Home    LBP Showcase / Reviews / Recommendations    Level Showcase
#1

Sanctuarium (Spotlighted on LBPC, I'm shocked!)

Archive: 19 posts


lbp.me/v/tn6e59

http://i1.lbp.me/img/bl/df1dbfae02d3aedcdc99065075da3feba0c480e0.png

Sanctuarium (http://lbp.me/v/tn6e59)

Hey guys, this is actually my second level that I'm posting up here.

It's actually a temple-mortuary for Sackboys thousands of years ago, if you look at the square caskets.

I intended this level to be artistic-like, with some subtle creepiness, and obviously, as a tribute to a Japanese creator.

Though I was planning to put more gameplay stuff in, the thermo was almost...almost at the last notch and so I had to cut it short. Feedback is recommended! Enjoy!



http://www.lbpcentral.com/forums/attachment.php?attachmentid=29414

http://www.lbpcentral.com/forums/attachment.php?attachmentid=29402

http://www.lbpcentral.com/forums/attachment.php?attachmentid=29403

http://www.lbpcentral.com/forums/attachment.php?attachmentid=29412

http://www.lbpcentral.com/forums/attachment.php?attachmentid=29413

http://www.lbpcentral.com/forums/attachment.php?attachmentid=29411

As well as a video (http://www.youtube.com/watch?v=OChJmjtpyMc)! Kudos to koltonaugust for providing it!
2011-01-16 17:32:00

Author:
OcamposMoon
Posts: 135


looks great! adding to queue. wow, I love lbp.me2011-01-16 21:37:00

Author:
biorogue
Posts: 8424


Thanks for playing Geartown! I didn't get LBP2 (), so here's your review. I'm writing this as I play it because that's how I like to do it:

Nice opening, a nice, simple puzzle to begin with. Very nice effect with the bridge, and it looks lovely. I got a bit lost at the bit where you have to pull the white circles from the moon shapes. The room with the two moons only had one lit up, but as I went to type this, the other pooped up magically. Weird (cue spooky music). Okay, got to the bit with the music change, not much gameplay I have to say, a lot of walking around. Nice idea of adding the bubbles for those who did the second code. The stairs were annoying to climb, place some thin invisible material on top so you're really just walking up a slope, but it looks like you're walking up the stairs. Enjoyed the jumping section. I don't really see much point in the two platforms being destroyed, they stay for long enough and come straight back after. I'm not entirely sure, but having large crosses may be considered offensive. Not to me personally, I couldn't care less, but someone might. I'd look into it further. After the fun idea of having 4 rooms, I've reached the end.

Overall, an enjoyable level. It looked amazing, though it was limiting in gameplay, with a lot of walking around doing nothing. Overall, :star::star::star::star: from me
2011-01-21 20:10:00

Author:
kirbyman62
Posts: 1893


Thanks for the review! I'm glad that you tapped into all of the secrets the Sanctuarium had to offer!

As for the lack of gameplay, I'll have to say that it was meant as an artistic level before a gameplay-filled one. I was originally going to add more gameplay, but I realized the thermo is almost close to its last notch and I knew I wasn't going to put in most of the things I planned, which is why you got the cross chamber and the level link chamber (the one with the two coffins and score bubbles). The emitting platforms were just an attempt for more gameplay elements, by the way.

Looks like I'll have a big order to fill for Columbarium (the sequel)!
Again, thanks for the feedback!
2011-01-21 23:04:00

Author:
OcamposMoon
Posts: 135


I largely agree with kirbyman62: the level looks great, but has too much simple walking. I understand you were going for artistic, and ran out of thermo space, but that doesn't change the fact that parts of the level were, gameplay wise, bland. I did appreciate what gameplay was in there though, the first section with the appearing platforms was nice. The second section didn't really make a positive or negative impression on me: it was just so easy.
That being said, the visuals were very cool. They looked good, without distracting from where the payer has to go. In particular, the white levers (which are clearly important for progression) stood out well from the mostly brown/gray surroundings.
I'm playing on LBP2, so it got a . It wasn't my favorite level (as you can probably tell), but it has it's good points.
Please check out the level in my sig!
2011-01-22 00:58:00

Author:
Unknown User


I largely agree with kirbyman62: the level looks great, but has too much simple walking. I understand you were going for artistic, and ran out of thermo space, but that doesn't change the fact that parts of the level were, gameplay wise, bland. I did appreciate what gameplay was in there though, the first section with the appearing platforms was nice. The second section didn't really make a positive or negative impression on me: it was just so easy.
That being said, the visuals were very cool. They looked good, without distracting from where the payer has to go. In particular, the white levers (which are clearly important for progression) stood out well from the mostly brown/gray surroundings.
I'm playing on LBP2, so it got a . It wasn't my favorite level (as you can probably tell), but it has it's good points.
Please check out the level in my sig!

