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Space Assassins: Vol 1

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Space Assassins: Vol 1Ungreth
http://a.imageshack.us/img827/3069/sa7j.jpgTake a contract as a hired killer in space and assassinate the notorious Lafayette, high priest of a sinister cult who abduct alien children. Explore Space-Org, the cult's cathedral star base to track down Lafayette and uncover the truth behind the abductions.
http://a.imageshack.us/img827/7716/sa8.jpg

http://a.imageshack.us/img841/6963/sa2bh.jpg

http://a.imageshack.us/img827/5606/sa6z.jpg

http://a.imageshack.us/img827/7097/sa4u.jpg

Well, I had decided to make Scrumpy Sack my last level before LBP2, but the creative urge took control of me again and so here we are. My 6th level, Space Assassins: Vol 1. This is an ongoing project intended to carry over to LBP2 and beyond, but you should (hopefully) see future episodes emerge before that time, with creators such as CountessZ and KernelM taking the helm. It's an open invitation to any skilled and experienced creators who want to get involved, with the only stipulations being...

1: your level must either be set in outer space or on an alien planet
2: your level must be based around taking an assassination contract
3: you are prepared to stretch the boundaries of your imagination further than you've ever taken it before

Anyhow, this is volume 1. A short but intense level of medium difficulty, for one or more players. The level exploits Aya's therm cheating trick and uses one hell of a lot of lights, so the more friends you play with the more chance you have of encountering severe lag, although I have regularly playtested in a group of 3 and found the lag was barely noticable for the most part.

For those of you who thought I had gone soft from scrumping apples, I'm pleased to announce that this time Ungreth is firmly back on track with the dark brand of twisted weirdness that the community has come to expect. Secret hunters may be interested to know there are three of these hidden in the level.

Any similarity to actual organisations and persons living or dead is purely coincidental and I'm not taking the ****. Honest.

Thanks to all friends who have helped me to playtest the level, with a special masonic handshake to CountessZ and lifeiscrapislife who have been dragged through with me a thousand times over and are probably sick of it by now.

Enjoy.
2010-08-30 19:56:00

Author:
Ungreth
Posts: 2130


holy **** this looks dope ! , ill pay this for sure !2010-08-30 20:05:00

Author:
TOXIC_KILLA_
Posts: 147


Really detailed visuals, straight forward gameplay, and secret level-creating-tricks that i dont understand
I love it, 5 stars and <3

I dont play levels but since I playtested it half a dozen times i thought i might as well play it again and leave you some feedback xD
How do you manage those visuals on a level that size?
ahh, that year of not playing LBP is kicking me in the butt now
2010-08-30 22:44:00

Author:
Bremnen
Posts: 1800


I didn't have much time to play it, because it was my son's playtime.... but, I figured I'd give you my feedback so far.

So far, it looks fantastic. I transported to the first area, got past the "couch" area and the dude shooting plasma from all directions. I pulled the little drawer out with the paintinator, shot around for a bit to see if I could figure out what I was supposed to shoot. I then found if I tried many times I could jump from the drawer up to the top of the cabinet that the drawer pulled out of, and then found I could jump up to the top of the room. I went left to the bell, and tried shooting it and the such.... I couldn't figure out at that point what I was supposed to do.

I'm going to go back a bit later tonight and try it again. I've always run into puzzles in your levels, and I'm eager to work my way through it - i just thought maybe my initial reaction of what to do could help.

Also, at the beginning it was a bit difficult to tell what to do in jumping up to the top of the room to hit the button, because the camera angle staying stationary made it a bit difficult to see where to jump. One thing I've done in these situations is to put 2 stationary camera angles in the same room - the second camera angle moving up a bit when sackboy gets to the top half of the room. It may make it easier to see the button and the platforming sections. (I did this in an Advanced LogicPack room and it made a huge difference, while still keeping the view panned out to the whole room)

So far, awesome! I look forward to playing the rest.
2010-08-30 23:11:00

Author:
CCubbage
Posts: 4430


Woah! must play it, must play it! I will give some feedback once I have played the level...2010-08-30 23:15:00

Author:
Unknown User


I then found if I tried many times I could jump from the drawer up to the top of the cabinet that the drawer pulled out of, and then found I could jump up to the top of the room. I went left to the bell, and tried shooting it and the such.... I couldn't figure out at that point what I was supposed to do.

There's an easier way to get up on the shelves. Think to yourself, what could I shoot to make the lower shelf collapse? Thanks for the cam suggestion, I'll give it a go.

And thanks to you all for the feedback so far.
2010-08-30 23:41:00

Author:
Ungreth
Posts: 2130


Well i finally got through it, lol, definitely not doing any favors for the player in this one at almost every room I found myself running around hopefully hitting something that will advance me to the next room XD The visuals were nice, I was constantly removing stickers to see how you did certain effects very unusual stuff. Overall it was a fun (aggravating) experience and well worth the 5 stars and heart (10 stars including my first try)2010-08-30 23:54:00

Author:
Littlebigdude805
Posts: 1924


Ok, played it all the way through - wow, this is REALLY excellent. Fantastic gameplay, cool enemies, nice layouts..... not to mention an ending that must be seen to be believed.

Apart from the bit of feedback that you already took care of, as well as taking care of a few minor issues that I already sent you on the PSN I couldn't find anything wrong - my last run-through I found no issues at all.

Great job! 5 stars and a heart!
2010-08-31 01:56:00

Author:
CCubbage
Posts: 4430


Wow, that was amazing. Your description of the level as "intense" just about hits the nail on the head - both visually and in terms of gameplay.

