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Dr. Dooley's Contraptical Obstacle Course

Archive: 41 posts


http://lbp.me/v/w3-c95
http://i3.lbp.me/img/bl/f63eb1f001aa6ad8c5924de002cb73a8f889d284.png
Hey all, I'm back in the swing with a new level! Dr. Dooley has created some music but it got away and it's angry. Navigate the obstacle course to find and defeat it and you might get the song as a prize!

A high energy level with challenging swings and bounces, lots of secret areas jammed with bubbles and a custom song.
Pictures to come....

http://i3.lbp.me/img/ft/f230dd9d6a157965548affe7c34f977d63fc2d34.jpg
http://i2.lbp.me/img/ft/f628db9019db60dbedc0f96ec6510b9ec3c7ef2d.jpg
http://ia.lbp.me/img/ft/55a37189e6325dd0702041ccfe6378affe549cfa.jpg
http://i9.lbp.me/img/ft/f599820a6c9d13d0216dd431045b589f3ed430b8.jpg
http://ib.lbp.me/img/ft/b0b8545084effe05752972b60b2b30b699fd8a06.jpg
2011-01-28 05:50:00

Author:
Aselrahc
Posts: 185


You might want to post the link to the lbp.me page so that people can get to it more easily. I queued up on title alone. I'll try to give you some feedback on it as soon as I can.2011-01-28 05:59:00

Author:
Nucleotyde
Posts: 27


Ok, got the link up, it's not as pretty as others I've seen, but it works!2011-01-28 14:35:00

Author:
Aselrahc
Posts: 185


Added to queue.
I really liked your other levels, especially the Land of Crumb 1 &2.
2011-01-28 15:11:00

Author:
pickled-punk
Posts: 598


Mr. Pickled, (a great assumption you are a mister, correct me if I'm wrong) Thanks for queueing up this level. I hope to hear all about what you loved and didn't love. Btw, I love the style and population of your DeliverMe levels. Very fun to play and look at!2011-01-29 22:04:00

Author:
Aselrahc
Posts: 185


Pictures added!2011-01-31 15:32:00

Author:
Aselrahc
Posts: 185


Ooohhh.. nice! Hadn't noticed this. Added to que!2011-01-31 15:58:00

Author:
CCubbage
Posts: 4430


Great pics!!! I like your style. I will play this today bud!2011-01-31 18:33:00

Author:
Duckywolf
Posts: 198


Thanks guys. BTW, I meant to post this F for F. If anyone wants feedback I'd be happy to give it!

And Duckywolf, I was trying so hard to remember your Dr. Nocte series name. I played the first one a while back and really liked the style and story. Now that I see it in your sig, I will queue it up and play through it!
2011-01-31 19:18:00

Author:
Aselrahc
Posts: 185


As usual, a great job! You've made fantastic use of the different LBP2 mechanics. The thing that I really liked about this level is that it's designed for intermediate to expert. You can choose to be safe, or really work at perfecting some difficult challenges. Also, the visuals are clean and excellent.

Great job! Happy face and a heart!
2011-02-01 00:57:00

Author:
CCubbage
Posts: 4430


Thanks! I was afraid it was too hard for some. As you build a level you work it out as you go and while I can navigate the level really well, it is always a concern that others will have a hard time. Glad to be getting lots of good feedback. Thanks CC!2011-02-01 15:58:00

Author:
Aselrahc
Posts: 185


This level is really good. Creative platforming, catchy soundtrack, nice visuals...excellent work sir.

Check out my level if you're interested. Nowhere near the same level as yours, but somewhat enjoyable

The Case of the Missing Donut (http://lbp.me/v/xe7hjp)
2011-02-01 18:25:00

Author:
Dietomaha
Posts: 156


I will DietO!2011-02-01 20:24:00

Author:
Aselrahc
Posts: 185


Great level! I really enjoyed the different challenges and obstacles - ingenious stuff. As CCubbage said earlier, the level of difficulty is nicely judged in that someone like me can make it through the level but anyone wanting to snaffle the enticingly placed buuble stashes has to use a lot more skill and take bigger risks. This gives the level great replayability too.

