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Trash City

Archive: 11 posts


Trash CityJordanmcc
http://www.lbpcentral.com/forums/attachment.php?attachmentid=23470 http://www.lbpcentral.com/forums/attachment.php?attachmentid=23473Welcome to Trash City, were the evil company Trash Incorporated has taken over and trapped everyone refusing to let them leave! Can you help Sackboy escape?
Hey guys just uploaded a level which I feel is the best level I've done so far! I would like some people to play it and to give me some constructive critism! It may take a while to load as it's a very large level and the thermo is one triangle away from overload (literally).

I've included a few screenshots taken with the in game camera, uploaded to my HDD and then to LBPC. They're not the best quality but you do what you can with what you got 2347323474234692347223471
2010-09-05 16:34:00

Author:
Jordanmcc
Posts: 94


looks detailed in the pictures, i like that... i'll check it out when i go on my ps3 mate!2010-09-05 17:56:00

Author:
Unknown User


Would it be possible to please get more feedback? Anyone? Positive or negative works I'm working on a new level and I don't want to be making the same mistakes over and over!2010-10-03 22:15:00

Author:
Jordanmcc
Posts: 94


Hi Jordanmcc, the pictures of your level look very good, very detailed, ill definately play this, and will definately leave feedback by the end of the week 2010-10-04 15:43:00

Author:
Blanchrocker
Posts: 142


THey are very dark for me. Can you open in windos photo edit and add a little light? Possibly make them a little bigger, and then use one tiny pics sites or such and attach them like this (using aroung the url)...and it will pop more. Not that it will get you more plays...just will make your post look better.

[IMG]http://www.lbpcentral.com/forums/attachment.php?attachmentid=23473
2010-10-04 17:23:00

Author:
celsus
Posts: 822


THey are very dark for me. Can you open in windos photo edit and add a little light? Possibly make them a little bigger, and then use one tiny pics sites or such and attach them like this (using aroung the url)...and it will pop more. Not that it will get you more plays...just will make your post look better.

[IMG]http://www.lbpcentral.com/forums/attachment.php?attachmentid=23473

I know the lighting ain't the best but it is a dark level and I still ain't sure how to attach images
2010-10-04 18:43:00

Author:
Jordanmcc
Posts: 94


First right click the image in windows, choose "open with" and the "Microsoft Office" option should be there (photo editer). There will be an option on the upper right for the brithness/contrast...avoid the auto image correct, because that will mess it up sometimes. Just slide the brightness up to the right and save.
Then goto a place like http://tinypic.com and upload the image.
It will give you a an option (second one on tiny pic) for forms and message boards, it will just be the URL surrounded by "" on both sides. (you can add that to any image url you have)

Here is yours with contrast and darkness at near 100%
[IMG]http://i51.tinypic.com/2gvijy8.jpg
2010-10-04 19:09:00

