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The Hero Chronicles LV6 Sky Metropolis

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The Hero Chronicles LV6 Sky MetropolisJustinArt
http://www.lbpcentral.com/forums/attachment.php?attachmentid=21679An superhero named Rex The Mighty Dude has been shrunk by the curse and the city will soon be in control of his nemesis Dr. Crow. Explore the futuristic city and put an end to Dr. Crow's evil schemes. Filled with mechanical platforming and puzzles.
This level features even more gameplay mechanics than my previous levels and some great ways to solve puzzles [including a jetpack puzzle I should have put in "LV2 Twilight Towers" and a couple of paintinator puzzles that I should have put in "LV3 Action Mansion"]. For the visuals of this level, it'll remind you of one of my old levels "Future City Los Angeles" except even more detailed and complex than that and the lighting changes from daytime to evening and from evening to nighttime as you progress through the level. This level has even more gameplay and visuals than my other levels and you be surprised as you explore this level.

SPECIAL THANKS TO:
-dTOtheTEE- For creating an awesome building for this level which you'll see when the level hits nighttime.
-CompherMC- For showing me some great gameplay mechanics that could fit really well in this level.
-And everyone in LBP for the support and encouragements in my previous levels and inspirations.
2010-08-12 20:00:00

Author:
JustinArt
Posts: 1314


The Hero Chronicles LV6 Sky Metropolis

Positives:
- The first lift drop was nicely done. I love your use of decorations to simulate the balconies on each floor, and that you took the time to line up the metal objects with those decorations. Super idea, and well executed.
- Wow! Zipline platforming! I don't recall ever seeing done quite like you did. I would have loved to see you explore that concept much more. If you borrowed the concept, please let me know what level as I would love to see what could be done with the concept.
- I liked your little enemies. Simple but worth worrying about.
- Nice job on Rex the Mighty Dude. I liked him.
- Nice use of the 3D layer glitch for the first rooftop scene. Using the satellite dish, made it work well.
- I thought your air taxis were cute.
- The drop down levels with the little electric pads I thought was a unique platforming element I had not seen elsewhere. If you came up with the zipline platforming and those down drops on your own you should be proud, as they are truly unique elements.
- Hah! Your spotlight plasma puzzle caught me by surprise! Nice touch.
- The jetpack puzzle was brilliant!! What a wonderful idea.
- I liked the paintenator platform area. Better than pull a switch to platform for me.
- Your boss looked great and the battle was fun. Some more unique elements I loved to play there.
- Where you took the time to decorate, the level looked great.



Suggestions:
- When you have the second line of taxis, I would have considered having them be emitted before they got to the window.
- You had a lot of great sky cars, but you used them one at a time. I think if you had elected to put grabs at the bottom of all of them, you could have randomly emitted them in each of your sky car areas. The different vehicles in the same area would have put it over the top.
- Did you mean to leave the wobble bolt visible on the triple laser prior just after the spotlight puzzle?
- After the second meeting with Rex, there was an elevator that you had the doors close about 2 seconds after the elevator stars to move. That didn't quite make sense to me. I would have closed the doors first, or done away with them altogether.
- I think you could have spent some more time decorating/polishing each area of your level. Overall the ambiance felt a little sparse to me.


Overall, the level looked nice and the game play was satisfying and in some places showed brilliance relative to some unique gaming concepts. I gave you :star::star::star::star::star:
2010-08-13 01:19:00

Author:
RoharDragontamer
Posts: 397


+ Very nice elevator.
- The key with the dual yellow mag keys: I would have a key and a lock instead. So the player thinks: Oh, this goes in here. Having 2 keys and no lock is unnecessary and I found it a little confusing.
+ Combination of the MGS long/circle/C shapes decorations looks nice. (@ the first spotlight plasma shooters)
- I would emit the taxis a little earlier.
- No need for the first camo sponge to be there, you can just jump from the button to the second one. Perhaps consider changing the sponge material? I don't think the green camo suited a futuristic level.
+ Jetpack maze was really cool/orignal. Haven't seen that before.
- Would be better if the cars in the car drive has some variation.
+ Super large MGS decoration for building depth. I might have to steal that.
- The grabbable cars/gas part. I would make the gas only one layer thick. I feel shifting 2 layers to avoid an obstacle is too jarring.
- Ran left into the gas, following the cars. I would put that red laser barrier you had eariler here too, visible so the player knows that that is not the right way and must go down below.
- If you grab/jump the antigrav pads, sackboy goes flying up into the air! I tested it, and couldn't break anything. The only thing I could do with it was jump to the next checkpoint, skipping the car grabbing bit.
+ 3 stage boss (with jetpack/electricity) was great. Boss looked good too.
+ Buildings were great. I am working on a future level, and I am totally jealous of your architecture.

