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Cursed Mirrors
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Cursed MirrorsSaku401 My first 'real' level. 5 months of work, 160% of the thermometer used. Explore the world behind the Cursed Mirrors. Not F4F (EDIT: It is now F4F), but feedback is still greatly appreciated. Hey! I just finished creating my first 'real' level. I have so much to tell you about the level and it's process. You can either choose to play the level first, or be completely spoiled, I'm going through the whole level including small details, in the spoiler. So let's begin. Many months ago, I PM'd with Bender_82 via PSN. I was congratulating him for getting a crown for the level Water Palace, and then we began talking like friends. I asked him for level creating hints and such, 'cause I wanted to make levels as cool as he made. First I started creating a level based on a game called LostWinds: WotM, but I gave up on the idea. I kept asking my internet friends for level ideas, but none of them were any good. Except one.. I started creating this level in May. The idea was to recreate The Tower of Gods from The Legend of Zelda: Wind Waker, but.. it turned out to be something completely different. First of all, I had to create the start of the level. I wanted the level to start from a cool place, just like in Water Palace. I kept thinking for the start for a couple of days, until I got this idea: http://up.servut.us/view/26742 Well, that was 5 months ago. Now it looks like this: http://up.servut.us/view/26743 Then I had a hard time thinking how I should go on with the level. So I decided to go the traditional way and: http://up.servut.us/view/26744 I wasn't really happy with it, but I couldn't think of any better way doing it. Well, I kept going on with the level. I had to think a way to enter the ''Tower of Gods''. This time, I was happy with my creations: http://up.servut.us/view/26745 You get soon an explanation as to why my sackboy looks different and so on.. Anyway, now I had a start, and the way to enter the ''tower''. Now I wanted a small obstacle. I had so many different ideas for the obstacle, so I decided to use them all; I hooked up emitters, which emitted a different obstacle each, to a randomizer. It wasn't really a good idea, and it was scrapped soon. I ended up with this: http://up.servut.us/view/26746 I went on with the level, but the obstacles I made were crappy. Well, the obstacles being crappy wasn't my biggest problem. I invited a friend to test the level, and he said it was ok.. We returned to my pod, and tried to play other levels, but it didn't load any of them. I tried to quit LBP and return to XMB, but somehow, my PS3 tilted. I had to hard-reset it. When I turned it back on, it told me that the PS3 was corrupted and I had to restore the hard disk or something. Well I went through the process, but it told me to restore it again! I was in a restore loop. I tried to search the internet for fixes, but I had no other choice but to format.. my whole PS3.. Fortunately, I had a back-up save, but it didn't contain the level. So I had to recreate it all again from scratch. Also, I never let any other people see my creations from that moment. While I was recreating it, I found a ''new'' glitch. I created mirror material on my own, and attached a black sticker to it. The picture was very clear. That's when I got a new idea for the level. This time I wanted to recreate Super Paper Mario. Well, kind of. Because now I had the mirrors, and knew about the walk-through-material -glitch, I started designing (not on paper) different kinds of themes. I had a hard time thinking up themes that would look like the ones I saw in the mirrors. I visited IRC channels to ask for ideas, but didn't get any. Well, I decided to copy other people's themes.. I know, it's not cool. BUT, I asked the people I copied for permissions to copy, so I wouldn't feel guilty for anything. I got poms's and jump_button's permission to copy, but Bender_82 had been away for a long time, so I didn't get a reply from him. I started *copying* The Miracle of Life. The entrance for that theme had to be cool, too, so now it looks like this: http://up.servut.us/view/26748 My idea was to have 4 different themes; the first one is the pillar thingy, the second one was meant to be about Zeus and other gods, but was scrapped. The third one was meant to be the current second theme, black and white, and the fourth one was going to be the The Miracle of Life -theme, but is now the third one. (Ye, there are only 3 themes now.) At some point, I noticed that The Miracle of Life -theme used a lot of the thermometer, and that's why there are only 3 themes now. While creating some obstacles, I had to create my own logic. Here's one example, but there's more to come: http://up.servut.us/view/26749 That's for the camera in this part: http://up.servut.us/view/26750 http://up.servut.us/view/26751 The logic consists of dark matter, which holds it all in one place, of course, and a winch, to pull the camera back to the top if you die and respawn, thermo-friendly set-reset logic, used in a new way, as a cool ''3-way-switch'', just to enable moving the camera down and holding it in one place, and pink floaty, to