now is almost refreshing. I hope you'll still enjoy it. I could even see you playing it when I logged off.

Here's to hoping the new memories exceed the old.

2010-06-29 05:57:00

Author:
comphermc
Posts: 5338


Yesterday I was online when you published it.
I dropped whatever I was doing and ran to your profile, but the level was locked, still you have already made a good patch for it, that's quite visible even with the lock.
I'm in for the kill, so please send me the code comph!
2010-06-29 06:19:00

Author:
OmegaSlayer
Posts: 5112


I would love to test this out, as I loved the original.2010-06-29 06:28:00

Author:
Spider-Jew
Posts: 1090


Writing as im playing:

The level patch/ logo looks very good. makes you want to play it . The stickers on the doors doesnt look "crisp" or clear like the stickers you made for Interstellar Infiltration. I think you should remake those or make the doors out of material. The piece of blue wood on the camera after the 1st door looks like its floating with the light instead of attached (minor problem). I like how you did the signs. Im guessing thats plasma-fied material making the sign do that nice glow effect. Nice use of it. 1st puzzle was a nice starter since it gives you an idea of what to do. Second puzzle was puzzle was nice. It shouldnt make people think too long. The 5th puzzle made me think. I think you should put a caution sign on the glass or in the area because I thought there was a floor there and fell to the electricity (opinion). The sixth puzzle was very clever. I like how the box kills him. the 7th puzzle was my favorite. Nice use of the 2 way switch and shooting angles....I change my mind the 8th puzzle is my favorite . The last puzzle was excellent. Its just it took me a short while to figure out to throw 'it' away. Maybe give a hint when the door opens as I thought I was suppose to go in lol. Also the first step on that last puzzle to open the door got stuck in its high position. I had to jump on it to lower it so it might be too close to the flooron its left.

This level was good. I cant wait to see the final version as I know it will have all of its polished features. I would give it 5 stars easily just for the puzzles alone but the design was excellent too. Ill have a top 10 spot on the leaderboards of this level when it comes out. Also if you have any spare time in your busy schedule try my Kinetic Krisis beta. The link is in my signature if you decide to try it.
2010-06-29 07:44:00

Author:
L1GhTmArE
Posts: 519


Thanks for the feedback, L1GhTmArE. I will fix the camera bits, and I think I have an idea for the hole over the electric pit in Test 5. The last puzzle... Dang the thingy got stuck? I will double-check the clearances. I'm hoping the incinerator thingy at the very end will make more sense when the dialogue is in place. I'm off to check out your level now.

----

For you other guys... PMs have been sent.

I just designed the last puzzle/test last night, and it's a brain melter. I don't think it's terribly difficult, but it requires precision, and the design is just fantastic (if I do say so myself). If you think the last puzzle in the beta is wild, just wait...
2010-06-29 14:58:00

Author:
comphermc
Posts: 5338


Being a fan of yours and really enjoying the original version, I wouldn't mind giving it a test if you like.

Ted
2010-06-29 15:02:00

Author:
Muskwa_1
Posts: 213


Can I play Mister Compher?2010-06-29 15:31:00

Author:
wexfordian
Posts: 1904


I assume a Pm has already been sent, hasn't it? I'll do my view to check it tonight, but as you know, I'm pretty busy.
See you around!
2010-06-29 15:41:00

Author:
Keldur
Posts: 628


The level is almighty cool as always and the puzzles are always well balanced.
The most of them you can be figured out quite soon, but maybe it's because I've get quite acquainted with your logic mind.
The level looks great and it's fun and slick to play.
I particularly loved it's mainly old style horizzontality.
The only section I would look at is the one when you have to push the companion cube on the electriied floor.
It's quite hard to push it far enough to make a good jump after, without falling on the electrified floor.
On a side note.
I had to stop or a while, and my controller got deactivated.
When I switched it on, there was no way that the checkpoint would spawn me, so I had to restart the level and try again, and I took the chance to try to switch of my controller again, and always got the same problem.

Don't know if it's important enough to solve the problem, since how many people would stop during the level?, but it's up to you.
You better know it anyway.
2010-06-29 15:45:00

Author:
OmegaSlayer
Posts: 5112


I would like to give it a try, too - It could take up to 24 hrs for me to play it, though2010-06-29 15:55:00

Author:
Shadowheaven
Posts: 378


I'd definitely have a go at this, if you're still looking for testers.2010-06-29 16:05:00

Author:
v0rtex
Posts: 1878


I love your levels, and I love portal! I can't wait to play it!!