Thanks for your review Bill.
I will check out Cave Dash as long is no one's around the livingroom!
2011-01-22 04:45:00

Author:
OcamposMoon
Posts: 135


Very well though out spaces and angles, can you add mroe global lighting? I wanted streams of light going through the cracks, darkness in rooms and such, the lifting platfor looked nice, but for some reason the gas or the background made it look weird from the starting posistion. The puzzles were all well designed, but almost too simple for the challenge. Very nice looking though. The second eye also did not work for me, I ran all around and could not figure what I had missed, then I moved up the platform and it suddenly worked, so the prox switch may be off. The platforms seemed a bit quick, but it was the first challenge of getting pned, so I was fine with it, but it really is set right at the limit. Buttons worked well, but again it was almost too simple, I had memorized the buttons, then to have the sounds when you randomly pass one seemed like it was being given too me, but the buttons worked really well.The stairs were a massive annoyance, and like the other poster said the invisible thin layer(only 3 corners, so does not cots much thermo wise would make it look and play perfect at that point. The next spawn point did not catch me so when I wandered off an edge tooking at the designs I had to start way back at the base, so you could link that point up with the switch that makes the sound when the stairs come down. The fog looked good, but still seemed strange, perhaps adding a piston to the fog and having it more would help, you may have better luck than me, I can't get one to move with a setting of less than .5 seconds., but something like that may add to the look. The rooms were nice, teh design was very good, but I was a bit let down when I had not triggered the point before the ending, and I accidentally stumbled into the ending . Very nicely done designs, corners all seemed perfect, but the lack of mood lighting may have taken a little bit away, and the lack of invovling the players with a directive may have taken some away. If you can I would add the lighting, tweek some of those timers, see if you have thermo for a few pistons (They are not in the same thermo setting as objects and a few other things). Pehaps doing some cameras shaking or such... Good level though, really worth the time to do more with it. Hope that helps. F4F wise could you check out my OK Choice: First Curve of Modious level?2011-01-24 03:12:00

Author:
celsus
Posts: 822


Very well though out spaces and angles, can you add mroe global lighting? I wanted streams of light going through the cracks, darkness in rooms and such, the lifting platfor looked nice, but for some reason the gas or the background made it look weird from the starting posistion. The puzzles were all well designed, but almost too simple for the challenge. Very nice looking though. The second eye also did not work for me, I ran all around and could not figure what I had missed, then I moved up the platform and it suddenly worked, so the prox switch may be off. The platforms seemed a bit quick, but it was the first challenge of getting pned, so I was fine with it, but it really is set right at the limit. Buttons worked well, but again it was almost too simple, I had memorized the buttons, then to have the sounds when you randomly pass one seemed like it was being given too me, but the buttons worked really well.The stairs were a massive annoyance, and like the other poster said the invisible thin layer(only 3 corners, so does not cots much thermo wise would make it look and play perfect at that point. The next spawn point did not catch me so when I wandered off an edge tooking at the designs I had to start way back at the base, so you could link that point up with the switch that makes the sound when the stairs come down. The fog looked good, but still seemed strange, perhaps adding a piston to the fog and having it more would help, you may have better luck than me, I can't get one to move with a setting of less than .5 seconds., but something like that may add to the look. The rooms were nice, teh design was very good, but I was a bit let down when I had not triggered the point before the ending, and I accidentally stumbled into the ending . Very nicely done designs, corners all seemed perfect, but the lack of mood lighting may have taken a little bit away, and the lack of invovling the players with a directive may have taken some away. If you can I would add the lighting, tweek some of those timers, see if you have thermo for a few pistons (They are not in the same thermo setting as objects and a few other things). Pehaps doing some cameras shaking or such... Good level though, really worth the time to do more with it. Hope that helps. F4F wise could you check out my OK Choice: First Curve of Modious level?

I'll add in a few spotlights to the level, if I can, but I won't change the overall lighting of the level. Also, I'm sorry, celsus, but could you clear up your point on the stairs and the fog? For the stairs, what do you mean by only 3 corners? I understand adding the thin, invisible material though. I'll add a prox switch to that checkpoint you missed too. And if you're suggesting I add more fog to the level as part of the environment, it might work, if the thermo wasn't so close to the last notch... The timers and the thing you're asking for with the setting less than .5 seconds is also another confusing point when I read your review too, could you also clear that up?

P.S. The prox switch in the room with the two glass moons and the lights in the middle only activate when you stay still near the checkpoint for a second (or two, i'm not sure).

