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Cumulus Paradox *Spotlighted*

Archive: 27 posts


Cumulus ParadoxZynax555
Enter a land in the sky as you explore your way through various challenges and puzzles.
This is a ONE player only level. It's experienced best single player and also many of the gameplay elements can be messed up if there is more than one player. I use to have a one player checkpoint implemented in the level but it caused half the level to turn invisible, so now I can only beg you not to play it multiplayer.

This level can be challenging if you don't like swinging from the ceiling or don't like simple puzzles. In my opinion none of the puzzles are too hard, but for some people they do pose a challenge.

Special thanks to those who helped test the level and provide support throughout the building process. You know who you are

Pictures:
http://img831.imageshack.us/img831/2252/aphoto8.jpg
http://img715.imageshack.us/img715/1305/aphoto7.jpg
http://img151.imageshack.us/img151/8741/aphoto6l.jpg
http://img18.imageshack.us/img18/5915/aphoto9x.jpg
2010-11-13 02:34:00

Author:
zynax555
Posts: 170


This is one of the best platformer/ puzzlers on lbp. You have a good mix of both and it never gets boring or frustating ever. Nice visuals and good puzzles is a recipe for 5 stars and a <3 in my book.2010-11-13 04:33:00

Author:
L1GhTmArE
Posts: 519


Very fun level. I really like the lighting in the beginning. The stone design was very unique. . I liked the clouds it gave it really good feel. The spinning windmills were a ton of fun. I was playing with someone and we had a fun time on the windmills. Puzzle were well thought out and challenging. The last puzzle took a bit but I still got it eventually. Nice logic skills. 5 Stars and a heart!!2010-11-13 04:46:00

Author:
bmoney2310
Posts: 187


Very fun level! The puzzles were very well thought out, and the visuals were spot on. The level felt a lot like jump_buttons levels, and that is in no way a bad thing! My only annoyance was the jump boxes. I managed to get stuck in them several times, I'm not sure if I was the only one...

Overall, 5 stars and heart, fantastic job.

For F4F, would you mind doing the level in my sig? Thanks!
2010-11-13 04:59:00

Author:
booXely
Posts: 654


I managed to get stuck in them several times, I'm not sure if I was the only one...

Yeah that's happened to me once. I've spent a good 20 minutes trying to get myself stuck again, but I couldn't. I really don't know what causes it so that's making it hard to fix, but I'm working on it. I'm glad you liked the level, thanks for the feedback.
2010-11-13 05:26:00

Author:
zynax555
Posts: 170


Jump pads always break some way or another, I can't wait for LBP2.2010-11-13 05:32:00

Author:
booXely
Posts: 654


- Didn't need to use the crate on a rope on the last puzzle.
+ Glad the platforming/puzzles didn't finish at the ship.

Most of the puzzles I got by just experimenting, but that not a bad thing. Might be what you were trying to achieve, idk.
Quite a bit of fliddly layer switching with all the little geometric details on the pillars/etc, and some cameras could be better, but nice level overall.
Worth a play.

I see you linked to lightmare's level and then I noticed a little triforce going. I see what you did there. (http://captionsearch.com/pix/2rub7eoeem.jpg)
2010-11-13 08:36:00

Author:
midnight_heist
Posts: 2513


@midnight_heist - Were you playing by yourself or not? Because it's not possible to finish the final puzzle without the box unless you have someone else standing on the button to keep the stairs turned for you. And I stated above that everything is designed with one player in mind. Though if you did still manage to bypass the puzzle by yourself I'm quite curious as to how.

I'll try to work on some of the fiddly layer shifting in the pillar parts of the level.

I don't know what to say to you about the other puzzles, they seem pretty clear to me, but obviously I made them. I'll have to see what other people think about them. Anyway thanks for the feedback I'll work on the things you mentioned.
2010-11-13 15:51:00

Author:
zynax555
Posts: 170


@midnight_heist - Were you playing by yourself or not? Because it's not possible to finish the final puzzle without the box unless you have someone else standing on the button to keep the stairs turned for you. And I stated above that everything is designed with one player in mind. Though if you did still manage to bypass the puzzle by yourself I'm quite curious as to how.

I'll try to work on some of the fiddly layer shifting in the pillar parts of the level.

I don't know what to say to you about the other puzzles, they seem pretty clear to me, but obviously I made them. I'll have to see what other people think about them. Anyway thanks for the feedback I'll work on the things you mentioned.

