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The Gunsmithe's Workshop V1.6-Bosses Updated

Archive: 26 posts


The Gunsmithe's Workshop 1.6RobotVampire
Sorry about the typo in the Poll, I can't edit it It should say were not where, oh well.
5 reasons why you should play my level:
1. It has an original storyline in the form of Journal entries from the gunsmithe.
2. Epic boss fights with the paintgun.
3. Day becomes night as you venture deeper into the workshop.
4. Uses what I call event based logic, where moving and disappearing objects also trigger different switches to conserve space.
5. This is the first installment in a whole series of levels.
2010-09-02 19:01:00

Author:
Unknown User


Wow. This level is excellent!

The level looks really nice. But...I'm not sure if this was just your style for the level, but it seemed like you didn't touch anything but the grid tool. Were you being lazy?
Also, near the beginning of the level I could see a bit outside the boundaries, and saw some of you logic. You might want to move your logic away from level once you're done wiring things up!

The level design was ingeniously thought out. This was the shining point in your level. There was a lot of interesting - not repetitive - backtracking, making the level feel huge even though it isn't actually that big.

While the story was nice, I wasn't really interested in it, to be honest. You did incorporate the story into the level nicely, though!

I didn't like the bosses. They looked pretty cool, but there wasn't anything original about them. They were all just the "dodge-and-shoot" deal. They were just too repetitive and unfun.

The part with the block maze was annoying, too. It was a pain walking ALL THE WAY to the left just to move the block down then walking ALL THE WAY to the right just to move the block right. You should put those switches WAY closer together.
Also, why am I moving a block to an undetermined position, anyways? You should put like a marker or something at the end so I know that I'm supposed to move the block THERE.

None of these things overshadow your level design, though. You pretty much mastered that. You clearly spent a lot of time thinking the level through before building that, and I respect that a lot!

I gave it 5 stars and a heart! Excellent level!
2010-09-10 23:04:00

Author:
crazymario
Posts: 657


The level looks really nice. But...I'm not sure if this was just your style for the level, but it seemed like you didn't touch anything but the grid tool. Were you being lazy?
Also, near the beginning of the level I could see a bit outside the boundaries, and saw some of you logic. You might want to move your logic away from level once you're done wiring things up!

I didn't like the bosses. They looked pretty cool, but there wasn't anything original about them. They were all just the "dodge-and-shoot" deal. They were just too repetitive and unfun.

The part with the block maze was annoying, too. It was a pain walking ALL THE WAY to the left just to move the block down then walking ALL THE WAY to the right just to move the block right. You should put those switches WAY closer together.
Also, why am I moving a block to an undetermined position, anyways? You should put like a marker or something at the end so I know that I'm supposed to move the block THERE.


Wow, Thank you so much for the very helpful feedback. I did use the grid for pretty much everything, I usually don't use it very often, but for this level I relied on it very heavily. In the end though, I thought it fit the theme of the level, and saves a ton of space.

That is good idea about moving the logic, it is all attached to dark matter so it will be really easy to just move them somewhere way out of sight.

This was my first attempt at making bosses and I probably should have spent more time on it. I should try and change them somehow, but even if I don't I know to put as much thought into my bosses as I do into the design process.

I like your suggestion about moving the switches on the block maze, I may even attach them together and make it one platform with 2 switches on it. And I will figure out some way to make the end point more obvious. In hindsight, that part was cooler in theory than it was in practice.

Thank you so much for the suggestions, this will help me make this level and future levels even better.
2010-09-11 00:23:00

Author:
Unknown User


Level design was phenomenal.

I mimic what CrazyMario said about the maze. A neat idea, but alot of running.

