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OK Space Accident (LBP 2)

Archive: 36 posts


Edit: [This level has been altered and republished in a "completed" version now. Thanks for everyone's help.
http://lbp.me/v/x4vhzh
Space Vessel 8212 Centuries Adrift ]

Well I got a good amount of free time this last week and I found that most all my levels are broke in LBP 2. So I started by remaking my level for LBP2, I was happy to find more space, and logic fun, but I have not quite figured it all out, so some of my logic is still old school until I can figure it out. The level takes up most every part of the level space...

That said I could use some people to give me feedback on the level. Same as before, you wake from stasis to a darkroom with the grav accelerators going out. A variety of space vehicles, puzzles, timed ending, sticker switches, hidden short cut and alt ending (kind of).

The ship:
http://oi56.tinypic.com/2la7o07.jpg
A walker...
http://i56.tinypic.com/19tsat.jpg
Command center...
http://i56.tinypic.com/21mxf04.jpg
The Normal Pod...
http://i56.tinypic.com/10d5hu1.jpg
Much much more, just have not uploaded pics yet.
http://lbp.me/v/http://lbp
2011-01-30 05:52:00

Author:
celsus
Posts: 822


Queued, i will play in the morining, can you play my level and leave some feedback, link in the sig2011-01-30 06:00:00

Author:
arsenalfan_1995
Posts: 229


I will do so too. BTW how do I put that LPB2 Icon on the level title? I did not see an option.2011-01-30 07:41:00

Author:
celsus
Posts: 822


I added an intro by using the destroyer tool to remove areas of the level as you go to avoid over-heating. I want to add points for shooting things, but I have not found a way to link destroying items with points. I could really use some feedback. I added control labels to all vehicles, along with the speech bubbles, but could not get the down or right on the D-Pad to respond? no clue why, so I will have to fix that still (for lights and repeating controls). I also am not sure if the time I gave is enough or if the meteor field towards the end is far to difficult, I think I need to add stickers to darken asteroids in the back layer. Please someone. I would do more F4F but people don't seem to care about giving you feedback back half the time.

(Also the level link seems not to display at the top of this post nor does the LBP2 icon back on the forum?
2011-01-31 18:28:00

Author:
celsus
Posts: 822


Hey - I played your level this morning. I'm sorry but I had to give it a frowny-face (I'm willing to change that though). It was a great looking level and for the most part it played pretty well. There were a few places where the mechanics were kinda wonky. For instance, the elevator mech thingy with the red/blue/green grabbable platform... it moves around too easily. I felt like I just got lucky that I didn't break it. Maybe if the platform were a heavier material or if it had a gyroscope on it. But up until the cheap death I experienced, it was fun and challenging. I especially liked the pod with the robot arm - it controlled very well, despite the complexity of the controls. But here again was a minor bug (unless I missed something)... I was unable to exit the pod. Even after I flew it back to the left and "re-mounted" it. I could leave the DCS but not the pod. Had to pop myself back to the checkpoint.

But it was in a section with a gear/3-way-switch controlled elevator (blue background) that I experienced a very cheap and frustrating death. The gas shot out at me and killed me, which stopped the vehicle (and the attached checkpoint) smack-dab in the middle of the path of the same gas. So I was stuck in a death-spawn cycle until I ran out of lives. Now, after playing for nearly 20 minutes, I had no desire to go through it all again to see if I had overlooked an important safeguard or something in that section.