The level just looks stunning throughout. Space with a dark Gothic twist - how cool is that! The opening few sections are beautiful: the pink transporter/vortexy thingy (?), the cabin and the library (only you would put a library on a spaceship!) and I love the sweeping camera view along the ship that you've got a photo of in the OP. In fact it's hard to single out particular things on the visual front as it all looked amazing and was fantastically detailed. The lighting definitely deserves a special mention though. It really raised the look of the level to new heights.

As for the gameplay, well, I like levels that make the player think and you certainly delivered that in spades. It was a true test of skill trying to move on from one section to the next. No hand holding and no pull this obvious lever and a door magically opens, oh no! Actually I really enjoyed that aspect of it and gives you a deep sense of satisfaction to finish the level. The only bit I found slightly frustrating was having to go through the purple gas maze thingy three times! There was a bit of teeth grinding and muttering going on there when I got the luminous block across to the right and realised that it hadn't de-activated the maze and I was going to have to go through it for third time! You obviously expect the Sacks taking on the mission to be made of sterner stuff! The gameplay generally though was very impressive - some original ideas there.

Oh and I mustn't forget the humour! I loved that you were the perverted baddie - at least I think it was you...

Anyway, a definite 5 stars and a heart. Truly amazing stuff - I'm just going to go and have a lie down now before trying the level again as I totally forgot to look for any secrets!
2010-08-31 01:58:00

Author:
shropshirelass
Posts: 1455


(I'm playing this level as I do my review)
-In LBP, your level name is space assassins: vol.1, but this thread is named space assassins: vol 1 (with no period). just to let you know
- LMAO NICE MONSTER THING WITH THE ARMS XD
- Okay now i can't pass him. Theres this gigantic bell in the way lolz
- Lol me and two random guys are making level history! we passed it! but i wont spoil it because this is a great puzzle game
- Okay that just took like an hour to beat but i finally did it! (with the two random strangers)

Great level. Great puzzles. Super dark, but lighting takes care of it.
:star::star::star::star::star:<3
(accidentally exited w/o hearting your level but I will as soon as I get back on)

F4F: Noi World (https://lbpcentral.lbp-hub.com/index.php?t=34358-Noi-World)
2010-08-31 02:34:00

Author:
Unknown User


Looks fraggin amazing! I'll try it out next time I can sit down and play for awhile. Bookmarked.2010-08-31 05:41:00

Author:
SpeedyMcKnuckles
Posts: 331


From the pics and the description it looks awesome!2010-08-31 07:24:00

Author:
OmegaSlayer
Posts: 5112


Wow, this was great fun.
Not only are there great visuals, but it's backed up by nice gameplay elements.

If I had to describe the visual style I would say something like...purple grunge matrix...in space!
I was most impressed with the grunge look in the inner workings of the ship.

I didn't mind the purple gas light maze myself. I just stuck to the front two layers and it was pretty easy. On the third time through I didn't care about dying, good thing adding the glass there, makes it much more bearable.

That weird guy in the vent was weird. His head looked like a red panda to me lol.

My only suggestion (at the bomb/jetpack area) is to extend the camera on the bottom right so you can see the gas. (died twice trying to figure out how to advance.)

This level also confirmed for me that sensor activated / hidden checkpoints can be used for good. It really keeps the player immersed in the setting/story as you only notice it when you die. Which is great.

5 stars + heart!
2010-08-31 13:01:00

Author:
midnight_heist
Posts: 2513


Awesome level! Amazing detail, just amazing!

I got stuck at this part:

http://www.lbpcentral.com/forums/attachment.php?attachmentid=23197

The tray thing that opened out with the paintinator broke on the way out and the paintinator flipped over so I couldn't get it, I assume you can't do it without the paintinator so I had to quit...

Tell me if you fix that and I'll play it again!
2010-08-31 13:45:00

Author:
Doopz
Posts: 5592


That weird guy in the vent was weird. His head looked like a red panda to me lol.

Yes, that's right. The foxes, badgers and rabbits decided that red panda dude didn't quite fit in with their exclusive clique and exiled him to the maintainence shaft where he's been crawling around for years, now ravenous and feral, a shadow of his former self.



The tray thing that opened out with the paintinator broke on the way out and the paintinator flipped over so I couldn't get it, I assume you can't do it without the paintinator so I had to quit...

I've already tried several times to fix the tray. Whatever design I use, it randomly breaks on rare occasions. I always found that the paint gun was still accessible even if the tray broke, so I didn't lose any sleep over it, but it sounds like you found it more problematic. I think its possibly a bug with the paintinator power up, since it appears that the the paintinator actually causes the drawer to tip through the solid floor somehow. I'll take another look, but I cant guarantee any success.

Edit: Fixed. The tray just needed a stronger material at the base.
2010-08-31 16:09:00

Author:
Ungreth
Posts: 2130


I didn't have much time to play it, because it was my son's playtime.... but, I figured I'd give you my feedback so far.

So far, it looks fantastic. I transported to the first area, got past the "couch" area and the dude shooting plasma from all directions. I pulled the little drawer out with the paintinator, shot around for a bit to see if I could figure out what I was supposed to shoot. I then found if I tried many times I could jump from the drawer up to the top of the cabinet that the drawer pulled out of, and then found I could jump up to the top of the room. I went left to the bell, and tried shooting it and the such.... I couldn't figure out at that point what I was supposed to do.