Author:
celsus
Posts: 822


I played your level and you have a good vision for it. The begining pan left me a little lost, the desert looked fine (but there were strange small holes in the foreground thin layer of sand that looked like anti grav may have been stuck in...and the death to spawn point seemed pointless because you spawn right there...maybe just have the people spawn in a hidden room that moves, or just have the camera start out in pure darkness, then fade in with the magic mouth moving. Some of your people did not have any color to them, which may have been your idea, just cardboard always looks so blank when it is blank. The water color and trash worked, you could add some other things floating in there big time for sure to spice it up even more. The far side with your trash bags and cars look nice and dark...but all the edges on the trash make it very hard to walk over, and very easy to fall in holes and get stuck...which is what I did right at the top (I up loaded a picture of it. At that location I could see anti grav material to the left and I think the level wall too which took awya from the feel big time. Just adjust the camera and also you can make anti matter a three point object and too small to see with the corner edit tool. I made it up the wall, and while I like the visuals of long freeways with trash, many will find it a bit barren since nothing even happens until you finish that area. It looked nice, of the lights flickering was good, but I could see the smaller metal wires out of the back of the lights which did not fit with the light purpose, a corner edit so the back of the lights touch the metal and possibly sticker them with a image of that metal for a more worn look. the next area the corners of the trash bags got so much that I was stuck and had to reset twice, The long pipe you slide through to get to the spawn point (outside one, not the on a little later inside, does not work, and I was stuck and had to reset to keep going, That area was near impossible to make it over just because of how sack boy walks. I could advise you could emit the trash bags on a item with a piston that moves forward if you are in one area and back if you are in another so you can save on the thermo big time. I would also say edit the bags to make the user friendly so you are not stuck on them all the time. You could also just have them in the foreground and back ground so you can walk between them and not get stuck. I could see the antio grac in many areas in the trash and on both the pipes, some sticker work and camera work could hide tons of that, aslo some squishing and breaking sounds with sound effects set to impact would add big time to the level. The long moving tacks worked pretty well in the factory, but because of the size it was less neat looking when they fell in the pit, also those trash bags made jumping up very annoying just because of the edges. The security office was well done, nice zzzzs, the monitors were good with static, but again cardboard is boring to the eyes. The scannign thing was a nice touch, but it seemed disconnected, like I had no idea why it was there. Puzzle for the door was a good idea, but have numbers or a image of the way they should be set because with the lichte just lighting up it is wayyyyyyy to easy. Also the pistons could be hidden for this. The key for the elevator while a nice sticker for texture was just a block of metal that in no way seemed key like, possibly adding lights or other parts would be much better, plus with the mag key shouwing it just seemed unfinished. The mech looked like a nice planned mech, adn while slow I know how those things can break, I had to remake mine soooooo many times and I finaly deleted all the pistons and just used wobbles, so kudos on having the pistons not break. You could do a good amount of corner editing on it to make it look even better, the feet seemed to have unpolished edges. I got the easter egg, and while a very good idea, it made me see all the corners you have extra that you could take out to save space, and if you wnat people to see it, then you could give it a bit more spice, stickers lights and so on, but that is not anything you would need to do, just if I was to show all the logic in my levels I would add a wow factor to them...but most of them are just triangles to save space. I liked the walker, but it was a bit slow for the area he was in with nothing going on...I had the same issue with mine and I threw in some hazards, not saying it helped my level, just did it for my own peice of mind...it was either that or speed up the walker and it was breaking too much at the time. I got the sticker for the sign back below too, but I was too worried I would get stuck if I went back down because of the weird way the key kind of set in. Oh and the steps to get into your mech could use just a little corner edit to make them easier to get in, just lower down a bit if that won't cause the pistons to all suddenly go crazy or vanish. The part you jump out at may have been better if it crashed through atrash wall and got to the sand, but then broke from the damage, I was waiting for something like that, not just a jump out now. The sand was nice to see agian...and then level ended. You have a great idea for a dark apocolyptic industrial level, jsut need to tweek the story to give it more grounding in a flow, the info was too far spaced for a story level, but not enough platforming for a platforming level. Hope that helps, if you get a chance you could play my "OK Choice" levels, I could use some feedback on them big time to improve them as well. Also to get more plays on your level you shoudl change it to a F4F level. I usually only play levels if someone asks me too, or if I am spamming the F4F levels, just noticed you had not gotten any feedback...and since i was in the same boat I decided to play. I think many other people are on this site to build levels and improve them, so they also don't just go play levels unless you give them some feedback first, and request it back too. That's my two cents, just put some more work into the level, you have the start of a really good idea.2010-10-06 04:27:00

