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Sky Palace
Archive: 28 posts
Sky PalaceStoopidSnake A multi-path level consisting of a floating palace and a wizard who wants you to find 3 symbols and place them in the throne room. Although there are some acrobatics and timing involved in winning, this level is mostly about solving PUZZLES, and a hint system is built-in. http://img841.imageshack.us/img841/511/aphoto1.jpg http://img251.imageshack.us/img251/9634/aphoto2d.jpg http://img217.imageshack.us/img217/576/aphoto5.jpg http://img176.imageshack.us/img176/701/aphoto6.jpg http://img256.imageshack.us/img256/5886/aphoto3r.jpg http://img820.imageshack.us/img820/1622/aphoto4.jpg So this is a level I made a while back, and it's still my best IMHO. I had several main goals when making this level: first, to create something much more appealing to the eye than my past levels, second, to make a level that was all about difficult brain teasers, third, to make a multi-path level (you have to do all of it to win, but you have 3 different tasks that you can do in whatever order you want), and fourth, to make a level that incorporated some type of hint system wherein the player could receive help with the puzzles at the expense of points. I believe I reached all 4 of these goals but am somewhat concerned about the difficulty of the level--I think that parts of it may be too hard for many players to figure out what to do. EDIT: Screenshots now up! ONE KNOWN BUG: You'll only need to worry about this bug if you've completed the entire level at least once and want to use the earned stickers to skip straight to the ending. If you try to do this and you don't tag the checkpoint just after the throne room (first checkpoint after the initial starting point), you'll miss the ending and end up trapped in the very beginning of the level. I'm toying with a few different ideas for how to resolve this and am open to suggestions. It is currently not a game-breaker (if you play through the entire level in one sitting, everything will work fine, and even if you come back later and skip to the ending, you'll still be fine as long as you tag that first checkpoint). | 2010-10-10 22:46:00 Author: StoopidSnake Posts: 33 |
I played your level and heres my feedback: Positives: +Puzzles were good +Idea of the level +Gameplay was pretty smooth +Platforming was okay Negatives: -Design could be better -Lacked some visuals, could use more detail Overall your level was worth playing::star::star::star: F4F My level SSBB- Battleship Harlberd Interior | 2010-10-12 11:13:00 Author: Sabre_ Posts: 653 |
I have played your level and it has looked like to me a good idea, the use of secrets is entertained and has been a very good history only it him would change some details, the design might pulirse, i get pleased the use of these materials but maybe with an a bit more detailed style, nevertheless make a good work made, I have given you 3 :star: ' S I wait could play to my new level and say your opinion to me thank you: https://lbpcentral.lbp-hub.com/index.php?t=37548-Sacktastic-Ptts-Pipe-Dreams-(LBP2) | 2010-10-12 14:53:00 Author: psyntens Posts: 562 |
Ok, both of you mentioned design--can you be a little more specific about what should be different? I'll play both of those levels later today. | 2010-10-12 18:58:00 Author: StoopidSnake Posts: 33 |
Seems interesting, plus the name sounds cool, Ima go check it out. | 2010-10-12 22:59:00 Author: ATMLVE Posts: 1177 |
hello, I tried your level, but I have not finished because I could not find my way very often and because I was dying. You should arrange a little 'graphics, remove the dark matter that is seen often and fix all the bug.use the grid to make the platforms and the elevator. republish after that, maybe people will appreciate it more. I gave 3 :star::star::star: | 2010-10-12 23:48:00 Author: Sasukeuchica Posts: 73 |
I do my screenshots without a digital camera, like this: Use the "take photo" function from the stickers section your popit, then find that image in "my pictures," press the square button and select export to HDD. Then the picture goes to the photo section on your hard drive, and from there you can copy it onto a usb drive, which you plug into your computer, and there's your picture. | 2010-10-13 00:06:00 Author: Pookachoo Posts: 838 |
Played through, had to do one restart, here are my high points and suggestions. Kudos: Nice selection of background, materials, textures, lighting, decorations, and music to set a specific mood. I like your architecture Owls are great The bedroom with swinging chandelier is very well done. Suggestions: Make the owl with the prize grabbable, it feels like an accident when you fall from there. Maybe that owl could lower or drop you? Middle floor: The second bit of spnge on a winch, I kept missing it and ending up down in the railing below the castle, and got on top of the room with large and small box. Make the flaming maze have a little more clearance, I like the concept, but it too sooooo many tries. Room with large and small box: Got up to the switches, trying to figure out what next, and the elevator got hung up on the sliding platform and broke, so had to restart. It was kinda hard to jump from the small box, once inside the lift, over to the big box, but it works. Only thing is, it's easier to reach that goal by falling from the castle above. Overall I think you've made something that stands out and is well conceived. Could use a little work, but I think it's quite good. Please F4F my level, Sky Pirate Fantasy ch 1. If you'd like to give me feedback on ch 2 also, I'll glady do another of your levels. | 2010-10-13 01:08:00 Author: Pookachoo Posts: 838 |
