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Pyrostilskin's Mine

Archive: 26 posts


http://lbp.me/v/t7-x3h
This is my next installment in the Pyrostilskin series of levels. This level is a balance of medium/hard platforming combined with puzzles that will make you think. A few explosives may also be encountered along the way. This level is fairly long as it takes about 12 minutes to play IF you know what you are doing.

Sadly, I wanted to add a long mine cart run at the end, but the thermometer wouldn't allow for it, so I published a "Mine Cart Mini Level" as well.

I would really like to thank midnight_height, and pickled-punk for their help in suggestions to clean up the look of the level and play testing. I would also like to thank TheAdipose, Luos_Desruc, c_mckamey and jaslow for helping me play test and cleaning up some of the areas that were "too difficult". I remember Adi stating, "I think this has crossed the line from challengingly fun to simply irritating."

A big thanks should also go to comphermc for the Interstellar Infiltrator font, and to Aya42 for the wonderful glitched material pallets.

I hope you guys enjoy the level!


http://www.beckersathome.com/lbp/pm_photo1.jpg
http://www.beckersathome.com/lbp/pm_photo2.jpg
http://www.beckersathome.com/lbp/pm_photo3.jpg
http://www.beckersathome.com/lbp/pm_photo4.jpg
http://www.beckersathome.com/lbp/pm_photo5.jpg
http://www.beckersathome.com/lbp/pm_photo6.jpg
http://www.beckersathome.com/lbp/pm_photo7.jpg
2010-08-23 21:01:00

Author:
RoharDragontamer
Posts: 397


It was good, but that blue concrete and rough concrete are too close to the same color, try something that pops out more for the blue concrete, Maybe dark wood?2010-08-24 00:43:00

Author:
Unknown User


This looks incredible! I can't wait to play it today! (because it is 2:14 in the morning)

I'll tell you what I think about it afterwards!
2010-08-24 02:14:00

Author:
AssassinatorRFC
Posts: 715


i was play ur level and i liked is very very funny in the bombs part LOL i like the adventure , the puzzles but is something hard, but is the great level, i like the way in the car is fantastic i give u 4 :star:?s
F4F: https://lbpcentral.lbp-hub.com/index.php?t=33267-ENCHANTED-ADVENTURE-Chapter-1-THE-MISTERY-OF-THE-CAVE
2010-08-24 14:51:00

Author:
psyntens
Posts: 562


It was good, but that blue concrete and rough concrete are too close to the same color, try something that pops out more for the blue concrete, Maybe dark wood?

I switched the rough concrete to the basic stone, and it does provide a bit better contrast and depth. Let me know what you think.
2010-08-24 17:03:00

Author:
RoharDragontamer
Posts: 397


Sorry guys when I republished the level I forgot to turn the water back on. All is well again, though.2010-08-25 22:50:00

Author:
RoharDragontamer
Posts: 397


I love this level.

I really like the diversity of the gameplay. There's something new around every corner. Playing with the munitions-box is always good fun. Great cart-ride. Swinging from the bombs on string is a lot of fun, we had a blast (literally) playtesting this in multiplayer. Great-looking puzzle near the end. The refinery. The collapsing bridge. And off course all those hidden stashes of prize-bubbles. Excellent.

It's great how you seem to have made your obstacles break-proof. There are a lot of times when I'm goofing around, and think: 'now I've done it, this will require a restart', but you turn around and everything is as it should be, ready for an other try.

Still the gameplay can be unforgiving at some points. The part where you use the shuttle to lift timed bombs (to clear away the rock on the second bomb-dispenser) is still real tricky. Maybe you could tweak the first timed bomb to give us poor players just a little more time?

The visuals are very nice. A different look for a mine-setting. I like your subtle use of the 3d glitch. A lot of creators overdo it in my opinion, but here it works great. The gold veins are beautiful. The contrast with concrete & regular stone works even better.
I like the way you decorated the level: monkey skulls, steam leaking pipes & nice spores on the wall. Some parts could still use some more decorating in my opinion, though.