Your gameplay is pretty good, but I feel your colour choices are a little crazy. Look around some of the spotlighted levels, and you can see how a restricted colour palette makes the level look more professional, (MM quality).
5 stars because of the original jetpack sections, fun gameplay, and because i'm a sucker for 3 stage bosses.

F4F link (https://lbpcentral.lbp-hub.com/index.php?t=12795-F4F-quot-sound-n-space!-quot-An-experiment-in-navigating-via-sound-%28with-pictures!%29)
2010-08-13 07:38:00

Author:
midnight_heist
Posts: 2513


This level was fun from beginning to End I had no negatives.

Positives:
+Fun 100%
+Gameplay
+Platforming
+Sky Cars
+3D usage
+Boss
+Dialogue

Like I said Awesome Job::star::star::star::star::star:
F4F My level Comix Zone: Night of The Mutants
2010-08-13 07:48:00

Author:
Sabre_
Posts: 653


Thanks for the feedbacks 3 of you. Glad you all enjoy my jetpack puzzle, sky cars, layer glitch, and much more. I wish I know what's the average rating of this level, but for some reason there's no rating showing even if there's about 10 plays [Same thing happened to jump_button's "Black and White 3"] but at least all 3 of you gave it 5 stars. I'll fix some problems as what RoharDragonTamer and Midnight-heist mentioned.

EDIT: I just did some great changes in this level so just like I said in my previous level, the un-updated version of this level made it look like it was just a beta level. I added more decorations, polished some materials with corner edit tool, and much more.
2010-08-14 00:42:00

Author:
JustinArt
Posts: 1314


Gotta say, nice elevator.

Are the enemies supposed to be twitchy?

As for the ziplines, you might make one dissolve when the another is generated so you don't end up with too may.

I like the taxis, I like the character design, and I like the concept of the level. Well done!

The visuals were well done, but every now and then felt somewhat random. In many places they were sparse, while in others there were lots of blocky structures with tons of bright colors that felt a little weird on my eyes. In some cases I would expect to see one thing (a building, a tree, a person, anything) and there was something else or simply nothing. The electricity was often difficult to see, and sometimes I died very unexpectedly (hanging on the bottom of the cars). You've placed warning signs for clumsy people like myself, but my brain skips right over them But for the most part they were well done.

A side note: I'm not a fan of teleporters. I like to ace levels if I can help it, and they ruin my chances. But that's my opinion, so take it or leave it as you like.

I gave it :star::star::star::star:! Well done.
2010-08-15 21:32:00

Author:
Ryhas
Posts: 179


Thanks for the feedback on my level!
I played through the whole series up to & including this. I must say that your character designs are terrific and the gameplay is top notch!

The puzzles, boss and platforming were outstanding here. A few points:

Positive:
Posters - These were a really nice visual touch and they looked great.
Plasma Puzzle - Haven't seen it before.
Boss - Tricky but not difficult. Perfect. I especially like the use of the jetpack here.
Prizes - I love levels that give out useful prizes and I really want to use the statue from the 2nd level. Heck I may make a separate level just to use it!
Characters - Throughout the series so far have been some great character design but also a large variety of enemies.
Hologram TVs - A nice effect that isn't too hard on the eyes.

Negatives:
Pink platforms - I found them tricky to use. Sometimes they wouldn't work. Maybe it was lag but they also don't seem to fit into the theme of the level. Maybe change them for a different bounce pad? (But please don't think you have to, after all, it is your level)

5 stars & heart for this and the others in the series. (You also got your 50th creator heart )
Keep up the terrific work!
2010-08-16 19:00:00

Author:
Jedi_1993
Posts: 1518


Thanks for the feedback on my level!
I played through the whole series up to & including this. I must say that your character designs are terrific and the gameplay is top notch!

The puzzles, boss and platforming were outstanding here. A few points:

Positive:
Posters - These were a really nice visual touch and they looked great.
Plasma Puzzle - Haven't seen it before.
Boss - Tricky but not difficult. Perfect. I especially like the use of the jetpack here.
Prizes - I love levels that give out useful prizes and I really want to use the statue from the 2nd level. Heck I may make a separate level just to use it!
Characters - Throughout the series so far have been some great character design but also a large variety of enemies.
Hologram TVs - A nice effect that isn't too hard on the eyes.

Negatives:
Pink platforms - I found them tricky to use. Sometimes they wouldn't work. Maybe it was lag but they also don't seem to fit into the theme of the level. Maybe change them for a different bounce pad? (But please don't think you have to, after all, it is your level)

5 stars & heart for this and the others in the series. (You also got your 50th creator heart )
Keep up the terrific work!

Thanks Jedi. Glad you liked my level series and kudos to you for giving me a 50th heart. The anti-gravity platforms could work when keep on jumping but at least we don't have to worry about that on LBP2.