I'm going to go back a bit later tonight and try it again. I've always run into puzzles in your levels, and I'm eager to work my way through it - i just thought maybe my initial reaction of what to do could help.



I played your level and here is my feedback:

Positives:
+Scenary looked great
+Visuals looked really good how you designed everything
+Gameplay went pretty smooth
+3D usage looked really good
+Boss in the beginning well done

Negatives:
-When I got to the boss fight the one shooting the plasmas I couldnt find out how to kill that thing I shot him everywhere and grabbed him to see if that would do anything but still nothing..maybe add a hint to how to weaking him maybe? sorry I couldnt finish the level.

Overall the level was Very Good: :star::star::star::star:
F4F- Umbra Valley: A lost soul (https://lbpcentral.lbp-hub.com/index.php?t=34670-Umbra-Valley-A-Lost-Soul) by L1ghtMare
F4F- My level Umbra Valley 2repetual Escape
2010-09-01 18:06:00

Author:
Sabre_
Posts: 653


Hey Ungreth!

I played this last night and wow... spectacular graphics!! Loved all the detail and made me just want to hang out and enjoy the scenery. ..but wait.. I'm on a mission and killing to do!!?? Wow.. sounds like a real sleazeball too. He shall be taken out!! ..but first.. how the heck do I get there though all the tricks and traps of this amazing complex!?!

Awesome work! I loved figuring out all the things to proceed and was finally able to eliminate the slimy guy in his bathrobe no less. lol Loved that final scene of which I won't spoil for anyone reading. Just hysterical!!!

Had one minor issue.. the first paint gun dispenser, I broke the drawer which I think dumped the paint gun possibly upside down. I just held on to dear life to my trusty paint gun and was able to proceed.

Awesome graphics.. wow.. just stellar stuff there. Could not get over how cool your version of space looks. I was very very impressed!!!

50 stars and 12 hearts. ..well, which means 5 stars and heart!
2010-09-01 18:22:00

Author:
jwwphotos
Posts: 11383


Gotta remember to check this out... Be back with f/b! 2010-09-01 19:31:00

Author:
piggabling
Posts: 2979


So far, it looks fantastic. I transported to the first area, got past the "couch" area and the dude shooting plasma from all directions. I pulled the little drawer out with the paintinator, shot around for a bit to see if I could figure out what I was supposed to shoot. I then found if I tried many times I could jump from the drawer up to the top of the cabinet that the drawer pulled out of, and then found I could jump up to the top of the room. I went left to the bell, and tried shooting it and the such.... I couldn't figure out at that point what I was supposed to do.

I'm going to go back a bit later tonight and try it again. I've always run into puzzles in your levels, and I'm eager to work my way through it - i just thought maybe my initial reaction of what to do could help.

Also, at the beginning it was a bit difficult to tell what to do in jumping up to the top of the room to hit the button, because the camera angle staying stationary made it a bit difficult to see where to jump. One thing I've done in these situations is to put 2 stationary camera angles in the same room - the second camera angle moving up a bit when sackboy gets to the top half of the room. It may make it easier to see the button and the platforming sections. (I did this in an Advanced LogicPack room and it made a huge difference, while still keeping the view panned out to the whole room)

So far, awesome! I look forward to playing the rest.

This. I'll try again but I was stumped at this point as well.
2010-09-01 19:43:00

Author:
Morgana25
Posts: 5983


I played your level and here is my feedback:

Positives:
+Scenary looked great
+Visuals looked really good how you designed everything
+Gameplay went pretty smooth
+3D usage looked really good
+Boss in the beginning well done

Negatives:
-When I got to the boss fight the one shooting the plasmas I couldnt find out how to kill that thing I shot him everywhere and grabbed him to see if that would do anything but still nothing..maybe add a hint to how to weaking him maybe? sorry I couldnt finish the level.

Overall the level was Very Good: :star::star::star::star:
F4F- Umbra Valley: A lost soul (https://lbpcentral.lbp-hub.com/index.php?t=34670-Umbra-Valley-A-Lost-Soul) by L1ghtMare
F4F- My level Umbra Valley 2repetual Escape

Dude, you barely even reached half way! I guess I need to add a hint, since others have had trouble figuring out what to do there too. For now though, I'll tell you. When you pick up the paint gun, instead of trying to shoot the boss you need to shoot out the left side support holding up the shelves. This will allow you to climb the shelves and reach the cathedral bell, where you can shoot it to make it fall on the big guy's head. Don't shoot the bell itself, but the support that is holding it to the celing.

Anyhow, thankyou for playing and leaving feedback. I hope you will return to try again now that you know what to do.


Hey Ungreth!

I played this last night and wow... spectacular graphics!! Loved all the detail and made me just want to hang out and enjoy the scenery. ..but wait.. I'm on a mission and killing to do!!?? Wow.. sounds like a real sleazeball too. He shall be taken out!! ..but first.. how the heck do I get there though all the tricks and traps of this amazing complex!?!

Awesome work! I loved figuring out all the things to proceed and was finally able to eliminate the slimy guy in his bathrobe no less. lol Loved that final scene of which I won't spoil for anyone reading. Just hysterical!!!

Had one minor issue.. the first paint gun dispenser, I broke the drawer which I think dumped the paint gun possibly upside down. I just held on to dear life to my trusty paint gun and was able to proceed.

Awesome graphics.. wow.. just stellar stuff there. Could not get over how cool your version of space looks. I was very very impressed!!!

50 stars and 12 hearts. ..well, which means 5 stars and heart!