Author:
celsus
Posts: 822


I played your level and you have a good vision for it. The begining pan left me a little lost, the desert looked fine (but there were strange small holes in the foreground thin layer of sand that looked like anti grav may have been stuck in...and the death to spawn point seemed pointless because you spawn right there...maybe just have the people spawn in a hidden room that moves, or just have the camera start out in pure darkness, then fade in with the magic mouth moving. Some of your people did not have any color to them, which may have been your idea, just cardboard always looks so blank when it is blank. The water color and trash worked, you could add some other things floating in there big time for sure to spice it up even more. The far side with your trash bags and cars look nice and dark...but all the edges on the trash make it very hard to walk over, and very easy to fall in holes and get stuck...which is what I did right at the top (I up loaded a picture of it. At that location I could see anti grav material to the left and I think the level wall too which took awya from the feel big time. Just adjust the camera and also you can make anti matter a three point object and too small to see with the corner edit tool. I made it up the wall, and while I like the visuals of long freeways with trash, many will find it a bit barren since nothing even happens until you finish that area. It looked nice, of the lights flickering was good, but I could see the smaller metal wires out of the back of the lights which did not fit with the light purpose, a corner edit so the back of the lights touch the metal and possibly sticker them with a image of that metal for a more worn look. the next area the corners of the trash bags got so much that I was stuck and had to reset twice, The long pipe you slide through to get to the spawn point (outside one, not the on a little later inside, does not work, and I was stuck and had to reset to keep going, That area was near impossible to make it over just because of how sack boy walks. I could advise you could emit the trash bags on a item with a piston that moves forward if you are in one area and back if you are in another so you can save on the thermo big time. I would also say edit the bags to make the user friendly so you are not stuck on them all the time. You could also just have them in the foreground and back ground so you can walk between them and not get stuck. I could see the antio grac in many areas in the trash and on both the pipes, some sticker work and camera work could hide tons of that, aslo some squishing and breaking sounds with sound effects set to impact would add big time to the level. The long moving tacks worked pretty well in the factory, but because of the size it was less neat looking when they fell in the pit, also those trash bags made jumping up very annoying just because of the edges. The security office was well done, nice zzzzs, the monitors were good with static, but again cardboard is boring to the eyes. The scannign thing was a nice touch, but it seemed disconnected, like I had no idea why it was there. Puzzle for the door was a good idea, but have numbers or a image of the way they should be set because with the lichte just lighting up it is wayyyyyyy to easy. Also the pistons could be hidden for this. The key for the elevator while a nice sticker for texture was just a block of metal that in no way seemed key like, possibly adding lights or other parts would be much better, plus with the mag key shouwing it just seemed unfinished. The mech looked like a nice planned mech, adn while slow I know how those things can break, I had to remake mine soooooo many times and I finaly deleted all the pistons and just used wobbles, so kudos on having the pistons not break. You could do a good amount of corner editing on it to make it look even better, the feet seemed to have unpolished edges. I got the easter egg, and while a very good idea, it made me see all the corners you have extra that you could take out to save space, and if you wnat people to see it, then you could give it a bit more spice, stickers lights and so on, but that is not anything you would need to do, just if I was to show all the logic in my levels I would add a wow factor to them...but most of them are just triangles to save space. I liked the walker, but it was a bit slow for the area he was in with nothing going on...I had the same issue with mine and I threw in some hazards, not saying it helped my level, just did it for my own peice of mind...it was either that or speed up the walker and it was breaking too much at the time. I got the sticker for the sign back below too, but I was too worried I would get stuck if I went back down because of the weird way the key kind of set in. Oh and the steps to get into your mech could use just a little corner edit to make them easier to get in, just lower down a bit if that won't cause the pistons to all suddenly go crazy or vanish. The part you jump out at may have been better if it crashed through atrash wall and got to the sand, but then broke from the damage, I was waiting for something like that, not just a jump out now. The sand was nice to see agian...and then level ended. You have a great idea for a dark apocolyptic industrial level, jsut need to tweek the story to give it more grounding in a flow, the info was too far spaced for a story level, but not enough platforming for a platforming level. Hope that helps, if you get a chance you could play my "OK Choice" levels, I could use some feedback on them big time to improve them as well. Also to get more plays on your level you shoudl change it to a F4F level. I usually only play levels if someone asks me too, or if I am spamming the F4F levels, just noticed you had not gotten any feedback...and since i was in the same boat I decided to play. I think many other people are on this site to build levels and improve them, so they also don't just go play levels unless you give them some feedback first, and request it back too. That's my two cents, just put some more work into the level, you have the start of a really good idea.


Thank you very much I really appreciate this and I will gladly play your "OK choice" levels and leave you as much feedback as I can. Plus I fixed some stuff but the thermo was literally full so some stuff had to go!!
2010-10-09 16:13:00

Author:
Jordanmcc
Posts: 94


I figured the thermo was maxed on that level. The barren highways were a great idea. The corner edit can really help big time in this area. I would minimize the edges on those trashbags, and then find a way to have something like a piston or such that moves high above you but has a sensor to stay ahead of you...then have it emit based on mag switches or such and that way you can have the tons of stuff and not have to worry about the thermo (I have not tried that way of doing it BTW...just seems like it should work...I use it for bad guys in levels where I want more than one, but thermo only allows one). Also your post photo seems to have vanished...

try adding this URL in with "[IMG]" touching on both sides
http://i51.tinypic.com/2gvijy8.jpg
2010-10-09 17:03:00

Author:
celsus
Posts: 822


That's a pretty kick *** idea actually! Could be difficult to implement I think. Not really going to change much now as I have other projects I'm working on2010-10-09 17:17:00

Author:
Jordanmcc
Posts: 94


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