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Umbra Valley 2: Perpetual Escape *SPOTLIGHTED*

Archive: 57 posts


Umbra Valley 2: Perpetual EscapeSabre_

http://i1019.photobucket.com/albums/af317/Sabre_LBP/ICON0-1.png
Level Description
As sackboy escapes his certain death he takes off in an air balloon which leads him to an unknown area that he has to get through in order to return to his real body.
Making this level was pretty fun and it's built similar like a limbo type style, and if you dont got the patients to figure some of the stuff out I dont recommend the level to you but to those who like a challenge and adventure.. This level was Co-Created with L1ghtMare he has part 1 Umbra Valley: A lost soul (https://lbpcentral.lbp-hub.com/index.php?t=34670-Umbra-Valley-A-Lost-Soul) so if you havent done so play his first he also has a thread up..Also my level isnt black and green its black and white level so te images show up green for some reason lol.

http://i1019.photobucket.com/albums/af317/Sabre_LBP/APhoto_22.jpg
http://i1019.photobucket.com/albums/af317/Sabre_LBP/APhoto_23.jpg
http://i1019.photobucket.com/albums/af317/Sabre_LBP/APhoto_24.jpg
http://i1019.photobucket.com/albums/af317/Sabre_LBP/APhoto_25.jpg

Testers:
-Wil2Kil
-Talbottrembler
-FetzKopp
-JKash4
-Silence_Rai
2010-09-01 17:04:00

Author:
Sabre_
Posts: 653


My pics took in color too. I had to alter them to black and white in photobucket to make it look close to how it appears in play mode.2010-09-01 17:07:00

Author:
SpeedyMcKnuckles
Posts: 331


I've tested your level & i must say: It looks very good It haves a nice level design2010-09-01 20:53:00

Author:
Unknown User


I've tested your level & i must say: It looks very good It haves a nice level design

Thanks man cant wait to test yours to & ill add you to the testers list I had forgot
2010-09-01 22:26:00

Author:
Sabre_
Posts: 653


Hello again. I think that I like the first best, but this was still a fantastic level. The gameplay was a lot of fun, and the lighting was cool too. The only suggestion that I have is to add a few more corners on some of the terrain, most of them are fine, but a few seemed pretty blocky. I sadly couldn't finish bthough because the puzzle where you pull the switch that raises the water was too confusing. But other than that, great job guys! I rated the level :star::star::star::star::star:.

2010-09-01 23:54:00

Author:
X-FROGBOY-X
Posts: 1800


Hello again. I think that I like the first best, but this was still a fantastic level. The gameplay was a lot of fun, and the lighting was cool too. The only suggestion that I have is to add a few more corners on some of the terrain, most of them are fine, but a few seemed pretty blocky. I sadly couldn't finish bthough because the puzzle where you pull the switch that raises the water was too confusing. But other than that, great job guys! I rated the level :star::star::star::star::star:.



Yeah when you pull that switch all you had to do was go up the ladder & wait on top of the box...the ball will eventually shoot ^ roll under the box & raise it up with the water
Thanks 4 playing
2010-09-02 04:05:00

Author:
Sabre_
Posts: 653


I played the level, and I was kind of disappointed. It was obviously a remake of Limbo, but there was nothing original about it, no unique spin like the first level had. And since this is a Limbo level it means it's a puzzle level, this is where the biggest problem comes in. DO NOT INCLUDE HINTS, I tell a lot of people this because if it's a puzzler it means you should have to figure it out on your own. So in the end it was decent, so I gave it :star::star::star:2010-09-02 04:22:00

Author:
Unknown User


i played the level, and i was kind of disappointed. It was obviously a remake of limbo, but there was nothing original about it, no unique spin like the first level had. And since this is a limbo level it means it's a puzzle level, this is where the biggest problem comes in. Do not include hints, i tell a lot of people this because if it's a puzzler it means you should have to figure it out on your own. So in the end it was decent, so i gave it :star::star::star:

yea but the problem with lbp is people complain everythings to hard so if u dont make it somewhat simple they"ll just quit & give bad rating, not saying your wrong but you got to think behind of it just being a "PUZZLER" & think about the type of people who play it... ill take your feedback though & the 3 stars but the 4 stars you gave the 1st one over music? but didnt offer any sugguestions? kinda lame but thanks 4 playing anyway..
2010-09-02 04:54:00

Author:
Sabre_
Posts: 653


Hm? 4 stars is a very good rating. And about difficulty, don't lower it just because people whine and complain, it's kind of encouraging everyone and it's becoming a problem. Don't worry about what those people think, if they are rating it low because they can't beat it than it is in no way reflecting the quality of your level, and people who respect good levels will notice yours. And if I didn't give any suggestions for the other level, I apologies, I was on my way out the door to look at furniture for the house (Sounds fun right?). I'll edit it soon to give a little better feedback.

