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Rocket Worlds 1.2 - Multiple maps and weapons

Archive: 16 posts


This is a level inspired by the rocket level in the demo i played. I worked a while trying to figure out how to do a multi-map system and decided to opt for the new level linking system. At the beginning of the level you pick your map you will play on, once selected you are transported to that map and you fight with your friends. Person with the highest score after 2:00 wins. This experience is unique as i throw different weapons and map elements into the mix for some frantic game play.

This is an early version of the level, many more maps and weapons are coming soon, and i am also working on some map triggered traps to kill your enemies!

Maps:

The Training Grounds

http://i7.lbp.me/img/ft/f97257e95780601037129d16df2cca89b7bf5a1d.jpg


f(X)

http://ie.lbp.me/img/ft/ade31fa3141a1b7e55ff2e68079610be3e16000f.jpg

Ice Wheel

http://ie.lbp.me/img/ft/ffe307a111a313a0bd68496b863d17fbf368c669.jpg
f(X)=4
http://if.lbp.me/img/ft/92f5c7145916989b9499fc12783da7c6b85ba284.jpg


Change Log
-----------------------------------------------
v1.2
-New level f(X)=4 Size: Medium Recommended Players: 2-3
-Added music to all levels
-Fixed spawning issues in Ice Wheel
-Fixed various camera issues
-Ice Wheel now has a scoreboard
-Added decoration to the level select
-Added recommended players to the level select

v1.1.1

-Fixed the level select area bugs, can no longer exit that area
-Pictures in the level select are much more visible
-Ice arena spawning issue fixed
-changed the names as follows
---Rocket Arena ---> Rocket Worlds
---The Wheel ---> f(X)
---Spinning Arena ---> Ice Wheel

v1.1

-New map called "Spinning Arena" featuring a battlefield that spins around, gradually gaining speed. Size: Large.
-Fixed a spawning issue on "The Wheel"
-Modified fire rates on all maps
-Changed the weapon on "The Training ground"
-Added buttons to change the direction the wheel is spinning on "The Wheel"


Coming Soon
-----------------------------------------------------
-All levels converted to only 1 layer.
-All new level select area.
-Three new maps, bringing the map count to 7
-Map "Worlds"
-3 new custom weapons


All feedback, weapon and map ideas would be appreciated.
http://lbp.me/v/w6grj1
2011-01-21 05:01:00

Author:
Jidery
Posts: 33


Update 1.1
-New map called "Spinning Arena" featuring a battlefield that spins around, gradually gaining speed. Size: Large.
-Fixed a spawning issue on "The Wheel"
-Modified fire rates on all maps
-Changed the weapon on "The Training ground"
-Added buttons to change the direction the wheel is spinning on "The Wheel"
2011-01-31 01:57:00

Author:
Jidery
Posts: 33


Your level has a lot of things in common with mine, so I just queued it and will review it once I get home.

I also went with the multiple level-links. At first, I wanted to have an option selection and teleporting the user to the desire arena, but I found a lot of little issues with that. Level-links are less flexible, but much more stable

Here's the link to my level thread :
https://lbpcentral.lbp-hub.com/index.php?t=46702-You-have-been-invited-to-the-Imagine-Tournament
2011-01-31 17:20:00

Author:
ShadowOfEden
Posts: 30


Your level has a lot of things in common with mine, so I just queued it and will review it once I get home.

I also went with the multiple level-links. At first, I wanted to have an option selection and teleporting the user to the desire arena, but I found a lot of little issues with that. Level-links are less flexible, but much more stable

Here's the link to my level thread :
https://lbpcentral.lbp-hub.com/index.php?t=46702-You-have-been-invited-to-the-Imagine-Tournament

The primary difference i see between our levels is that mine is designed with local multiplayer in mind. Will check it out when i get home.
2011-01-31 17:49:00

Author:
Jidery
Posts: 33


The primary difference i see between our levels is that mine is designed with local multiplayer in mind. Will check it out when i get home.