So I think it needs some work. If you figure out a way to avoid cheap deaths and you want me to give it another run, let me know. I have nothing for F4F, so don't worry about it.
2011-02-01 14:17:00

Author:
v0rtex
Posts: 1878


Lol, that is why I needed feedback. The gas laser was designed to do a good amount of damage, but I may have messed up the logic again where if you get hit it turns off its cycle and just stays on....yeah that was it, set to prx instead of on off. I may make the spawn point higher to make it a little more fair or have the lift spawn with mid points too. I will go check that out. The sad thing about the robot is both the pad and he have gyros, but with the material tweaker I could make the pad metal and grabbable that may fix it...I made it all the blue wood, now seems more solid. As for the pod it has to do with the sensor I bet, I designed it in LBP 1 at the start, so now I can just link the doors witht he docking button and solve that issue, just never thought about it....I added on and off green lights to for the pod. oh I bet I can make the robot hands sticky also to make it seem more solid. Thank you for the help big time. Sorry about the cheap deaths. I touched up all you said, hope it plays better.2011-02-01 23:13:00

Author:
celsus
Posts: 822


i Queued your level and ill play it when i get from college. can i have some opinion on my level? most apreciated.

http://lbp.me/v/w48-2t

its my first one and i worked really hard on it so thanx in advance.
2011-02-02 10:59:00

Author:
vastolorde99
Posts: 18


I added it to the que as well, when I get home tonight I will check it out for you too. Thanks in advance. Also I still can't figure out...

1. why my post does not have the LBP 2 icon. (here)
2. why my level link does not appear at the top of my post. (here)
3. Why the D-pad does not turn on lights (press right) or repeat instructions (press down). (in LBP2)

any help on these things would rock.
2011-02-02 18:03:00

Author:
celsus
Posts: 822


I'll check it out! Would appreciate the same. Link in my sig. 2011-02-03 15:51:00

Author:
Aselrahc
Posts: 185


Thakns for the feedback, noticed it on hte level, I left you some on yours too, but usually people leave the feedback on the forum so others can build on it. Fixed the auto borad while I was fixing the disable pop-its on all the vehicles. Level now has an easy and hard mode sticker hidden in it along with the third option. Finished the intro and the meteor mini game. I am sure I could still tweak many areas, just not sure where needs it. Still would love to have some indepth feedback.

Also would like to know why the level link is not working on this level and why it does not have a LBP 2 icon, and none of the mods seem to respond to emails ever.
2011-02-04 06:46:00

Author:
celsus
Posts: 822


To use the d-pad in while in a controllinator, you need to disable popit controls.
I think you need to add the LBP tag code in the first post to LBP2-ise the thread. Not sure though, i'll check my deja q level which I updated to see.

Will edit with my feedback.
EDIT:

- I feel the first shooter part is too hard. Couple that with finite lives and the hassle of low-grav walking/jumping(slower than normal!) through the terminal after each death doesn't help.
On each consecutive attempt (after you die once in controllinator), the asteroids seem to come thick and fast, and home into the player.
Would be much easier/more fun if you could angle the X laser.
The text is a little too much, the lack of MM formatting makes it worse.
My guess would be that players/(kids?) think the goal is to shoot the asteroids, not the buttons on the sides.

- Bump up the lighting inside the wheel, the holes are hard to see. It's good gameplay, but the electrified thin layers distact also.
- Generator should "activate" on the green light, and not after.
- The lifting mech.
I think you need to update this dude to a controllinator. The controls were in a cramped space, I jumped over to the left, and had a hard time getting back to press the green button.
-+ Shuttle pod controls! O_O
How about for every controllinator, the player presses down, which bring up a visual PS3 controller or something. Reading so many controls in a magic mouth is annoying. (Not entirely your fault, as MM doesn't seem to think formatting is a priority).
- Typo on alternate ("alernate") @ no diving sign.
+ Conveyor.
- Invisible hazard behind the big red cog? Was difficult getting up due to confined spacing of gears.
- Comet death while reading instructions.. + Limited lives, died on atmos shield. (thinking I couldn't explode any more)
- Cannot see the "heli X" clearly.
Hmm. Starting to get deja vu at this point. This level reminds me of Space Assassins where you had to think a little, as not everything is laid out directly for the player. (compliment)
- I would add a driver window in the walker, so the player knows where the contol seat is.
- Typo on "looks" when the walker crushes body.
- Crushed on dismount. Also killed while holding R1 in elevator.