And another thanks to Ryhas for the feedback. I should perhaps reduce the colors as suggested by you and Midnight-heist.
2010-08-17 01:32:00

Author:
JustinArt
Posts: 1314


Another brilliant installment of Hero Chronicles. This level has an excellent diversity of game-play mechanics, brilliant 3D scenery, and detailed custom characters. I highly recommend playing it and all five, (yes thats right... FIVE), predecessors.

Notes & Suggestions:


1st elevator during Intro looked amazing, that really stood out to me.
Can the Anti-Grav platforms be made non-grabbable? B/c sackboy freaks out if you grab em and jump.
The switch for the stairs to open after the first grav-pad jumps is kinda out of place lookin and has those two ugly magnets on it.
Above the first ledge where you drop down onto the skycars is another ledge accessible by making a long jump from the swinging arm. This would be a great place for a secret.
The elevator after the second appearance of the dude could use some sound and a pair of doors at the top floor. Also would look cool if the elevator waited for the doors to close before leaving.
After the part where you hang under the skycars I would use some invisible material to block the player from running left too far. Also might wanna change the camera angle to indicate that sackboy should drop down.
During the final phase of the boss I think it would be more fun if you were givin enough ammo to complete each side w/o missing.
And finally thanks for the awesome credit for merely designing one building amongst various amazing other scenery. But in the speech bubble you spelled my name dTOtheDEE lol.


Great level man, as a huge fan of the series I am appeased and satisfyed. Well done sir!!

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

-DT
2010-08-17 05:26:00

Author:
dTOtheTEE
Posts: 183


F4F repayed

- Invisible Wall right at the beginning. I don't like invisible walls, they make no sense, why not just have a real wall?
+ Nice 3D layer useage
+ like the flickering screen effect, works well
+ Nice Futuristic City design
- Found the Traffic Platforming section a bit tedious, could have done with an extra checkpoint
+ Nice variety with jetpack puzzle
+Nice Variety to the platforming in general
+ Good Boss Man


4 Stars & a Heart
Tag: Cute

A good solid fun level with good use of the 3D glitch. Not the most polished level out there but certainly an above average effort.
Has interested me enough to play the rest of the series.

Creator Heart for you
2010-08-17 18:17:00

Author:
Macnme
Posts: 1970


Off the bat, I loved your 3D. Really well done. The depth it gave the level was brilliant, you really made it feel like a futuristic city. Your Dr. Crow looked brilliant; a fantastic job on him.
My only complaint is, like midnight_heist said, restrict your colour scheme; it looked crazy.

5 I really enjoyed this level. Great platforming, great puzzles, cool boss:

5 stars and a heart from me.
2010-08-17 20:26:00

Author:
trip090
Posts: 1562


Hey dude i played ur level and is fantastic, is awesome and is very very creative i like the design the super hero and the elevator is incredible is a good use of the ring, congratulations, the cars, the puzzles and the history is original i was remember of 5o element of Bruce Willims is crazy of the idea. I have much funny in ur level and my wife i like it so much. We give u 5 :star:?s

F4F: https://lbpcentral.lbp-hub.com/index.php?t=33267-ENCHANTED-ADVENTURE-Chapter-1-THE-MISTERY-OF-THE-CAVE
2010-08-17 22:05:00

Author:
psyntens
Posts: 562


Another brilliant installment of Hero Chronicles. This level has an excellent diversity of game-play mechanics, brilliant 3D scenery, and detailed custom characters. I highly recommend playing it and all five, (yes thats right... FIVE), predecessors.

Notes & Suggestions:


1st elevator during Intro looked amazing, that really stood out to me.
Can the Anti-Grav platforms be made non-grabbable? B/c sackboy freaks out if you grab em and jump.
The switch for the stairs to open after the first grav-pad jumps is kinda out of place lookin and has those two ugly magnets on it.
Above the first ledge where you drop down onto the skycars is another ledge accessible by making a long jump from the swinging arm. This would be a great place for a secret.
The elevator after the second appearance of the dude could use some sound and a pair of doors at the top floor. Also would look cool if the elevator waited for the doors to close before leaving.
After the part where you hang under the skycars I would use some invisible material to block the player from running left too far. Also might wanna change the camera angle to indicate that sackboy should drop down.
During the final phase of the boss I think it would be more fun if you were givin enough ammo to complete each side w/o missing.
And finally thanks for the awesome credit for merely designing one building amongst various amazing other scenery. But in the speech bubble you spelled my name dTOtheDEE lol.


Great level man, as a huge fan of the series I am appeased and satisfyed. Well done sir!!

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

-DT

Thanks DT and oops I spelled your name wrong. I'll change that right away.


Off the bat, I loved your 3D. Really well done. The depth it gave the level was brilliant, you really made it feel like a futuristic city. Your Dr. Crow looked brilliant; a fantastic job on him.
My only complaint is, like midnight_heist said, restrict your colour scheme; it looked crazy.