Note: Music is very important to the atmosphere of a level, VERY important. And 5 stars means perfect, so if I have one problem with a level than I won't give it 5 stars. My rating system...

:star: This is a level?
:star::star: You put some effort into it, even though it isn't great, it's good.
:star::star::star: Nice, can tell there is skill there, I had fun even though I encountered some problems.
:star::star::star::star: It was AWESOME. Fun, good looking, and well polished. You gotz skillz!
:star::star::star::star::star: Oh my god...That...was...amazing! You are on your way to becoming one of the greats!
+heart - There is something about this level that impresses me, so I am going to show some love...
2010-09-02 06:36:00

Author:
Unknown User


Well every creator has there own requirements to how they rate levels & theres nothing you can do about that really but thanks for playing it ima cut it off here & leave it open to feedback...2010-09-02 08:16:00

Author:
Sabre_
Posts: 653


Lights/ Visuals: Very nice concept with the lights although it is very hard to see your sackboy sometimes if you haven't got Zombie Skin Neon Skin Or Neon Eyes 4/5

Game-play: Very clever puzzles in there (E.G the water floats) but sometimes they broke (E.G When I had to place a box on a button and a box on a ledge the boxes kept dissapiering :S) 3/5

Challenge: Quite challenging indeed 4/5

Music/ Sound FX: There was no music at the beginning which was a little disappointing but there was a load of sound FX!! Music did make a slight appearance further on in the level but it was very faint 2/5

Score bubbles: You very rarely ran into score bubbles 1/5

Overall: I gave it 3 Stars Which means its a good concept but you could do better
2010-09-02 09:42:00

Author:
Jovuto
Posts: 2345


I really enjoyed this level. The classic puzzle platforming set in an shadowy otherworld certainly gets a biscuit from me. I loved the atmosphere that the silhouette effect evoked. Gameplay was sound. Each puzzle offered something different from the last and the difficulty seemed sufficiently progressive. However, I got stuck on the 2nd rising water puzzle and had to quit after half an hour of trying to roll the ball over to the other side. I've just read a post above and seen what the actual solution was and now I feel rather stupid. I assumed that wooden structure was there to block the ball from rising. Doh! I'm not gonna penalise you for my own stupidity though, so I gave you :star::star::star::star:.

BTW, you should really make those grabbable balls on the ladders invisible so it looks like sackboy actually climbs the ladder.
2010-09-02 13:00:00

Author:
Ungreth
Posts: 2130


This is a neat remake of Limbo. The background is nice and the lighting too but there are some things I should suggest:
- there isn't much noise until you reach the part with he water. Add more sound effect like wind, gust of wind, crumbling, etc.
- the trap where you need to throw the stick in could look better. You're working with silhouettes here so that shouldn't be a problem.
- remove the hints, but if you do that make the boy fall from two jumps and the branch that you have to put in the trap, just put it closer to the trap so people notice it earlier.

At the last part with water I couldn't get pass it cause the ball reached the box it should but the boxed never rose up with the water level. Maybe you glued it up with something or it was just a random bug?
Well I agree with LBP333 here, it's a solid 3 star level. Keep creating and get better so soon I can give you a 5 star rating

Lots of love, blizzard_cool <3
2010-09-02 13:07:00

Author:
blizzard_cool
Posts: 752


Yeah it must of been a bug at that area but i'll take your advice with the sounds and put it into the level along with some scenary at some parts..thanks for feedback2010-09-02 18:40:00

Author:
Sabre_
Posts: 653


Update:
-I added music at the beginning so you wont feel bored or have 2 wait till the middle part of the level to hear it.
-I added more scenary throughout the whole beginning toward the middle of the level so the empty space was filled in.
-Added more score bubbles were it needed to be.
-Added more sound effects throughout the level
-Removed the hints since it was taking the challenge out of the level so hope yall can figure it out.
2010-09-02 20:20:00

