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The Infernal Bastille

Archive: 18 posts


The Infernal BastilleIudicium86
It's late at night and you hear a strange sound. You go to investigate and soon regret it as you find yourself in an underworld of horror and torture.
http://x62.xanga.com/80af7a5a13330273833406/w218320350.jpg
2010-12-18 03:45:00

Author:
Iudicium_86
Posts: 167


Wow, queued.2010-12-18 03:53:00

Author:
tomodon246
Posts: 624


Heh, i randomly popped into this level on the newest section, i must say, great work, nailed the atmosphere just right and about the only complaint i have is that sometimes it's not clear how to proceed, like in the room with the swinging saw, i spent a few minutes stydying the place until i decided to try and make a jump over the flaming thing to the right side.

:star::star::star::star: + Author Hearted.

Now i would greatly appreciated if you could check out my latest level, Green Fields (v1.1) (https://lbpcentral.lbp-hub.com/index.php?t=41591-Green-Fields-(v1.1))

P.S. Drop me a few lines when the next one is up
2010-12-18 04:28:00

Author:
Unknown User


Heh, i randomly popped into this level on the newest section, i must say, great work, nailed the atmosphere just right and about the only complaint i have is that sometimes it's not clear how to proceed, like in the room with the swinging saw, i spent a few minutes stydying the place until i decided to try and make a jump over the flaming thing to the right side.

:star::star::star::star: + Author Hearted.

Now i would greatly appreciated if you could check out my latest level, Green Fields (v1.1) (https://lbpcentral.lbp-hub.com/index.php?t=41591-Green-Fields-(v1.1))

P.S. Drop me a few lines when the next one is up


Thanks, appreciate it. Yeah, I had kinda thought that section might be a big ambiguous, but don't know how to make it more apparent how to get across. Didn't know you could just jump it though. lol, I had made the mechanics work so that you could 'ride the blood' to the other side xD. And of course your sackperson gets covered with the red paint at the end of it.

I'll be doing a part two to this for LBP2 since I wanna use the sackbots for some game mechanics. Possibly some captive Angels you free and they help you escape.

I'll get to your level very soon
2010-12-18 04:34:00

Author:
Iudicium_86
Posts: 167


Thanks, appreciate it. Yeah, I had kinda thought that section might be a big ambiguous, but don't know how to make it more apparent how to get across. Didn't know you could just jump it though. lol, I had made the mechanics work so that you could 'ride the blood' to the other side xD. And of course your sackperson gets covered with the red paint at the end of it.

I'll be doing a part two to this for LBP2 since I wanna use the sackbots for some game mechanics. Possibly some captive Angels you free and they help you escape.

I'll get to your level very soon

I'll give it another go tomorrow, no idea you could use the blood to get accross....i didn't even notice any blood except on the walls, lol....goes to show what my attention span is
2010-12-18 04:36:00

Author:
Unknown User


Gave it another go, no idea what "blood" there is that i could ride accross o.O2010-12-18 15:32:00

Author:
Unknown User


Wow, gruesome level! o_o I think I'll replay it and leave feedback as I play

The opening area is very well done. The green weathered wood and hessian fabric are a great combination for an eerie atmosphere, and the floating lights give some supernatural life to the scene. I love the reliance on sounds rather than music. I don't know if you've ever played the PS3 game Demon's Souls, but the quiet, grim atmosphere of the opening area makes me think of the swamp levels in that game. Also, I love how the sound subtly builds up as you approach the well.

The cave area is well lit and very yellow, uncommon themes for a horror level, but they manage to work well. Maybe it's the unnatural lighting that makes it give off this vibe of a desert catacomb (I dunno, that's just what I feel when I walk through here...) I like the separate cells in the walls. The guy in the cage is telling me to turn back, but it's too late now!