5 I really enjoyed this level. Great platforming, great puzzles, cool boss:

5 stars and a heart from me.

Thanks Trip. I restricted the colors of this level's new update last night so you must have played this level before I updated it. I'll go see what others had to say about the colors.


F4F repayed

- Invisible Wall right at the beginning. I don't like invisible walls, they make no sense, why not just have a real wall?
+ Nice 3D layer useage
+ like the flickering screen effect, works well
+ Nice Futuristic City design
- Found the Traffic Platforming section a bit tedious, could have done with an extra checkpoint
+ Nice variety with jetpack puzzle
+Nice Variety to the platforming in general
+ Good Boss Man


4 Stars & a Heart
Tag: Cute

A good solid fun level with good use of the 3D glitch. Not the most polished level out there but certainly an above average effort.
Has interested me enough to play the rest of the series.

Creator Heart for you

Thanks macne. Yeah I guess I need to create a wall at the left side on the beginning of the level. I'll think of something of what I should put at the beginning.

And another thanks to Psyntens for a feedback.
2010-08-17 23:39:00

Author:
JustinArt
Posts: 1314


Thanks for checking out my level.

You have made an outstanding futuristic city like I had never seen before in this game, really nice work with the 3D backgrounds and how you combined different materials in order to create all the buildings. I remember having played some of the previous chapters long ago, and it's clear that you've improved a lot since then. I don't think I'd change much in this level (if anything, the Volver a Comenzar song felt a bit out of place, but that's just 'cause it's not one of my favorites), your flying vehicles are awesome and made me automatically be reminded of the Fifth Element movie . Some of the obstacles were pretty clever, my favorite being when you had to use those moving platforms as shields, and so were the puzzles. Boss was neither too easy nor too hard. Overall, I recommend this to anyone with a taste for sci-fi environments.

:star::star::star::star::star:
2010-08-19 18:41:00

Author:
Flynn
Posts: 17


Thanks for checking out my level.

You have made an outstanding futuristic city like I had never seen before in this game, really nice work with the 3D backgrounds and how you combined different materials in order to create all the buildings. I remember having played some of the previous chapters long ago, and it's clear that you've improved a lot since then. I don't think I'd change much in this level (if anything, the Volver a Comenzar song felt a bit out of place, but that's just 'cause it's not one of my favorites), your flying vehicles are awesome and made me automatically be reminded of the Fifth Element movie . Some of the obstacles were pretty clever, my favorite being when you had to use those moving platforms as shields, and so were the puzzles. Boss was neither too easy nor too hard. Overall, I recommend this to anyone with a taste for sci-fi environments.

:star::star::star::star::star:

Glad to hear that. The background glitch is a lot of hard work too compare to my previous levels.

Now for the level's new update I published a couple of days ago. I reduced the colors of the buildings more so that the level is color balanced further, some areas of the level has changed a bit with a few details including the beginning where there's no invisible wall, and I fixed the name of dTOtheTEE. Hope this update adds the improvements to this level.
2010-08-19 23:46:00

Author:
JustinArt
Posts: 1314


OK, here we go!

The level looks really good! The details are a lot of fun, but I don't know if it's the textures or the colors... Something makes it look a little too busy, and bland at the same time. I think some dramatic lighting might help.

The rolling rail was a lot of fun. I liked that you incorporated elevators into it!

When the grab ball takes you up between the "hazard" boxes, with the flying cars (which look great!) in the background, the boxes seem to be placed a bit haphazardly. Could be tightened up.

Your 3D work looks great in the background while riding the cars!

Brilliant take on the jetpack maze. Never played one like it!

Looks like movie posters on the side of one building. Nice little detail.

Don't know if there needs to be a button to make the second rolling rail grabber appear. It'd look fine if it was waiting for you when you got there. Feels like a bit of gratuitous button placement. Just a bit though.

Grabbing the bottoms of flying cars is fun! The slight darkening and spotlight effect are very nice! I'd love to see more of this throughout the level... Maybe a gradual darkening as the player goes forward in the level.

Dr. Crow looked great, and I actually enjoyed having to beat him three times. That's rare!

Overall, I'd say the level was buckets of fun! Great platforming, solid level design and great creatures and creations. I'm somewhere right between four and five stars. It's a very well crafted level, and most of my suggestions were for minor aesthetics. Hard to fault when the level is so much fun, so here's :star::star::star::star::star: and a <3!
2010-08-20 14:57:00

Author:
SpeedyMcKnuckles
Posts: 331


OK, here we go!

The level looks really good! The details are a lot of fun, but I don't know if it's the textures or the colors... Something makes it look a little too busy, and bland at the same time. I think some dramatic lighting might help.

The rolling rail was a lot of fun. I liked that you incorporated elevators into it!

