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SackMech, Mission 6 : Fortress Breach

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SackMech, Mission 6 : Fortress BreachJirugameshi
http://www.lbpcentral.com/forums/attachment.php?attachmentid=19091[/url]This is your final mission... or is it? You must infiltrate the enemy base alone and retrieve the stolen relic. The Sack Khan is counting on you.
http://i83.photobucket.com/albums/j294/Jirugameshi/SackMech/SackMechSig.jpg

The quest for the sacred relic is drawing to a close. You are being dropped behind enemy lines, deep in the heart of the enemy base, with nothing but your own skills to help you breach the enemy's most secure fortress. You will have to infiltrate enemy installations, dispatch soldiers blocking your way, steal one of the enemy's mechs, breach the fortress walls and defeat the security systems to reach the ultimate prize.

This is probably the biggest SackMech mission yet and should be fairly challenging. There's a little bit of everything, from platforming, to paintinator fights, to mech fights and even some puzzles. Enjoy.
2010-07-12 00:25:00

Author:
Gilgamesh
Posts: 2536


Okay now you got me on the hook. This will be the first on my list when i fire up my PS again. Cya then. o32010-07-12 01:30:00

Author:
Vanemiera
Posts: 329


I didnt even know that it exsisted. Now another good level to encourge me back to lbp.2010-07-12 01:37:00

Author:
orang3dragon612
Posts: 243


Hey man I just played your level and it was really creative. I love the mech they can walk fly and shoot plus I like the meeter you put in the mech. The visualization of the level was really nice but you need some to fix it a little. The gameplay there wasn't much but wend I got to the boss then it got interesting.

overall score.

Visualization: :star::star::star::star:
Gameplay/Puzzle: :star::star::star::star:
Originality: :star::star::star::star:
Music/Sound: :star::star::star::star::star:
Boss::star::star::star::star::star:

I gave this level a :star::star::star::star: it was good but you need to fix some stuff with the level.
2010-07-12 22:25:00

Author:
Arnald23
Posts: 1843


So, now for my somehow delayed feedback. I already played some of the first levels when they still were beta and you already know my opinion about the mechs looking a bit clumsy. Nevertheless you have made the best possible with the given tools and the mechs look really great. Felt a bit like when i played MechWarrior 3 or 4 on the PC years ago.

As for the level, the choice af materials looks a bit off. The cheesboard material seems weird and makes the Elementals look totally out of place. Maybe you wanted to get away from the stereotypical MGS materials but in this chase they may be appropriate.

Oh and i loved the landing scene. The way you made the descending into orbit looked cool and i can't think of any way to improve it. Though you could make a little starting sequence when you enter the escape pod. It starts right off when your are in it. There don't has to be a total overkill startup sequence but firing up the rockets or similar would greatly improve the mood in my opinion.

One more thing about the boss. When i reached it, a friend joined. She found it very annoying that there is no place to dodge the attacks and i have to agree. Maybe we were just to dumbheaded to see the pattern but that's how it felt for us: Going to the boss, shooting a bit, dying, repeat. Since there was a unlimited lives checkpoint we didn't really have a will to survive. It was just a long circle of dying and shooting.

Hope that was helpfull. Have a great time.
2010-07-13 14:16:00

Author:
Vanemiera
Posts: 329


Thanks for the feedback!

I tried to keep the landing sequence relatively short so that it wouldn't annoy anyone, so that's why it's not too elaborate, but I might be able to squeeze in a little something at the start such as a docking clamp or a rocket ignition.

The boss is tricky, but follows some specific patterns:
There are three turrets at the front (one on each layer) and two turrets at the back (in the front and back layer). They will attempt to track you and fire as soon as you are in range if you are on their layer. It is possible to run underneath them without getting shot, and you can change layers to avoid their shots. You can also avoid them by staying away from the boss, but the boss is constantly moving so you can't stay in one place for too long. Two of the turrets in the front also can't reach underneath the boss.

When the boss flies up and you hear a warning chime, you have to place yourself in the middle directly underneath it to avoid the missiles.

The paratroopers should be simple to deal with, you can either shoot them from afar or jump on their head.

Also, if you take down both engines at the back, the boss will no longer be able to rise into the air to do the missile and paratrooper attacks.

Hope you enjoyed the level. I'm glad you weren't stumped by any of the puzzles.
2010-07-13 15:10:00

Author:
Gilgamesh
Posts: 2536


Yes, as you say it now, the boss-pattern seems pretty rigid and avoidable. So it was just an attack of dumpheads. Well, you know how fast stupidity grows when you are not alone. >.<

BTW: This now could cause some trouble but... why do so few people comment on this? I expected at least Cuz' or the holy moly Morgana to write something. Seems most people around here are busy praying to their little circle of famous people?
2010-07-14 13:15:00

Author:
Vanemiera
Posts: 329


I've added a bit more oomph to the landing sequence with the addition of a couple of boosters. Hopefully the added distraction will negate the additional second added to the sequence. I've also changed the materials around in the inner building so that the textures are a little more subdued than the checkerboard.

I haven't gotten many comments on my SackMech levels in general, but I did get a mention for the series in the Community Spotlight 41. I've always expected it to have niche appeal anyway, so it doesn't bother me that much not to have the levels spotlighted.

I've also always considered the series as one whole, rather than as individual levels, which is why I'm waiting until I finish the last level to start a big marketing campaign to get the series known throughout the LBP world!

... Though I guess I could get more plays if I renamed myself "Jiru_Big_Guns" or something, haha! :hero:
2010-07-14 14:07:00

Author:
Gilgamesh
Posts: 2536


Holy moley? ok

So took this one out for a spin today and managed to break the lights on the left side of the mech. I had to back up when fighting the first mech and backed into the builidng crushing the lights. lol.

I have to say I love the tech behind the mechs but can't get past some of the materials and simple buildings in these levels. Not much else I can add to it.
2010-07-18 23:31:00

Author:
Morgana25
Posts: 5983


Holy moley? ok

So took this one out for a spin today and managed to break the lights on the left side of the mech. I had to back up when fighting the first mech and backed into the builidng crushing the lights. lol.[...]

Ah, thank you! I completely forgot I couldn't use that thin layer around the playable mech. I fixed that building up so it won't happen anymore. You can also try to walk towards the enemy mechs to try to get them to back off a bit, this enemy in particular is set to stay at long range.


I have to say I love the tech behind the mechs but can't get past some of the materials and simple buildings in these levels. Not much else I can add to it.

That's a fair assessment. I generally worry more about gameplay and mechanics than about visuals. I'm not much of an artist, so I try to keep environments looking simple and proper, and try to mix different themes for different areas. I avoid using the same materials throughout the level to add some variety. They wouldn't allow me to win the award for blandest environments during the Cuzzies though. >.>
But at least no one can beat my WOBBLE LOGICS!!
2010-07-19 01:32:00

Author:
Gilgamesh
Posts: 2536


Nice level!!!!
Even tho they are hard to beat
but they are pretty fun!!!!
2010-08-22 22:36:00

Author:
shadow3596
Posts: 2442


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