Can I play it earlier as a tester too please??

Just as soon as my PS3's finished updating (https://lbpcentral.lbp-hub.com/index.php?t=29490-PS3-Software-Update-v3.40)...

EDIT: It's done downloading, it's now just installing! =)
2010-06-29 16:20:00

Author:
Weretigr
Posts: 2105


I wouldn't mind testing this obviously awesome level!2010-06-29 16:30:00

Author:
Kern
Posts: 5078


Can I have a go at it? 2010-06-29 16:31:00

Author:
AbstractFlesh
Posts: 837


Wowzer! I'd love to try this out!

Liking you little 'Compher Touch' in it
2010-06-29 17:42:00

Author:
Nurolight
Posts: 918


so, of course playing this was pretty easy since I have played through your old levels, but this was still a lot of fun. I just noticed a couple things you may or may not want to fix.

http://i601.photobucket.com/albums/tt97/gothicfairytale/2010-06-29_093841.jpg
When the door opens, you can see the left side of the wall inside. Don't know if that bugs you or not. Also, that blue light off to the left showed uip, not sure why.

http://i601.photobucket.com/albums/tt97/gothicfairytale/2010-06-29_093454.jpg
And before that, this wall is grabbable and not glued down. You can move it a bit, but I dont think that it will come out or anything.
2010-06-29 18:13:00

Author:
Spider-Jew
Posts: 1090


The first time i looked at my PS3... I thought what a slick & sexy beast! This level ismuch like that.

From the beautiful badge to the purple illuminated atmosphere... It is very mod and slick. That the ominous fiery orange glow is there from the beginning only seems fitting (think about animating the glow subtly, as the enviorns are so very qustere and sterile.) Infinity cp was interesting... cameras looks are vastly improved... music choice wise but it felt full-blown and a bit much for me...

OK, first door is awkward in appearne to me, (Its the only one i felt that way about) be it trim unbalaned, crooked , or just unfamiliar i'd double check it...cool that itdoesn't open back-up. Nice saving effect, polised ... mgs song accents quite nicely... i imediately think the cube should have bit more weght to it... its light, you canreally throw it... when you jump off it, it rocks and skirts to the side.

Gameplay is goodand fair... being Gravel , I oer yhought the third or 4th puzzle to the point i was doing some stupidly spectacular platforming and suddenly thought, whoa... this a comphy level rethink. REefocus. There are afew camera tweaks( DArk matter triangles above doors , and ayellowed gas spot-- but otherwise it was butter. SPent about 40mins in l3vel. The intro to the gun took me awhile actually.... but thats just me, i didnt get the dots until the fifth step of the inredible last puzzle.
2010-06-29 18:23:00

Author:
Gravel
Posts: 1308


Okay - this is slightly off topic, so forgive me for that

I'm assuming that when you publish the new trilogy for aperture science, you'll get rid of the old ones. Is there any way you could keep the old ones accessible to other players - whether that is under lock and key or whatnot?

I only say this because in my memories, the first of those levels was the first time I played a level on LBP that was truly amazing, and it urged me to go forth and create myself, and see what I could do because your levels showed just what you COULD do in LBP.

Oh, and on topic, you reckon we could see a reappearence of the tricky buisness song? That went so well with the last!

Thanks!



PS. Oh, and those levels acutually made me go out and BUY portal so I could play it! So well done!
2010-06-29 18:42:00

Author:
standby250
Posts: 1113


May I test please? I'd be honored.2010-06-29 18:43:00

Author:
X-FROGBOY-X
Posts: 1800


I wanna test let me test pick me let me test I wanna test compher please let me test send me the code let me test pick me please let me test I wanna play I liked the original let me test I wanna play please let me play I wanna test pleeeease let me test yes?2010-06-29 19:11:00

Author:
napero7
Posts: 1653


Here ya go...