When the grab ball takes you up between the "hazard" boxes, with the flying cars (which look great!) in the background, the boxes seem to be placed a bit haphazardly. Could be tightened up.

Your 3D work looks great in the background while riding the cars!

Brilliant take on the jetpack maze. Never played one like it!

Looks like movie posters on the side of one building. Nice little detail.

Don't know if there needs to be a button to make the second rolling rail grabber appear. It'd look fine if it was waiting for you when you got there. Feels like a bit of gratuitous button placement. Just a bit though.

Grabbing the bottoms of flying cars is fun! The slight darkening and spotlight effect are very nice! I'd love to see more of this throughout the level... Maybe a gradual darkening as the player goes forward in the level.

Dr. Crow looked great, and I actually enjoyed having to beat him three times. That's rare!

Overall, I'd say the level was buckets of fun! Great platforming, solid level design and great creatures and creations. I'm somewhere right between four and five stars. It's a very well crafted level, and most of my suggestions were for minor aesthetics. Hard to fault when the level is so much fun, so here's :star::star::star::star::star: and a <3!

Ha ha thanks. I'm surprise to see that this level has received 11 hearts in one week which is much faster than the rest of my levels. I forgot to mentioned yesterday that I changed the material of the anti-gravity platforms so that you won't easily fly off the level. Here's a new pic for the recent update version of the level.
2010-08-21 05:29:00

Author:
JustinArt
Posts: 1314


I don't have negatives for this level, it is awesome!

The characters are really good made
Gameplay
Fun all the time
Good looking
Final Boss is cool

:star: :star: :star: :star: :star: and <3

Please f4f my ac2 level
2010-08-21 16:49:00

Author:
jrg_carrion94
Posts: 18


Hi, I just played your level tonight and wasn't disappointed!

At first I wasn't sure, I thought there was nice material choices and nice buildings but the first parts of this level were sort of "slow", I was wondering "it's good looking but what will I actually DO in this level?". Well, I kept on playing and the level TOTALLY redeemed itself! After the first quarter of the level or so, you started throwing those paintinator parts, taxi parts and hanging parts at me. I was finally seeing your expression. I love the jetpack puzzle-ish part and your 3D background work was also interesting. The level had some "Rachet and Clank" feel somehow. It thought this was nice.
Your boss was really good and I thought it was nice that, for once, I had to do something else than shooting it!

On the downside, sometimes the envirronement was sort of confusing or should I say, distracting. There are some parts, like when I need to grab a wheel under a platform I just landed from after hanging under a taxi. It honestly took me 3-4 times to understand I had to grab the wheels. Some advice I would give is to always ask yourself "ok, would the player notice clearly where to go" every time you build/test a room or part of a level. What need to catch the eye first are the important things you need to do to proceed or places you need to reach to proceed. Anyways, don't take it like it was THAT bad, it's a small complain of mine.

Lastly, it's not a downside but a little bug I encountered at your boss. I killed the rightest creature (first part of the boss). I bounced on its brain keeping going right and fell behind the scenery (maybe those antennas?). I ended in the second part of the boss, at the bottom. Thankfully, I could kill myself and continue "as it should".

Anyhow, great level mate. You are a discovery for me and I will definetely play your next creations (and backtrack some of this series if I have some time).
:star::star::star::star: + <3
2010-08-23 05:18:00

Author:
RangerZero
Posts: 3901


Hey there!
Just played this - sorry for the wait by the way!
You have a skill at making original puzzles and obstacles - for example, the jetpack maze puzzle. Found that really cool, and quite enjoyed myself on it, like I did on the zip line type thing, especially seeing as it wasn't a bog standard one where you just go forwards or down the whole time, but you actually figured out some nice challenges on it too. I did find it a bit confusing as to what to do next, but I survived! The boss is looking pretty good, as is the other superhero. I did find the boss a little frustrating on the second stage, as if you die, you have to kind of jump down onto the jetpacks to continue - not hard or anything, just a little frustrating.

Just one or two things I had problems with - I wasn't too keen on the visuals, for one. It seemed a bit too square and I didn't really feel too comfortable in it - sorry! Lots of random blocky visuals - didn't disrupt the level or anything, just was something I noticed.

Also, I wasn't too keen on the electricity down on the floor that kills you if you fall. It seemed a bit out of place, and as you fall, even though it has a material backing, it seemed a bit like you feel out of the level.

Overall though, an enjoyable experience!

Four stars! Keep it up - may check on some of your previous levels, and your levels that are yet to come!

2010-08-23 21:43:00

Author:
standby250
Posts: 1113


Hi, I just played your level tonight and wasn't disappointed!