The design is very strong - more austere than the cosy world of the Land of Crumb but with its own quirky charm. I think the bouncy tune (the one you're trying to catch, lol!) has a lot to with that. That and the figure of Dr Dooley who boogies alongside you throughout the level make a nice counterpoint to the more "serious" platforming and the industrial backdrop.

As you can probably tell I had a great time playing!

One small suggestion. It may be down to my clumsiness but I found the switch near the start which reveals the wall-mounted bouncepads kept getting in my way as I was trying to swing up to the next level. I would bump into it, making the bouncepads disappear again! Minor niggle really. Also the grappling hook at the start is quite tricky to get out. I suspect that's deliberate though and part of the challenge.

A definite and a <3 from me. Glad you're back creating!
2011-02-02 17:42:00

Author:
shropshirelass
Posts: 1455


Yes, S. Lass, i can see how the switch might get in the way. I will have a look at it and see if there is a better place to put it. Thanks for the feedback, much appreciated. 2011-02-02 17:50:00

Author:
Aselrahc
Posts: 185


added to que! look forward to trying it.2011-02-02 20:43:00

Author:
RedSoakedSponge
Posts: 52


Terrific! I added a sponge to aid in some of the hard to reach bubbles. That way it still requires a lucky swing, but not a rediculously rare super lucky swing!2011-02-02 21:42:00

Author:
Aselrahc
Posts: 185


http://lbp.me/v/w3-c95
http://i3.lbp.me/img/bl/f63eb1f001aa6ad8c5924de002cb73a8f889d284.png
Hey all, I'm back in the swing with a new level! Dr. Dooley has created some music but it got away and it's angry. Navigate the obstacle course to find and defeat it and you might get the song as a prize!

A high energy level with challenging swings and bounces, lots of secret areas jammed with bubbles and a custom song.
Pictures to come....

http://i3.lbp.me/img/ft/f230dd9d6a157965548affe7c34f977d63fc2d34.jpg
http://i2.lbp.me/img/ft/f628db9019db60dbedc0f96ec6510b9ec3c7ef2d.jpg
http://ia.lbp.me/img/ft/55a37189e6325dd0702041ccfe6378affe549cfa.jpg
http://i9.lbp.me/img/ft/f599820a6c9d13d0216dd431045b589f3ed430b8.jpg
http://ib.lbp.me/img/ft/b0b8545084effe05752972b60b2b30b699fd8a06.jpg

First off, thanks for suggesting tweaking the glass settings on my level, that will help me alot. As for your level, I really enjoyed it. The only thing is, I think it is a little above my skill level on lbp. I keep dying at the part where you fall platform to platform dodging the spikes, I keep dying on the spikes. I'll try later to see if I can get through again. All in all a very nice looking level.
2011-02-03 16:56:00

Author:
mr_b_ram
Posts: 40


Added to my queue! Will give feedback shortly2011-02-03 17:36:00

Author:
agsrule
Posts: 89


I hope you are using the grappling hook to get down. As soon as you jump down, hit R1 to grab the orange sponge and let the grappling hook out. Jumping straight down is a big no-no, lol. If you are using it, then I would suggest just taking your time and making sure you are lined up with the safe spot before you let go.2011-02-03 17:44:00

Author:
Aselrahc
Posts: 185


I would just like to say, this level is great, and deserves a 20th reply 2011-02-03 18:11:00

Author:
Dietomaha
Posts: 156


Hey Aselrahc. Very good level. Solid visual style, quirky humour, music that strings you along. Entertaining boss-fight.

The obstacles are original and very well done. I especially like the way your gameplay is integrated in your visuals, like the electrified blocks that switch on and off, and you have to wait on the red block while climbing up. Or pushing the orange block past the in-out movers.