I think your biggest problem is the instructions.
MM really needs to support formatting and better layout of controllinator control display (at bottom of screen) and the ability to highlight certain text with pink.
Your magic mouths are full of jargon/excess, but I like that sometimes, it gets you into the story. But other times players simply can't handle that much reading (or might be tired/etc). It's always nice to cater for both.
For example at the start of the conveyor section, the magic mouth was pretty full, but the only thing needed was "go right". And even that comes pretty natural.

There's a few more little things I could mention, but the stuff above is more important.

Great vehicles (aside from control display), visuals, gameplay, story, etc.
It really did feel like a huge realistic space station type deal, with justified hazards and obstacles. Which can be hard to achieve.
Great level once you get to know the goals/controls.

Why do all your levels start with "OK" btw?
2011-02-04 23:10:00

Author:
midnight_heist
Posts: 2513


Thanks tons for the feedback, I will get onto those things, the typos get me every time with so much to put in. I would love MM formats, I almost resorted to the notepad. As for the little robot guy I was going to update him to the controllinator, but I really like the color puzzle and the lighting hints I placed in the back-ground, but I did have a perfect way to update him to the newer style...I should just do it. Red cog hazard is evil...wow buckets of feedback, you rock! I have my work cut-out for me. Message me when you do have a level that needs some feedback on.

BTW thanks for the tag code info. I never even noticed that in there.
2011-02-05 01:22:00

Author:
celsus
Posts: 822


Woooo-hoo! I updated all of the things you listed, now every vehicle displays a visual tab for directions by pressing right on the Dpad, starting mech now can aim the phaser and not just walk to aim, wheel brightened, typos all gone, robot lift now SDL controllinator, cogs have been touched up, meteor warning reduced in display time, atmos sheild tweaked, Heli X touched up, walker redesigned with second controllinator for crane, dismount time doubled, and several other details. Hope it is better now. If anyone is up for some F4F I am game. 2011-02-06 08:11:00

Author:
celsus
Posts: 822


According to current police guidlines you cannot call it an accident due to the fact that accident implies no one is to blame...

Oh and Queued!
2011-02-06 11:01:00

Author:
Kern
Posts: 5078


Lol, well if you see tha intro you will see it was an act of spaceture (like nature but in space)...but then again the crew could have waited to do work on the ship's core until they were clear of space debris. Is there any level you want feedback on? I just updated the level with some final touches and republished.

This is a picture of me pwning the "hard run mode" using the Apollo sticker...I beat it and went to see how close I was to taking a sun bath...
http://i53.tinypic.com/34xlxz5.jpg
2011-02-06 18:12:00

Author:
celsus
Posts: 822


I found the aiming on the first machine to be not very responsive. You can angle the laser but it doesn't seem to be able to hit the asteroids very well. I would rather shoot things with a creatinator. Not sure why you can shoot left and right either. Also not sure why the vehicle can move left and right. It is too slow to avoid asteroids.

F4F https://lbpcentral.lbp-hub.com/index.php?t=48072-Circus-Minimus-Maximus
2011-02-08 06:50:00

Author:
OrangeTroz
Posts: 90


Lol, that is just a minor minigame at the start. It was to walk and push the buttons, but LBP 2 physics would cause random glitches from shooting the buttons (it would miss), the same with teh sensor for projectiles, they would simply miss, finally set the buttons with anti grav, and they are floating un attached, added the asteroids later, when I freed some space up. You honestly can just fire right a few times and then left and exit to the top as listed in the directions. If you are a good shot you can stay and get several thousand points in the meteor storm, but the level itself is 34 times larger than the area you saw in the least. Did you skip the text, or do I need to make it more clear that you only need to activate the switches and then go inside. Oh tried your circus level and got killed both tries with the triangle move. Left you a level comment.2011-02-08 07:30:00

Author:
celsus
Posts: 822


Oh, wait, in that first part I'm supposed to shoot the sides, not the asteroids!? Ok, I'ma play this again and see if I can get past that part. 2011-02-08 14:30:00