make the camera move softly. Also, I wanted the global lighting/etc. settings to be altered _when the last person in a specific area dies in a certain place_, not when you appear from a checkpoint. That means, that when the last person enters the mirror (oh, yes, so you enter the different worlds/themes from the mirrors), he/she will be killed with horrible gas, and a checkpoint, global settings, and music will be activated. The logic for it looks like this: http://up.servut.us/view/26752 I'm not going to explain it this time, but now you know it's possible. The next obstacle http://up.servut.us/view/26753 required new logic http://up.servut.us/view/26754 too. That shows logic for two monsters, not one, btw. That's how I made the spinning monsters start accelerating slowly, and twhen you let go of them, they slow down slowly. And, when you play through this part, pay attention to the monsters' spikes. Anyway, after that part, you see this: http://up.servut.us/view/26755 The logic for this part looks awesome, but (in layman's terms) it was a nightmare (it was interesting, to be honest) to think up. It took several days to think up a way to emit 4 different balloons and dissolve them in certain conditions. The logic looks like this: http://up.servut.us/view/26756 Here are a few other pics related to creating the part: http://up.servut.us/view/26757 http://up.servut.us/view/26758 You can also see the sticker glitch in that pic.^ It wasn't cool. But luckily I found a way to fix it. http://up.servut.us/view/26759 And more of the logic: http://up.servut.us/view/26760 http://up.servut.us/view/26761 Aaand, after the balloon part was done, I started working on this: http://up.servut.us/view/26762 It took a lot of time, but wasn't so difficult to make. Also, if you jump at the right time off the monster vehicle, you may get to a secret area. I created it 'cause my PS3 corrupted.. It's a peaceful place and looks like this: http://up.servut.us/view/26763 It's like ''R.I.P., PS3''. When you finish the monster vehicle ride, and jump down in the next area, you get to a dark place, and see a cool visual effect, created by me, of course. But the dark place looks like this after the effect: http://up.servut.us/view/26764 The light will then slowly fade out and you get to the end of the level. But that's not it, yet. You forgot about the black and white part. But before we get to that, I'll show you the logic required for the dark place: http://up.servut.us/view/26765 Okay, now we're ready to talk about the other part. The idea was to copy the black 'n' white castle from Super Paper Mario. But no, I didn't recreate the whole castle. I won't show you so many pics about it, 'cause they got a bit messed up, because of the LBP snapshot tool glitching. However, the castle contains a puzzle, and a simple platforming obstacle, and cool effects: http://up.servut.us/view/26766 http://up.servut.us/view/26767 After the platforming part, you get to another mirror, which will teleport you to the The Miracle of Life -part, which I was talking about just a while ago. Also, I found a new glitch while creating the platforming part. If two tall blocks of glass are two small grid blocks apart from each other, and you fall between them, you are able to ''wall jump'' without anything below you. That's how you get the other prize bubble near the mirror. (Sorry, I don't have a picture of the mirror at the moment. ) A few useless notes: on 18th November, I finally put the level together. I managed to add the 2nd part to the level with the 1st and 3rd part. on 19th November, I fixed small bugs and errors, and made this thread. looking for feedback even though this is not F4F. And a video. http://www.youtube.com/watch?v=_ShujDS9ITE (Psst. A better video, but without music, is here: http://www.youtube.com/watch?v=xIvY6AtXwh4 ) Umm, I think that was it. Great thread eh? Long story and all. 5 months of work, 160% thermo used, too many glitches used, I can't even add anything to the level without using emitters, even if I have free space in the thermo. This level is my first 'real' attempt to get the platinum trophy. I really hope I'll get it with this level. Also, feedback is greatly appreciated even though this is not F4F. And I really hope these BBCodes work. And now to click on Submit and see what happens. Edit: If you can't see the pictures, right click the small icon and open in a new tap/window. Moar edits made, here are a few reviews, too: https://lbpcentral.lbp-hub.com/index.php?t=41759-Cursed-Mirrors-by-Saku401 https://lbpcentral.lbp-hub.com/index.php?t=41560-Object-level-showcase-series-thread/page2 EDIT: It's now F4F. http://lbp.me/v/v70b-y | 2010-11-19 20:54:00 Author: Saku401 Posts: 83 |
this looks very good! Sorry to hear about your PS3 But the pictures of that blue cave look awesome! Will try and find the time to play it | 2010-11-20 01:00:00 Author: AssassinatorRFC Posts: 715 |
I can't see the pics for some reason. | 2010-11-20 01:31:00 Author: iBubek Posts: 682 |