pookachoo--wow thanks for all those suggestions! I'll make the last owl grabbable and add a floating arrow pointing down or something so the player knows to let go after getting the prize. A lot of people have had trouble with that second winch--I'll move it closer, and I'll look into the bug about falling onto the storage room from above. I'll edit the fire maze as well--I'm the one who BUILT the level and even I usually die at least once or twice there, so I agree it is too difficult. Regarding the storage room itself--a lot of people have had trouble solving that puzzle, and I've noticed myself that the final jump (from the box inside the lift) feels a bit awkward. I've never had trouble with the elevator breaking on the sliding platform, though. I'd like to prevent that and fix the awkward jump as well but am not sure how. Do you (or anyone else) have any suggestions for how to improve that part of the level? Sasu--when you mention the elevator and platforms, I assume you mean the level's main elevator that is used to reach the top and bottom floors, right? Did you have trouble with the elevator? | 2010-10-13 01:36:00 Author: StoopidSnake Posts: 33 |
I just played your level I liked the idea of a sky palace a lot. You did a good job. The choice of the material is good and the challenges are really cool. I liked the hints that show the way to jump. Nice atmosphere aswell. The design was satisfying. You shouldn't use 90 degrees angles all the time. Try to make the palace look more crooked from time to time. Works wonders for the eye. Also use more decorations and stickers so it looks more realistic. Maybe some flat material in the front to point out the different layers. It looks more 3d then. (I guess this is part of what the others meant by design) Overall I liked the idea and the level a lot. 4 stars. Thanks for playing my level What a Difference a Jump Makes | 2010-10-13 11:50:00 Author: MirkoQuarck Posts: 66 |
Thanks Mirko! I'll look into it--I think aesthetic details are exactly what the level is missing. | 2010-10-13 18:04:00 Author: StoopidSnake Posts: 33 |
Hey there. I felt your level was quite good. Some very interesting ideas and a generally nice feel, a little let down by small details that could easily be sorted. As some other people have said - You have dark matter clearly showing. I'd make that invisible simple by making it thinner. (Make DM thin enough and you can't see it anymore) Another issue is the shortext - Call me picky, but shortext is horrible. :G Please take the time to type properly. Regarding visuals, most of your level is very nice. All I'd look into is populating your roads/ledges around the towers with something more. Not too sure what. For instance, factories have pipes and crates and stuff scattered around for no reason. What would a palace have? More vases or jewels? Your elevator looked quite nice. I had no difficulty with any of your puzzles. It took me a bit to work it out, but the puzzles themselves were nice and balanced. In the room with the chandelier, I got a very... Assassins Creed feel. x3 Sweet. | 2010-10-13 23:49:00 Author: Ostler5000 Posts: 1017 |
Thanks Ostler! I was actually on LBP before I read your post, adding decorations to the mid-floor architecture and the rooftop area. I came to the same conclusion as you--jewelry decorations. I also added some decorative clouds, as well as more jewels, to the rooftop area (which seemed a little bare to me). I covered up some of the visible dark matter with flat-layer clouds, but I probably missed some of it as I was doing other stuff at the same time. Have another look if you'd like and let me know if you think it still needs improvement in the decoration area. As for the shortext--yeah, I know. Unfortunately, IIRC, the limits on text messages (either from LBP or just general PS3, I forget) restricted me there, as I wanted to keep the hints to single talk bubbles. I try to avoid using multiple bubbles for one message, unless I want to do different camera angles like at the beginning of the level. The hints were all put in when I first built the level (over a year ago now I think), so the restrictions may have changed. I'll see what I can do. I'm glad you liked the bedroom! BTW has anyone (if any of you are still reading this) had trouble with that room? I was worried about that area being too challenging. | 2010-10-14 01:04:00 Author: StoopidSnake Posts: 33 |
Hey again, yeah, those extra decorations and other stuff, such as the clouds do indeed make a difference. The biggest one I noticed was the ledges on the 2 towers. Definitely adds something to what would otherwise be a plain shape. As for the room you need to climb the lights and such, I'd say it was just fine. If anything, more segments like it would be great. For instance, finding a way to replace the springboard from the next room, with another Assassins Creed-esque climbing route. Maybe even a little bit harder. | 2010-10-14 01:10:00 Author: Ostler5000 Posts: 1017 |