Author:
Aselrahc
Posts: 185


Lol! Well I think that is three or four people that have made that mistake now (I found out about two of them last night), so I will have to alter it to make it more obvious. I thought I had the meteor storm only occur after one of the switches had been deactivated, but I may have messed something up big time. 2011-02-08 16:04:00

Author:
celsus
Posts: 822


I think people have simply played to many games where you shoot asteroids. The buttons to the sides are simply not very visually interesting compared to the asteroids. Plus like you said they are easy to shoot.2011-02-08 18:30:00

Author:
OrangeTroz
Posts: 90


So I altered the text, tried to make the console stand out more when it becomes active, added a color change for the port to turn white from red, this combined with the text, which has also been worded more stongly, the closing hatch for the area, the lights that all turn off for that area, and the lights above each button that activate I hope help....but then again as it was said perhaps even having a meteor mini game in the level invites people to mis-read the purpose. I can not add any more object, corners, or switches to the level... but perhaps what I did do will work.

Edit: Added light to console, more lights to targets, and fixed a typo in the directions. I could use feedback on the image display for the vehicles, if it works or not.

Edit:Edit:
I have now gotten 4 frowns in a row after doing updates to the level, I can find no glitch, all I can guess is either then new direction system I put in to avoid the long speech bubbles has back-fired or something else I altered has caused issues. I really would like to work on my next level, but before the last few updates I was getting level completions, and replays with smiles, now it is just frowns. I am not afraid of negative feedback, I just really want to know what is wrong.
2011-02-08 20:09:00

Author:
celsus
Posts: 822


I still can't get past your first room. Those asteroids come so fast and when I die, I respawn just in time for another to crash into me. Really, I don't understand what the goal is in that section. It's also very small and hard for me to see. One day I will get past it, (by accident) and let you know what I think of your level as a whole! Thanks for the comment about pwning my level, it made me feel good. 2011-02-09 18:15:00

Author:
Aselrahc
Posts: 185


I figured it would motivate you to try and even the score. Try the level again and look at teh sheech bubbles and directions to see if you were just skipping over it, or if I had messed up something in the directions, it would be good toknow what part is catching people off gaurd in the directions. The funny part is the meteors have nothing to do with the level, just shoot the power breakers on eitherside and then return inside and activate teh console that is now flashing. You most likely had done what you were supposed to do, the hatch starts closing if you have done it, but does so slowly for those who want to run back and try and destroy more. I have managed once to beat them all, there are about 150...but that is just for points and fun...but please do tell me where it goes wrong...I could add a bit more to the speech bubbles, I wanted to completely remove the speech bubble directions and just use that one at the start.2011-02-10 05:24:00

Author:
celsus
Posts: 822


Ok, I got through the first part. I wasn't skipping the speech bubble, I just didn't understand what it was telling me to do. I still don't know what x does. Who am ejecting if I hit x? I guess it is just a stream of controller instructions with very vague instructions on what to do. The asteroids don't help as they aim right for you. trying to hit the side buttons and notice what you have affected is hard when giant space rocks are gunning for you. I did like your lifter mech! That was cool, and the pod is pretty neat, too. I wish I could have used these 2 things to do more! Near the end, though, I had a lot of trouble with the shuttle. If your timing is off and you take off at the wrong time one of the other shuttle things comes blazing after you and always blew me up in the tunnel where there is no way to get away. Is there a boost to speed you up? If there is I missed it. And again with the smart asteroids? Man, you get through the tunnel and they come right for you. It'd be one thing if they were all in range of the gun, but they come from below you sometimes and you can't outrun them. The 2 times I made it to the landing pad I was shown a cheap death when the speech bubble telling me I had arrived stopped me long enough for an asteroid to catch up with me. You already showed us where and how to land, you can get rid of the message entirely, or at least turn off the camera so I don't have to stop. I was a deer in the headlights. Otherwise, the look of things is pretty cool in most spots, what you've addressed from others feedback seems to work well. I'd make clear what to do in the first room, less controls, more explanation of what's what and how to know you've done it, and adjust the shuttle speed or slow down other shuttles and asteroids, or make the gun swivel further so I can blow the heck out everything coming at me. That's as far as I got. Cheap deaths suck.
I accidentally frownie faced you again, but went back and took it back. Sorry bout that. The new interface messes me up because I'm so used to 2 years of the old LBP screens and such.
2011-02-10 14:04:00

