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Dr. Who: the Shattered Tardis

Archive: 12 posts


Dr. Who: the Shattered Tardispshorley
The tardis has been heavily damaged and pieces of it are scattered through space and time. Only you can help the Doctor retrieve the tardis shards.
[div=padding-top:10px;]I read a competition of some sort where you had to make a Dr. who level that featured a tardis that could travel through space and time, not sure if it's still open but this is probably one of my best levels, enjoy.
2010-09-23 20:31:00

Author:
shorepete
Posts: 17


Im quite sure that comp was an april fools joke XD

Your level sounds fun though
2010-09-23 20:41:00

Author:
samalot
Posts: 591


Sounds cool. Im addicted to Doctor Who so Ill definatly check this out! 2010-09-23 20:49:00

Author:
theamilien
Posts: 485


I really like the concept and I think you've got the makings of a really great level here. Your "Doctor" was cute and the little touch with the "no spoilers" book was cute too. The mechanism for traveling isn't intuitive. I thought I was supposed to move the indicator and then go to the Tardis to travel to the various locations, it took me a few tries to figure out I had to "retry" to travel. (I got stuck in the swimming pool and when I restarted, I ended up in a different world. The swimming pool is a nice touch, but isn't mentioned until the 11th doctor, you're doctor is the tenth. [nerdy fanboy alert!]) Each little mini area was interesting and I enjoyed the different feel to each area. I didn't catch on to the fact that the flowers were actually parts of the Tardis at first. During the boss battle with the giant squid thing, The points indicator in the top left of the screen covered part of the boss that I had to hit.

I would recommend that the travel selection wheel move a pre-set amount each time activate the switch instead of continuing until the switch is moved a second time. The shaking, while funny at first, interferes with switch activation and the player's ability to see where the indicator is.

If you can figure out a way to use the tardis at the central location to travel to each of the out-lying locations, do so.

mark the Tardis pieces in some way (window, lettering, etc.)

Work in an "Allons-y Alonso!"

https://lbpcentral.lbp-hub.com/index.php?t=35504-The-Cave-of-Rainbows
2010-09-24 01:51:00

Author:
Unknown User


Had to play this level because of the Tardis. I have to agree with Random on the lever. It shook like crazy, just use a grabbable that you hold to go or like Random said time it. I could not remember wich one I had gone to because your colors did not match the levels. That wheel needs to be fixed for that. The center of the Tardis had more of a blue glow also, a light with the speed setting will pulse just for that. The character did not do much so took away just a little. The grave level was nice and simple, but the boss was hectic and the score bubble did block the one point. Less randomly placed bubbles would give a cleaner look. Also makeing the areas a little less spares may be good. The tardis peices did just all look the same which was a little of a let down, also you never saw them after you got them, perhaps something emitted in the Tardis as you peiced it back together, like that old viewing screen it once had. Teh city level was a nice straight forward level, a little anti climatic just with a peice sitting there. It was constructed very nicely though. The space level was a good feel, but it also seemed a little short, nothing to get the Tardis bits from, also could see the rubber floor to the left of the level...which took away from the space feel just a little. The cave one was a bit evil with the last jump. The glass crushing walls acted up on me once, where I got stuck behind them, the bolders rolling down could use just a little more caera angle, and if you miss that next jump...well you have to completely repeat. Just a little arger of a jump area, or make it more difficult, but with a spawn point on top. The Tardis was well done in each level, but you could replace that pirate light with a blue glass light to match the Tardis, also I don't think it told me to hit R1 to get back in. You could add a Tardis fade in, the environmental lights fading in and out for a second or two, and add some Tardis noise at that point. One time I tried to leave the Tardis, it went black and I was transported back in the Tardis with the lights still out. The little side lever seems to do nothing. Once you finish the Doctor stays floating, he should vanish...and the end seemed a little less because you could see it throught he wall the whole time...perhaps hide that as well. YOu made a nice Dr Who level, it was fun to play, and better than those few last seasons...and a million times better than Tourchwood. Hope that feedback helped.2010-09-24 04:19:00

