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The Workers Revolt [First level]

Archive: 21 posts


Hi all! New member here and this is my first level. It's a sackbot and controlinator orientated platformer with dashings of humour and cinematic flair. Even though it's my first level I tried to make it as complex and unique as possible, and all feedback so far has been positive.

I'll do up to 20 F4F levels initially, and then depending on Uni work may be able to do more.

Anyways, hope you enjoy this level and look forward to getting to know the community more!
http://lbp.me/v/x-2knq
2011-02-02 17:51:00

Author:
agsrule
Posts: 89


I'll check it out. 2011-02-02 17:54:00

Author:
Aselrahc
Posts: 185


This sounds great I'll try it out soon. My level's in my sig!2011-02-02 18:24:00

Author:
Dietomaha
Posts: 156


Queued it!

Please check out my level:

https://lbpcentral.lbp-hub.com/index.php?t=47086-Animation-When-Stars-Are-Dancing...
2011-02-02 18:54:00

Author:
RedShadow_88
Posts: 100


Queued the level, looks cool!

Please check out the lbp2 level in my signiture!
2011-02-02 19:59:00

Author:
trianglepigsquar
Posts: 144


The level is pretty good. I definitely like the whole 'destroy the rogue worker bots' concept. The level design itself though could use some work, I think. It's just a bit bland. Maybe go back to the Factory of a Better Tomorrow levels and take some inspiration from those? I think the theme would fit your level quite well and give it a nice makeover.

Just a suggestion, nice first attempt!
2011-02-02 20:54:00

Author:
Dietomaha
Posts: 156


Awesome level! Loved it!

Here's a link to my level called "Little Big House" If you would play it and tell me what you think it would be appreciated.

http://lbp.me/v/xbzxgt
2011-02-02 21:03:00

Author:
Unknown User


The level is pretty good. I definitely like the whole 'destroy the rogue worker bots' concept. The level design itself though could use some work, I think. It's just a bit bland. Maybe go back to the Factory of a Better Tomorrow levels and take some inspiration from those? I think the theme would fit your level quite well and give it a nice makeover.

Just a suggestion, nice first attempt!

Many thanks for the feedback, and yes I totally agree with you on that - unfortunately I'm not a very artistic person so backgrounds and scenery etc. aren't my strong point, but it's something I hope to work on in future levels

Thanks to everyone who has played so far, I'm queueing all your levels at the minute. Hoping I can get them played tonight, although earlier I was unable to heart levels or upload my scores for some reason, possibly my slow internet connection or maybe server load, but I'll play them as soon as I can!

And any more feedback is welcome!
2011-02-02 21:21:00

Author:
agsrule
Posts: 89


Hello there!

My feedback here:
I loooved the story of the whole thing.
Stink-a-lots and his rude workers!
I thought "That's gonna be a lot of fun!"

But as I jumped up the first part I already saw the first obstacle. "Electrified blocks on motorbolts?"
Well, it's LBP2! I would've wanted more for the first part you have to get through! Not LBP1 obstacles!
Also the design is quite boring and not that nice. It all looks really empty and also you used all 3 layers just as one. And thats never a good idea!

What I would suggest: Work a lot on the design! Try using more decorations, materials and objects to fill up the level. I don't mean throwing a turtle, a pizza and a book in there. It should look nice, should fit with the theme. Like the toilet paper things you put in!
The gameplay over all was okay. Like I said, didn't like the LBP1 obstacle stuff. But I found it funny to control this sackbot shooting rockets!

Well, I liked it, honestly. But it didn't made me to rate 'Yay'!
Work on gameplay and design. Try to get them in balance. Try creating nice visuals but don't leave the gameplay besides!