Author:
Sabre_
Posts: 653


- Up above the first ledge, there is a bit of material that looks like it's floating.
- There are a group of three bubbles on the first set of spikes, that you cannot get without dying.
- Maybe a twig snap sound effect on the branch/circle rock?
- The next spike pit. You need to leave some buffer room for tha player's jump. That first spike is too close to the jumping ledge. (similar case to gassed holes which effect more area than the actual block size) Why is it full of grass? The previous grass wasn't harmful, and now this grass blocks the player's view of the spikes.
+- Jumping on the boxes was a nice idea. Not sure if the PSN game had this. If not, kudos.
- More bubbles on top of death (water gass this time). Between the two floating logs.
- I didn't "get" the next block squisher. The first time I fell in with the log I carried, it didn't respawn. The next time I just randomly jumped and got through.
- What's with the orange pipe dripping thing? All the checkpoints have a consistant orange stripe, but why is the orange on those spikes/grass? And what are the white squares below it??
- The left spike of the next spike crusher fell off. The next crusher is just trial and error. The first one kills you on the platform, the other kills you in the holes.
So the player will almost certainly die on the second spike crusher.
- Grabbable material near the 2 way switch (bottom one). Even worse when the situation is timed. Which in this case it was.
- A lovely teleporter death. (sarcastic)
- Weird corner editing near the "fill water" 2 way switch. You can see water to the bottom right of the switch, looks like another pathway or something.
- The water didn't rise all the way the first time. :/
- Next ball that shoots up didn't roll into place. Not grabbable like every other circle object in the level so far.
- This time I saw some bubbles roll down the hill. I now assume I have to run to get them before they fall in a hazard? If so I didn't see any indication of releasing them. How about a tripwire or something?
- Inconsistant ladder heights. (How high the sponge rises) The "hotel" one rises really high for some reason, and you don't need it to get across to the H.
- Invisible wall top left of the grabbable string. (clothesline?)
- Cog puzzle. When I was finally getting somewhere, the boxes vanished! I would keep the boxes the same size so the player doesn't over think it. (Like I did lol)
- All through the level, there are grabbable background layers, which allow you to escape the level into the water.
- You can get squashed if you hold onto (some of) the ladders. I guess the sponge is in the same layer at the platforms for some.
- Not so great with multiple players. No warnings/max player recommendations.
- Can't see scoreboard.

I can't really rate on originality/story/etc as I haven't played the PSN game. However the "hotel" and large cog (with low teeth count) were enough to trigger a connection to a trailer I saw.
Is this an exact remake? Or similar? Or just using those 2 elements mentioned above?

Nice visuals, gameplay could use some tweaking.
2010-09-03 02:13:00

Author:
midnight_heist
Posts: 2513


Ok ill go down the list on the things that were off for you...

1.The floating matter yea thats 1 thing I forgot to hide due to me having to finish the level ended up forgetting
2.Bubbles on top of the spikes are meant to be there for those who wants to get it? could die lol thats the whole point
3.i'll add the twig snap sound to it.
4.I meant to fix that spike gap because I also usually run into it and get killed at that spot.
5.Umm more bubbles on top of death im not sure about but if getting it makes you die then I wouldnt try and grab them then....
6. The squisher part with the tripware? you wear suppose to those the body down there therefore it'll keep it shut and wont respawn so it suppose to had happened like that.
7. The orange dripping stuff is just acid nothing special
8.And i dont know why the checkpoint design have anything to do with it but on my tv its red just like the level..it may appear black and white but when you go into pop-it everythings red and I dont know what white squares your talking about.
9. Sometimes the spikes tend to fall off but both squishers are different.. you dont jump in the same spots as you do on the first part (thats the trick to it). 1 kills in holes 1 dont you figured it out on here lol.
10. I will also change material near second switch also like I said was busy and forgot to do some slight changes to somethings.
11. The editing near the switch is suppose to be like that its how I meant to build it..everything doesnt allows got to be connected its meant to have a crack going down like that and for you to see the water..
12. The water not rising all the way must of been a bug, it works fine when I play or when friends played it.
13. The ball shooting up and not rolling into place also a bug sometimes it may do that but next go again it'll work..
14. Bubbles rolling down the hill? ill have to check that out//
15. You right it is high and isn't meant for it to get to the H..You suppose to jump to the H not swing to it.
16. The wall thats invisible above string is to prevent players from jumping on top of the string and crossing the whole point was to having from the string not jump on top of it.
17. Im still looking to fix the cog puzzle the boxes did me like that Its being worked on..
18. For the grabbable background layers i'll block off I did one area like that today and didnt go through the entire level and check..
19. I never got squished on any of the ladders so I dont know which "ladders" you meant.
20. Yeah the level kinda only needs max of 2 players but I test 4 max and not good when comes to water part with the boxes..
21. Scoreboard no sweat after the level is over you can see your score.