I liked the boss fights. I think sometimes paininator fights get too complicated. I do think the final boss needed to move a bit...I enjoyed that it came back a few times. Eyeballs kinda spook me out.
2010-09-11 03:47:00

Author:
Unknown User


The pictures look promising, I shall play it either later or tomorrow! 2010-09-11 04:03:00

Author:
GreatWhite000
Posts: 673


Played



+really nice visual using low number of materials
+the background selected (ancient Rome/history pack) fit perfectly and improve A LOT the visual effect
+incredible level design,really complicated with some good backtracking
+challenging but not frustrating
+every platform seem calculated perfectly on the sackboy's jump

-i find horrible and out of place the sticker used (the hand with finger) on the grabbable swinging things <--- lol really minimal thing


A pleasure to play, :star: :star: :star: :star: :star:






For F4F try my Nights level,here is the thread
https://lbpcentral.lbp-hub.com/index.php?t=34950-Nights-into-Dreams
2010-09-11 13:23:00

Author:
GEK83
Posts: 163


I have played to your level and it has seemed to me to be very good, it me pleases the construction, the detail, the puzzles, the game-play really is surprising besides that you did of a long level and it rarely is obtained by the thermometer, nevertheless congratulations it is a good work.

I have given you 5:star:'S

I wait could play to my level WOOD WORDL https://lbpcentral.lbp-hub.com/index.php?t=34593-Wood-World-(with-VIDEO)-*SPOTLIGHT* and I would like to know your opinion. Thanks
2010-09-11 15:52:00

Author:
psyntens
Posts: 562


Thank you everyone for the feedback, I'm glad that you liked it. I have a few levels to play, so I'm going to do that first, but expect version 1.4 to be out sometime in the near future. Probably with the hand sticker removed. 2010-09-11 17:08:00

Author:
Unknown User


That was quite an amazing level you made. The visuals looked outstanding and well crafted with shapes and materials. The maze like gameplay is top notch too. The only thing that could be fixed is that some logic puzzles are visible in the far left side of the level and I see a dark matter somewhere in the first boss' arena. Overall this is a good level so I gave it 4 stars and a heart.

Play and F4F "The Hero Chronicles LV7 Dragon Ruins"
2010-09-11 18:11:00

Author:
JustinArt
Posts: 1314


Stupendous. I genuinly enjoyed playing your level. It was beautiful and the challeges were good and not easy or hard. I liked that you go through a spot and then find you go all the way back. That made the level better than just a one way road. The only part I didn't like was the bosses. They got repetitive after a bit but the pros outweigh the cons so I'd like to say thanks for making a good level.2010-09-11 18:31:00

Author:
Unknown User


Thanks everyone for the wonderful feedback, version 1.4 was just published a few moments ago.
Notable changes in V1.4:
1. The 2 switches for the block maze are now connected instead of being on opposite sides of the room.
2. The button in the block maze is now electric, making the end location more obvious
3. Logic should now be sufficiently hidden on far left
4. Dark matter near boss area now hidden (tested it earlier, either it didn't work or dissolve material is still visible)
5. Hand sticker on the sponges now removed

The boss seems to be pretty unpopular but I think I am going to keep it, however lesson learned, put more time into the bosses. (This was my first attempt)

Thanks everyone for playing and helping me make my level better
2010-09-11 23:34:00

Author:
Unknown User


Hey RobotVampire I played your level awhile ago, but it was before you added some changes. I also think everyone commented on the things that I noticed as well, so I don't think you'll get much use of my feedback.


-The level felt big, cause you kept moving back and forth and seeing new places that would open up to you. I liked that about the level

-The bosses felt repetitive, and seemed plain that all it looked like was an eyeball. But you already said it was your first attempt so no worries there.

-I'm not sure I liked those traps with the plasma balls near some score bubbles. If there was a danger I could see, I would probably be more careful about taking them.

Since the Gunsmith did a deal with a bad guy, I was hoping the whole level would take a turn for the creepy. Like more eyeballs staring at you, and a more red tint to the level as you progress. Just so you can really tell that a creepy being is now in the workshop.

-I was a bit tense jumping over those electric objects at the firing range, but I got past it all right.

Was a good level to play, and I look foward to the next one.

Here's my F4F level. https://lbpcentral.lbp-hub.com/index.php?t=25977-Lake-of-Lost-Souls-s-Remade-(First-Cavern)

Give it a try when you can.
2010-09-12 01:09:00

Author:
MetaHybrid
Posts: 27


Very impressive level! The whole level design was excellent- complicated without ever becoming confusing. The maze gameplay was fun and absorbing and adding some "secrets" was a nice touch.