Many of the steps have the ends of a piston poking thru them.
Challenge where you put a box on a moving platform can be done without the box by corner-jumping.
Visible MGS Sound Object on the sentry robot things.
Challenge where you have to shoot the two-way switches to move the platforms - it's a long way from the respawn point if you fail, particularly as you have to wait for a lift. Might also be a potential reset issue there. One time the platforms didn't reset until they were in view?
2010-06-29 19:24:00

Author:
Aya042
Posts: 2870


*slams desk*
Testing a comphermc level be a blast!
2010-06-29 19:24:00

Author:
JspOt
Posts: 3607


Man I had a blast playing this! This level was amazing. It had a very good atmosphere to it and the detail was just amazing. I can't wait till you finish this level, Definetly 5 stars and heart 2010-06-29 19:25:00

Author:
Unknown User


I'd love to give this a test! Your original levels were great and by looking at the teaser screenshots it looks better than Portal itself! 2010-06-29 21:03:00

Author:
Otune
Posts: 131


Sounds like a great idea! I really enjoyed the first version, but after playing them recently (and seeing your new levels), they just started to seem a little dated. Still a hundred times better than most levels though! I can't wait to see this finished!

I'm really liking the new colors/design of the pictures. It looks a lot sharper and geometric. Like I said, I'll be waiting to see this!
2010-06-29 21:16:00

Author:
piggabling
Posts: 2979


Holy hell. You guys came out of the woodworks. What I'm going to do is use my people who I've sent the code to already as testers. You other guys will get to play it at release, when it's actually working like it's supposed to.

For all of you who ARE still testing, I just put up a new version. I'm trying out Appliance of Science Tricky Business for the music, but will probably go back. I fixed a slew of things you guys mentioned, but not all of them. The big update here is that the final puzzle is now in there, as well as a little Aperture elevator (I didn't realize that the wall was coming up on my so quickly). I had to double back to the left, so an elevator was necessary... and it looks pretty schweet.


Okay - this is slightly off topic, so forgive me for that

I'm assuming that when you publish the new trilogy for aperture science, you'll get rid of the old ones. Is there any way you could keep the old ones accessible to other players - whether that is under lock and key or whatnot?

The old ones are not going anywhere for as long as I have space on my moon.

To do yet is all of the dialogue (ugh), an ending, and to touch up the secret areas. Finally, all visuals will be polished. And I get to do all of that with the remaining 1 bar of thermo I have.

Will update here as needed.

2010-06-30 04:10:00

Author:
comphermc
Posts: 5338


Will check out tomorrow.
It's late down here - off to bed... *Yawn*

2010-06-30 04:49:00

Author:
standby250
Posts: 1113


Will check later when I get back home in....11 hours 2010-06-30 06:26:00

Author:
OmegaSlayer
Posts: 5112


Comphermc was using me as a theck tester!!!

HE'S MAD!!!!



no real feedback yet apart from the stuff you saw in level with me
2010-06-30 09:00:00

Author:
Kern
Posts: 5078


Don't worry Kernel, I safeguarded the level against you infected poor souls. I would appreciate if I could use you some more when the level is all finished, just to make sure that it's thecXmen sound.

2010-06-30 14:41:00

Author:
comphermc
Posts: 5338


Hey there!

First off, thanks for using the Tricky Business song - sounds much better (I think - get other people's views on this too!).
You sure are sneaky, with the last puzzle. I was going crazy trying to figure out what I had to do, and when I did - I thought you had gone crazy! Was quite tricky originally - but wow that last bit was the best bit of the level. No offence to the rest of the level by the way . I loved that bit - and have absolutely no complaints there - everything seemed to work pretty smoothly.

Just a note though - I'm assuming this is meant to be a 1 player level? 3 players ended up being quite tricky - what with doors locking people out and such, and the fact that we cheated for some of the puzzles (Someone stood on the button )

Top marks! No complaints on the last bit of the level anyway, and the only things I noticed in the other bits of the level have already been mentioned I think...

Oh, and I found all the secret areas!

2010-06-30 16:52:00

Author:
standby250
Posts: 1113


Hey comph, I loved what I seen of it, but I wasn't able to get a full testing session done since we were just flying through it. Really clever puzzles. The simplicity of the visuals of the first version returns but much cleaner, fresher and purple-ier! I'll wait until it's done to play it again so I don't ruin the end experience by playing it multiple times, which I do with alot of levels. Then again I might crave to play some new comphermc stuff earlier than that! Lookin' good! 2010-06-30 17:01:00

Author:
KQuinn94Z
Posts: 1758


Just a note though - I'm assuming this is meant to be a 1 player level? 3 players ended up being quite tricky - what with doors locking people out and such, and the fact that we cheated for some of the puzzles (Someone stood on the button )

Yeah, it's intended for one player, but it should be manageable by two, three, or four. Is there anywhere in particular where playing with more than one render a player stuck? I know of the little lift at the beginning of the last puzzle, but that's been sorted. Most everything else handles 'require all' sensors, but I may have missed one somewhere.