At first I wasn't sure, I thought there was nice material choices and nice buildings but the first parts of this level were sort of "slow", I was wondering "it's good looking but what will I actually DO in this level?". Well, I kept on playing and the level TOTALLY redeemed itself! After the first quarter of the level or so, you started throwing those paintinator parts, taxi parts and hanging parts at me. I was finally seeing your expression. I love the jetpack puzzle-ish part and your 3D background work was also interesting. The level had some "Rachet and Clank" feel somehow. It thought this was nice.
Your boss was really good and I thought it was nice that, for once, I had to do something else than shooting it!

On the downside, sometimes the envirronement was sort of confusing or should I say, distracting. There are some parts, like when I need to grab a wheel under a platform I just landed from after hanging under a taxi. It honestly took me 3-4 times to understand I had to grab the wheels. Some advice I would give is to always ask yourself "ok, would the player notice clearly where to go" every time you build/test a room or part of a level. What need to catch the eye first are the important things you need to do to proceed or places you need to reach to proceed. Anyways, don't take it like it was THAT bad, it's a small complain of mine.

Lastly, it's not a downside but a little bug I encountered at your boss. I killed the rightest creature (first part of the boss). I bounced on its brain keeping going right and fell behind the scenery (maybe those antennas?). I ended in the second part of the boss, at the bottom. Thankfully, I could kill myself and continue "as it should".

Anyhow, great level mate. You are a discovery for me and I will definetely play your next creations (and backtrack some of this series if I have some time).
:star::star::star::star: + <3

Thanks RangerZero. Yeah this level is definitely inspired by "Ratchet and Clank" plus some Sci-Fi movies and "F-Zero". Well I always tested the level a few times before I published it and I'm surprised to hear that there's a bug. I tested the first boss area of the level and there's no bug so that means it could rarely occur. Thanks and congratulations on having your level "Death Swamp" get spotlighted.


Hey there!
Just played this - sorry for the wait by the way!
You have a skill at making original puzzles and obstacles - for example, the jetpack maze puzzle. Found that really cool, and quite enjoyed myself on it, like I did on the zip line type thing, especially seeing as it wasn't a bog standard one where you just go forwards or down the whole time, but you actually figured out some nice challenges on it too. I did find it a bit confusing as to what to do next, but I survived! The boss is looking pretty good, as is the other superhero. I did find the boss a little frustrating on the second stage, as if you die, you have to kind of jump down onto the jetpacks to continue - not hard or anything, just a little frustrating.

Just one or two things I had problems with - I wasn't too keen on the visuals, for one. It seemed a bit too square and I didn't really feel too comfortable in it - sorry! Lots of random blocky visuals - didn't disrupt the level or anything, just was something I noticed.

Also, I wasn't too keen on the electricity down on the floor that kills you if you fall. It seemed a bit out of place, and as you fall, even though it has a material backing, it seemed a bit like you feel out of the level.

Overall though, an enjoyable experience!

Four stars! Keep it up - may check on some of your previous levels, and your levels that are yet to come!



Thanks Standby250. Glad you enjoyed the zipline and jetpack gameplay. Sorry that the level looks too blocky, it's my levels' weakness when they're first published that they don't seem to be polished despite the great gameplay and visuals. However they're polished in their recent update but don't worry, LV7 will be an neatly polished level as I planned it really well. Congrats on having your level "Mining Mishaps" making a spotlight too.

Ha ha this level thread of mine is the first since "LV2 Twilight Towers" to make it to the cool pages of the site; all that's left is LV3, LV4, and LV5. Now in order to make LV7 and the epic finale LV8 even better than my previous levels, I need to look back at all the feedbacks of my levels and here some new ones too so that I could improve my building skills. I would like to thank everyone for the awesome feedbacks of my levels. I'll add something new to this level and improve it as well.
2010-08-23 23:39:00

Author:
JustinArt
Posts: 1314


Congrats on having your level "Mining Mishaps" making a spotlight too.


Cheers!

2010-08-24 01:01:00

Author:
standby250
Posts: 1113


I just finished playing this level and while it is fairly well constructed there are a lot of things that could be improved upon. First off you used to many different materials through out which added an inconsistent look to the level. The camoflauge grabby things were really out of place, I'd recommend you sticker them up with something.

You had lots of gameplay ideas but what didn't have was a flow to the level. Some things connected to others well but most of it felt unconnected. And after it was all over I felt it was too long for what it offered. Also there wasn't any sort of centerpiece in the level, nothing stood apart from the rest and made me say, okay here's something cool.

It looks like you built everything with basic shapes and did very little corner editing. Grid based corner editing can do well in levels like this. Adding a few angles and inclines would of helped it not all seem like flat ground and flat platforms.

This is actually very similar to some of the first levels I made but with a lot more stuff thrown in. I recommend you use the corner editor more, pick less materials that blend well together, and try and get everything to play smoothly. Some decent score bubble placement with areas for getting combos would help also.