Only thing I didn't like are the non-endless savepoints, but that's just me. (I hate having to start over because I'm clumsy sometimes. Yeah, I managed to terminate myself on the rotating plasmafied wheels with the bouncepads on them... don't ask me why, the spot is not that hard! )
Restarting was no punishment on this level though.
2011-02-03 19:03:00

Author:
pickled-punk
Posts: 598


- Had the same problem with lass on the first bit with the 3 way switch.
- Plasma blocks would be better with some sort of visual timer. The higher block is unnecessary, as the player can jump right from the first.
- First bounce pad (on grapple section) can shoot you back the way you came, and then activates the previous checkpoint.
- Bonus higher area the the end of the grapple section. Why does the gap on the right lead to death the player cannot see?
- Unpredictable death at the bottom of the grapple-down section too. I didn't know if this was a high bonus on this section, or the last layer of the secret from the next section.
If you have secrets in your level, there should be no leap of faith jumps into hazards.
You are meant to be rewarding the player to explore, not killing them for it.
+ Rotating plasma/bounce pads.
+ You fall quicky in the next section, and you give the player time to react.
- Cannot see last hazard (circle of plasma) in time, and the last bounce pad pushes you into it.
- Forced magic mouth interrupts bubble combo. Happens again at the end.
+ Story time explaining boss concept. (out of control, have to tame him, etc. This could be taken further gameplay wise.)
- Boss is -way- too easy. You can just spam R1 when you are close to him. Disappointing when compared to the rest of the level.
- Also throughout the level, you can miss the powerups if you are in a hurry after spawning. Which you don't notice as the camera is zoomed out a bit.
+ Music!

Nice visuals/secrets/risk-reward extras.
5 stars/heart if you iron out kinks.
I like the old star system..
2011-02-03 19:59:00

Author:
midnight_heist
Posts: 2513


Thanks Midnight, that is the feedback I was looking for! I will be out of town this weekend, but when I return I'll look into all the things you mentioned! Good lookin' out!2011-02-04 14:30:00

Author:
Aselrahc
Posts: 185


The plasma wheels are a bit difficult, aren't they? I was thinking of reworking them... hmmm...2011-02-04 14:31:00

Author:
Aselrahc
Posts: 185


can't wait to get LBP2 so I can play this. adding to queue so don't forget2011-02-04 14:32:00

Author:
biorogue
Posts: 8424


So, I've spent several hours fixing several problems in the level. I've fixed the camera in the very beginning, took away the plasma blocks as they were more of an annoyance than a real obstacle, added a new secret area in the "big swing" section, made the bounce pad on the wall a bit bigger and enlarged the target area to reach the bubbles across the plasma field under the second arm, tweaked and added some cameras, made a way to return to the top after you swing off to the left to secure the bubbles left of the "vertical bounce" area, added danger signs near secret "leap of faith" areas, brought the plasma floor up into view in one of said areas, improved the boss fight by making him move faster, more frequently, and stay on fire longer, explained the fight better, enlarged the bounce pads on the plasma wheels, ate supper, and added some lighting in a few dark places. I probably did some other stuff too, but I can't remember what that might be.

Thanks to Midnight_heist for the great feedback. I tried to address all of your comments!
2011-02-07 23:19:00

Author:
Aselrahc
Posts: 185


Yay, an excuse to try it out again! 2011-02-08 16:18:00

Author:
Dietomaha
Posts: 156


LBP2 finally arrived (hooray), and like I said, I tried this as soon as it started up, and boy am I glad. The first community level I played in LBP2 and it was a really good one. Visual wise, it's great. A nice blend of mechanical scenery with a fix shreds of plant life poking in. The music was pretty cool and I liked it (nd best of all, was never annoyed by it). The gameplay was really fun, and kept me on my toes. I think my favorite part was having to go down the holes while dodging the spike floors (felt like something from an actual game). I made it to the boss and really liked. The low gravity coupled with an angry metal ballad was a real blast. Unfortunately though, I died.

There really was nothing about this level I didn't like. Now I had no idea how to use the grappling hook (well, I knew very little. only used it in demo) and the power gloves caught me by surprise (took awhile to learn how to use those as well). But the obstacles weren't so dependent on pro-level skill that I was able to make it through with minimal problems.