Oh dang it suddenly got loud! And busy! There's a lot of moving parts in this section. Time to get platforming! The stone pillars moving up and down is easier than it looks, you just have to jump on the second-layer-pillar and then jump over the rest once it moves up. This next section with the fire-breathing dragon/gargoyle statues is no slacker for difficulty though! I'll admit, I had to restart the level because I ran out of lives at this point. You might want to consider a double-life checkpoint at this part, but it's not too far into the level, so restarting isn't a big deal. (Also, there's an emitter next to the first dragon head, I don't know if you meant for that to be visible.) For some reason, Sackboy will refuse to go through the door into the magma room on occasion, he'll just run into the wall and lean against it. I've lost a life or two jumping back after hitting the door trying to get another shot at charging into it. Maybe it only happens to me, I dunno.

The magma room is beautifully macabre - probably the best-looking area in the stage. It looks great in the picture, but you have to see it in motion to appreciate the black figure silhouetted against the glowing red spotlights and magma material. Definitely a Kodak moment if you happen to be the Grim Reaper.

This torture room is the most terrifying of all! I have to feel sorry for all the victims in these deathtraps, but their bloodspray is handy for making a jump to the furnace! The decapitated doll on the wheel makes me wonder how such gruesome levels can be made in a "rated E for Everyone" game...

Time to swim! Eugh, this water doesn't look right... Maybe the doll torso chained to the floor had something to do with it. The first time I played this level, I somehow got stuck behind the thin layer in the corridor that opens in the dragon's mouth and had to retry, but it didn't happen a second time, so it's probably not a problem. I love the use of an actual little room you swim up into rather than bubbles to regain your breath, by the way, nice touch.

Remember when I said the magma room was the most beautiful in the level? I take that back. The foggy cathedral is gorgeous. The atmosphere is somber and heavy, with the use of quiet environmental sounds rather than music once again present. I'm once again reminded of the cathedral in Demon's Souls, they have much the same atmosphere. You should take that as a high compliment, by the way, Demon's Souls is one of my favorite games

I pull the altar away and... aw man, the level's over I wish it were longer, especially if it continued the moody atmosphere of the opening area and closing area, but it's certainly an exciting romp! I gave it :star::star::star::star: + creator <3
2010-12-20 20:16:00

Author:
Sporkchops
Posts: 48


Thank you very very much for you in-depth feedback.

As for the level of horror in this level, I am actually a bit concerned if it'll be moderated at all, but of course I've seen plenty of other gruesome levels. Would suck though since I think this is my best and most polished level so far.

No worries, there will be a part 2 in LBP2. I plan on using those sackbots as part of the design and mechanics.
2010-12-20 20:54:00

Author:
Iudicium_86
Posts: 167


The level was quite nice...until I got to the part with the guys shooting flaming logs. I think that part is a bit too hard for the average person cuz you're like trying to find the exit but you cant and you try to go at random and die on the flaming logs. For that part I suggest putting an infinite life checkpoint or at least a double. But other than that, the level seems to be well made. I'll have another go tommorow but since I couldn't see the whole level, my rating FOR NOW, is 2 stars. (But once I get past i'll probably go to 4 or 5 stars. )

Try my Early Apocalypse levels: https://lbpcentral.lbp-hub.com/index.php?t=41740-Early-Apocalyse-(1-and-2)
2010-12-21 06:19:00

Author:
Unknown User


Changing that checkpoint right now and re-publishing. Thanks for letting me know guys.
I have also solved the minor issue about the top section of the spitting dragons where you can end up jumping into the middle layer on top of the dragon's head instead of leaving the area into the lava section.
2010-12-21 07:54:00

Author:
Iudicium_86
Posts: 167


Hello,I played this level and I must tell that I like it,the atmosphere is really good (and gore too ),i like too how you hide the secrets ways,but you must do a better gameplay in my oppinion,because some parts could be hards for some noobs,anyway it was a recomended level,great job 2010-12-21 14:05:00