Author:
Aselrahc
Posts: 185


...again with the smart asteroids? Man, you get through the tunnel and they come right for you. It'd be one thing if they were all in range of the gun, but they come from below you sometimes and you can't outrun them. The 2 times I made it to the landing pad I was shown a cheap death when the speech bubble telling me I had arrived stopped me long enough for an asteroid to catch up with me. ...

This.

I tried it again, and got farther this time. But I couldn't make it past the shuttle thingy with the smart asteroids. I really think you need to change the checkpoint on this section to an unlimited. After playing for 25+ minutes to lose all my lives trying to figure out how to control that little ship and avoid collisions and asteroids... when I died, there was no way I was going to start over. You can't expect a player to put that much time into something and then kill them off with cheap deaths. It otherwise looks really great. But I will not be playing it again. It just takes too much time and keeps ending in frustration. Sorry.

Good luck with it though... if you can get rid of the cheap deaths and/or make the navigation easier to understand/control, or give the player unlimited lives (if these other fixes are just too much to implement - which I would understand), then you'll have a great level. But even if you do, I've put in nearly an hour on two plays - I can't/won't do it again.
2011-02-11 06:39:00

Author:
v0rtex
Posts: 1878


Thanks for the attempts Vortex, if you ever have a F4F level I owe you. So fixed the heck out of it...

Transport now has 3 hitpoints, it is displayed on hit, the ship engine below will still destroy it if you try to explore out of my designed area, so don't think I have gone soft! The first pod now has a little more to do, if you make it to the transport you will get a sticker for a short cut from the pod in H to where you find the sticker! Meteors above have been altered, to infinite check points added to timed section...because that may have been a bit unfair timed and limited.

Oh the "x" eject is so you can kill other players for fun, kind of like the circle on the lifting mech.

I also moved the second short-cut stocker to section B where it goesto when you use it.
2011-02-12 01:55:00

Author:
celsus
Posts: 822


Added power-up for mech with more details in the intro, fleshed out the space scenes, removed the arrow from the conveyor, a few little bonuses, transport HP displays every time it is entered, Walker 1000 has been altered for faster walking and a newer design, shuttle pods now show magnetized state on grasps, pod port in section B altered, transport cannon has slight tracking, increased explosive yield...will try to add a bit more debris and a few more details if I can sneak a little more thermo out of the conveyor...but still could use feedback since Vortex played, all of issues should have been resolved he listed...but since he did not finish level, I am sure plenty more awaits to be fixed...plus my frown ratio is now almost 33% which may mean all my updates have just made it worse?

Edit: Added extra space debris (could only do one without losing too many starts it was a ratio of 11 stars to one debris), switched the conveyor material which freed enough space to add one more detail t the area to complete the cycle, tweaked a few details, still need to fix one detail on walker horn and function...hope you like.

Now play this darned level and F4F!
2011-02-14 00:24:00

Author:
celsus
Posts: 822


Hey Celsus, I tried your level today , and here's my thoughts. First off the level is really detailed, and put together really well. I really liked the platforming sections. Great stuff!

I had some trouble with some parts though. The first part was where you use the ship to put that key thing into the slot. Once you grab the key thing the ship moves faster than the key so it gets crooked. I know you can slow the ship down, but my time is limited. I think you cold easily change the dampening of the object once you grab it. The next part is the part with the ship, and the meteors. The problem I had was exiting the ship. I think you should just be able to walk out of the right, but you have to go left. The first time I got killed by something electric. I didn't even see what it was, but it was a cheap death. That sent me back, and I had to do the ship part over again. That made me mad.