It all looked really good too - nice choice of materials and you managed to create variations on the theme (e.g. with the paint splats and changing the lighting) so that it never got dull.

I wasn't as keen on the boss fights at the end - they just seemed to go on too long but you should probably ignore this comment because I'm not generally a fan of boss fights in any event.

Overall, though, a very cool level - it definitely had something about it to make it stand out from other levels.

:star::star::star::star::star: and a <3
2010-09-12 13:52:00

Author:
shropshirelass
Posts: 1455


I just played your level. The presentation was really good - it was basic, but that's not necessarily a bad thing, because it featured great level design and great use of the layers. I also liked how you used the background to good effect - few levels do this. There was one section near the start where from the top of the ladder (one I had moved it to its "up" position) I could just reach the swing and grab it, which I later realised was from a later part in the level so I needn't have bothered (and it was hard to do). So all I was rewarded for my efforts was a few point bubbles which I would have got anyway.

The story started well, building atmosphere, but then petered out in my opinion (I know you ran out of thermometer space). I would have liked to have seen it concluded in some way. Also I was not a fan of the bosses... they fired their plasma way too fast such that I couldn't watch and dodge, I had to anticipate it which in many instances led to my death. They didn't have a great variety of attack nor any obvious weakness that I could explot which made it not that fun. Though I liked how they looked and how they appeared in sequence as you shot them and more appeared.

Overall I'll give you :star::star::star::star: 1/2 for a really enjoyable and good-looking level.

Could you please give F4F on my latest level, "Platform Incredible." Thanks!
2010-09-17 23:06:00

Author:
thor
Posts: 388


Very impressive level! The whole level design was excellent- complicated without ever becoming confusing. The maze gameplay was fun and absorbing and adding some "secrets" was a nice touch.

It all looked really good too - nice choice of materials and you managed to create variations on the theme (e.g. with the paint splats and changing the lighting) so that it never got dull.

I wasn't as keen on the boss fights at the end - they just seemed to go on too long but you should probably ignore this comment because I'm not generally a fan of boss fights in any event.

Overall, though, a very cool level - it definitely had something about it to make it stand out from other levels.

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

Let me say, I mostly agree with shropshirelass's assessment. I also want to make it clear, before I make suggestions, that I really enjoyed playing the level. I immediately went back and played your other level, which was also a lot of fun. I enjoy your style enough that I've creator hearted you, so I can track your new stuff.

So instead of saying "I don't like this", let me make these points into questions:

*Why does a gunsmith live HERE? There's no kitchen, no bedroom. No BUILDING. There's nothing wrong with abstraction, mind you. But this wasn't a living or work space - it was a maze. So to have a really good storyline in this space was a bit...strange.
*Why use strings/winches to hang up the bosses? As a player, I would rather have an easy boss with a pattern, than a boss whose difficulty is based on randomness. I have a lot of "bullet hell" games for PSN (Stardust, GunDeadLigne), so I don't mind difficult gameplay or dying a lot. But once I realized I couldn't predict the boss shot patterns, I decided to "stand and die": come straight out of the CP, shoot straight at one target, without moving, until something killed me. Repeat. It kinda sucked some of the fun out.

If you're interested, I would suggest: making each layer of shot a different color - e.g., red shots only hit front layer, blue shots middle, and so on. For boss movement, try suspending a thin layer disc from a piston, then wobble bolt the eye-circle to the disc. Shots would still spread across the screen, but players would eventually be able to see the pattern. This is essential if you want players to replay your level, trying for the ace/high score.