Overall I cant tell if you were trying to play the level or only look for problems in the level like the grabbable background or checkpoints having a line through it? but thanks for looking out and thanks for playing
2010-09-03 03:39:00

Author:
Sabre_
Posts: 653


*New Update*
-Hide the floating matter in the air in the beginning
-removed bubbles off the spikes "MINOR problem"
-add snap sound to 1st twig
-Fixed the spike gap
-Removed bubbles from floating bodies near (water gas) area
-Removed acid dropping part and removed white squares
-Grabbable material near 2nd switch is space out so you wont grab it while pulling switch
2010-09-03 04:24:00

Author:
Sabre_
Posts: 653


You say "don't get the bubbles if over hazard". But then, what's the point of them being there at all?


9. Sometimes the spikes tend to fall off but both squishers are different.. you dont jump in the same spots as you do on the first part (thats the trick to it). 1 kills in holes 1 dont you figured it out on here lol.
Yes I understand that, however I feel it is not good practice to make the player kill themselves in order to progress. But a few game do do that, so it's your desision.
Here's a quote from rtm's creator spotlight: "Everything will be fair - no sneak deaths and all puzzle elements will be visible."


15. You right it is high and isn't meant for it to get to the H..You suppose to jump to the H not swing to it.
Yes, but why do all the ladder sponges raise to different levels? Consistency is key in game design.


16. The wall thats invisible above string is to prevent players from jumping on top of the string and crossing the whole point was to having from the string not jump on top of it.
Perhaps try to encorporate a natural barrier instead? As invisible barriers tend to break the immersion.


18. For the grabbable background layers i'll block off I did one area like that today and didnt go through the entire level and check..
One alternative is to maybe add gas where the water is?


19. I never got squished on any of the ladders so I dont know which "ladders" you meant.
Yes, like I said I'm not sure one which one it was. It happened when I grabbed on the left side of the circle.


20. Yeah the level kinda only needs max of 2 players but I test 4 max and not good when comes to water part with the boxes..
So perhaps add a recommendation in the level description?


21. Scoreboard no sweat after the level is over you can see your score.
Unless your placed 11th or worse?

I do thank you for the fixes.
I see some points were a case of "didn't have the time/couldn't be bothered" (paraphrasing), why release a level if it's not a finished product?

I genuinely attempt to play levels as the creator intended. However as a creator, you shouldn't rely on everyone else to do the same.
If I have time/in the mood, I usually replay F4F levels and attempt to break it as a favour to the creator. Here's (https://lbpcentral.lbp-hub.com/index.php?t=17804-Testing-and-breaking-your-own-levels) a good guide for playtesting your own levels.
In all my reviews I tend to be a little harsher than most, constructive criticism helps you become better as a creator.
Fixing these minor annoyances helps make your level go from "good" to "great".
When it comes down to it, I guess I just hate wasted potential.

---

EDIT: That was meant to be a compliment.
I was working on a death trap level. The player is able to avoid death by observing the traps, or utilising quick reactions. The avoidable/unavoidable death mechanic is simply a personal preference, one I guess we feel differently about.
2010-09-03 06:46:00

Author:
midnight_heist
Posts: 2513


Well im just telling you this the level isnt wasted potential but the fact I may have forgotten a few things makes me "HUMAN" we 4get things and not only that the level was a finished product just after I published it I left a few errors behind and forgot to fix those mistakes & I dont need any guides to playtesting (no offence) I know how 2 playtest & have alot of friends beta test the level before it comes out & not everyone spot out every mistake I've made...As for making it for players to die is the whole point from the beginning, the narrator dont want your guy to make it to the end so he setup traps (Squishers, Rolling Rock, Rising Water, "Death bubbles" so to speak) it all plays a part in it.. pretty much its there to "TRICK" player into wanting to get it but its all good like I said I fixed the errors (Minor annoyance) with no problem or fuss or else whats the point of F4F??? to get criticism of your work & take it to make your level better of course thats the point or I wouldn't have F4F..2010-09-03 07:35:00

Author:
Sabre_
Posts: 653


Positives

Great scenery for most parts
Great gameplay ideas throughout


Negatives

A few grammar errors
No music (this might be fixed)


As I haven't played it recently, I don't know how the current one is. But when I gave it a 5 star and a heart, I can only guess that it's even more brilliant now.

:star::star::star::star::star: and a <3
2010-09-03 10:25:00

Author:
talbot-trembler
Posts: 1114


Positives

Great scenery for most parts
Great gameplay ideas throughout


Negatives

A few grammar errors
No music (this might be fixed)


As I haven't played it recently, I don't know how the current one is. But when I gave it a 5 star and a heart, I can only guess that it's even more brilliant now.

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

yeah music was added yesterday thanks talbot
2010-09-03 14:53:00

Author:
Sabre_
Posts: 653


Sabre, further to my previous feedback I feel I should also point out that there is no such word as prepetual.

It's perpetual.
2010-09-03 16:13:00

Author:
Ungreth
Posts: 2130


Sabre, further to my previous feedback I feel I should also point out that there is no such word as prepetual.