I can assure you it is in fact possible. I activated the scoreboard, then thought, I better check the right side (for bubbles) and only then did I touch/move/see the box on a string.
There are 2 boxes correct? On for the on/off chain sponge on the left side, and another on the top right?
I thought the following was part of the puzzle, but it might be how I bypassed using the top right box:
I stood on the on/off to lower the sponge 3/4 way down then I grabbed it then swung over to on top of a pillar to the right, getting up to that level inbetween.

As far as the sequence of switches I pressed it went something like...
Bottom left switch, ? (made it to the long bottom right beam), bottom right switch, ???, profit!(I mean scoreboard).
But I don't think you need the steps above as I think that sponge trick was what broke the puzzle.

Few things satisfy like a puzzle solved!
2010-11-13 17:35:00

Author:
midnight_heist
Posts: 2513


I figured out what you did. Construction error on my part when I was streamlining the puzzle, I deleted a wall so it would be easier to climb up the stairs but I didn't realize that by deleting the wall the stairs were accessible on both sides. Thanks for pointing that one out.2010-11-13 18:13:00

Author:
zynax555
Posts: 170


Aaa, the level's finally out. Here's what I thought.

It's too bad only the host comex out of the checkpoint when starting but I can't exactly say that is a negative of the level, just a bad bug that's attacked this and one of Sabre_'s levels I think. The forest scenery was beautiful, I know you've done it before and you said how they are all different. I can definitely tell and this is my favorite of the forest sceneries you've done. The lighting was beautiful in this area and so was the choice of materials, and the vines were well designed and well, there was a lot that made it a beautiful area. It started out simple, grab the boxes around you plus I liked the not so secret area with the letter on a box saying "zynax". The challenge where the giant piece comes and you have to grab and swing fast as it moves and not get squished(might sound confusing, hard to explain) was great and before you know it, you go to a different area which gives the level two styles while still packing it with some great gameplay.

Sure there aren't any instructions of what to do, you just explore all around sicne there are many areas but after a while, you should know what to do. Just like before, you managed to fill the area up with clouds, stone and windmills making it just as beautiful. Yes, the swinging has to be near perfect but after testing some, I almost didn't die at all from that. The windmill swinging was fun as well, and so were grabbing the boxes to all the buttons. Grabing onto the boxes as they swing down was fun also and the final puzzle was cool, good thing the boxes couldn't fall off plus there was a downside of the no moar player glitch, they couldn't do that 2x glitch unless that small, small chance happens that another player gets out of the checkpoint. You did a fantastic job making the ship at the end, it was clean and it fitted. Overall, this level deserves :star::star::star::star::star: and a <3 Not sure how you could improve the level, honestly, one of my favorite levels, even though the puzzles weren't as hard it was still wonderful to play and I'll try mentioning it on my blog when I can
2010-11-13 18:43:00

Author:
Dragonvarsity
Posts: 5208


this is really tight puzzle/platformer design. your visuals are always crisp and clean, and this has a nice airy and upbeat feel to it... the way you work the puzzles into the environment always seems really organic and natural. i think i like into the castle depths the best, because the puzzles are more cerebral, but this has a way slicker balance of acrobatic gameplay. another great puzzler to add to your portfolio of rock solid levels. the lever puzzle at the end is a showcase for your puzzle design, 'cause it's not frustrating and has so much multiple inputs going on as well as platforming opportunity; many people would get lost making something like that, or make the solution too obscure.2010-11-13 18:56:00

Author:
Unknown User


Fantastic level.

The beginning I was all liek "lolwut where r teh clouds?" but then when I got to them I was all liek "O.O maor" It was a beautifully styled level. I loved the bounce pads, with the grabbing function. It gave it an element of fun that it wouldn't have had without them. Pretty much all of the puzzles were solved by experimentation, but that is in no way a bad thing. They were all very thought out and innovative, especially the one wobble bolt based puzzle. My only suggestion would be to limit sponge swinging, I don't really find that fun in such a large quantity. Keep up the great work!


(Could you F4F my level, If Trees Could Speak? It's in my signature.)
2010-11-13 22:09:00

Author:
Jaslow
Posts: 775


Man, you always make excellent puzzling and challenging levels and come up with something new. This time you made a level that has fantastic layer glitches as the clouds looked brilliant. I didn't get stuck on anything and I solved every puzzle, so great job. Just like your previous level, I recommend this to anyone who want to solve challenging puzzles. 5 stars and heart.