Again, I want to emphasize: your visual design is awesome, and your gadgetry is top notch. Your level is a cut above. I just think you can go even further with the next part of this story.
2010-09-18 06:21:00

Author:
coyote_blue
Posts: 422


Thanks again to everyone for the feedback. And I want to thank Thor and coyote_blue for help with the bosses. Thats right, V1.5 is out now and features updated bosses. Here is the breakdown:

1. All emitter speeds slowed down, making it easier to dodge the plasma shots.
2. In areas where shots hit multiple layers, each layer has its own color. (Red for back, Green for middle.)
3. With the exception of the very last fight, all eyeballs are suspended from rods instead of elastic, making them pattern based instead of random.
4. Shots are fired in groups rather than single shots in most cases.
5. Paint switch count reduced in most cases.
It is still pretty tough, especially in the close quarters fights, but hopefully this will make the level a bit more fun.
2010-09-23 20:54:00

Author:
Unknown User


I played your level today and here are my thoughts:

Well, I just wonder why this epic level has not been spotlighted!!! It's a real masterpiece: great structure, very clean and unique visuals, great plattforming that becomes a bit challenging at the end, beautiful moving plattforms after lever-usage, very huge enviroment (level length), very good (!) story-telling which give this level some sort of mystic adventure atmosphere (I love that style), boss wasn't that challenging but it (they) has (have) a cool look, awesome material-design. I don't know why, but the last room (final boss room) reminds me of the beautiful days of the c64 with all these plattforming games: the 3lyer-structure of this room is something I really like - yeahaw!!!

Tere are just two little con's: the level length is maybe "a bit" too long, but from my point of view: the longer this level is, the more I get pulled in into this level's brilliant atmosphere! And the other con: I really wonder when I saw that you created this level directly to the level's ground. It's very rare to see this in an awesome level like this. I expected it to be created "hanging in the air" so that you can't see the level's ground and: I also wonder a bit, that you ain't put a thin layer of the wood-material in the complete backround to block the look on the used mm-level-them (pantheon). This looks a bit odd to me, but nevertheless, this is only a very little con!

This one is defenitely a :star::star::star::star::star: -level! <3ed both, level and creator and tagged "brilliant". You did a wonderful job RV!!!

F4F: it would be great when you can check out my level Attender-Alliance (co-op). It's a 2x level so you have to come along with a buddy :-) thx in advance...
2010-09-24 19:07:00

Author:
(___NEO___)
Posts: 206


Played this level and found it to be a very very good puzzle platformer. I tried to get the item at the far left top...but I could never time the bounce right...so I left thinking there was another way up...which was a mistake because I could not seem to get back. Loved the moving platforms and like others said the MM level background did not seem like you needed it for the great level you made...but it did match the design. Not sure about infinate life check points, but the level was very long, so it didn't bother me... but every now and then a limited life point may have put the fear in me. On the final boss I could see behind the eye of the top right one...wasn't a bad thing, just didn't see behind the others, so wasn't sure if tha was something you were trying to hide. The ladders were perfect and I liked the way the spinning bounce platforms worked...made me wonder if you could do someting like that on the grabbable swings, not that they were not good looking, just really liked what you had done with the other things. The super large jump seemed to have the smallest dot in the top middle of the screen, I tried to shot it, but it just seemed like it was not for that. I did like the look of the jump. Oh and the black gas floors you avoid towards the end were good, but they did not seem to fit as perfectly as the other things and wanted to see something more like the cool spinning bounce platforms, like a thin layer covering them. Just all little advice, I did not run into any glitches though, great puzzler though...made me want to get the an ICO costume on as I played it. 2010-09-26 06:45:00

Author:
celsus
Posts: 822


... I tried to get the item at the far left top...but I could never time the bounce right...so I left thinking there was another way up...)

I think I have the solution for this problem: I guess you mean the rotating block at the left upper side!? There is another one near the end of this level and:
.... it is possible to grab this rotating block - even that it seems to be made out of wood ^^ I will try to grab this object on the upper left side the next time I'll play this level...
2010-09-26 09:39:00

Author:
(___NEO___)
Posts: 206


Okay, played through again, and the changes are awesome. I still died a few times, but they were all 100% my fault.

I can't really get the hang of your bouncy turny box things. Not a complaint, just an observation. I saw two places where launch distance prevented me from getting to secret areas. For me, they're going to stay secret.