It's perpetual.

LOL I meant to tell him to change that. Its spelled right ingame though.....lol prepetual....I might use that
2010-09-03 16:22:00

Author:
L1GhTmArE
Posts: 519


Sabre, further to my previous feedback I feel I should also point out that there is no such word as prepetual.

It's perpetual.

Yea that was a big mistake & couldn't change it lol
2010-09-03 17:32:00

Author:
Sabre_
Posts: 653


I was just re-playing the level to check out the changes you have made and I think it may be broken. At the puzzle with timed switches it is no longer possible to jump onto the top platform to get the first switch. Everything seems to have moved into a back layer that's not playable. This also means you can't grab the ball for the ladder. Something must have happened last time you updated.

Btw, I really like the puzzles in the level. I'll give more feedback when I can play it through to the end again.
2010-09-03 18:10:00

Author:
shropshirelass
Posts: 1455


Yeah im sorry, I just played it and saw what you was talking about and fixed it asap now its playable i had some layer blocking off the background and it seem to had blocked off the switches so now it should be good... thanks for letting me know that

*New Update*
-Fixed the area with the 2 switches now there grabbable again.
2010-09-03 18:23:00

Author:
Sabre_
Posts: 653


Hi Sabre!! Today i could have spent your level to me and omg!! If that is difficult but I have liked all the obstacles, the design, the traps, the hidden places, the situations to resolve really are good, it has taken me my time to spend it to me but the gameplay is very good.

Suggestion: only in some parts the darkness does that flatly there is not obvious the one that to do, since in this where the piece of trunk that helps you to jump towards another side. For everything else it is a very good work.

I have given you 5:star:'s

I wait play to my new level WOOD WORLD https://lbpcentral.lbp-hub.com/index.php?t=34593-Wood-world and I would like to know your opinion, thanks.
2010-09-03 20:47:00

Author:
psyntens
Posts: 562


I thought the puzzles were really fun and clever and I also enjoyed the stylized limbo-ish look. What I don't understand is why on the box puzzle with two boxes and the raising platforming near the gear; why do the boxes disappear when they start to go up the lift? It's incredibly frustrating having to run back again and again watching them disappear repeatedly... I did get by it though but it seemed like really bad design. Otherwise like I said before I enjoyed the other puzzles. 4 stars and a heart.2010-09-03 22:57:00

Author:
zynax555
Posts: 170


Yeah its a bug that I cant fix..for some reason it works after the second try for some reason its wierd..thanks for feedback2010-09-03 23:43:00

Author:
Sabre_
Posts: 653


I have played both the “before” and “after” versions of your level and honestly I think that the work you put in polishing the level has paid off – particularly in the music/sound effects department.

The visuals are excellent. I don’t know Limbo but your level had a really cool, slightly eerie atmosphere, helped by some great lighting and the sound effects – I liked the gusts of wind and then the more mechanical noises for the industrial/urban second half. You made great use of the layers to create in depth landscapes like the woodlands in the first half and there were some nice touches throughout. I just loved the clumps of waving grass, the rain effect and those smoking chimneys. The HOTEL letters were so cool too – another highlight.

I enjoyed all the puzzles. As someone else commented, the puzzles had plenty of variety and challenge. The rising water and the cog puzzles were my favourites. I even enjoyed the traps (and yes I fell for most of them, lol!) and the sardonic comments of the narrator - it all added to the atmosphere of this strange and uncanny adventure.


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


EDIT: Yes, it's a shame about the bug with the vanishing boxes but it's not as bad on some playthroughs as others. I just try to do the puzzle as quickly as possible and keep my fingers crossed. It's going affect the ability of people to finish the level though which is a shame because it's otherwise an excellent level.
2010-09-04 02:01:00

Author:
shropshirelass
Posts: 1455


A fun level but had the same problem I had when beta testing it, I didn't know what to do next in the beginning when going right theres a little amount of water like a pond and a since the tree was in the way. No platforms I saw to jump on, no sticker switches, nothing to grab onto, nothing. So if you could tell me it and maybe explain a little in the level tht'd be helpful. Although don't get me wrong, the visuals are awesome and would really get to see what's next If I can just find out what to do then this'll definitely have a mention on the blog after playing the first in this series 2010-09-04 03:22:00

Author:
Dragonvarsity
Posts: 5208


I enjoyed your level, even if i got frustrated at times (although thats more due to my being tired than your level)

If i have one thing to say, its MAKE IT SHORTER. Its a very long level, and not an easy one either. I'd cut it into two levels if I were you.