If you like, play and F4F "The Hero Chronicles LV8 Phantom Planet part 1 and 2".
2010-11-17 02:09:00

Author:
JustinArt
Posts: 1314


This was an amazing level. I wouldn't say it was extreme puzzles but as far as LBP goes, its one of the best. Exploring pretty much would get you through the level. As for any suggestions, well, thats difficult because it was very good! Jumping from layer to layer can get a bit frustrating at times such as leaving the large windmills and jumping to a block that is two layer back I believe. That with the camera jumping on you made it a bit challenging. I also noticed that when you get to last puzzle before you finish the level, I walked right past the first checkpoint with out it triggering. I had to jump up and trigger it and im glad I did because my first attempt to grab hold and swing underneath, well I missed the grab. Perhaps have a motion sensor trigger it?

Five stars from me!

Would love to hear your feedback on my level as well, its in my signature, thanks!
2010-11-18 04:46:00

Author:
John82wa
Posts: 221


Nice platformer!

+ original obstacles, challenging ones.
- very little direction is given which I found particularly frustrating at the 3-sponge bridge section. By coincidence I found my way to the left sponge but I found the grabables on that side a bit obscured.
- I sometimes felt that despite the attention given to the materials, layering and layout, that the level had some boring open spots that would benefit from filler decoration; like the plants growing on the wall at the bridge or the plants you had cut out yourself inside the cave.
+ I loved the turning stairs puzzle. Very clever.
+ The indoor lighting adds a lot to the atmosphere.
- The Garden music eventually starts to annoy given that I spent quite some time in there falling to my death
2010-11-19 18:59:00

Author:
Antikris
Posts: 1340


- very little direction is given which I found particularly frustrating at the 3-sponge bridge section. By coincidence I found my way to the left sponge but I found the grabables on that side a bit obscured.

Ok, what would you suggest I do about that, put arrows and speech bubbles everywhere? The point of that area is for the player to observe their surroundings, notice patterns in the environment and deduce what should be done next. I appreciate your input about this, but I feel like the issue your having is highly subjective, therefore I don't really feel inclined to change it.
Also I would love to add some more detail but I'm out of thermo for physical objects. I can still add some more stickers, though, so I will try and do that.
Thank you for the feedback!
2010-11-19 22:41:00

Author:
zynax555
Posts: 170


Ok, what would you suggest I do about that, put arrows and speech bubbles everywhere? The point of that area is for the player to observe their surroundings, notice patterns in the environment and deduce what should be done next. I appreciate your input about this, but I feel like the issue your having is highly subjective, therefore I don't really feel inclined to change it.

I understand and noticed the exploration philosophy behind the level. I think the type of levels that you have to rely on your wit and intelligence to complete are the most interesting ones. I love to use that approach in my own levels. There is a fine balance unique for each level to be found, though, between the time and effort that one has to invest while overcoming the obstacle and the reward for it; I struggle with that balance in my own creations. I might be not the best of platformer players but I spent over half an hour on that obtacle alone, dying, making very tough jumps and until I ran into the second box-on-a-button monorail I had the idea I was doing it all wrong and had missed something crucial. The time and effort spent on finding a pattern was huge for me and I think it might be too demanding for most players.

I am not suggesting to dumb this intricate puzzle down to preschool level, but these are some alternatives:
- camera angles hinting you in the right direction or giving you a better angle to observe and draw a plan
- objects like point bubbles or decoration hinting a path
- light effects that highlight areas of interest
- the '(sub)puzzle solved' sound effects
- a map or schematic on a wall
- earlier obstacles that create a convention in the player's mind about the rules in that level. The turning hammer obstacle with the grabbable material did that to some extent.

I hope my comment doesn't come off the wrong way. I think you deserve an honest opinion, but take it for what it is: an opinion.
2010-11-20 11:03:00

Author:
Antikris
Posts: 1340


I appreciate your suggestions and at least think about changing it. I did have a lot of people test the level and many didn't find it all that difficult. I don't mean to sound like I'm rejecting any and all suggestions to change. I will try to make it more clear to go to left, though, because I do see that it's the most difficult one to find.

Would you mind explaining how the hammer caused you to have difficulty later in the level because of a gameplay element you thought it introduced? At the moment I don't quite understand how it could've confused you, as no other obstacle is really like the hammer, so I don't think it would caused the player to think that other obstacles should be approached in a similar fashion as the hammer. Was it the fact that it could squish you if you were on the wrong spot?

Anyway thanks for the more in depth feedback.
2010-11-20 15:23:00

Author:
zynax555
Posts: 170


Hi Zynax555,

I got a chance to try out your level and I have to say it was both fun and challenging. Two main criterias I look for in a platform level. Your level was well thought out and unique. The stone hammer in the beginning part of the level was original and different from most platform challenges I'm used to. Awesome job on creating that part of your first challenge. The outside scenery with the windmills gave a nice touch to the atmosphere of your level. Also well thought out. I really liked the R1 jump pads which forced me to have to line up my sack to land at the right spots. Again well done on those.