All in all: great level.


Where's part 3...???
Stop holding out on us!
2010-08-26 11:03:00

Author:
pickled-punk
Posts: 598


I liked it in beta-form and I like it now.
The visuals look a bit chaotic from time to time.. but I think I have mentioned the corner editor tool quite often now,
so I am sure your next level will be a bit smoother
I really liked the usage of bombs,though one part had some minor issues.
When playing with friends, some of them jumped at the hanging bombs and exploded.
Since I was still near the bombs, my friends walked up towards me.. to find out that the bombs did not respawn.
I actually had to get them all to a location prior to the checkpoint they spawned out to make the momb-section respawn itself.
It is because I kinda know how you did this.. because if not.. I would not be able to guess that I needed all players near the checkpoint.

The section where you use a rocketpack and a platform to move bombs around is nice and original.. but annoyingly unforgiving and I actually had to ask the people I played with not to give up on the level because all three of them would have quit prior to even getting here.
Especially the unlocking of the 2nd bomb-emitterthingy was tedious and took me about 20 tries (also because two other players where attached to the same jetpack).

Best thing you could do is specate two or three not-so-good players playing your level,
they often show you whats not working smoothly even if they dont know that they showed you whats not working correctly.

That said, I did like the level.. but boy it was frustrating!
You still have plenty of room when it comes to learning the editor..
Drop by more often, and ask more often for help in your newest levels!

Cheers m8!
2010-08-26 17:41:00

Author:
Luos_83
Posts: 2136


The bomb carrier was a cool concept it was tough to move it quickly and safety though on the second part the camera is fixed on the player so you can't see up until your there it'd be more forgiving if it followed the player it was fun to do though so it didn't bug me really. The useage of holes to show the weak walls was a nice touch the bomb swing where good in a nerve wrecking way, Poor sackboy got blown up a lot in this level but it was rewarding so i'll reward sackboy with a wash and the level 5 :star: and a heart.2010-08-26 20:42:00

Author:
DayFul
Posts: 26


The bomb carrier was a cool concept it was tough to move it quickly and safety though on the second part the camera is fixed on the player so you can't see up until your there it'd be more forgiving if it followed the player it was fun to do though so it didn't bug me really.


The section where you use a rocketpack and a platform to move bombs around is nice and original.. but annoyingly unforgiving and I actually had to ask the people I played with not to give up on the level because all three of them would have quit prior to even getting here.
Especially the unlocking of the 2nd bomb-emitterthingy was tedious and took me about 20 tries (also because two other players where attached to the same jetpack).



Still the gameplay can be unforgiving at some points. The part where you use the shuttle to lift timed bombs (to clear away the rock on the second bomb-dispenser) is still real tricky. Maybe you could tweak the first timed bomb to give us poor players just a little more time?

I added that section to clear the second platform after I accidentally threw the bomb out of the cart, and thought it might be fun to include in the game, I fully admit it's difficult especially when you have more than 1 player trying with you. I think I'm just going to remove the block for the bomb carrying area and go from there. I also need to widen the "landing" platform on the upper area to allow it to be more easily docked.

I'll be making all these changes this afternoon.
2010-08-26 20:55:00

Author:
RoharDragontamer
Posts: 397


I really liked the usage of bombs,though one part had some minor issues.
When playing with friends, some of them jumped at the hanging bombs and exploded.
Since I was still near the bombs, my friends walked up towards me.. to find out that the bombs did not respawn.
I actually had to get them all to a location prior to the checkpoint they spawned out to make the momb-section respawn itself.
It is because I kinda know how you did this.. because if not.. I would not be able to guess that I needed all players near the checkpoint.