I played your level and from the way you described it I was expecting an epically long level. It didn't quite feel satisfied. First off, the level didn't have a coherent theme. I really liked the beginning and I could tell you were inspired by The Wind Waker. I thought that section looked great, but it changed far too quickly. Anyway, after that when I was sent into a black and white world and I thought that it looked cool, but I missed the grand architecture of the previous area. I enjoyed the sliding box puzzle, although it was easy. And that is about the extent of my opinion on the black and white area. It looked cool, but didn't have any explanation. I was very confused when I entered the next section of the level. I continued on, a little angry, but that feeling went away when I got to your clever gameplay mechanic - the part where you fall from platform to platform making sure not to land on a disguised monster. Although, I only learned this by dying; it was still a cool trial and error gameplay mechanic. I continued on, in a bit of a better mood, but still didn't like the theme or decorations. Don't get me wrong, I can tell you spent a lot of time decorating, but all the decorations just looked so random. What really drove me over the edge was near the end, on the moving monster, which you're given a paintinator on. I thought it was sort of cool, but it was very boring and tedious. If you die you have to wait out the whole thing again. And of course when I drop from the lantern at the end, I fall into gas I couldn't see. I mean really, that is just not well thought out. I finally got past that tediously designed section and was thankful to get teleported out of the area back into the black and white zone, thinking, "maybe there'll be some more cool gameplay like before." But no, the level was over. Oh well for that 160% thermo... Why on earth is this "My level took 160% thermo" level so short. Honestly, I was expecting at least twice the length of what it was. I'm sorry that I'm being so critical, but I felt there were a lot of basic level design flaws throughout that really spoiled the experience for me. I honestly don't think this level is worth fixing because it would require an entire overhaul of basically everything. I would suggest for when you are making a new level, to ask yourself what do you want to accomplish by creating this. Do you want to create a level with an epic story and lots of backtracking? Do you want to make a level with an air of mystery? etc. It's really important that your level has a basic idea to it that you will actually follow. I'm not saying don't change themes throughout the level, I love it when a level does that, but it has to make sense. As a recap - Some of the gameplay was creative and original while on the other hand some of it was tedious, badly designed, and unoriginal. The visuals were a mixed bag. I like the beginning and black and white zone, but I couldn't stand that horrendously decorated, purple, horn covered, abyss of horror. Overall I felt like it only deserve 3 stars. Please don't let my opinions get you down. | 2010-11-20 05:39:00 Author: zynax555 Posts: 170 |
I played your level and from the way you described it I was expecting an epically long level. It didn't quite feel satisfied. That's what I wanted to create.. But when I was creating the last part of the level, it already used (OVER 9000!) over 75% of the thermo.. And also, the secret area (don't know if you found it, it's in the spoiler, anyway) took up about 25%, maybe even more, just because of the decorations on the tree.. Oh, and, in fact, I ran out of the physical space in the create mode. I really didn't expect that. The last part really took a LOT of space. First off, the level didn't have a coherent theme. I see.. I had tried creating a level with only one theme, but whenever I did that, the level never turned out to look 'cool'. So this time I combined many themes, which all looked cool. I continued on, in a bit of a better mood, but still didn't like the theme or decorations. Don't get me wrong, I can tell you spent a lot of time decorating, but all the decorations just looked so random. Oh, I never thought they looked ''random''. By the way, I'm just wondering, have you ever played poms's The Miracle of Life -level? That's where the theme originated.. And if you're still wondering how the level would take up 160%, those decorations weren't really thermo-friendly. What really drove me over the edge was near the end, on the moving monster, which you're given a paintinator on. I thought it was sort of cool, but it was very boring and tedious. If you die you have to wait out the whole thing again. And of course when I drop from the lantern at the end, I fall into gas I couldn't see. I didn't like the lenght of it either. I tried to make it seem shorter by adding those bats, which you could shoot, and which would give you prize bubbles. I planned to attach a checkpoint to the monster, but it wouln't have worked, 'cause then you couldn't really kill the bats, and the secret area would've been pointless, and what if you spawned when the monster was upside down. And I didn't know how to make the ride end. And umm, what gas do you mean? :O Honestly, I was expecting at least twice the length of what it was. Same here.. But I just ran out of the physical space.. I'm not saying don't change themes throughout the level, I love it when a level does that, but it has to make sense. I'll maybe try to make a level with mirrors again, but with a theme, this time. The visuals were a mixed bag. I like the beginning and black and white zone, but I couldn't stand that horrendously decorated, purple, horn covered, abyss of horror. Overall I felt like it only deserve 3 stars. Please don't let my opinions get you down. I really liked the decorations in ''the abyss of horror''. I even thought I should make a whole level using that theme.. And for the last sentence, I already did. Anyway, I'm glad you took your time to write some feedback. | 2010-11-20 13:17:00 Author: Saku401 Posts: 83 |