Thanks jww! Coming from a guy who makes awesome sci-fi levels himself, that's high praise indeed. That Krool Aid drawer was issue for Doopz as well, but I have already fixed it since he told me about it. I just made the base of the drawer from a stronger material and it seems absolutely solid now. Unfortunately it sounds as though you must have played before I made the edit and republished. I'm pretty sure everything is failproof now...I hope.


This. I'll try again but I was stumped at this point as well.

M, you can use the paintings on the side walls to jump up to the top. It's a very thin ledge, so it's a case of jumping immediately in the opposite direction as soon as you land on it to avoid slipping off again. This level features quite a few sections where the path ahead is not immediately obvious, so experiment and try to think outside of the box.
2010-09-01 19:49:00

Author:
Ungreth
Posts: 2130


It's a fantastic, original level with a beautiful off-kilter style. Machine gun toting badgers in space are not something you come across in every level! Loved that you once again are happy to just leave the player to his own devices - the environment has to be experimented with to proceed, and its an approach that really works with this level. I nearly gave up at the paintenator drawer near the plasma boss, I swear i must have covered that entire section with paint to no avail (I think it's probably because instinct tells you that if you're given a paintgun right next to a boss then he needs to be shot), even taking the paintgun all the way back to the first room, just incase. I ended up corner-jumping up from the the cabinet up onto the first shelf. That's the only section that seemed overly obtuse at the time, but I totally missed the shelf support that can be shot down. Some neat platforming in the lower levels too, great stuff.

Really enjoyed it, thanks!
2010-09-01 23:44:00

Author:
julesyjules
Posts: 1156


I guess I need to add a hint, since others have had trouble figuring out what to do there too. For now though, I'll tell you. When you pick up the paint gun, instead of trying to shoot the boss you need to shoot out the left side support holding up the shelves.

Maybe make the support bigger and more obvious that there's a support there? It's pretty small and blends in with the rest of the scenery, which is a problem since there are 3 planes you can move between and it's difficult to tell what plane the shelf and support are in. So, maybe make it a bit bigger and make it look like metal so if the player looks around a bit they can tell it's there.
2010-09-02 00:10:00

Author:
CCubbage
Posts: 4430


I nearly gave up at the paintenator drawer near the plasma boss, I swear i must have covered that entire section with paint to no avail (I think it's probably because instinct tells you that if you're given a paintgun right next to a boss then he needs to be shot), even taking the paintgun all the way back to the first room, just incase. I ended up corner-jumping up from the the cabinet up onto the first shelf. That's the only section that seemed overly obtuse at the time, but I totally missed the shelf support that can be shot down.


Maybe make the support bigger and more obvious that there's a support there? It's pretty small and blends in with the rest of the scenery, which is a problem since there are 3 planes you can move between and it's difficult to tell what plane the shelf and support are in. So, maybe make it a bit bigger and make it look like metal so if the player looks around a bit they can tell it's there.

Ok, I've made a few alterations to the area you guys had a problem with. First of all I've made the shelf support bigger (easier to hit ) and with a fairly obvious crack in it (easier to spot). I've also added a hint, so that if you shoot the rabbit dude enough times the view will pan up to the bell above, and a speech bubble will comment that "perhaps there's another way to take this guy down".

Anyways, I really appreciate the invaluable feedback which has helped to tighten the level. It's good to hear that folk are enjoying it, because that is really what makes it all worth the time and effort for me. I was panicking when I published and the first few players online went in for a few seconds before quitting and rating the level 1 star, but the positive feedback in this thread has helped to restore some confidence.

Big thanks to all who have played and posted here. Any further problems with the level, please let me know about it.

BTW, has anyone found the hidden brainwashing room yet?
2010-09-02 11:35:00

Author:
Ungreth
Posts: 2130


In reading some of the other comments on where they got stuck, like not knowing to jump to the left on top of that minor bit of shelf on the left to reach the above button, it might be handy to add a bit of spotlight that either swings back and forth illuminating that just a bit here and there or just adding a faint bit of light to help that bit of landing spot light up. When I was playing it took me quite awhile to realize that was sticking out a bit. Had there been just a hint of light, it might have been a bit easier to spot or at least realize that was not a flat piece in the wall. Just a hint of light to show the dimension given that particular camera angle.

Oh yeah.. the brainwashing room. Yikes.. that was cool and I sent you all my money as requested from having seen that.

Actually, TheCountessZ gave me a hint on that to find it as that was nicely hidden!!
2010-09-02 13:12:00

Author:
jwwphotos
Posts: 11383


Played

Positives:
+Visually awesome
+tons of details
+complicated structure
+original obstacles and situations
+great mix between futuristic atmosphere and something different
+STYLISH STYLISH STYLISH!

Negatives:
-the face (photo of the creator?) of the boss. Is funny but out of place

Really liked it
5 star and heart
2010-09-02 13:24:00

Author:
GEK83
Posts: 163


You made a great level,
it is very well polished and I am quite amased the render you manage to get there (we even don't recognize the objects from LBP you used) .
In particularly I liked the spaceship (with the starting point) and the first boss design (especially the background).

However I got stuck many times, wondering what to do and where to go (for example : how to go to the red button in the first place, how to reach the bell against the boss, what to do once I am in front of the bell and most of all in the room with the enemy generator, I didn't find how to go further).
Maybe you want your level to be a bit difficult but for me it cut my gameplay experience and unfortenately I didn't finish your beautiful level.