The only concern I had was certain areas of your level that I couln't see during a drop to a ledge and/or landing area which caused me guessing(if intentional then disregard). I wasn't sure if that was purposely done or not. I overshot or not far enough to land where I was supposed to. Still a minor problem for me considering the overall gameplay. A great job none the less.

You definetely earned:star::star::star::star::star: and a <3 from me.
2010-11-21 06:41:00

Author:
tripple_sss
Posts: 250


Would you mind explaining how the hammer caused you to have difficulty later in the level because of a gameplay element you thought it introduced? At the moment I don't quite understand how it could've confused you, as no other obstacle is really like the hammer, so I don't think it would caused the player to think that other obstacles should be approached in a similar fashion as the hammer.

I meant that the hammer is a good example of setting the player up for what's to come, not a bad thing. Sorry for the confusion. The level is for a big part about grabbable pads on the walls and ceilings and timing a jump just right; the hammer introduces the player to that.
2010-11-21 08:50:00

Author:
Antikris
Posts: 1340


Hi there zynax,j ust finished playing your level and found it to be very good, i dont really play many puzzle type levels, so i found it fun and enjoyable. Reaching the first main puzzle area, floating within the clouds, was very beautiful ( i really like your clouds lol), and the final puzzle was thought out well, not difficult, but required a little thought. I gave your level :star::star::star::star::star: and a <3, well done

F4F: could you try my level Tales from Steam City: Union Freight (https://lbpcentral.lbp-hub.com/index.php?t=39310-Tales-from-Steam-City-Union-Freight) thanks
2010-11-21 18:29:00

Author:
Blanchrocker
Posts: 142


@Antikris Ok, thanks for clearing that up, I completely misinterpreted what you said before.

@Tripple_sss I'm not aware of any blind jumps in my level, but I'll make sure to double check on that.

And for those I haven't done F4F yet, I'll get to it either today or tomorrow.
2010-11-21 19:46:00

Author:
zynax555
Posts: 170


Really enjoyed the scenery, but I thought there were too few checkpoints (and ones that should've been activated by sensor switch) and that it moved too slowly, even for a puzzler. At the three lights puzzle, it's way too difficult to see that there's a bit of grass to grab and hang onto to get to the first grab light thingy. That was.. frustrating. There was also a ton a slowdown at the windmills bit that made it near unplayable. Too much stuff going on at once? I loved the jump pads though! I could play a whole vertical level with those and fall in love. And the ship was really nicely done, if you made that yourself.

(Could you F4F my RPG level? Just below :3)
2010-11-23 02:22:00

Author:
Unknown User


Were you by yourself or not? Because the windmills run with hardly any slowdown for me. Also what specifically made the level feel slow for you? I'm not quite sure how I can improve on that since your criticism is rather subjective. I can understand the last puzzle feeling a tad slow, that is if you make a mistake, which would cause you to have to go underneath the large platform a few times to fix it. I guess if you think this feels slow, just wait for my next level; it'll put you to sleep. It's nothing but challenging puzzles throughout the entire level!!!!!! 2010-11-23 06:09:00

Author:
zynax555
Posts: 170


Hey Zynax, just got around to playing through this. It's your best by far, and one of my favorite puzzle / platformers in a while! I remember when you showed it to me like a month ago lol, it's come a long ways since then. awesome job!

I've got a small bug to report lol. At the end of the section with the windmills you grab a box and swing it down to the button below so that you can continue. If you swing the box too fast, you can actually get it to fly right over the pillar next to the button and off the level lol, so that it can't be completed. this happened twice to me so I thought I should raise it to your attention... maybe an invisible wall above that pillar, or something.

anyhow, once again fantastic level. It's a real joy to play!
2010-11-23 18:09:00

Author:
Duffluc
Posts: 402


Ok, I've updated the level with a few more fail-safes for some rather uncommon bugs.

-On the final puzzle it was possible to lose the box by launching it up at very specific angle and then quickly turning the stairs again. I've made it so if the box is lost or somehow broken... oh wait there's a fail-safe for it if it breaks, disregard that, just if the box is lost, then a new box will appear.
-I've fixed the problem on the first box/button area where apparently the box can fly over the wall if it's going fast enough. Just an invisible wall blocking it now.

Thanks everyone for the feedback everyone.
2010-12-01 21:51:00

Author:
zynax555
Posts: 170


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