Yeah I've played Poms' Miracle of Life level and to be honest I couldn't stand it. I realize my last post was really repetitive but, I'm glad you recognize the points that I was stressing. I hope you saw it wasn't all negatives and I actually like a lot of the gameplay within your level. If you are to fix one thing I think it should be the gas after the moving creature/paintinator section. It's not visible where you are suppose to go when you are hanging from that lantern, so the player has to guess. Having gas that kills them if they just drop straight down, forces them to sit through that long winded section again, just because they didn't know what to do. That isn't very fun for the player. I will go back and try to find your secret area, I have a hunch as to where it might be. | 2010-11-20 14:45:00 Author: zynax555 Posts: 170 |
I fixed the gas-lantern part now. Also, there's a ''shortcut'' in the black 'n' white mirror part. You have to jump in a specific mirror. | 2010-11-20 14:58:00 Author: Saku401 Posts: 83 |
I'll make sure to play it again and try to find all of the secrets I really didn't mean to be so harsh in my first post, I was a bit grumpy when I wrote it and I hope you aren't at all offended by anything I said. | 2010-11-20 15:25:00 Author: zynax555 Posts: 170 |
Nah, I'm not offended. I got great tips for my next level from your post. EDIT: I just noticed a few of my prize bubbles don't seem to work, I'll try to fix that, too. | 2010-11-20 16:03:00 Author: Saku401 Posts: 83 |
Ok, I'm bumping your thread a lot but I want to make sure you see this rather than me just editing a post. In the black and white section at the box puzzle it is possible to get yourself stuck in that room by knocking over the large movable box. Although I intentionally tried to knock it over, it wasn't very hard to do and it could probably happen by accident. At the end of the first black and whit section I spotted me some nice prize bubbles hiding at the top of the mirror. I explored for a while and eventually figure out how to get to them. But the problem is that it was so hard to get up there, at least for me. After over 10 minutes of trying to get up I did it. I did it in the way I think you intended, which was standing still and just tapping jump at the right time, but that wasn't entirely clear as the first time I tried to do that I slid off so I thought maybe I have to alternate right and left. I tried many things but I quickly decided that it was meant to be jumped up without moving left or right. But even that felt luck based as I would 90% of the time make contact with a platform but then fall off. My point is that a secret path to a secret shouldn't be that hard to get up. Reward the player for seeing the secret, don't torment them with misleading design. I do think the secret was really well placed, though. I found the secret tree and felt a little bit unrewarded, plus the only way I could find to get out of there was to die, and so that's what I did. I think you should probably put points there or something. Also I still fell into the gas when I released form the lantern, even after it moved all the way to the right. I think this could easily be fixed by having the checkpoint trigger by a grab switch on the lantern, or just simply make the lantern move above the checkpoint rather than to the left of it. Because honestly I didn't want to sit through that section again, for the third time. | 2010-11-20 16:50:00 Author: zynax555 Posts: 170 |
The score bubble to the left of the second mirror is quite luck based, but the right one is a lot easier; you have to jump a bit, to stand in an X position, or something, and then jump high, and when you reach the highest point you can, start tapping X. It's the glitch I found. The secret area is the place with the tree. I think I should move the prize bubble from near the last checkpoint to the secret place. At the moment, the prize bubble is obtainable by letting go of the last lantern at the right moment to get launched upwards. And about the box part, I thought it was possible to get it back in position again by jumping on the medium large box and then jumping on the fallen large box. Then you have to jump, and on your way down grab the edge of the large box. I'm not sure if this was changed when I was glitching a bit.. I'll have to look at it later. Oh, and you could try superjumping. And I managed to get to the checkpoint by swinging around for a while and then letting go. I think I'm gonna move the sensor a bit, anyway. | 2010-11-20 17:17:00 Author: Saku401 Posts: 83 |