Anyway I gave a deserved :star::star::star::star::star: and a <3
I would be interested to know your thought on my F4F level below, give it a chance if you have time !
2010-09-02 20:27:00

Author:
onisdream
Posts: 80


In reading some of the other comments on where they got stuck, like not knowing to jump to the left on top of that minor bit of shelf on the left to reach the above button, it might be handy to add a bit of spotlight that either swings back and forth illuminating that just a bit here and there or just adding a faint bit of light to help that bit of landing spot light up. When I was playing it took me quite awhile to realize that was sticking out a bit. Had there been just a hint of light, it might have been a bit easier to spot or at least realize that was not a flat piece in the wall. Just a hint of light to show the dimension given that particular camera angle.

Oh yeah.. the brainwashing room. Yikes.. that was cool and I sent you all my money as requested from having seen that.

Actually, TheCountessZ gave me a hint on that to find it as that was nicely hidden!!

Well, I couldn't just let you walk right past it! Especially since I had sent him all of my money too.

Anyway, the finished product is one of the most polished levels I've played. Although, nothing compares to playing this level with Ungreth. He's an experience all on his own.

This is a very beautiful, disturbing, complex, and polished level. Can't wait to see what's next!

Congrats, great friend!
2010-09-03 00:39:00

Author:
TheCountessZ
Posts: 537


i really like the concept here, like alot. i thought the puzzle design was great, but i was with another player and we were total idiots for most of it (especially the enemy conveyor belt room). the place really did feel like a grim, techno cult, and it would easily fit into a bigger world/universe - so it was convincing that i'd be taking this guy out. by the end of it, i got an Oddworld vibe to it, which is great, and getting to the target in that last area, and the method of assassination was awesome. nice closure heh2010-09-03 01:32:00

Author:
Unknown User


In reading some of the other comments on where they got stuck, like not knowing to jump to the left on top of that minor bit of shelf on the left to reach the above button, it might be handy to add a bit of spotlight that either swings back and forth illuminating that just a bit here and there or just adding a faint bit of light to help that bit of landing spot light up. When I was playing it took me quite awhile to realize that was sticking out a bit. Had there been just a hint of light, it might have been a bit easier to spot or at least realize that was not a flat piece in the wall. Just a hint of light to show the dimension given that particular camera angle.

Oh yeah.. the brainwashing room. Yikes.. that was cool and I sent you all my money as requested from having seen that.

Actually, TheCountessZ gave me a hint on that to find it as that was nicely hidden!!

Thanks for the money jww, but the cult demands more than that. We want your undying allegiance to the church of astrocology too!

As for your suggestion re: the first room, I'll work on producing something more intuitive there if I get a chance this morning.


You made a great level,
it is very well polished and I am quite amased the render you manage to get there (we even don't recognize the objects from LBP you used) .
In particularly I liked the spaceship (with the starting point) and the first boss design (especially the background).

However I got stuck many times, wondering what to do and where to go (for example : how to go to the red button in the first place, how to reach the bell against the boss, what to do once I am in front of the bell and most of all in the room with the enemy generator, I didn't find how to go further).
Maybe you want your level to be a bit difficult but for me it cut my gameplay experience and unfortenately I didn't finish your beautiful level.

Anyway I gave a deserved :star::star::star::star::star: and a <3
I would be interested to know your thought on my F4F level below, give it a chance if you have time !

Thanks onisdream. Shame you didn't get to complete the level, but the way to progress is rarely obvious in my levels and I like to make the player think outside the box. I seem to attract a niche audience, but if I can't please all of the people all of the time then I'm happy to please some of the people some of the time. I'll certainly check out your level and leave feedback, if not today then over the weekend.


Well, I couldn't just let you walk right past it! Especially since I had sent him all of my money too.

Anyway, the finished product is one of the most polished levels I've played. Although, nothing compares to playing this level with Ungreth. He's an experience all on his own.

This is a very beautiful, disturbing, complex, and polished level. Can't wait to see what's next!

Congrats, great friend!

Yeah, I can't wait to see whats next either C, so get off your lazy *** and finish vol.2! It's looking fantastic already and I have high expectations for you to blow vol.1 completely out of the water! Also, please twist jww's arm and convince him that it would be in his best interest to contribute a future episode. No, I mean literally twist his arm. Until it hurts a lot and he agrees.


i really like the concept here, like alot. i thought the puzzle design was great, but i was with another player and we were total idiots for most of it (especially the enemy conveyor belt room). the place really did feel like a grim, techno cult, and it would easily fit into a bigger world/universe - so it was convincing that i'd be taking this guy out. by the end of it, i got an Oddworld vibe to it, which is great, and getting to the target in that last area, and the method of assassination was awesome. nice closure heh

Thanks NinjaMic. Glad you had fun. If you liked the concept then feel welcome to contribute an episode. As I mentioned in my opening post, the planned Space Assassins series is an open invitation to any skilled and experienced creators, which includes you! You should find that the restrictions are very loose and leave a lot of scope for each creator to bring their own individual style to the table. As long as it's in space and you get to assassinate some creep then anything goes.
2010-09-03 08:25:00

Author:
Ungreth
Posts: 2130


Hey Ungreth

Great work but I had no idea what to do in certain areas of the level. However I figured all of it out already but maybe my advices would help. First is the 4 armed alien boss where you try to hit it with the bell underneath it, you need to add an step near the paintinator so that you could reach the top because it's difficult to get to the top with only standing on the paintinator machine. The other is the area where you try to stop the human-like figure, it's hard to know where to drop the explosives because of the lighting. Overall the visuals looked cool and the level has quite an challenging gameplay but needs lighting and hints. Overall this level deserves 5:star:s but so close to get a heart.