So, I finally get to the part where danger is imminent. I try to dodge through all the asteroids. I finally make it through to the pod thing, and BOOM. Level ends.



I go create for a while. I figure I'd give it another go before I quit. I get past the part I died on last time only to run into a big contraption that I couldn't figure out how to work fast enough. BOOM.

At least I didn't smash my controller.

Anyways. I really think you should give more time on that part. It's hard for people to invest that much time into a level, and just die simply because you don't know what to do. Having a time limit just makes it worse.

All in all I think your a great creator. I can tell you put alot of love into your levels. It's a solid level you just need to find a way of making your levels so your happy with it, and people want to keep trying. I'll probably give the level another try, but if I can't finish it on the third, I probably won't try again.

If you have any questions about anything specific don't be afraid to ask!

I don't have any LBP2 levels, so don't worry about F4F.
2011-02-15 02:35:00

Author:
smasher
Posts: 641


Great feedback, I managed to update everything, but messed up the scoreboard in a play through, (set a scorebubble at end to 10000 or 100000 or so by accident. Level has been republished and hopefully it is even better now. Added a jump tot he starting mech, added sonic horn to walker at end, added dump bed to it, added front exit to transport, touched up several areas with neon to make it more clear. Mag key added to powerrod, anda lhover pad was added to engineroom for super easy exit from walker. Had some weird glitches occur in publishings, but I think I caught them all....please report any issues.2011-02-16 02:16:00

Author:
celsus
Posts: 822


looks really good2011-02-16 06:18:00

Author:
Unknown User


I hope you like it, but if you do or don't I could still use feedback because when I uploaded the newer version I was hit by some weird glitches, random things I had done did not save (very random things), and the mag switch of the transport moved almost 180 degrees causing a level failure at that point. I went in and found it, tried to turn it 180 and found it actually did nothing, turned it back 180 to where it was and it worked? Not sure what caused it, but now everything listed has been touched on. Also I have not heard from anyone at all if the short-cuts or extra hard/easy mode stickers work for them. Does anyone notice them? Can you tell where to enter them? I think I am getting frown by several people that ignore the speech bubbles, but I really don't want to spoon feed the player more than I have, I think it could be taken badly by those who like a level to have some effort. I could be wrong, or I could have already over done the spoon feeding. So could use feedback there too. To those who have yet to give feedback back on the level, I could use those areas being touched on big time. Also if you like to read speech bubbles or hate to, so I know which school you are in. Pretty please.

New altered mech, can jump with some control (feels right to me), fire rate powers up as you go, 100% completion of meteorstorm unlocks hint bonus, comets hit at random with a warning to keep you on your toes, and as always this is completely bonus to the level, all you have to do is shot the two breakers on either side, you can do so and be out long before the first meteor appears...there is a glowing arrow, light changes, and three speech bubbles saying that all you need to do is turn on the power and return inside...with that said I think people still are not shooting the breakers or there is some other glitch.
http://i51.tinypic.com/347thl1.jpg
2011-02-16 18:01:00

Author:
celsus
Posts: 822


I'm going to be sure to check this out. Expect to have a comment telling you I've played it/a full review on this page tomorrow (PSN was acting up today). 2011-02-16 20:52:00

Author:
Unknown User


Cool it would be nice to get some of the F4F feedback back from someone this week. I just updated the the Transport pod even more. touched up several more areas, added extra parts to the first pod, retouched all vehicles, tried to clear out some of the less needed switches, slowly switching out the stickers to make them a bit more detailed. So could still use some feedback. 2011-02-19 03:51:00

Author:
celsus
Posts: 822


Okay, here goes.