In my mind I thought that if I set the checkpoints far enough away, that eventually everyone would have to die to respawn the swings. I realize what you are talking about, and I'll try to fix that tonight as well.
2010-08-26 21:01:00

Author:
RoharDragontamer
Posts: 397


The visuals are very nice. A different look for a mine-setting. I like your subtle use of the 3d glitch. A lot of creators overdo it in my opinion, but here it works great. The gold veins are beautiful. The contrast with concrete & regular stone works even better.
I like the way you decorated the level: monkey skulls, steam leaking pipes & nice spores on the wall. Some parts could still use some more decorating in my opinion, though.

There just aren't enough stickers and/or decorations suitable for a natural cavern (imho). I am also aware that stickering/decorating is my biggest problem when it comes to creating.

I am also hoping Aya will be able to stop by and some point and try to help me figure out how to get the mine cart ride into the finale. I really do want that in that level!!
2010-08-26 21:10:00

Author:
RoharDragontamer
Posts: 397


Hey RoharDragontamer.

Next time don't triple post because you could lose points and it is irritating. Just giving you a heads up. Anyways great level. The level designing is well polished and the platforming and puzzles are brilliant. The explosive puzzles are a blast and the obstacles where you try to destroy the gold making machine is amazing. The only problem though is that the level needs a few more lighting and the mine carts could use more visuals but the mine cart ride is radical. Overall this level deserves 5 :star:s and a <3.

Thanks for the feedback of "The Hero Chronicles LV6 Sky Metropolis" a couple of weeks ago. Play and F4F either The Hero Chronicles LV3 Action Mansion, LV4 The Lost Lagoon, or LV5 Glacier Volcano.
2010-08-27 01:40:00

Author:
JustinArt
Posts: 1314


Next time don't triple post because you could lose points and it is irritating. Just giving you a heads up.
Oops. Thought smaller posts to individual items made more sense, but having to read through small multiple posts instead of one long one makes sense too.


Anyways great level. The level designing is well polished and the platforming and puzzles are brilliant. The explosive puzzles are a blast and the obstacles where you try to destroy the gold making machine is amazing. The only problem though is that the level needs a few more lighting and the mine carts could use more visuals but the mine cart ride is radical. Overall this level deserves 5 :star:s and a <3.

Perhaps that is missing from the bomb areas. I'm not happy with how the bomb shuttle, and bomb swing areas look visually. I'll see if I can make improvements there, so thanks for the suggestions!


Thanks for the feedback of "The Hero Chronicles LV6 Sky Metropolis" a couple of weeks ago. Play and F4F either The Hero Chronicles LV3 Action Mansion, LV4 The Lost Lagoon, or LV5 Glacier Volcano.
I hooked up up with LV5, though it would be very helpful if you would include the links to your levels in your sig, so I don't have to go searching all over the forums for your F4F posts .
2010-08-27 18:37:00

Author:
RoharDragontamer
Posts: 397


Hey Rohar, glad that you got your level here finally! I had no major qualms about the level with one exception, add some scenery and details to it. Stickers and decorations around the mine would be nice, the rust patch sticker is one that comes to mind. Overall I throughly enjoyed the level and was impressed with your minecart sequence, especially the one in the level all by it's self. The "rohar presents" sticker is nicely done, hope the next installment is just as epic as this one was! Peace!2010-09-01 20:27:00

Author:
damaz10
Posts: 771


Hey Rohar, glad that you got your level here finally! I had no major qualms about the level with one exception, add some scenery and details to it. Stickers and decorations around the mine would be nice, the rust patch sticker is one that comes to mind. Overall I throughly enjoyed the level and was impressed with your minecart sequence, especially the one in the level all by it's self. The "rohar presents" sticker is nicely done, hope the next installment is just as epic as this one was! Peace!