Any one who's put that much time and effort creating a level with extensive and descriptive details need to be played. I'm looking forward to trying out your level. I really liked the "Miracle of Life" level from Poms, so if it's anything like that, then I know it's gonna be an awesome level. | 2010-11-20 21:16:00 Author: tripple_sss Posts: 250 |
Thanks! I really put a lot of effort in it. Also, thanks for the heart. Edit: I forgot to mention that I fixed a few bugs now, again. | 2010-11-21 00:48:00 Author: Saku401 Posts: 83 |
I'm just wondering, have you ever played poms's The Miracle of Life -level? That's where the theme originated.. Uh?... what?... Going to have to check this level out! Thanks! Yeah I've played Poms' Miracle of Life level and to be honest I couldn't stand it. ??? -_- | 2010-11-22 14:05:00 Author: poms Posts: 383 |
??? -_- I just simply didn't like it; it's an opinion. No need to get offended. | 2010-11-22 19:28:00 Author: zynax555 Posts: 170 |
Hey dude, I finally played your level, so here's my feedback: The beggining with the pillars looks interesting, so the level captured quickly my attention. Good idea jumping into the mirror and respawn in black and white. It really felt like getting into a dream (or nightmare). That's where I found the boxes puzzle, that being as simple as it is, it nearly made me quit the level. Following jump into a mirror, and took me straight to a scary place full of creatures... I had my doubts if I had to jump into the open moutn little monsters, or just avoid them; I think I did a bit of each. Then the ride on the walking monster and being forced to grab the light not to be eaten by the giant monster... Here I thought: "deja vu" Ok, very well made level in general. Visuals are the best part I'd say. Playability is based in jumping a few columns, a small puzzle, and a ride on a "bactery". This is a lot more that many "awesome" levels out there, but I missed a few more contraptions from your own storage. Anyway, my sensations were good after finishing it... so I'd say good job | 2010-11-23 07:24:00 Author: poms Posts: 383 |
Long story and all. 5 months of work, 160% thermo used, too many glitches used, I can't even add anything to the level without using emitters, even if I have free space in the thermo. This level is my first 'real' attempt to get the platinum trophy. How do you use 160% thermo? I only use 100%. And what is needed to get a platinum trophy? | 2010-11-23 23:11:00 Author: jenne1980 Posts: 56 |
How do you use 160% thermo? I only use 100%. And what is needed to get a platinum trophy? You can cheat the thermo with a few glitches. The main idea is to set an emitter to emit something you want to add to the level, and when you have emitted it, set the emitter to emit a small block of darkmatter. (The emitter now thinks you will emit the piece of darkmatter (thermo-friendly), and not the thing (not-thermo-friendly) you wanted to add.) Remember to change the emitter settings to emit only one, so only the thing you want to add to the level will get emitted. And to get platinum trophy, you need every other trophy first. I have every trophy except for one. I need 30 creator hearts and 50 hearts on a level. | 2010-11-24 13:46:00 Author: Saku401 Posts: 83 |
i realy want to play this , but i'm addicted to black ops | 2010-11-24 17:42:00 Author: TOXIC_KILLA_ Posts: 147 |
You can cheat the thermo with a few glitches. The main idea is to set an emitter to emit something you want to add to the level, and when you have emitted it, set the emitter to emit a small block of darkmatter. (The emitter now thinks you will emit the piece of darkmatter (thermo-friendly), and not the thing (not-thermo-friendly) you wanted to add.) Remember to change the emitter settings to emit only one, so only the thing you want to add to the level will get emitted. And to get platinum trophy, you need every other trophy first. I have every trophy except for one. I need 30 creator hearts and 50 hearts on a level. Ah ok, thanks for the info. 50 hearts on a level is not sooooo difficult (I already have 26 or somethin on my 2nd level) but 30 creator hearts is much harder I think. | 2010-11-24 18:29:00 Author: jenne1980 Posts: 56 |
That's where I found the boxes puzzle, that being as simple as it is, it nearly made me quit the level. Ok, very well made level in general. Visuals are the best part I'd say. This is a lot more that many "awesome" levels out there, but I missed a few more contraptions from your own storage. Anyway, my sensations were good after finishing it... so I'd say good job Thanks for your feedback, poms! I knew someone would get frustrated at the puzzle part. Anyway, I'm already creating a new level, and I'm going to use some new ideas there. I'm glad you like my level. | 2010-11-24 18:58:00 Author: Saku401 Posts: 83 |
Looks awesome, I'll give it a look! | 2010-11-24 19:20:00 Author: iBubek Posts: 682 |
Bump! I added videos, reviews etc. to the first post. I also changed this to F4F. I also made small edits to the level to make it function better. And, could someone help me with the new LBP.me-feature-thingy? I added the code to the bottom of the first post, but I don't see the LBP.me thingy anywhere.. (Shameless advertising: Play this while you can! LBP2 totally bugs it!) | 2010-12-31 17:32:00 Author: Saku401 Posts: 83 |
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