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#1

Cyberspace 1.0

Archive: 3 posts


hello all, first time poster here!

anyways i wanted to start off by showcasing a level that has been the works for awhile. (slow edits over time)
its based off the MGS DLC pack, and inspired partly by megaman games.

I'm hoping that you'll all give it a try and leave me some feedback as I always look to make my levels better and improve.

I have another level that Is finished but I'm still working on, I'll post a thread about it when I feel its more polished.

thanks!
http://lbp.me/v/pp3fcg


thanks to all who have tried out my level and who have given it a playthrough

I'd say the level is as polished as its ever going to be, I completely overhauled the color scheme, edited large segments of the level, upgraded the enemie fights, and balanced the difficulty. all suggestions I received were read and implemented in one way or another

for any of you who haven't played it yet, please do! I feel like this is probably one of the best levels I've created and I really hope to get some feedback

still not sure how to add photos to the post, but I guarantee you, I squeezed as much out of the MGS theme as possible.
2011-01-09 03:23:00

Author:
verce
Posts: 2


- No one I know of likes the use of visible "dark matter" in a level. I think it looks gross.
Doesn't match your techy enviroment, so try and find another material you like. Or cover it with a thin material.
+ Emitting blocks platforming. One of my favs.
- Can shoot enemies safely without getting hit.
- Camera needs to show the next seesaw platform (after blue U shaped enemy)
+ Moving platforms.
+ Jetpack maze was fun and colourful. I liked the difficulty here.
- Red X weapon remover/s not glued down after jetpack section.

Hope this helps.
2011-01-09 04:21:00

Author:
midnight_heist
Posts: 2513


first of all i'd like to say that this level is insanely hard in a few parts. i'm going to review it step by step as i went through the level.
-the first thing i noticed was that there were a few platforms that had jagged edges that seemed unintentional. this is easily fixxable by using the grid or the corner edit tool. it would make the level look much nicer.
-the second thing i noticed is that all the checkpoints are double life checkpoints. as a rule of thumb, most creators use infinite checkpoints for ALL checkpoints, to prevent people from losing all their lives and quitting and rating the level unfairly because they lost. i personally would suggest replacing your checkpoints with infinite ones.
-the spawning platforms were nicely done, especially the second one where you have to double back up. but it took me a few tries to notice the ball on the left i was supposed to grab. maybe shift the camera over a little to the left there so it's in view more when you get to the top?
-the entire section with the stationary plasma balls was either too long or didn't have enough checkpoints. i didn't die there but i noticed i would have been quite upset if i had.
-the boss that shoots both bombs AND plasma balls is WAAAAY too hard. plus the raining plasma on the pain gun when you get there is just overkill. if you were to take out any one of the three things that could kill you it would make this boss less frustrating to fight. i didn't get past this part because i got fed up with dying 10 times just to get a couple random shots off. maybe it would be better to have the paint gun next to the checkpoint so i don't have to run all the way past the boss to get it every time i die.

i'll play again when you update because i'd like to be able to finish the level. i gave it :star::star::star:

for F4F please play "ginormo burger" in my sig
2011-01-09 04:34:00

Author:
harbingernaut
Posts: 126


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