I'd say the think that struck me first with this level was the atmosphere. The shroud of darkness set over the opening really set the scene, and the language used was very immersive. However, this atmosphere raised problems several times through the level. The darkness made it very difficult to see what was going on (that may have been a part of it, mind), and it was often a little unclear what I was supposed to do. For example, on the section with the gas preventing you from jumping, I could not see the area in which there was a grabbable elevator-thingy (this was a rather major niggle). One of the more impressive elements, however, were the machines you had built. Some of these, particularly the lift/elevator-like one (the yellow one), were absoloutely outstanding, and they really added that 'oh my lord, wow!' factor that spiced it up.
Another area deserving of praise tied in well with the pseudo-unclearness. Due to the level of difficulty and the lack of frequent prompts, the level was a constant stream of discovery and satisfaction. Even the end of the level (I believe I failed, heh heh), where the sun swallowed the station was pretty astounding. However, I failed as a result of the meteor-navigation section being particularly confusing. Either way, it was a stunning bang to finish the level on.

So, basically, I had problems with the gameplay suffering at the ends of the atmosphere, but were it me, I'd have had a similar approach. However, it might have helped if you could find a sort of equilibrium. Either way, I really enjoyed the level, and I'm pretty appalled so few people have played it.
2011-02-19 16:59:00

Author:
Unknown User


Lol, since you last played it I had altered the elevator to neon, I also may add neon to make the grab sticker more visible. I had managed to do tons more to it, but ran into issues with emitteres not failing, so I had to back off the final touches until I work around them. Did you use the stickers at all? They allowed a short-cut for replay. But the other two have other effects. I alter the stickers, but now I am not sure if it was a good thing. Where were you when you died?2011-02-20 04:44:00

Author:
celsus
Posts: 822


I'm so sorry for the late reply. It's just been a busy couple of weeks for me, not only for work but only on life but I'm glad it slowed down for a bit so finally, I have time to play LBP2. I'm writing as a play along.

First off, I really like the space intro scene. It was very believable that you were in outer space.
The atmosphere is great. The setting is simple, yet it works. THe shape all fits together and I actually feel like I'm inside a spaceship in outer space.

I had big problems with the starting part where you're supposed to recharge breakers. That was on first try though, I didn't know what to do. Probably because I was distracted while the instructions were being given to me in game. The instruction pop up was too small for me to actually see which button is which. But I got it on the second try. Also, might want to put either an infinite life checkpoint in there or put the instructions inside the pod where everyone's able to read them again.

Love the spacewalk
One thing I also like were the system data status. They are convincing that the system was telling them to me instead of you, the creator.

I like the mech lifting maching thingy. It's convincing it's a mech.
The part where you have to control a machine to change batteries (I think) is really good. The next part with the cranes after that is even better. I'm surprised this lvl wasn't popular. Lots of stuff happening in it. I've always wanted to create a lvl like this, where what's happening in the lvl is part of the platforming.

But you might want to put infinite checkpoints especially on the most areas where players don't know what to do Like the crane part. I know I have to grab the first one. THe next one was next to impossible cause of the thing that changes to fire. It always lands me there instead of the crane.

I just died again in there. Gonna try one more time. I think that's why some were put off by it. Also, the instructions were a bit unclear. The pop doesn't help a lot either. I suggest you just put some type of magic mouth and tell people plainly what each buttons in the controllinator do.

I'm able to make it this time. I really like the crane elevator like part that takes you upwards.

The pod where you have to get from point a to point b was really well done. Those rocks/meteors on the way look really like debris. Well done.

Unfortunately, I never was able to finished it cause there was one little big surprised that showed itself as I took my time trying to get to the other side. It was well worth it and very well done. I never suspected it and I was very impressed. I'm not gonna tell. Unfortunately and sadly, I was never able to finish the game because of it but as I said, it was well worth it and very impressive.

All in all, it was a very impressive lvl. I really liked it a lot and with the right tweaks, it can easily become one of the best lvls I played. I'm seriously surprised it wasn't one of the popular ones. I really liked the set pieces that you have made and put together. It really felt and looked like a space ship and the outer space atmosphere was very well done. I would recommend it for sure. it got me excited also on making another level hehe. It's been weeks since I touched LBP2. Now I'm more excited to think of ways for my lvl.
2011-02-20 16:58:00

Author:
Whitemon
Posts: 57


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