I gave it :star::star::star::star:
2010-09-04 03:46:00

Author:
dr_murk
Posts: 239


@DragonVarsity
Which pond you talking about near beginning? the one with the tree & underneath it is a wood log in the water?

@Dr_Murk
Actually once you get the puzzles down the level isnt long at all even though it seems that way, also frustration adds to it XD.

Thanks for feedback
2010-09-04 08:11:00

Author:
Sabre_
Posts: 653


I've played this twice so far and I keep getting stuck at the same part. I'm probably just missing something simple. Anyway, I really like the look and feel of this level, and the puzzles I figured out so far have been neat.

Right at the start of the level you can fall down under the water. I uploaded a picture of it. I didn't really swim around to see where I could go, but maybe put some fog three layers thick down there.

Edit: I played this again and got past the part I was stuck at. I'm not sure what was happening as before I couldn't jump to the one spot and this recent time I could. There's some sort of invisible wall near it and maybe it was in the way some how.

I don't know if you fixed it or it was messed up the two previous times. It was before the water section at an area where there are two switches you have to pull. Ones up top where you have to jump across two little gaps to get to (previously I couldn't get there) and the other one is down below right next to a ladder.

Well I finished the level now and must say i liked it very much.
2010-09-04 13:28:00

Author:
MofoSuperVillain
Posts: 88


Okay, here's what happens. I start out, go to the right, jump. Trap comes at me, FAIL. I start from checkpoint again and go up so trap doesn't get me. I go to right, go down some. Theres a little bit of water. Behind it looks like a tree. That's where I am, not too far. I hope you get what I mean.2010-09-04 13:49:00

Author:
Dragonvarsity
Posts: 5208


EDIT: Yes, it's a shame about the bug with the vanishing boxes but it's not as bad on some playthroughs as others. I just try to do the puzzle as quickly as possible and keep my fingers crossed. It's going affect the ability of people to finish the level though which is a shame because it's otherwise an excellent level.

That area is a pain now. I hasn't done that until recently. Ill look into it whn were both online


Okay, here's what happens. I start out, go to the right, jump. Trap comes at me, FAIL. I start from checkpoint again and go up so trap doesn't get me. I go to right, go down some. Theres a little bit of water. Behind it looks like a tree. That's where I am, not too far. I hope you get what I mean.

It might be kind of dark but there is a log in the water right under the tree branch.
2010-09-04 15:42:00

Author:
L1GhTmArE
Posts: 519


Awesome level! You and L1GhTmArE did an artistic job making this silhouette level series and it looked really cool. The platforming and puzzles are great too. The only problem I had with this level is both the 2 door switch puzzle and the 2 box platforming puzzle with each took me 5 minutes to get it right. You need to somehow extend the timing the doors after you opened them and the box puzzle could use a hint to get it right. Overall great job. 5 :star:s and a <3

Play and F4F "The Hero Chronicles LV7 Dragon Ruins"
2010-09-04 17:42:00

Author:
JustinArt
Posts: 1314


*New Update*
-Fixed boxes bug
-Re-added new cameras at the beginning were you knock over log
-Added new camera near the jump by after you pull 2nd switch
-Added more gas in the area were you could fall under the level
2010-09-04 20:19:00

Author:
Sabre_
Posts: 653


well thanks for following me to help. I'm such an idiot, how could I not see that platform xD Anyway, here's my review.

I haven't played limbo but by seeing the trailer, this level looks just like it! The black and white style, the traps, the boulder chasing you, the hotel sign! Awesome visuals and the gameplay was great I really loved the challenge with the water rising and you have to pull both platforms. A really fun time challenge and I've always been a big fan of open spaces, I liked how you didn't enclose the player plus the traps with the point additcs were great. I'd suggest some arrows and a wait sign somewhere, if I were still a beginner to LBP. I actually like the "figure it out yourself" while some might not, as long as it's not too hard unless it's z puzzle which I understand. One other thing, I really liked the illusion of hazardizing throughout the game with the hotel sign and then shutting off the power . Probably my only complaint to this level was getting from letter o to letter t for the sign. I pushed the o to the t dehazarduizing it but the jump was too far. Maybe I just had to work on it but tried and fell a lot of times before having to give up. But this is an outstanding level and so was the first, both of you must have worked really hard. :star: :star: :star: :star: :star: and a <3 from me. I'll definitely try to mention both levels on my blog
2010-09-04 22:27:00

Author:
Dragonvarsity
Posts: 5208


Positives:
Pretty good gameplay
Amazing Visuals
Great Puzzles

Negatives:
Some too long jumps that are pretty hard
its a little bit hard to know which way you need to go

Overall Rating:
A Great Level - I love it!
but as always theres room for improvement
anyway :star: :star: :star: :star: :star: And <3
2010-09-04 23:00:00

Author:
Hrtdl
Posts: 36


@DragonVarsity
-Yeah dragon you had me laughing when you didnt see that log lol thw face expression was crazy :O
-The O you just have to time the jump its real easy when I do & if you want to play through it with me one day ill show you how to make the jump..

