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#1

Serenity

Archive: 21 posts


http://www.youtube.com/watch?v=koC-oQK2tyESERENITYHenred
Just a fun and creative level. A bit challanging. Take a advanture to a new mysterious world.
Its a pretty simple level with a minior challange. Its pretty outline and vivid picture will be what to stand out. The level has no story or meaning just a creative lvl. Hope you enjoy and rate fairly.
2010-10-14 03:44:00

Author:
Henred
Posts: 123


Question... why you start a completely new thread?
bad comments?
2010-10-14 04:16:00

Author:
Sabre_
Posts: 653


I dont know why you deleted it but im reposting mine if you made improvements then post it instead of starting a completely new thread.

Positives:
+Design was okay
+Theme looked good
+Gameplay was alright

Negatives:
-Level in most areas looked blocky could use some editing
-Lacked scenary
-Some edges were too sharp you should smooth it out some

Sugguestions:
-Most due some corner editing & it should look way better

Overall the level was worth playing::star::star::star: keep up the good work & don't mind negative comments, learn from it and get better.
2010-10-14 04:26:00

Author:
Sabre_
Posts: 653


sry I havent really mastered this site yet.2010-10-14 07:15:00

Author:
Henred
Posts: 123


sry I havent really mastered this site yet.

No problem just dont start 2 of the same threads and be patient for replies
2010-10-14 09:40:00

Author:
Sabre_
Posts: 653


Played this a couple of hours ago. I like the atmosphere and mood and the challenge level was about right for me. Here are my suggestions:

1. Put obstacles in to prevent the player from accessing parts of the level where you didn't build anything. I ended up in a big empty water-filled area that I wasn't supposed to get to, and I wasn't even trying to get out of the functional part of the level. If I could do that on accident, just think how many times I could have done it on purpose.
2. Use less invisible matter. The "invisible dark matter" glitch can be very helpful at times and even fun, like when you used it to make an invisible bridge. But when you use a lot of invisible dark matter as obstacles to keep the player in the right areas, it feels tacky and amateur-ish, not to mention frustrating for the player. This may seem like a contradiction to #1, but it's not, if you think about it. Walls and obstacles to keep the player from entering empty areas are GOOD, but they should be visible and obvious.
3. Use more scenery and decorations. This is hypocrisy coming from me, since many of my levels have the same failing. But the difference between a 4-star level and a 5-star level is often, in my experience, having a lot of extra stuff that's just there to make the level prettier. Don't settle for the level being playable and fun--make it playable and fun, and THEN dress it up, too.
4. Use more lighting. Your dark sillouette style is very appealing, but not when a dark background prevents me from seeing my character at all. Look for places where the character will not be seen against the background, and use local lighting objects to remedy this.

There's one other thing, but it's more a matter of taste than objective judgement. I can't speak for other players, but I tend to get less enjoyment out of levels that have a lot of long open spaces--which this one does. That may just be me, though, so don't make any changes based on my opinion alone there. Wait and see if a lot of other people feel the same.

All in all, a very promising start, but definitely needs some work before it's a 5-star level.

F4F my level Sky Palance--the link is in my signature.
2010-10-15 03:17:00

Author:
StoopidSnake
Posts: 33


well thanks I'm not at all a pro creator I was experimenting alot while I was making this and I liked what Ive made. I didnt really understand what you said when you got stuck in the water but okay I'll take a look. Reason I didnt use as much decoration because at the time I didnt really have much decoration variety but now I do so I can fix that. Ill play your level as soon as I can and I'm currently makeing and Inception 2 level and I will use your advice to make Iception great.2010-10-15 04:09:00

Author:
Henred
Posts: 123


No prob. I think all our levels need improvement when we first post them--that's why F4F exists . My own level that I F4Fed--Sky Palace--needed a lot of work when I first posted it and, even after I took people's suggestions, I'm sure it still does. Your level isn't bad--it's very good. But no level is perfect and I posted the things I saw that could be improved in this one.

As for the big empty water part--it was near the beginning of your level, where you have all the ramps leading down to the water. IIRC, I wasn't sure which direction to go once I got there and ended up on the left side of the ramps. After swimming around for a while and finding nothing, I realized this wasn't an area you'd intended players to get to, so I went back. Hope that helps!
2010-10-15 17:30:00

Author:
StoopidSnake
Posts: 33


oh okay now i get you lol2010-10-15 23:29:00

Author:
Henred
Posts: 123


Did you ever fix the water glitch where if you got killed after the spinning gears (those pointy triangles tha the mag key thing rolls down killed me when I jumped over to it for fun)...well if you die there, the water level is too low to go and finish the level. I left you a message on the level.2010-10-16 17:49:00

Author:
celsus
Posts: 822


yes Ive fix them.2010-10-16 21:38:00

Author:
Henred
Posts: 123


Heres a video hope u enjoy and play the rest2010-10-17 04:20:00

Author:
Henred
Posts: 123


Here's my feedback:

:star::star::star: Graphics: I liked the lighting, but other than that, the graphics weren't so amazing. I noticed that there were a few places where you dragged the square shape around and it had rough edges, and didn't look correct. It would have been much better if you used the corner editor more, and put more work into the look of the level. I also recommend making more things constantly moving, with pistons or wobble bolts. Also, you should maybe try out the 3D glitch. Of course, it's a glitch, meaning it's unsupported and can be very buggy, but it can result with some great-looking levels. Keep up with the awesome lighting and try to explore new ways to make your level look good!