I tried a bunch of times to make the elevator break again, and it didn't. What happened before is that I jumped on top of it, and tipped it over part way, then it got caught up on the platform when I raised it back up. If you set those two winches so that the maximum length is no longer than it needs to be, then the elevator may be more stable. But like I said, I couldn't make it break again,m so probably nothing to worry about. As for the final jump in the storage room, maybe if there were a small ledge on the wall that you jump to, and from there jump to the big box, or just on top of the elevator. Another idea, if the ceiling of the elevator had a little bit of grabbable material so that you kind of swing onto the large box. Again, nice level. | 2010-10-14 23:01:00 Author: Pookachoo Posts: 838 |
I just covered the last piece of visible dark matter I could find (except for the little bits attached to directing arrows, which seem fine to me as they are--correct me if I am wrong). If anyone finds more visible dark matter that I've missed, let me know. | 2010-10-15 03:21:00 Author: StoopidSnake Posts: 33 |
Theres a small section where you have to bring a block up before getting to a zip line like thing. The room needs some clarification. Also, the zip line is difficult to use. Its falls of the back a lot. When you're riding all of the owl up, at the end there is an arrow that shows you were to go. Make the dark matter that is attached to it invisible. The room with the chandalier- because of the colors, its makes it really difficult to see what you have to do. When you get the 3 stickers and you fall, make sure you have a check point that is activated fall with it, cause its easy to get squished when you do. Id work on the visuals. Its not bad looking, but it could use some filling in. There were a lot of empty spaces. Try using all 3 layers for and using the thin layers for decoration. ---I wrote that while i was playing, so it may not be incredibly organized, but it covers a lot. On the positive side, I loved the owls!! Very fun mechanic. I gave it 3 stars. Don't take that too critically, you're a creator that does have a lot of potential as i can see. | 2010-10-15 21:36:00 Author: dr_murk Posts: 239 |
I played it heres my review. The concept is really great and the structure is really well put togeather. I only felt monior problems but there just my opinions. I didnt really like the envorment or the back round music but thats just me. Its not really complex just gets a while to figure what to do which I like because It's challangeing well at least it was for me. Its also multi path which is really good, giving something new in every turn. In some parts of the level it does look a bit amatureish but not at all too much and I know u worked your *** off on this level. I expected something alot diffrent but I was wrong. You could use decorations but alot of the places look just right whithout any. Positives-Compelx, challangeing, multipath, varity, and great expansion on gameplay. Negatives- Could get anoying to some other players, lacks decorations and scenery, seems dawl, and gets repetative. I don't really like to base it on how the game is I like to rank it on how hard the creator did the level. 4/5 | 2010-10-16 04:01:00 Author: Henred Posts: 123 |
i also had a bug with the elevator So i was not able to finish it but i found two of the symbols before it happened. The one with the birds and another one. At the parts with the birds you could add something in the background, everything looks so empty. But you have the same problem at many parts of the level. And i dont like it that you have to collect stickers to finish the level. 2 good stickers in my popit got deleted now Maybe i will try it again if i have more time, for now i can just say that it isnt that bad. | 2010-10-16 19:19:00 Author: Chicoleunis Posts: 123 |
Chic--can you tell me which elevator, and what the bug was? There is the main elevator and there is also the small lift in the storage room. The bug referred to before was with the small lift--was it the same for you? Based on everyone's feedback, I'm thinking I need to put in a lot more scenery--almost every single player has commented on there not being enough to look at. I went over some of the worst areas earlier, but I'm thinking that even some of the more scenic parts of the level (like the throne room and bedroom) could look better with some decorations and stuff, so I'm going to add a lot more decorations and flat scenery objects next time I play LBP. Also: screenshots are now up in the first post! Sorry it took me so long to get around to it. I suppose, once I add more scenery, I'll need to update the screenshots too. | 2010-10-16 21:45:00 Author: StoopidSnake Posts: 33 |
I played your level but I just can say what the others said ^^. The puzzles themselves are good but you have to improve the visuals (If you need some help there you can play my sky-levels. Maybe you find there some inspiration ). I also found a bug (but idk if someone post it before) When you get the jetpack you can fly down to the end of the level. You should make gas there or floor. I really hope you improve the scenery because this level has much more potential. :star::star::star: | 2010-10-17 17:28:00 Author: se-mi92 Posts: 101 |
Oooo, that IS a bug, and I thought i had fixed it. I'll get on that. | 2010-10-17 18:25:00 Author: StoopidSnake Posts: 33 |