Thanks for the review, though.
2011-01-24 05:16:00

Author:
OcamposMoon
Posts: 135


You may want to add a hint like a light or sound for that one because it seems very random, good idea though, just a bit too unexpected (the timer for the light). The three point was just saying that it takes up next to nothing thermo wise, it cost points for being an object, but just having a thin layer of three points cost very little. The fog if it is only one layer can look good out of cracks and such, and in the areas you have it as a background it looks good, but adding a piston to it so it shakes a little may give it even more cool of an effect. Also lights with the headlamp looking light with shadows would add tons of dpeth, and combining it with some fog that is one layer (2 or more and you can see teh layers in the fog).
As fo teh piston thing, I can't get pistons to move if they are set at times less than .5 seconds, and I think that is a glitch they have never fixed.
2011-01-24 06:01:00

Author:
celsus
Posts: 822


All right, I get it now. But, I'll only change the design of the stairs and add lights wherever they need to be. For the light you talked about, I did give a sound clue when you pulled the middle moonball in the chamber with the three moonballs as switches. By pulling the middle moonball, you just sort of turned on the first LED in the next chamber.

Thanks again for clearing that up, though it took a while to get it...
2011-01-24 15:00:00

Author:
OcamposMoon
Posts: 135


Perhaps a little light that is set to speed shining down with a prox at the space to stand for the second? I am not sure, but if others did not have an issue then it may not be something to worry about, it just seemed like a good riddle in another language. 2011-01-24 17:55:00

Author:
celsus
Posts: 822


Very very good looking level. Little bit slow, but enjoyable. Played several times, and in one play, after solving lower puzzle, the stairs appeared before solving last (first left) element of upper puzzle. Never happened again. Gave it 5 stars.2011-01-24 18:37:00

Author:
goranilic
Posts: 332


Guys, I've updated the level for an increased difficulty. Added a few floodlights and removed any unnecessary sounds in the lifts and in the symbol code puzzle.2011-01-24 23:21:00

Author:
OcamposMoon
Posts: 135


apologies about the late feedback,
Played this a couple of times now and was really impressed. Had a problem progressing the first time (probably due to the effect of the glitchiness of early LBP2) but on returning I had no problem playing through the level. Enjoyed the mysterious aatmosphere and puzzles, liked the attempt at creating a mystical vibe with the imagery and atmospheric effects, maybe things could look a little less neat a few less straight edges a bit of deliberate deterioration to show some ancient decay I enjoy levels like this where you consider your actions rather than hectic reaction type levels. Would really like to see the level or theme taken further on LBP2, I think Ray would approve of the tribute, good work dude.
2011-03-18 22:32:00

Author:
EnochRoot
Posts: 533


This level was amazing, i loved every bit of it. Sadly, in my obsessive search for more hidden score bubbles, I was able to see some of your lighting and logic
http://lbp.me/p/01h4jc
You should make it impossible to get there or... move those things a bit up and place more score bubbles

F4F: https://lbpcentral.lbp-hub.com/index.php?t=53461-V3
2011-03-23 22:05:00

Author:
actio1_618
Posts: 81


Queued up and ready to go!

If you get the chance, could you check out my own level? Information can be found in the Signature. Thanks!

I'll update this post once I play your level.

Shifty
2011-03-24 00:32:00

Author:
The inFamous Sack
Posts: 54


Well its true that it didnt have that much gameplay, but it wasn't that big of a level anyways so im ok with that. The stairs though were in fact annoying to climb, you could do the invisible darkmatter thing or maybe just make each step bigger to make it less annoying? Well besides that I really didn't see any mistake, bug, or error in the level, in fact I gave it 5 stars. I don't see anything else bad besides the stairs, maybe you could do a sequel with more puzzles? Lol, because most puzzle levels are more challenging than sanctuarium, I'll say that. Nonetheless that is not a mistake and it is probably the way you intended it to be, so yeah 5 stars. (But I'd like the hardcore/challenging sequel) For F4F: https://lbpcentral.lbp-hub.com/index.php?t=53944-About-The-World2011-03-31 04:00:00

Author:
Tipico
Posts: 25


@actio1_618

Whoops!
Tell me where exactly you found the behind-the-scenes stuff at. I might be able to fix it if the hacking problem hasn't been fixed soon.

@Tipico

You're right in that the level does deserve a sequel. Due to the thermo almost at the overheating point, I wasn't able to put all of the ideas I had in mind. Thanks for the feedback anyway, appreciate it.
2011-05-08 19:28:00

Author:
OcamposMoon
Posts: 135


Hey, i enjoyed this level, and i couldn't think of any ways to improve it, it has great visuals & the general look of the level is pleasing to the eye, the music you chose fits the level nicely, some good use of mm objects too. Moving scenery also nice on to the eyeballs. Kept me playing and i didn't get bored or lost, overall a great level.2011-08-14 23:15:00

Author:
gigglecrab
Posts: 232


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.