Forgot to mention it but please check out my level Butterfly Boxes and give me your thoughts on it.
2010-08-24 03:36:00

Author:
MofoSuperVillain
Posts: 88


The first thing I would suggest is sticking a bit of dark matter to the holographic screens to keep them from doing that jittery falling thing.... unless that's what you were going for. Anyway, clever idea there, but personally, if I were going for the holographic thing, I woulda' cut them out instead of making them rectangles.

The character design on the villain was nice, but I can't say I particularly enjoyed the fights. Moving jetpacks through a path, while a decent challenge, just doesn't seem to have anything to do with killing a bad guy.

The level design was good, but the skycars could've used some more detail. They just kinda' looked like blocks of material rather than actual vehicles. To be fair, though, it can be really difficult to get around that in lbp, and I would probably have more finished levels if I weren't always spending so much time on vehicle details, so maybe that bit of advice is best ignored.

All in all, a pretty good level. I don't care much for the garish cheesy comic book style, but it fit the level well. There were a few things that I particularly liked, such as the holographic screens and the puzzle where you move the jetpack through the track (the first one, not the boss fight part) and the gameplay was good. I did feel like occasionally I would get blind-sided by threats, though I guess I should've known better than to run under a searchlight and I shoulda' been watching for the gas on the car ride... but I never got that blind-sided feeling in Mm's levels. Also, imo, teleporters amount to a broken level 'cuz it makes it impossible to ace.
2010-08-24 10:31:00

Author:
Sehven
Posts: 2188


I just finished playing this level and while it is fairly well constructed there are a lot of things that could be improved upon. First off you used to many different materials through out which added an inconsistent look to the level. The camoflauge grabby things were really out of place, I'd recommend you sticker them up with something.

You had lots of gameplay ideas but what didn't have was a flow to the level. Some things connected to others well but most of it felt unconnected. And after it was all over I felt it was too long for what it offered. Also there wasn't any sort of centerpiece in the level, nothing stood apart from the rest and made me say, okay here's something cool.

It looks like you built everything with basic shapes and did very little corner editing. Grid based corner editing can do well in levels like this. Adding a few angles and inclines would of helped it not all seem like flat ground and flat platforms.

This is actually very similar to some of the first levels I made but with a lot more stuff thrown in. I recommend you use the corner editor more, pick less materials that blend well together, and try and get everything to play smoothly. Some decent score bubble placement with areas for getting combos would help also.

Forgot to mention it but please check out my level Butterfly Boxes and give me your thoughts on it.

Thanks. Well I did more corner editing in the new update. However I guess I could change certain materials as well.


The first thing I would suggest is sticking a bit of dark matter to the holographic screens to keep them from doing that jittery falling thing.... unless that's what you were going for. Anyway, clever idea there, but personally, if I were going for the holographic thing, I woulda' cut them out instead of making them rectangles.

The character design on the villain was nice, but I can't say I particularly enjoyed the fights. Moving jetpacks through a path, while a decent challenge, just doesn't seem to have anything to do with killing a bad guy.

The level design was good, but the skycars could've used some more detail. They just kinda' looked like blocks of material rather than actual vehicles. To be fair, though, it can be really difficult to get around that in lbp, and I would probably have more finished levels if I weren't always spending so much time on vehicle details, so maybe that bit of advice is best ignored.

All in all, a pretty good level. I don't care much for the garish cheesy comic book style, but it fit the level well. There were a few things that I particularly liked, such as the holographic screens and the puzzle where you move the jetpack through the track (the first one, not the boss fight part) and the gameplay was good. I did feel like occasionally I would get blind-sided by threats, though I guess I should've known better than to run under a searchlight and I shoulda' been watching for the gas on the car ride... but I never got that blind-sided feeling in Mm's levels. Also, imo, teleporters amount to a broken level 'cuz it makes it impossible to ace.

Thanks Sehven.

Not only did I use more corner editing to make this level more polished but I also added 2 additional posters to this level which features Sonic The Hedgehog and the green ghost from Ghostbusters. Oh and I added a new building to this level.
2010-08-24 23:16:00

Author:
JustinArt
Posts: 1314


Alrighty! Here I go!
-I really like the hologram with Dr. Crow at the beginning.
-The elevator was cool, but the title looked like "SKY METROPO" I couldn't see the rest...
-I like the cars you have to jump onto. I also like the small puzzles around.
-The characters are pretty well made.
-I absolutely loved the jet pack puzzle! I've never seen anything like that before! Very nice feature, huge plus! I like the platform puzzle with the switches as well.
-On the sky car thing, it would be cool if you added a sound effect at the end making a crash sound or something. maybe if the tip of the car hits the little wall.
-There were a couple of parts where I was confused on where to go. Mainly the one where you let go of the bottom of a car and grab the wheel underneath the edge.
-The boss was fun... however, on the jet pack stage, I had to kill myself a few times to get pack to the top because I accidentally pressed circle half way through... I'm just clumsy like that.
-On the last part of the boss... 2 shots? I felt so restricted... I always have maximum or high ammo and I increase the amount of times I have to hit a target.