As for the final puzzle, I'm glad you liked it. Making it was a dizzying experience, trying to keep everything in order. I had to mentally plan the whole thing out before constructing anything. The result is quite fun from a creator's perspective... I wish it could've been longer. Sadly, with the addition of the elevator and the speech bubbles (halfway done), I don't think there'll be room to extend it.

That said, I don't think you've found all the secrets...

Thanks again.
2010-06-30 18:59:00

Author:
comphermc
Posts: 5338


Is there anywhere in particular where playing with more than one render a player stuck?


Yeah, well pretty much just before every one of the checkpoints - obviously because if one person runs ahead, then activates the checkpoint, then the doors close automatically after that - therefore meaning the remaining players will need to pop themselves in order to proceed. Also, with the switch puzzle (where you have to shoot the switches in order to make the platform to jump, and then repeat several times - the one from the original - you know!), one of the people I was playing with went up there and started the puzzle, when I came along the puzzle reset itself - I mean, I know this is essential in case you die and everything - just letting you know! It's not a level breaker and you can easily work around it!


That said, I don't think you've found all the secrets...


Hmm... I would like to disagree on that! Pretty sure I've found all of them! But, make one of those boards at the end where it tells you how many secrets you've found - and I'll prove you wrong

Levels shaping up pretty well - can't wait to see the finished product with all the speech and stuff in it!
2010-07-01 20:50:00

Author:
standby250
Posts: 1113


Just test it again, everything fine, smooth as silk.2010-07-01 20:56:00

Author:
OmegaSlayer
Posts: 5112


Yeah, well pretty much just before every one of the checkpoints - obviously because if one person runs ahead, then activates the checkpoint, then the doors close automatically after that - therefore meaning the remaining players will need to pop themselves in order to proceed. Also, with the switch puzzle (where you have to shoot the switches in order to make the platform to jump, and then repeat several times - the one from the original - you know!), one of the people I was playing with went up there and started the puzzle, when I came along the puzzle reset itself - I mean, I know this is essential in case you die and everything - just letting you know! It's not a level breaker and you can easily work around it!

The doors will never shut unless everyone is in the next room... unless I missed one (*makes note to double check*). I agree about the under-hung switch puzzle... will look into a better reset mechanism.




Hmm... I would like to disagree on that! Pretty sure I've found all of them! But, make one of those boards at the end where it tells you how many secrets you've found - and I'll prove you wrong

I had to take out a secret due to thermo issues. I've added a little bank of lights at the end to let you know how many secrets you've got, but the hardest secret is just for funzies and isn't recorded. There are 7 total, 6 lights. I presume you found the secret within a secret within a secret, huh?


Levels shaping up pretty well - can't wait to see the finished product with all the speech and stuff in it!

The level is done. Just need to make some stickers and it will be good. Expect it sometime tonight.

2010-07-01 21:00:00

Author:
comphermc
Posts: 5338


Really looking forward to seeing the finalized version of this. Wish they had the tag "dayam!" cuz this one would totally deserve it.2010-07-01 21:09:00

Author:
Morgana25
Posts: 5983


Just test it again, everything fine, smooth as silk.

Well, it's not true, I said it to please you, remove the thank, I hate the cube that I have to throw.
I
Hate it
Viscerally
More than that because you made me feel like a noob when you pushed it online at the first attempt and I need 10 minutes to put it in place.

The level rocks, can't wait to see it finished.
2010-07-01 21:11:00

Author:
OmegaSlayer
Posts: 5112


Haha. Oh, the cube. It's all about the jump... jump as you throw... just like in basketball! 2010-07-01 22:58:00

Author:
comphermc
Posts: 5338


I'm Italian, we don't play basketball we play soccer!
We're lame at basketball, and those little sackboy's paws are not good to kick!
http://forum.tayyar.org/members/faithful-albums-my-album-picture2023-tx-cheerleaders.jpg
U(nited) S(tates) C(omphermc)
GO GO GO!
2010-07-01 23:07:00

Author:
OmegaSlayer
Posts: 5112


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