I've tried to come up with a few decorating schemes for the mine, but haven't really been pleased. I added a few more skeletons and rust stickers, and agree that the rusts helps. Thanks for the great feedback.
2010-09-03 18:06:00

Author:
RoharDragontamer
Posts: 397


This is brilliant! I absolutely love it! The mine cart was so exhilarating and fresh - jumping from cart to cart was a rush! The use of bombs was superb, especially the swinging bombs, that was an ingenious concept. The music was spot-on (I haven't heard the Incredibles music used in a long time).

This level was a real thrill. 5 stars and a heart from me!

Seeing as you're doing F4F, could I have some on my Calamity of Colourful Cubes level? Thanks!
2010-09-03 20:07:00

Author:
trip090
Posts: 1562


First thing I noticed about this level was the materials and how much I liked how they looked together. I also liked how you kept the same gameplay element throughout the whole level but kept it fresh by varying the way in which you move the bombs. Challenging but fun platforming with the swing bombs and the section after that. You consistently used layers very nicely throughout the whole level. I also liked your puzzle design a lot. Overall I had a lot of fun playing your level and I didn't really see any faults in it. 4 stars and a heart.2010-09-03 22:32:00

Author:
zynax555
Posts: 170


This level was pretty good. I like your use of the bombs being grabbable and using them as swings while at the same time it being a danger. The jetpack carrier was pretty fun to use but at times its hard to control it. Also it might get stuck on an oddly shaped rock. Anothing I liked was the puzzle/ backtracking. It takes skills to make a level feel big with backtracking and you have them. That navigating area was good too.The explosion for the 1st bridge was pretty cool. The second explosion on the bridge after the elevator I didnt like. It was just the lights turning off and on. I think you can improve that aspect of the level. I also played you mine cart ride level. It was fun! I just think on the last exchange the cart needs to be lower because i threw myself towards it multiple times and it wouldnt catch me. I did beat it though. It should also be longer. I gave both levels 4 stars and a heart. I know you can improve these levels more. I think better explosions will give it that umph 2010-09-04 01:11:00

Author:
L1GhTmArE
Posts: 519


Hiya rohar!

I tested out this level a couple times, and I must say, I love it!

I really like the transition from the first level's ending into this levels beginning of this one. The length is definitely a plus, and the whole level is full of inventive puzzles. You definitely have some logic skills! I can't wait to see what you make next.
2010-09-04 01:37:00

Author:
Jaslow
Posts: 775


Wow, guys! Thanks for such positive feedback!2010-09-04 05:12:00

Author:
RoharDragontamer
Posts: 397


A bit late to the party on this one, better late then never though.

+ Great intro scoreboard and titles.
- I personally think the LBPC logo looks better on a square or a cutout. (Like you did at the end of the level)
+ Love how the lighting only appears when you need it.
- Perhaps add an activation sound to the red button?
+ Like the underwater contraption and the draining water.
+ Nice use of 3D glitch here, only there to add to the visuals.
+ You removed the rubble on the top jetpack button since beta, good call. Plays much smoother.
- Next magic mouth breaks bubble combo. =(
+ Swinging bombs! A ton of fun.
+ Rock maze is interesting gameplay.
- Perhaps dissolve uneeded magic mouths during puzzle room? (ex. "must be a key" even after you unlock it.)
- After next checkpoint, move the three bubbles over to the right a little, so you dont need to backtrack to get the first one while running down the stairs.
+ Awesome gold furnace!
- Maybe move the sign (in upper switch room) to the right a bit, so you can switch down a layer closer to the bubbles?
+ Liked the cute mine elevator.
+ Destruction!!!

Hearted.
One possible problem: Can you get infinite points by continually pushing the bomb switch?
Maybe add a key to the bonus mine cart mini-level?
2010-09-04 06:42:00

Author:
midnight_heist
Posts: 2513


+ Great intro scoreboard and titles.
+ Love how the lighting only appears when you need it.
+ Like the underwater contraption and the draining water.
+ Nice use of 3D glitch here, only there to add to the visuals.
+ You removed the rubble on the top jetpack button since beta, good call. Plays much smoother.
+ Swinging bombs! A ton of fun.
+ Rock maze is interesting gameplay.
+ Awesome gold furnace!
+ Liked the cute mine elevator.
+ Destruction!!!