@HRTDL
-Which jumps you found hard?
-throughout the whole level you pretty much keep going right unless you have to complete puzzles.

Thanks for feedback
2010-09-05 02:33:00

Author:
Sabre_
Posts: 653


Yeah, will definitely give it another try one day Also, both levels have been mentioned on my blog 2010-09-05 02:37:00

Author:
Dragonvarsity
Posts: 5208


Yeah, will definitely give it another try one day Also, both levels have been mentioned on my blog

K thanks alot for trying it out let me know if you ever need me to test any levels you have comin out & I will
2010-09-06 03:26:00

Author:
Sabre_
Posts: 653


Hi I played the level a couple of hours ago. I think it is pretty good. The use of the 3D layers glitch is great. Visually is nice, the black and white environment gives the level a refreshing look

The gameplay is nice too. Nevertheless I got stuck There is an area where you can climb to a three through a scale, and there are two boxes in the left. You are supposed to go right, but I can not climb to reach the respawn gate, and I don't know what to do with boxes...

Anyway, the part of the level I saw was pretty good. I gave you :star::star::star::star:

PD: I would be great if you could give feedback in my level "The tanks factory 2", further taking into account I gave you feedtack in your Comix Zone level but you didn't even answer me
2010-09-06 21:41:00

Author:
onturenio
Posts: 138


I just got back from playing your level and here is what I think:

Pros:
- LIMBO!!!!
- seriously though I love limbo style levels!
- This is probably the best level that catches the feeling of Limbo!
- Very fun puzzles

Cons:
- The music din't really "fit" with the dark moody atmosphere and I kept thinking of how much it didn't fit in.
- at the area with the giant squishing thing with a pit with rope underneath it I didn't know what to do so I just jumped into it and I glitched out on top of it.
- A lot of these puzzles were straight from Limbo and I, as one that has played Limbo before, thought they weren't that great because I beat them before.

Overall I loved this level and gave it :star::star::star::star:'s and a <3.
2010-09-06 23:57:00

Author:
singularik
Posts: 130


The level is great and unique, you got some nice contraptions and amazing visuals, but in my opinion the level is a bit confusing because of the way visuals are shown.

Overall i liked more 1st part and i rated 4* this one but still.
Good job!
2010-09-07 00:03:00

Author:
ferrrch
Posts: 429


I just got back from playing your level and here is what I think:

Pros:
- LIMBO!!!!
- seriously though I love limbo style levels!
- This is probably the best level that catches the feeling of Limbo!
- Very fun puzzles

Cons:
- The music din't really "fit" with the dark moody atmosphere and I kept thinking of how much it didn't fit in.
- at the area with the giant squishing thing with a pit with rope underneath it I didn't know what to do so I just jumped into it and I glitched out on top of it.
- A lot of these puzzles were straight from Limbo and I, as one that has played Limbo before, thought they weren't that great because I beat them before.

Overall I loved this level and gave it :star::star::star::star:'s and a <3.

The part with the rope underneath squisher its suppose to come down so you can cross.. the body near the lake you suppose to toss it down there and I didnt think just because there contraptions you came across before should be a negative? thanks 4 Feedback
2010-09-07 02:58:00

Author:
Sabre_
Posts: 653


K thanks alot for trying it out let me know if you ever need me to test any levels you have comin out & I will

Thanks Sabre_, I don't think I'll have any levels coming out, at least any time soon as I'm really busy, I don't know how people like comph or morgana does it
2010-09-07 03:05:00

Author:
Dragonvarsity
Posts: 5208


Thanks for replying but I just want to make a few things clear. With the squisher puzzle I found a way to bypass it without solving it. I achieved this by jumping into it as far as I could. When I did this I was glitched to be on top of the squisher (while it wasn't in the pit but up in the air)and I just walked across to the other side (as in I didn't put a box down to touch the rope).

As for the puzzles being the same I really thought it was a negative for people who have played Limbo before. It is still fun but I would rather just play Limbo + it isn't very creative(Sorry if I came across a bit harsh there).

Hope that clears things up a bit!
(btw just slow down the squisher's speed because that is the problem and test that thing like crazy[ If you already have done it do it again]!)
2010-09-07 20:27:00

Author:
singularik
Posts: 130


Thanks for replying but I just want to make a few things clear. With the squisher puzzle I found a way to bypass it without solving it. I achieved this by jumping into it as far as I could. When I did this I was glitched to be on top of the squisher (while it wasn't in the pit but up in the air)and I just walked across to the other side (as in I didn't put a bot down to touch the rope).