Sadly, this is more of a bug with LBP2 than my level design. Because of a player in local coop can only respawn if there's a spawn point in sight, the other player could just wait or have the advantage for knowing when and where the other will came from. But that's not the worst thing; if the match ends while a local player has not spawned, the other players will be teleported to the end, but when this happen, they are taken out of the game screen for a second and the waiting player will now spawn in the level. Since the teleport signal was sent while he was not in the level, he'll never get teleported to the end unless he kills himself. I only realized those problems when testing out my level when it was completed. It was too late to rethink the whole design.
2011-01-31 18:09:00

Author:
ShadowOfEden
Posts: 30


Sadly, this is more of a bug with LBP2 than my level design. Because of a player in local coop can only respawn if there's a spawn point in sight, the other player could just wait or have the advantage for knowing when and where the other will came from. But that's not the worst thing; if the match ends while a local player has not spawned, the other players will be teleported to the end, but when this happen, they are taken out of the game screen for a second and the waiting player will now spawn in the level. Since the teleport signal was sent while he was not in the level, he'll never get teleported to the end unless he kills himself. I only realized those problems when testing out my level when it was completed. It was too late to rethink the whole design.

Thats a problem my third level "Spinning arena" is facing currently which i am working on fixing. A spawn will go off screen and the player won't be able to spawn till the level rotates a bit.

Though i may have found a fix for it, which i am working on. It involved disabling checkpoints that are off screen, though its still a concept for now.
2011-01-31 18:31:00

Author:
Jidery
Posts: 33


Thats a problem my third level "Spinning arena" is facing currently which i am working on fixing. A spawn will go off screen and the player won't be able to spawn till the level rotates a bit.

Though i may have found a fix for it, which i am working on. It involved disabling checkpoints that are off screen, though its still a concept for now.

I tried a few things to fix it, so I'll share info about what I tried. In Versus, turning on or off checkpoints with switches does not work. When the level start, all checkpoints get activated. You hear the checkpoint sound if you link it to a button, but nothing actually changes. However, there is a way to avoid this! You can use an emiter to create a checkpoint. When it goes offscreen, you just stop emitting.

Thinking about this, this could be a cool level concept. You have an creatinator throwing sticky infinite-checkpoints with a creatinator attached to it and you must suicide yourself to progress through the level.
2011-01-31 19:11:00

Author:
ShadowOfEden
Posts: 30


Alright, just played your level. Overall pretty good and it's pretty cool that it supports local coop as my gf plays with me but I don't have many PSN and even less with LBP2. Here's a few recommendation for a later version :

Close the wall on the right in the level selection. I was able to fall down, pick a rocket and reach an end level screen.

Chose a better material for the background of the pictures, something like a pale wood. No need to change the whole background, just carve wood the exact side of your pictures and then reinsert your pictures. You should also fix the camera for the third picture, as it zooms in when you get closer.

You should try to make it on a single layer, like the level in the story. That's especially true for the wheel where it is hard to know if the other players are in the same screen or not.

Finally, I don't know if it would be better, you would need to try, but maybe lowering the gravity in the wheel would make it easier to navigate. My girlfriend had a lot of problems just to move around in this stage.
2011-02-01 01:19:00

Author:
ShadowOfEden
Posts: 30


Alright, just played your level. Overall pretty good and it's pretty cool that it supports local coop as my gf plays with me but I don't have many PSN and even less with LBP2. Here's a few recommendation for a later version :

Close the wall on the right in the level selection. I was able to fall down, pick a rocket and reach an end level screen.

Chose a better material for the background of the pictures, something like a pale wood. No need to change the whole background, just carve wood the exact side of your pictures and then reinsert your pictures. You should also fix the camera for the third picture, as it zooms in when you get closer.

You should try to make it on a single layer, like the level in the story. That's especially true for the wheel where it is hard to know if the other players are in the same screen or not.

Finally, I don't know if it would be better, you would need to try, but maybe lowering the gravity in the wheel would make it easier to navigate. My girlfriend had a lot of problems just to move around in this stage.

Thanks for the feedback, i haven't gotten to check out your level yet, sorry about that. I will have time tomorrow.

I agree with the pictures, and plan on redoing those for the next update.

As for the single layer, i had problems with the rockets being in front of the spawn portal on a single layer, know a fix?

Also for the wheel, i am working on tweaking the level, i feel like i released it unfinished. Some of the material i accidentally made ice, which greatly effects walking around inside of it. I plan to add plenty of bounce pads to help with traversing the level also.