Author:
Unknown User


Had another go. I was able to get past the part I got stuck on and I continued to see awesome visuals. However, I thought the level would go for much longer but it didn't. But I liked how you hid the underwater passageway. I'll give it mmm....:star::star::star::star:2010-12-21 16:22:00

Author:
Unknown User


Queuing as of now. Cannot wait to play!2010-12-21 16:52:00

Author:
The Gentleman
Posts: 360


Feedback

Positives:
+Theme of the level fitted just right
+Platforming was pretty original
+Liked the outside look gave off the right feel of the level

Negatives:
-The room with the saw kind of annoyed me with all the sounds constantly going off if you kept dieing in there trying to find a way out but I eventually did (minor problem). But with that room I would say just make a logic switch that makes the sounds once and not every time you walk past it.
-The level was kind of short hated that it ended but oh well.

Overall the level was pretty good::star::star::star::star: keep up the good work..
F4F- Sonic The Hedgehog: Scrap Brain Zone (https://lbpcentral.lbp-hub.com/index.php?t=42067-Sonic-The-Hedgehog-Scrap-Brain-Zone-Act-1&p=712913#post712913)
2010-12-23 04:01:00

Author:
Sabre_
Posts: 653


wow this level has incredible atmosphere.you do a great job with lighting and cameras. i, like everyone else got stuck on the area with the swinging saw. one simple fix would be to just delete that burning pile(?) in front of the cage. it would make the room kind of easy but like i said, it's a simple fix. i was going to say something about how it sucked that it ended just when i thought i was discovering something but i saw you say there'll be a part 2 so it's okay 5 stars!

for F4F please play "ginormo burger" or "zombie survival"
2010-12-26 23:50:00

Author:
harbingernaut
Posts: 126


Here's my feedback

Pros
+ The look of the level fitted nicely with the theme.
+ I thought the objects were well made. The Chandeliers, Furnace.. etc, it added to the overall feel of the level.
+ I liked how the lighting enhanced certain areas.. eg: the red glow from the well, the Lava torture part. nice work.
+ The sound effects added tension to the level.
+ The obstacles were nice and varied.

Cons
- I felt that the drop in Light (after u come across the captive in the cage) was kinda sudden.
- I fell into the Lava Torture part both times I played through and had to pop myself. (most likely a player error as I often like to run a lot)
- The water tunnel area felt a little bare, maybe a light touch of some rusted panels every now and then might be nice.

Overall I enjoyed the Level and liked how it went from outdoor to indoor and to other areas, it gave the whole experience a nice journey feel.

Return Feedback will be greatly appreciated on my level F4F - Lightly Toasted (https://lbpcentral.lbp-hub.com/index.php?t=42296-Lightly-Toasted).
2010-12-31 01:01:00

Author:
Brixx101
Posts: 277


I loved the different looks of the level, and it was a great play.
My review has been short and to the point. (4.5 stars )
2011-01-15 20:17:00

Author:
iBubek
Posts: 682


The atmosphere fits the theme of the level well. The layout and design was fun, nice work.
I was on my last life on a couple of the early platforming secitons. The fire spitting gargoyals
I thought I wasn't gonna make it but I did with a few tries.

I think a couple parts got just a bit too busy with noise for my tastes, particularly the baby
noises. Maybe it's just me but I never felt any horror from a baby cry in any horror level
and most of them use that noise in certain areas. Although overall the amount and
frequency of the extra sound effects did lend a sense of urgency to those parts.
So it probably has the desired effect.

I was at a loss at the "important" looking door for a minute too, searching around and
a bit of backtracking though and I eventually figured it out. So, it's not really an issue
and is a nice touch overall to the levels design.

I had trouble finding the hidden passage in the gargoyals mouth under the water.
I ended up backtracking as far as I could after spending a good 5 minutes searching
the water. But upon going back I noticed something different about it I think.
You probably dont need to make it anymore apparent.

Very nice work overall and I'll be playing it again with a couple friends.
2011-01-15 23:58:00

Author:
Fated For Failure
Posts: 81


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