Play and F4F "The Hero Chronicles LV7 Dragon Ruins"
2010-09-04 00:36:00

Author:
JustinArt
Posts: 1314


Hey Ungreth

Great work but I had no idea what to do in certain areas of the level. However I figured all of it out already but maybe my advices would help. First is the 4 armed alien boss where you try to hit it with the bell underneath it, you need to add an step near the paintinator so that you could reach the top because it's difficult to get to the top with only standing on the paintinator machine. The other is the area where you try to stop the human-like figure, it's hard to know where to drop the explosives because of the lighting. Overall the visuals looked cool and the level has quite an challenging gameplay but needs lighting and hints. Overall this level deserves 5:star:s but so close to get a heart.

Play and F4F "The Hero Chronicles LV7 Dragon Ruins"

I don't want to add any more hints. I wan't the player to LOOK, THINK and EXPERIMENT! If the player isn't prepared to do that then this is not a level that caters to that persons taste. Also, I won't add a platform that the player can use to easily jump on the Krool Aid vendor, because that's not the way to progress. All the player needs to do is shoot the shelf to make it fall and voila....there's your way to get up. What I have done to make things easier this morning is to make the whole shelf a paint sensitive target instead of just the cracked corner support. Even just praying and spraying without any thought should get you through this section now. And as for the target that you must shoot to bring the bell down, I've brightened the lights to make it more visible and obvious.

I really appreciate the feedback, but I'm starting to get worried by the comment "I couldn't figure out what to do" as a general criticism by players towards a great many LBP levels. It seems players have to be spoonfed and kept in a safety zone these days, and as someone who still looks back on Tomb Raider 1 as the greatest game I've ever played, it saddens me to see that people aren't willing to excercise the old grey matter anymore. I mean, jeez...the later levels in Tomb Raider had me stuck for several days trying to figure out where to go, but I relished every second of the hunt. My suggestion? Go complete Tombli on the Wii then come back and play an Ungreth level. You'll find my "puzzles" a walk in the park after that, lol.

This morning I added one extra hint at the cloning lab section where I felt it was possibly needed, but having already made many alterations to ease the player in, I'll comprimise no more on the environmental puzzle aspect of the level. In my view, not knowing how to progress, being utterly and hopelessly stuck, and then finally figuring it out is the most satisfying experience that video gaming can offer me. I try to offer others a taste of that experience when I build a level.
2010-09-04 15:46:00

Author:
Ungreth
Posts: 2130


I thought the lack of hints was a refreshing change.
Most of my favourite games like the classic sidescrollers never gave any hints, and they where much more satisfying to complete.
In LBP it should be even easier. I mean, your only options are to jump, grab or shoot.
Props for not selling out.
2010-09-04 23:01:00

Author:
midnight_heist
Posts: 2513


looks and sounds amazing. will play it2010-09-05 17:58:00

Author:
TOBSn08
Posts: 143


I'm starting to get worried by the comment "I couldn't figure out what to do" as a general criticism by players towards a great many LBP levels. It seems players have to be spoonfed and kept in a safety zone these days...In my view, not knowing how to progress, being utterly and hopelessly stuck, and then finally figuring it out is the most satisfying experience that video gaming can offer me. I try to offer others a taste of that experience when I build a level.

I 100% agree with you on this. I love levels that makes me think for minutes straight. Even if I quit (rarely happens) I don't punish the creator. I usually heart those levels and come back later to figure it out. Anyway ill try this level out since the concept of the story sounds very interesting . Ill bring feed back, too. I would appreciate it if you played my new level Umbra Valley: A Lost Soul. The link is in my signature. If you like it you might also want to play Umbra Valley 2 by Sabre_ since it more reflects the the words I quoted from you
2010-09-05 19:13:00

Author:
L1GhTmArE
Posts: 519


I just found this =D

PRO - The level has got the gameplay, the visuals, the story, its got the everything! My favorite part was the visuals, they are drop dead gorgeous. The gameplay was tough, but it was SO MUCH FUN

CON - I couldn't find anything wrong 8O

Overall - Probably my favorite level as of now
:star: :star: :star: :star: :star: and one big <3
2010-09-05 19:15:00

Author:
AbstractFlesh
Posts: 837


Im going to play it right now.2010-09-05 19:28:00

Author:
Unknown User


It is awesome2010-09-05 19:32:00

Author:
Unknown User


WOW! I mean every inch of the level is detailed. I love sci-fi/ space levels. This level was just stunning. I had no problems with the level accept the bell. It fell with the elevator so when u go behind the 1 part and you jump, it layer switches you and you have to go back up and around. Maybe add a piece of thin gas there. I loved how it was like a stealth mission- going through vents and..urinals? lol. I also laughed how the target died. I know thats a bad way to go out. Also loved that there were no hints! It wouldve ruined the puzzles. Good stuff! 5 stars and a heart! I hope who ever makes the next can keep it up to par 2010-09-05 20:38:00

Author:
L1GhTmArE
Posts: 519


k i just played it..
you had a nice visual style in that level. great choice of materials
gameplay and puzzles were fine and the story + the assassination in the end was spectacular

there were some unfair checkpoints and some frustrating moments
sometimes it was too dark and i didnt know where to got and what to do
but the levels is so different from others and has a special look
so it still got a place on my hearted list and got 5 stars
2010-09-05 21:48:00

Author:
TOBSn08
Posts: 143


gotta give this a play sometime soon, btw ocngrats on getting spotlighted 2010-09-06 00:26:00

Author:
Dragonvarsity
Posts: 5208


Ill bring feed back, too. I would appreciate it if you played my new level Umbra Valley: A Lost Soul. The link is in my signature. If you like it you might also want to play Umbra Valley 2 by Sabre_ since it more reflects the the words I quoted from you

I'll certainly check Umbra Valley 1 out. I already tried Umbra Valley 2 and fed back to Sabre.