Author:
celsus
Posts: 822


Yep: that was a fine level. the idea of making 4 travels to different places is very good - i like that very much. As one just mentioned above: the usage of this teleporter is a bit tricky: after I realized what this machine does, I start thinking "hmm, which of the four quarters did I visit?" :-) It would be very good (!) to add 4 lights on that rotating wheel: everytime you find a piece of the puzzle this light lit up too. There are 4 big lights on the machine, but I really think it would be much better to add these 4 lights on the rotating wheel too... HAHA: the octupus (or whatever) was a cool boss :-) very nice! The cave was also fun to play, but I missed some atmosphere enhancing lights in here. The section that I had the most fun was the city-part with the time-travel-material (was this the main-idea behind? I might be wrong) on the left and the right end of this city-scape. Nice plattforming here. To collect all these four puzzles was nice, but at the end I would highly recommend some sort of a "ending sequence" - there has been just the scoreboard - :-) this was a bit boring and this level defenitely deserves a better fnish than that.

All in all a very solid level - maybe you can add some stickers/deco as well...

I gave :star::star::star::star: keep up the good work!

F4F: if you find some time, please check out my Attender-Alliance - it's a co-op level and you need a buddy there to play. Enjoy ! :-)
2010-09-24 12:32:00

Author:
(___NEO___)
Posts: 206


You made a nice level there, here are my feedbacks :
I liked the idea to split the level in four atmospheres (if you play to my level below you will see it's an idea I applied too ) even if the usage of the teleporters was a bit confusing. Especially I had some trouble with the way you managed the checkpoints. For instance in the cave part, each time I died, I was reborn in the teleporter even if I validated a check point in the cave.
Moreover in the space part, once I passed through the airlock, then die I couldn't pass through the airlock anymore ! (and got stuck).
Last way of improvement : in each part once you got the tardis piece, it would be nice to have a shortcut to go back directly to the teleporter.

By the way I liked the blue monster boss in the forest part.
:star::star::star::star:
2010-09-24 13:06:00

Author:
onisdream
Posts: 80


Thanks for all the feedback, it's been very helpful. I've addressed a lot of the problems you guys bought up, the selection wheel now has lights that correspond with the lights underneath so you know which timezone you've completed, the boss in the green level has been changed so it's easier to defeat (but not too much), the doctor's hologram disappears after you get all the shards which are now all different shapes too, the tardis shakes less violently when traveling, and a few other things. thanks again 2010-09-25 00:20:00

Author:
shorepete
Posts: 17


Thanks for all the feedback, it's been very helpful. I've addressed a lot of the problems you guys bought up, the selection wheel now has lights that correspond with the lights underneath so you know which timezone you've completed, the boss in the green level has been changed so it's easier to defeat (but not too much), the doctor's hologram disappears after you get all the shards which are now all different shapes too, the tardis shakes less violently when traveling, and a few other things. thanks again

made the boss easier?? why? :-) for me it wasn't that hard :-) Yeah: thx for adding those lights - great stuff!!! :-)
2010-09-25 07:46:00

Author:
(___NEO___)
Posts: 206


I had a sudden idea that it would be cool to have the tentacles electrified and fall off when you've shot it enough times. I think It's an improvement and makes that part of the level less frustrating. though maybe I made it a bit too easy in doing so, I can't really tell.2010-09-26 17:31:00

Author:
shorepete
Posts: 17


I have made loads of changes including a piece of clever logic where no matter which order you collect the tardis pieces in the parts of the tardis unlock in the same order, and made the ending more dramatic. Also here are some pictures.
http://b.imagehost.org/0479/A_Photo.jpg
http://b.imagehost.org/0475/A_Photo_2.jpg
http://b.imagehost.org/0949/A_Photo_3.jpg
http://b.imagehost.org/0077/A_Photo_1.jpg
2010-10-07 22:30:00

Author:
shorepete
Posts: 17


I just played your and heres my feedback

Positives:
+Environments looked good in all areas cept for boss fight
+Scenary looked good
+Visuals were okay
+Gameplay went smooth no lag
+Music went well with the level
+Platforming was okay

Negatives:
-The cave area, I didnt like how the rocks were appearing from the air. I think you could of had it roll out a hole or something.

Overall the level was very good::star::star::star::star:
F4F My level: SSBB Battleship Harlberd Interior
2010-10-07 23:49:00

Author:
Sabre_
Posts: 653


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