Ok, just got finished (a) improving the elevator, (b) fixing the "cheat to the end" glitch and most importantly (c) added TONS to the scenery. At this point I'm not sure what more could be added. I've used stickers to spice up the tops of the towers, added floating clouds all over the top area and a few in the middle area as well, and threw in lots of background overhangs, jewelry, and other decorations. I've played through it and I think it has made a big improvement, but I know I've got creator-blindness because it looked good to me when I first published it--so I appreciate anymore play-throughs on the part of you guys. If you guys think it still lacks visual appeal, you'll have to get down to specifics on how to improve it now, because at this point I've done everything I could think of on my own. EDIT: Woot! I made the Cool Levels forum! | 2010-10-17 22:14:00 Author: StoopidSnake Posts: 33 |
I'll check this out, expect feedback by tommorow night. | 2010-10-18 07:20:00 Author: booXely Posts: 654 |
Here goes on the feedback. This was typed while I was playing the level. There is a bug that stops you from completing the level on the first elevator. If you go dwon far enough so you can't see the grab switch anymore, you can jump back up and not be able to reach the elevator again, blocking you from completing the level. The puzzle directly after the elevator is completable without taking the big block down if you just use the corner jump trick (positioning yourself on the corner of an object and jumpping, let's you jump twice as high) On the zipline after that puzzle, maybe you could take away some of the square edges on the wood, make it look more..erm... woodlike? On the firepuzzle, I'd reccomend putting a background behind the maze, like stone or a material that fits the theme. It just feels a bit empty. The maze itself is well thought out tho, props for that. Ooh, biiiig level hole here. After dying multiple times on the maze, I found if you get the jetpack, and fly beneath the powerup remove thingy, you can get out into the rest of the level, provided you watch out for gas. I'd definitely fix this if I were you. Using the jetpack, I was able to get the last sticker through a hol,e in the ceiling. Castle portion looks good, but the platforms at the part before the gate are a bit too spaced out for my taste, but maybe it was on purpose. The second platform there (right before the platform you use to grab the sponge that opens the gate) is a little dark, it's hard to see where the edge is too jump. Maybe a light would help? Again, just a minor quibble. Ermmm... Wwhat is supposed to happen after you find all the stickers? Because whenever I put them all all down, the lighting and song changes, I explode, and then spawn back at the level entrance. What never mind... Once I had obtained the third sticker I restarted the level to save time, but now I see you destroyed all the checkpoints except the entrnace for the teleport... I'd try to fix that somehow, but I suppose it was my fault for taking a shortcut. I like the end, maybe put some stickers on the Wizard at the end though to make him seem eviler. Making him disappear would be a nice addition too, kind of an evil get away. Star time! Visuals: :star::star::star: Visuals were good, but lacked a bit of polish at times. I liked the theme tho! Gameplay: :star::star::star: Gameplay was fun, but got a bit repetitive at some points, and some of the jumps were a bit too dark to see where I was going. Creativity: :star::star::star::star: The level was creative, with some unique puzzle ideas and a well thought out maze. I loved the owls, easily my favorite part in the level. Overall, a :star::star::star: level with some solid gameplay. Lacks a bit on visuals, but nonetheless was good. That level hole is a killer though, because since it involves a jetpack, I could have skipped right to the end. Another factor of this would be hi-scores. With this bug, I could have easily gained first by not using any hints, collecting all the stickers, and not dying, but that would be an immoral thing to do. I'd definitely try to fix that level hole though. | 2010-10-19 01:46:00 Author: booXely Posts: 654 |
Just finished playing this, so here's my view: Positives It's a puzzle level. This is good. I liked the non-linear style, you could choose which puzzles to do when. The ending was good, and good use of the level floor, which I don't think should normally be used, but this time it worked. And the evil maniacal guy looked very... calm about his absolute power? Haha, but you may want to make another cut out of an angry one, perhaps? Some of the visuals were good, I liked your choice of stone for the towers and how they also interconnected. I liked the owls, as well. Negatives The visuals. I don't expect perfection, but some areas (such as the fire maze) looked a little lazy, as I could see that that was Dark Matter set on fire. You could maybe turn that into the inside of a tower? Also, in some of the rooms, the background looked a little dull. Try livening it up with stickers, cut holes out, etc. to give some little details, which are the most appreciated things! The room with the lift annoyed me a little, as the winches kept swinging and the lift got caught on things. I also think you should make the owl's heads grabbable, as I kept slipping off. I did enjoy this, so you get 4 shiny little stars! Nice job. Could you please give some feedback on my level: The (Evil) Castle of the (Evil) Witch Evilline (the Evil)? The link is in my signature. Thank you! | 2010-10-21 17:07:00 Author: Unknown User |
Oh.. you created it! Well I just whanna say, its a amazing level. Thanks for creating it! | 2010-10-23 22:40:00 Author: XHaveNoMercyX Posts: 124 |
Had you already played it before you saw the thread? Thanks for the praise! | 2010-10-25 17:12:00 Author: StoopidSnake Posts: 33 |
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