It fell with the elevator so when u go behind the 1 part and you jump, it layer switches you and you have to go back up and around. Maybe add a piece of thin gas there.

Good idea. I'll try it.


gotta give this a play sometime soon, btw ocngrats on getting spotlighted

Um, what? I got spotlighted again!? Cool. I didn't even know there was a new spotlight out yet.

Whoo-hoo!!!
2010-09-06 02:46:00

Author:
Ungreth
Posts: 2130


this is indeed.... gothic,dark,capturing and awsome! awsome lighting and detailing. challenging plattforming and a dude that looks strangely much like a dude i'v seen somewhere before...2010-09-06 14:59:00

Author:
dsdavve
Posts: 72


gotta give this a play sometime soon, btw ocngrats on getting spotlighted

Dude. I just looked and there's no new spotlight out. The last level I had spotlighted was Scrumpy Sack which was a couple of months ago. I think you're confused!
2010-09-06 17:00:00

Author:
Ungreth
Posts: 2130


I've just played and wow, this was a lot of fun, but hard, but fun... but hard. The lack of hints was nice,and the level was hard in its own uniqe way, it wasn't just 'jump over this at the correct time snd swing over that', it required thinking and platforming skills. Nice work, :star::star::star::star::star: and a <3.2010-09-06 17:34:00

Author:
X-FROGBOY-X
Posts: 1800


I don't want to add any more hints. I wan't the player to LOOK, THINK and EXPERIMENT! If the player isn't prepared to do that then this is not a level that caters to that persons taste...

I really appreciate the feedback, but I'm starting to get worried by the comment "I couldn't figure out what to do" as a general criticism by players towards a great many LBP levels. It seems players have to be spoonfed and kept in a safety zone these days, and as someone who still looks back on Tomb Raider 1 as the greatest game I've ever played, it saddens me to see that people aren't willing to excercise the old grey matter anymore. I mean, jeez...

In my view, not knowing how to progress, being utterly and hopelessly stuck, and then finally figuring it out is the most satisfying experience that video gaming can offer me. I try to offer others a taste of that experience when I build a level.


I 100% agree with you on this. I love levels that makes me think for minutes straight. Even if I quit (rarely happens) I don't punish the creator. I usually heart those levels and come back later to figure it out.

I'm kind of in the middle. As I get older as a player, I realize that wealth and age have reduced my patience. I can always go get another game that doesn't punish me so hard. I admit, though, that my - or anyone else's - taste shouldn't be the reason YOU do anything.

That said, I gave this level 5*/H, because it's that good. Using flower material to create a Chronicles of Riddick space station? EPIC.

Let me use your Tomb Raider statement for a minute, though. Tomb Raider worked because it had crunchy graphics. A player could visually calculate that a thing could be climbed or grabbed, because there was a visible "seam" everywhere there was a handhold. I remember jumping to my death, just to see what would happen, thousands of times in that game, because I could see that SOMETHING was possible. Furthermore, I knew my move set was limited, and so I could "rule out" things I had already tried.

These are things that are a LOT more difficult to come by in LBP, because there's no warning what the player will be doing till he gets there. So instead of a hint in the "shoot down a platform" area, how about foreshadowing, where a player can do the same thing earlier just for bubbles? Instead of a hint for the bell, or the urinal, how about making small things around the level break/make a cracking noise when you shoot them? That would encourage the trial and error without giving away the functionality.

I'm honestly not pushing for you to change anything. I just thought it was worth pointing out that, in many trial and error games, the player gets rewarded early and often for goofing off into corners looking for stuff. It's why I run in the wrong direction from the entrance first, in every game I play. If you want the young-uns to turn into players like us - contrary scum that we are - they need those little Pavlovian bells.
2010-09-06 20:05:00

Author:
coyote_blue
Posts: 422


I played the level a few days back and loved the graphical style. Some of the best detail I have ever seen in LBP. I believe it took me around thirty minutes to finish because I got stuck in the room with the bell. First, I didn't think about pulling out the drawer where the Paintinator was. Then, the bell threw me for a loop. After that, though, it was smooth sailing. Great creature in the cathedral room and a really neat finish.

4 stars and a heart.
2010-09-07 03:40:00

Author:
Dorktron2000
Posts: 33


Hi Ungreth, I wanted to play your level for a while and send you back some feedback but honestly, right now I am stuck.
I am in the room after the first elevator, it's a dark room with 2 lights/laser (white). I am not sure what to do there. Nothing on the right and and I pass over the elevator there's nothing else. Clearly I am missing something.
Anyhow, let me tell you that your level looks GREAT. I mean, ridiculously great. You're such a excellent artist with visuals! I wouldn't be able to pull this kind of visuals in my wildest dreams!!
2010-09-07 05:25:00

Author:
RangerZero
Posts: 3901


Hi Ungreth, I wanted to play your level for a while and send you back some feedback but honestly, right now I am stuck.
I am in the room after the first elevator, it's a dark room with 2 lights/laser (white). I am not sure what to do there. Nothing on the right and and I pass over the elevator there's nothing else. Clearly I am missing something.
Anyhow, let me tell you that your level looks GREAT. I mean, ridiculously great. You're such a excellent artist with visuals! I wouldn't be able to pull this kind of visuals in my wildest dreams!!