Hearted and liked (that's the smiley face, right?)
2011-02-08 22:54:00

Author:
RickTheRipper
Posts: 345


Thanks Ripper! Yes, liked is the Smiley Face. Glad you enjoyed the level. And don't worry, you'll get the hang of the grapple in no time!2011-02-10 21:47:00

Author:
Aselrahc
Posts: 185


O played this level several times, for some reason I did not notice the music hints, but it may have been because I turned it to the background in my mind. The song was good, and it really did look like he was dancing with it, and the boss themed well with it, but I think I tuned it out because of how it stayed the same to me...changing it may ruin the theme of the level (as in sprucing it up more) so it is not important, but just saying I did not hear the hints...still found the points. That first place you get the grapple can get a little annoying grappling and releasing because it is moving out and then in when you grappled (no big deal) and not sure if just having it move in and then out on a timer or such would help or even work. The first big bounce pad jumps up killed me off once or twice because I missed the bounce up and I would hit the first bounce pad from above and it would shoot me back into the fog in the area right before. For some reason I could not get the timing right to make it on the pad above, and I almost lost all my lives trying it, so I had to skip the next area to avoid loss of all my lives. I swear in a few locations I ran out of lives quicker than others (were some single and others double?). I would be messing around trying to do higher jumps and suddenly the check point would turn red. The area where you bounce up right before the tune gone bad has areas you can get pulled into the back-ground between the columns...especially on the top few bounces. I almost ran out of lives messing around here partially from me just having fun and a few times because I was pulled to the back layer. The boss was fun, but spamable with R1 for sure, he was a bit simple but funny, but the part that got me was after he died in the speech bubble I fell on the spikes. The next bounce pad area seemed slightly less forgiving, and the bounce pad towards the top far left you can get kind of pinched if you over shoot to its left side where it is touching the wall. I made it all the way up and then when I decided to walk over to get to the finish the hidden hole behind the pad got me, I feel down, got stuck on the left bounce pad, got unstuck and bounced to my death. Of all the fixes you could do, remove that last hole, it was super cheap try and fixe the shifting tot eh back layer on the area right before the boss, and if there were less lives in some areas, possibly make it stand out with different colors for the check points...I am sure I went through lives very quickly in a few check points...and possibly make the sound hints more soundable...because I really did not hear them...but if everyone else did I just may have zoned to Dr Dooley's musical spell. I didn?t notice the cheap deaths for blind jumps, but you may have fixed it, or I also may have been lucky on my exploring jumps?also I was getting killed elsewhere too often to notice those? Thanks for playing my level and giving feedback.2011-02-11 16:27:00

Author:
celsus
Posts: 822


I did fix the cheap deaths from leaps of faith, At least I'm pretty sure they are less cheap now. I wasn't aware of a hole behind the bounce pads at the end. I'll look into that.
I'm not sure what you mean about sound hints. All the sounds are just mechanical atmospheric sounds. When Dooley says, "Do you hear that?" he is talking about the music itself. No hints.
Some of the checkpoints are 3 lives and some are 6. I put 6 in the areas I thought were harder. I might go and make them all 6, but not infinite. I know that with the addition of infinite checkpoints many people prefer them, and in some cases are a good thing, but in this level I feel it cheapens the experience to have no threat of death. If you are down to one life left I want people to skip the hard stuff and keep moving. The secret areas are for more skilled players; if you can't reach with the given number of lives, you need to practice it. I think that as long as it's not overly frustrating, folks will replay to get better scores. I hope that is the case, anyway. Some may never come back, but I've gotten a lot of feedback to the contrary. So, perhaps some checkpoint balancing is in order. I know you didn't say to put in infinite checkpoints, but I wanted to address that before anyone did. Thanks, Celsus, for the feedback!