Hearted.


Thanks, so very much!!



- Perhaps add an activation sound to the red button?
- Next magic mouth breaks bubble combo. =(
- Perhaps dissolve uneeded magic mouths during puzzle room? (ex. "must be a key" even after you unlock it.)
- After next checkpoint, move the three bubbles over to the right a little, so you dont need to backtrack to get the first one while running down the stairs.
- Maybe move the sign (in upper switch room) to the right a bit, so you can switch down a layer closer to the bubbles?


These were great suggestions, and I just republished with all of these changes. Thanks!
2010-09-04 14:27:00

Author:
RoharDragontamer
Posts: 397


Heya. Thanks again for your feedback on Archaic Ascension! Just played yours, so here are my thoughts.

overall it was a very well made and fun level. I really liked the creative use of bombs throughout the whole thing, especially the section where you had to swing on them. My favorite part of the level was probably the mine cart part, it looked awesome and was very fun jumping from cart to cart. well done!

I thought that the beginning of the level, in comparison to the rest of it, wasn't up to par, visually. Some more material variety in this section would be welcome. also, some of your areas seem a little closterfobic, in the sense that the background and foreground materials blend in with each other, which makes it difficult to determine where to go next. Some decorations or added lights would make it a lot nicer looking and easier to navigate.

also, with the section with the swinging bombs, you've actually allowed for infinite points through the reset. If you pull the reset switch over and over you can get yourself as many points as you want, which makes the score bubbles scattered throughout the rest of the meaningless. If you wanted to fix this, take a look at rtm223's Demit/Remit Switch (https://lbpcentral.lbp-hub.com/index.php?t=11861-Demitters-New-demitter-switch-added!!!-2010-03-10) tutorial, which will allow you to reset things without having to use creature brains.

overall it was a fun level, and I'm looking forward to see more. great work!
2010-09-09 18:30:00

Author:
Duffluc
Posts: 402


I thought that the beginning of the level, in comparison to the rest of it, wasn't up to par, visually. Some more material variety in this section would be welcome. also, some of your areas seem a little closterfobic, in the sense that the background and foreground materials blend in with each other, which makes it difficult to determine where to go next. Some decorations or added lights would make it a lot nicer looking and easier to navigate.

The beginning of the level is meant to feel like an extension of Pyrostilskin's Cave (https://lbpcentral.lbp-hub.com/index.php?t=24672-Pyrostilskin-s-Cave) which was meant to be dark claustrophobic, but it is a good point.


also, with the section with the swinging bombs, you've actually allowed for infinite points through the reset. If you pull the reset switch over and over you can get yourself as many points as you want, which makes the score bubbles scattered throughout the rest of the meaningless. If you wanted to fix this, take a look at rtm223's Demit/Remit Switch tutorial, which will allow you to reset things without having to use creature brains.

Thanks for that, I haven't read the demit/remit tutorial in months. I wasn't really worried about it, since I figured if someone want to sit there for 16 hours to score a 1,000,000 points on a community level deserves to get the points.
2010-09-09 20:44:00

Author:
RoharDragontamer
Posts: 397


Hey Rohar. I played this level a while ago but I didn't remember to comment, so I'll do it now.
Good:
+Gameplay, especially puzzles
+Main idea was good. I kinda thaught to make this kind of level myself someday but I gave up the idea
Bad:
-I didn't like scenery so much. Well it's only what I think. Other ones will surely like it.
-Platforming was good mainly expect few irritating camera angles at some points.
Overall :star::star::star::star::star: Great level with combination of puzzles and platforming. Great job! When you have time I would like ya to play my level 'Marshy Dungeon of mysteries' thank u!
2010-09-27 14:50:00

Author:
FreeAim
Posts: 2462


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