Lol. When you pass over the elevator, just keep running to the left. Simple as that.
2010-09-07 16:58:00

Author:
Ungreth
Posts: 2130


I will play again tonight (if I don't die from overtiming at the office). I was tired the other night maybe. I went to the left of the elevator and it was blocked... but looks like it wasn't...2010-09-07 17:54:00

Author:
RangerZero
Posts: 3901


OMG amazing level! You really have to think to finish it, which is something I don't see often enough.
The visuals were very good, so many little details, like you said it had a very "Gothic" feel. The gameplay was just the right difficulty, hard but not frustrating, the part near the bio scan thing was probably my favorite. The spaceship at the beginning was really cool, in fact the pic of it was what sold me on playing it lol. Also made my lol dropping the bell on that guys head.

A suggestion would be too add another checkpoint where you drop the bell, cause other wise if you get killed trying to knock it down you have to climb ALL the way back up.

Over all a VERY good level! 5 stars and a heart.

Could you play my level Harry Potter Dueling Club? Link in my sig.
2010-09-09 06:05:00

Author:
SackRacer77
Posts: 153


OMG that's absolutley brilliant! How long did that take, ITS AWESOME2010-09-12 17:29:00

Author:
werty131
Posts: 66


Hi Ungreth, i was forgotting

As F4F try my Nights level,here is the thread
https://lbpcentral.lbp-hub.com/index.php?t=34950-Nights-into-Dreams :hero:
2010-09-12 18:06:00

Author:
GEK83
Posts: 163


I'm someone who loves hard levels, and even this one was too hard for me.2010-09-25 00:43:00

Author:
ZipCity
Posts: 208


Huge congratulations on getting an MM pick on this, well deserved!! 2010-10-31 23:12:00

Author:
X-FROGBOY-X
Posts: 1800


Huge congratulations on getting an MM pick on this, well deserved!!

Thanks Frogboy. I didn't even realise it had been picked by Mm until I returned to lbp the other day. I noticed it had over 4000 plays and was currently the most active level, with a big rosette around the level icon. My jaw nearly hit the floor.

It's not a good thing to have happened though. Mainstream exposure for this level has bought only a flood of negativity from the general community. A great many kids have been getting really angry about it, complaining about the difficult platforming and lack of signposting, going so far as to send me a torrent of abusive, personal and foul mouthed comments. One kid even wished me dead.

Thing is, my levels are aimed at a niche audience (seasoned players with maturity, intelligence and a sense of humour) and not at the wider community of brat kids who thrive on a diet of bomb survival and Mario costume tutorials. The last thing I needed was for these idiots to set their sights on my levels, but now it seems that Mm have put Space Assassins right in centre stage for them to heckle and throw rotten fruit at. I seriously wanna go back to obscurity again, because commercial success really sucks.
2010-11-01 11:11:00

Author:
Ungreth
Posts: 2130


This level looks great - and it is very tough - but simple once you know - i know up until pushing buttons in the right order and turning on the blue light. I found the brainwashing room and thought awesome a way out - then looks at comments in the thread and realised no. I feel like I have jumped and grabbed every which way, and even went checking back and to see if i could re-get paintinator pulled off all stickers and decorations in case i missed hidden hole - possibly just stupid but 45 mins and nothing - yeh I am out of patience - even went looking for walk-through online.

i am not a "brat" nor a "kid" but none the less I am too stuck. Challenges are a great thing but there comes a point it saps the fun.

http://i5.lbp.me/img/fh/95502b83891eaa3198316fbf8a8079636ad97c2d.jpg



Please F4F Lost Christmas Tree Angel (http://lbp.me/v/vnzt8p) Thread for feedback is here (https://lbpcentral.lbp-hub.com/index.php?t=42218-Lost-Christmas-Tree-Angel)
2011-01-01 19:20:00

Author:
Unknown User


Ungreth,

What must have gotten this level Mm pick status is the extremely difficult gameplay coupled with the amazing visuals. I know it's frustrating dealing with all the haters but I don't think you should change a thing. If anything, you could write a walk through and add one magic mouth near the beginning that announces where the walk through can be found. Signposting every where is just going to waste your time and ruin the atmosphere. Personally, it took me about 50 tries to make it through the first time and I was ready to give up every time. Dumbing this thing down for mass appeal would only betray the dedication and care that went it to creating it in the first place.

just my 2 cents
2011-01-09 15:20:00

Author:
IStwisted
Posts: 428


Ungreth,

What must have gotten this level Mm pick status is the extremely difficult gameplay coupled with the amazing visuals. I know it's frustrating dealing with all the haters but I don't think you should change a thing. If anything, you could write a walk through and add one magic mouth near the beginning that announces where the walk through can be found. Signposting every where is just going to waste your time and ruin the atmosphere. Personally, it took me about 50 tries to make it through the first time and I was ready to give up every time. Dumbing this thing down for mass appeal would only betray the dedication and care that went it to creating it in the first place.

just my 2 cents

Thanks for the words of encouragement mate, but I've already sold out and dumbed it down. The level dropped to a three star rating which tells me it's not just a minority of dumb kids who find the level too hard...it's actually most players. Even my closest friends have admitted they found it a little too tough.

The level is a lot easier now, with extra hints and checkpoints. Also, I've restructured most of the tough platforming sections to make them less frustrating.
2011-01-11 13:25:00

Author:
Ungreth
Posts: 2130


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