Oh, and as for the spammable boss, what suggestions does anybody have? I made him move faster and more frequently, shortened the window of opportunity to grab him... I don't want a paintinator. The grapple is great for swinging around the sponge in the middle. How would you do the boss fight? Anyone, anyone? Buehler?
2011-02-11 19:44:00

Author:
Aselrahc
Posts: 185


Put a timer on his logic so you can only score points on him every second or so, or make each grab trigger his non grab cycle. I didn't notice the cheap deaths, well excluding the last one...which was super cheap. I managed to grab and swing for the bonus points below that shoot you to the ones above, and figured that was the cheap one because I just lucked out and made it there. As for switching to infinates, I hate that too, that is why my level is a bit difficult. I did just add two infinate to it and one to the Murder Mystery levels, but that was because in both of those levels you will instantly lose if you choose wrong or run out of time...so limited lives was moot. In you level I just was saying the swap between was cheap to me because I was having fun and thne would run out of lives way before I thought I would...that is why I figured color coding them if you wanted to keep it very challenging, but not surprising players in slightly mean way.2011-02-12 05:33:00

Author:
celsus
Posts: 822


To be fair, you can tell by the number of rings around the checkpoint, but I will look at it and see if color coding would fit the level. Hopefully tonight I will address the hole behind the last jump pad, haven't had a chance to work on it yet, but by tomorrow I hope it will be cleaned up! You're idea to have each grab trigger the non grab cycle intrigues me. I will see about that.2011-02-12 16:56:00

Author:
Aselrahc
Posts: 185


Added to queue! Thanks! 2011-02-13 21:00:00

Author:
FreakFire74
Posts: 12


Fixed the gaping hole behind the last bounce pad. Jeez, how'd I miss that? Oh, and celsus, the points you were talking about in your last post were made easier prior to your last play through. I enlarged the area that is acceptable to land in and the bounce pad that get's you there. It's way easier than it was initially. I am still debating about the checkpoints and haven't had time to change the boss fight, but I think I will cause each grab to trigger his rage mode. I like that idea a lot!
And thanks FreakFire, hope you like it!
2011-02-14 14:41:00

Author:
Aselrahc
Posts: 185


Changed boss fight so that each grab starts his cycle of fire and fury and you don't have to grab 10 ten times, but 5 now. Took out spikes in boss area as they were a nuisance.
Also worked out a few smaller issues throughout the level.
2011-02-23 17:08:00

Author:
Aselrahc
Posts: 185


Hey I played this the other day and enjoyed it. I should have posted here right away because it's not as fresh in my memory anymore. However I do know that I really liked it. I did notice a place where the player can jump out of the level. I took a picture of it ................ annnnnnd it appears that I forgot to upload it! So I can't show you until I do. Sometime soon I need to check out your other levels because I'm not sure I've ever played them!

Thanks for sharing the song I gave you a smile and a heart.
2011-03-01 18:24:00

Author:
Powershifter
Posts: 668


Would love to see the picture. I can't believe I'd put a place you could jump out of the level.2011-03-02 03:53:00

Author:
Aselrahc
Posts: 185


Would love to see the picture. I can't believe I'd put a place you could jump out of the level.

okay I double checked and you can't actually jump out of the level. But you do get killed for 'exploring' Instead of killing the player, you could just put a thin piece of invisible hologram material so that the player can't actually fall down. Hey it's a slight nit pick, so you can ignore me if you want Here's the picture:

http://i9.lbp.me/img/ft/9f926a585f8382d12db11316d432a1256c65a49e.jpg

Just to the right of my sackboy is where you can fall through.

that could also be a nice little secrete area. Maybe put a prize bubble with a bounce pad just behind the leaves. The player falls down, gets the prize and is bumped back up.
2011-03-02 17:41:00

Author:
Powershifter
Posts: 668


Gosh, I sure let this go too long without a reply . I hear what you are saying P.shifter. However, if you fall there you will hit the plasma and respawn at the checkpoint. As long as you don't fall out of the level I consider it not a big deal. I don't think it's a cheap death either because you can see the gap and there is nothing to grab and no signs that make it look like a safe area. I may post a danger sign at some point, but for now I think it's okay the way it is. Unless a bunch of folks tell me otherwise. 2011-03-25 16:42:00

Author:
Aselrahc
Posts: 185


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