Overall, I enjoyed this level! Nice platforming, cool puzzles, great boss character! :star::star::star::star:
2010-08-27 23:02:00

Author:
ShamgarBlade
Posts: 1010


Alrighty! Here I go!
-I really like the hologram with Dr. Crow at the beginning.
-The elevator was cool, but the title looked like "SKY METROPO" I couldn't see the rest...
-I like the cars you have to jump onto. I also like the small puzzles around.
-The characters are pretty well made.
-I absolutely loved the jet pack puzzle! I've never seen anything like that before! Very nice feature, huge plus! I like the platform puzzle with the switches as well.
-On the sky car thing, it would be cool if you added a sound effect at the end making a crash sound or something. maybe if the tip of the car hits the little wall.
-There were a couple of parts where I was confused on where to go. Mainly the one where you let go of the bottom of a car and grab the wheel underneath the edge.
-The boss was fun... however, on the jet pack stage, I had to kill myself a few times to get pack to the top because I accidentally pressed circle half way through... I'm just clumsy like that.
-On the last part of the boss... 2 shots? I felt so restricted... I always have maximum or high ammo and I increase the amount of times I have to hit a target.

Overall, I enjoyed this level! Nice platforming, cool puzzles, great boss character! :star::star::star::star:

Thanks ShamgarBlade. You couldn't read the title while on the elevator? Maybe you only have the standard-def TV or something like that or it looked blurry to you. If you set the PS3 to widescreen or adjust the lighting, you'll see the rest. Adding the sound effects to the cars is a good idea, but the sky car emitters are covered in some areas and I don't like to redo the gluing and stuff because I could make certain tools disappear and have some objects automatically unglued. That's optional but I'll go see what I could do.

The level now has even more corner editings than ever and the level looked a lot more polished than ever. That's not all, in the level's boss' 2nd phase, after you activated a shocker, some edges disappears that gives you an opening to get back on top a lot faster. I couldn't corner edit some areas but at least it's a lot less blocky than ever.
2010-08-28 19:03:00

Author:
JustinArt
Posts: 1314


Sorry I took so long replying, here's my feedback..

Excellent level. I really liked the Metropolis setting, it looked really pretty. It would look even more pretty if you would to add a bit of lighting. But the real star was the gameplay. Absolutely fantastic, I loved the jet pack idea acting as a sort of key. That was really cool. However, I had problems with the anti-gravity field. I couldn't jump very high on it. xD If that is just me, then implement a "how to" thingy or if that was the game I'm sure it'll be an easy fix.

Other things I liked were the sky car sections, I really liked them. Although after a while, the level lost pace and seemed very linear (which isn't really a criticism, most levels are) with no secrets.
Oh, and the boss fight was pretty cool. Apart from the last clone guy. I think you could've thought something that was better.

But, it really was a fantastic level. Great Stuff! I look forward to seeing more levels from you.

5 stars!
2010-08-29 23:15:00

Author:
AgentBanana
Posts: 511


Like many others I'm going to make a list of what I liked and what I disliked. Now then...

What I liked
-The enemies.
-The elevator shaft looked really cool at the beginning.
-Glitch jump to go higher is great.
-Cool idea for the jetpack puzzle but a tad bit too easy.
-Room with orange glass and cityscape background looked awesome!
-Nice touch with the spinning triangles to catch the players attention when shooting the targets to get the platforms to appear. I probably would've taken a lot longer to spot the first one had those not been there.
-I liked dodging the spotlight with the electric blocks moving back and fourth.
-Wings on the boss looked cool. Also having it have multiple battle areas kept it interesting the whole time.


What I disliked
-Why did I push that block about 1 inch just to make some stairs appear? Seems pointless to me
-The materials look funny to me at some points of the level. I just don't really like the materials you used in general. But the shapes of the materials were good.
-The two electric blocks on the floor seemed like you kind of ran out of ideas

Overall I think this is your best level in the series. Four stars and a heart.
2010-08-30 03:12:00

Author:
zynax555
Posts: 170


Thank you very much Agent Banana and Zynax555.

Get ready for Friday everyone because LV7 is coming. It's a lot bigger than the rest of the levels of the series and you'll see why when it's published.
2010-08-31 19:58:00

Author:
JustinArt
Posts: 1314


Hello, this was one of the best levels of the Hero Chronicles series, the only thing that really bugged me were the bounce pads area, it took me around ten minutes to complete, they just don't ever work for me I guess. Both the visuals and the gameplay were great, I don't thing I've played a level like this, which is a good thing, it really made the level feel pretty uniqe. By the way, I loved the teleporters. Great job here, I gave the level a well deserved :star::star::star::star::star:.2010-09-04 17:13:00

Author:
X-FROGBOY-X
Posts: 1800


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