As for the puzzles being the same I really thought it was a negative for people who have played Limbo before. It is still fun but I would rather just play Limbo + it isn't very creative(Sorry if I came across a bit harsh there).

Hope that clears things up a bit!
(btw just slow down the squisher's speed because that is the problem and test that thing like crazy[ If you already have done it do it again]!)

ooooh ok ill check that out thanks
2010-09-09 06:48:00

Author:
Sabre_
Posts: 653


Is the squisher thing supposed to shoot you up on top of it? Each time I've played this I just jump into the area a little it comes down and hits me and I get lodged on top of it and just walk across the top part. I haven't found another way to get past that part aside from doing that.

I agree with singularik about the music somewhat. The song in it now kind of fits the level. Because of the look of the level and all the ambient sound effects it has it might not even need music or perhaps a more sedated song choice would work better.

Edit: I'm not really sure what music would fit the level best. The current song works good but maybe a song where you can change the volume on all the different tracks would work better. I like to use those so I can get the music just how I want it and change it up slightly at points in a level.
2010-09-09 13:45:00

Author:
MofoSuperVillain
Posts: 88


Aw I like the black and green look. I'll definitely give this a try later! (Oh how i wish we had lbp.me already!)2010-09-11 05:30:00

Author:
Pulsemap
Posts: 92


Is the squisher thing supposed to shoot you up on top of it? Each time I've played this I just jump into the area a little it comes down and hits me and I get lodged on top of it and just walk across the top part. I haven't found another way to get past that part aside from doing that.

I agree with singularik about the music somewhat. The song in it now kind of fits the level. Because of the look of the level and all the ambient sound effects it has it might not even need music or perhaps a more sedated song choice would work better.

Problem is that, when I had the off people complained wanting music in it but I put that music because of the fact you have to think through each puzzle but yea any sugguestions then?
2010-09-11 18:34:00

Author:
Sabre_
Posts: 653


I would have to go with the weddings int. track. Turn off everything but the eerie spooky stuff and that should fix it up.2010-09-13 01:16:00

Author:
singularik
Posts: 130


I would have to go with the weddings int. track. Turn off everything but the eerie spooky stuff and that should fix it up.

ok thanks ill try to listen to it also & see if it fits
2010-09-13 04:55:00

Author:
Sabre_
Posts: 653


I just played this level, and I love the shdow puppet feel. The designs are just the right amount of detail and style. My TV may be set a bit dark...but I did have trouble seeing at times, the game seemed to alter lighting behind trees at random times....maybe those where shadow zones from stuff above. I really loved the puzzles styles and the ladders, and like another poster said the grabble really took a little away from teh great concept of them, maybe have them shaped like a rung or invisible like the rope you can cross. I had a little bit of an issue with the tree stump launching me across, but I think that was more my fault, I kept trying to get him just right and then stepping off the log to the right just as the thing hit to launch me. I also feel into a few spikes in the shadows wihout seeing them at the start. I loved the two creates part, but the second crate did not detach when I grabbed it the first 10 times...and then it just suddenly feel when I grabbed it the last time. I was trying to pull the body out, climb the tree, I could not figure what was wrong, and I was getting squished when I would get on top of the crate and swing it to make it fall. The hotel part was awsome...loved the sign. The part where you spawn back to the far left of the game to continue on worked good, but one time I fell from the lower ladder and fell under the floor some how...then I drowned. The rolly ball was very well set up, but the first time I did not pull the lever, so when I went back down and pulled it it did not shot up like it did after I did it in the correct order, but that is more my mistake than an issue. All the rest of it worked excluding the boxes with the gears were just a little to big to jump on with out knocking them further to the right and fimally have to restart because I knocked them off the edge...and the spikey thing that shots down and you end up going on top of it, I figured that was the point like other posters...I mad e a sackboy cannon in one level and I hated that issue with sackboy just going through the launcher at random times (I remade that darned cannon 20 plus times, each time I tested in it create it would work, but then in the game it would not, then returned to create and it would not...and it still does not work 100% so I had to just make it a background fun thing)...and I just figured you were using that type of glitch on purpose. But I ded get killed there many times, and I just felt I was timing it wrong because I did finally make it through. Great game...wished for some of your cool artwork to be present for the scoreboard scene...it still worked, just seemed incomplete witht he blank finish. Thanks for all your feedback on my levels.2010-09-19 18:53:00

Author:
celsus
Posts: 822


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