Oh and i decided to rename the third level "The Wheel" and the second level "X"
2011-02-01 06:23:00

Author:
Jidery
Posts: 33


As for the single layer, i had problems with the rockets being in front of the spawn portal on a single layer, know a fix?


Do you mean the creatinator or the rockets themselves? If it's the creatinator, then I know that you can simply put the spawn point a little higher. This is how I did it, but there is a few places that I was not able to so the check point is next to the weapon pad.
If you meant the rocket, then I think the only fix would be to make a hole to put the check points in. It would make some hiding spots, but with the shadows, it would still be obvious if someone is hiding there. In my level, one of my gun shoots shurikens and sadly, the shuriken objects are 1.5 layer large, so they hit thin objects between the current and the back layer, such as check points. I left it like that because that weapon was kinda overpowered with its rapid fire and the fact that shurikens were still lethal when laying on the ground, but the user might find it annoying. If rockets do hit thin objects, then I'm wondering how they fixed that in the story, since that arena is on a single layer and rockets don't hit checkpoints.
2011-02-01 12:52:00

Author:
ShadowOfEden
Posts: 30


Update 1.1.1

-Fixed the level select area bugs, can no longer exit that area
-Pictures in the level select are much more visible
-Ice arena spawning issue fixed
-changed the names as follows
---Rocket Arena ---> Rocket Worlds
---The Wheel ---> f(X)
---Spinning Arena ---> Ice Wheel

Thanks for the feedback ShadowOfEden!
2011-02-02 23:55:00

Author:
Jidery
Posts: 33


I had fun playing your level with my son. besides issues already brought up by other players, there is only one problem that i have encountered. On the new wheel level one of the bounce pads came off and fell down. It only happened 1 out of 3 plays so i am not sure if its glued down and something else happened or not. Other than that, seems like a pretty solid level. Thanks again for your feedback on my level.2011-02-03 17:19:00

Author:
mr_b_ram
Posts: 40


To all the comments i am releasing a huge update to the level real soon.

v1.2 will feature:
-All levels have been converted to only 1 layer.
-All new level select area.
-Custom creatanator skin for special weapons.
-All new map bringing the map count to 4.



I had fun playing your level with my son. besides issues already brought up by other players, there is only one problem that i have encountered. On the new wheel level one of the bounce pads came off and fell down. It only happened 1 out of 3 plays so i am not sure if its glued down and something else happened or not. Other than that, seems like a pretty solid level. Thanks again for your feedback on my level.

That is a glitch i have encountered on a very rare occasion also. I have checked if they are all glued down, and they are, so i have no idea what causes it.
2011-02-03 19:16:00

Author:
Jidery
Posts: 33


Thanks for playing my level Doodle Jump! Here's my feedback (I played this with my sister, so, um, yeah >.<)

Quick fix, the camera drops in the HUB if you go right too much, extend the range

Good
+ Fun improvement on Rocket Funland
+Small map is really fun
+Large map was great!

Improvements
-Medium has too many bits to hide in, it's hard too hit the player.
-They really, really need music.
-Electricity is waaaay over powered.

Overall, a fun level, though still needs that extra bit more to become great
2011-02-03 19:34:00

Author:
kirbyman62
Posts: 1893


I have updated the level to v1.2 earlier than i planned. The amount of features i have set for the update is a lot more work than i expected, and i wanted to get an update out to address a lot of concerns with the current levels. The features i said will be in 1.2 will be pushed to the next big update.

Here is the change log for 1.2:
-New level f(X)=4 Size: Medium Recommended Players: 2-3
-Added music to all levels
-Fixed spawning issues in Ice Wheel
-Fixed various camera issues
-Ice Wheel now has a scoreboard
-Added decoration to the level select
-Added recommended players to the level select


The next update will be HUGE. I am working to have it done by the end of the weekend. It will feature the following:

-All levels have been converted to only 1 layer.
-All new level select area.
-Three new maps, bringing the map count to 7
-Map "Worlds"
-3 new custom weapons
2011-02-04 06:16:00

Author:
Jidery
Posts: 33


Awesome, I've added this level to my queue and I'll play it and review it tonight ^^

In return, could you please try and review my level, Bounce Pad Level 1.

http://lbp.me/v/xk-j9v

It's much appreciated ^^
2011-02-09 15:21:00

Author:
Unknown User


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