What made you choose not to wire each eye to invincible creature brains? That would let each defeated eye "die", rather than just disappear.
2010-09-26 15:55:00

Author:
coyote_blue
Posts: 422


Amazing original design...loved the visuals on display here! Great variety of gameplay and perfect amount of backtracking! All around great level!

5 stars and a heart

Shawn
2010-10-11 16:41:00

Author:
shawneboi
Posts: 221


Alright, version 1.6 of The Gunsmithe's Workshop has been published with a few updates.
The 2nd ladder is now on a toggle switch so if you want to go back and try to get the bouncer object you can now do so.
If you grab the sponge in the first "main" room before the platform starts swinging, there might be a bonus in it for you. (wink,wink)
The 2nd bouncer near the 2nd ladder (thats a lotta 2nds) has been raised up slightly making it a little easier to get to the object. I thought about adding a 3rd one, but it was just too cluttered and would make it too easy, it was set up to where you have to get a near perfect bounce to reach the object.
Secret platform lowered slightly (its in the area just after you get the paintgun)
here is the breakdown on how the rotating bouncers work:
1. Normal bounce, grab and release.
2. Double bounce or release and jump. To double bounce simply garb and release immediately after landing.
3. Double bounce with release and jump. Maximum bounce height, needed to reach the object.
2010-10-13 06:07:00

Author:
Unknown User


Sorry for the double post, but I made a few minor tweaks to the level.
1. Extra points in the first main room now work properly. Try and grab the sponge before the platform starts swinging.
2. The toggle switches for the ladder have now been removed, they made it look too cluttered and #3 will explain why they are no longer needed.
3. Added a second route to the bouncer object bubble so if you can't get the jump height down, no worries, there is now a secondary path to get it.
I'm a little dissappointed that this level never got spotlighted, I guess it was because the bosses kinda stink, I used a MM background, and the grid, but I still think it is good, so try it if you have the time. This is going to be my last LBP1 level, it takes too long to make something like this so I'm just going to hold out for LBP2 so I can make one thats even better. Thanks for the plays and the comments, so you on LBP2
2010-11-02 02:25:00

Author:
Unknown User


It never got spotlighted because it was just too darned good for the system! It's all a conspiricy. I'll go check it out, I was one of the people that could not make that jump in the corner. I thought the level background worked well in this level...but I did wonder what it would look like with global lighting with fog and a solid grey hue.2010-11-10 03:29:00

Author:
celsus
Posts: 822


Hey RobotVampire i played your level...and heres what I thought.

First off..let me say that your levels visual style as well as its maze like design took me to a realm deep inside my mind where I heard the echos of insanity and I cried tears of joy that ran down my face into my laughing mouth...and those tears tasted so sweet.

Now back to the feedback.
Now i played your 1.6 version...and i really didnt notice anything wrong...except for a couple of really abstract things that arnt really part of the level
for instance...A gunsmithe works in this place? This is a workshop???? ....This gunsmithe dude must not get ANY work done...because his place of buisness is an enigma. Another thing is the music...the music is fitting..but when combined with the visuals...The player may become disoriented and breakdown because the level has a feeling like "I have no idea where I'm going and the sitar playing in the background is making my head hurt." I felt like i was Overdosing on some sort of halucinogenic drug..its a good feel but for how long it is i think the music can change. Anyway..i gave it 5 stars and a heart and then i had to turn off my ps3 because beating your level is like a huge accomplishment. Great job. If you like just play one of my levels and just throw some suggestions or wtvr..i recommend you play 'The Great Night Fire'. just look it up under my name or wtvr..or dont play it if you dont want..im just givin feedback to be helpful and to make some friends..Great job Robo
2010-11-11 03:50:00

Author:
Unknown User


This has to be one of my favourite levels I've played on LBP. I think the reason it didn't get spotlighted is because its so awesome, the spotlight crew suffered from temporary amnesia, and forgot thay played it .


My opinion, this is a must play, and I'm looking forward to see what RobotVampire will make in LBP2.
2010-11-11 13:52:00

Author:
tom230889
Posts: 117


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