:star::star::star: Gameplay: The gameplay was average, it was pretty fun to play, but there wasn't really any exciting creative contraptions anywhere. I encourage you to try and make some nice rube goldberg-like contraptions, where one thing sets off another which causes another thing to go rolling which sets off the mouse trap which opens the door, something like that would be cool... It was pretty fun, though, and I encourage you keep on creating! Who knows, with enough practice you could make a really awesome 4-5 star level with thousands of hearts!

Story: No story.

Overall: :star::star::star: keep up the good work!
2010-10-20 22:00:00

Author:
tjb0607
Posts: 1054


Here is my impression of the level thus far -

Positive(s):
The atmosphere is nice and moody. With a great color scheme. The silhouette look is cool, but more on that later. As tjb0607 said
The gameplay was average, it was pretty fun to play, but still more on that later.

Improvement(s):
To finish tjb0607's quote
The game play was average, it was pretty fun to play, but there wasn't really any exciting creative contraptions anywhere.. I agree with this. Give the level some more life and not just with contraptions but with other decorations, maybe some more light changes. Right now the level feels like it's asleep, some lighting effects, contraptions and some decorations will breath more life into this level.

As Sabre_ said, the level is quite blocky, but a lot of levels can and do start out that way. Some corner editing will help a lot to give this level, yet again, more life. The block look reminds me of old days of video games where everything was squared like.

The last thing I noticed was the level seemed too linear, maybe it is just me, but contraptions and some decorations will also help with this linear feeling.

Overall Rating: :star::star::star: (a low 3 stars though) Worth playing, but the level feels likes it's in the early stages of development, likes it's still in late alpha, early beta stage. I do look forward to seeing your improvements.
2010-10-24 21:44:00

Author:
Unknown User


Very nice and friendly level to play. Great atmjosphere too. Got lost a little a couple of times though due to certain areas not been backlit rendering the slightly hard to see. But yeh it was fun. Please check out my level "Resident Raytech" for somwething new and exciting./ I hope you enjoy please leave feedback. Thank you.2010-10-25 18:44:00

Author:
LFiers
Posts: 161


okay sure ill play *** soon as I can2010-10-26 02:59:00

Author:
Henred
Posts: 123


sry as soon as i can2010-10-26 03:00:00

Author:
Henred
Posts: 123


I liked your level, and the name seems appropriate. I felt very relaxed, and as synchronicity would have it, I played through the level late at night with the lights out, which made the silhouette effect very appealing. Also it was very relaxing, and fit my late-night mood perfectly. I do agree with much of what I have read in this thread about possible improvements, but I felt it was great, and can't wait to see how you improve as a creator in the future!2010-11-01 20:46:00

Author:
Quazau
Posts: 44


Finally gota bit of spare time to try and finish your level. I like the intro title and lighting throught the level. The floaty plaforms have a strange shape, and I really wanted to corner edit them to make them look more even or less cut and paste (because of the weird shape it really makes it stick out that they are all just the same item copied and lop-sided. I liked the little floaty house, but I wanted to go in it...could add a little if that was an option. The water is nice, but the timing to get the key and turn off the water is almost not enough to do it with out getting killed. The key was round and you just pulled it to a visible mag switch...that looked really cheap compared to the rest of the level, both that and the next key seemed just tossed in, try and hide the mag switchs and just make the keys look like they should fit. As for the chests with buble nice, but the fact that the lids go into the background is weird once they vanish and costs extra space on the thermo. I say that you still had not put a spawn point in after the gears which is really bad because you can die if you jump over to the triangle bits that key rolls dopwn (you know the one with the un-hidden mag switch). The stairs were a bit too big for jumping up smoothly, (like the stone fence like things at the start). The helix lights were great, you could add a speed switch with a mag key on each light and they would fade in and out (if you wanted to to see how that would look because they alreay looked great). The houses were nice again, and I still wanted to beable to jump in them. I was worried if I fell in that part I would have to climb back up from the lowere level...but I made it and forgot to test out what would happen. The grab bounce pads were fun, some sounds mixed with them (I don't think I heard any, but I may have had to mute the TV right around that point) could add more to them. All in all a gound relaxing level with good lighting, just go over the edges with the corner edit, possibly look into some cameras to keep the player from seeing past the edges of your level, hide those mag switches, they really take away, put a personal touch on the keys...maybe alter the background to none (but that may not look as good, just at times it can make your work look even better with out the MM backgrounds.. AS for the F4F I could still use feedback on the OK Choice...but just updated OK Space Mach 4, but did not have spare time to test run it...wither way it is up to you, but which ever you choose please be critical. I amstill trying to balance the too much leading the player to no leading and letting the player get lost in the OK Choice.2010-11-07 10:57:00

Author:
celsus
Posts: 822


Cool! I'll check this track out! Looks fun!2010-11-29 09:53:00

Author:
ghik16
Posts: 311


F4F: Please play level in my signature.

Serenity definitely lives up to its name in this calm, natural, free feeling level. The atmosphere is well done and the game-play isn't bad. Some of the visuals could use some work such as the waterfall looks a bit jumpy. There was one thing that bugged me though. Throughout the entire level everything was a repeated, unvaried cutout. You made a couple objects and then just "copy, paste, paste, paste, paste!" This is fine sometimes but you need to make it at least look like they're mixed up, like flip one side around, or make a couple different platforms and switch them around. Also the cameras that spin aren't very serene it's more like something that gives people a rush, which from the title of the level I'm pretty sure that's not what you were going for. I give this level :star::star::star::star:. This level was not amateur but it certainly isn't pro either. Try to mix things up a bit and the level will spark the interest of others.
2010-11-30 02:24:00

Author:
jowife1993
Posts: 80


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