Hope I helped 'ya!
2011-02-03 13:43:00

Author:
RedShadow_88
Posts: 100


Played your level last night. Honestly, while there were some fun bits, I was mostly disappointed. I'll agree with others that your visual design could be better. The gameplay was okay, maybe less elevators and more jumps and creative ways to navigate the level. As for visuals, the rooms in most cases could be smaller so you don't have to pan the camera all the way out to see them, use different height levels in all 3 layers to build better obstacles. As for decorating, as was said before, look at the factory of a better tomorrow to draw some inspiration, or just imagine a real factory. What might you find in one? Machinery! Your level seems to be a bunch of empty rooms with a couple toilet paper tubes lying around. You could use various metals and wood for different layers, look through your stickers and decorations and find machinelike stuff and place a couple here and there.
Now, as for your story, I like the idea, but I felt like there wasn't a "set up". I wondered what these factory workers had done to deserve being destroyed. All I saw was a bunch of them running back and forth looking confused. I half expected a twist at the end where I had been working for the bad guy all along. Maybe show them flipping switches in the factory and breaking stuff!
I hope this helps you. I think you are off to a good start and I think you'll get better as you create!
2011-02-03 15:18:00

Author:
Aselrahc
Posts: 185


Thanks to both of you for the feedback, and I agree with you on that. The reason the first obstacles were so simple was just because I'd never dabbled in create mode before, even though I own LBP1, so I was essentially learning as I went along, and I think that showed as the level does improve as it goes along.

As I say you're definitely right about the layers, colours, materials etc. The lack of an artist in me really let me down there, but I believe that I can improve if I put my mind to it. I think I'm gonna need to focus on getting more prize bubbles though because I didn't feel like I had materials and backgrounds that I've seen in other levels and would have liked to use.

At some point I'll probably make a sequel to it as feedback about the story has been positive so far, but I've got a different idea for a new project that I hope to start in a month or so. I've played both your levels btw and will leave feedback in the threads shortly
2011-02-03 17:09:00

Author:
agsrule
Posts: 89


Hey, keep creating! It takes some practice. As for being artistic, There are lots of things non-artistic types can do to make a more exciting looking level. Little simple things go a long way! I think you're on your way to making some really cool stuff!

Edit: Oh, and thanks for playing mine. I left instructions in my thread how to get past the spot that gave you trouble.
2011-02-03 17:48:00

Author:
Aselrahc
Posts: 185


Ok i played it, I found it moderately exciting, but tbh it felt as if it was made in LBP1.
As red shadow said, try using just 1 or 2 layers at the time and don't use the thin layer for your background, also vary up your materials a bit, you used a bit too much of that brownish metal? or maybe wood.
Gameplay was decent, but you need to work on design.
Could you try my movie out? I would love to hear some feedback its in my sig "When movies go wrong"
2011-02-03 17:48:00

Author:
onaga666
Posts: 293


Yup I've added you to my queue, many thanks for feedback

One question though about the materials, when you say not to use the thin layer for background, do you mean using a thicker layer instead or just letting the levels background show?
2011-02-03 17:53:00

Author:
agsrule
Posts: 89


It's really up to you as far as background. Sometimes a thin layer is appropriate, but when you use the same layer in pretty much the whole level it just becomes boring to look at. If you switch up between layered design, open spaces, and the thin layer, it'll give the player something to look at while walking to the next challenge area and such.2011-02-03 17:56:00

Author:
Dietomaha
Posts: 156


Good advice, I will try that for my next level!

(Btw I won't be making any cosmetic edits to this level, not because I don't think they need to be made, but because it's my first, the nostalgic part of me wants to keep it that way lol! However if any glitches or whatever develop I'll make changes)
2011-02-03 17:59:00

Author:
agsrule
Posts: 89


Well I see what you mean when it improves as the level gos on... Wish I develped as a creator that quickly!

Just for future reference just in case no one has mentioned this: powerups only need to be in one layer and sackboy can't jump over them.

I love the giant sackbot! Its the first time ive seen that used in a level! Keep up the good work!
2011-02-04 07:24:00

Author:
trianglepigsquar
Posts: 144


I think most issues has already been mentioned, it's a bit stale and empty and you've multiplied the power ups unnecessarily.

The control mechanics are what really stood out in this level, and you've done a really good job with the giant sackbot, even though it was a bit short and easy. It's nice to see how you've played with the controls, and I think you will be able to create really great levels soon.

The story didn't quite fit the level, it looked more like mental hospital patients than factory workers. Especially since the first 'death trap' looked like a padded cell. A story isn't everything, and you can make good levels without them, but once you've actually made a story presentation, you should stick to that theme.

The anti-gravity room was a great addition to your level as well, but when I fell into it at first, I missed the powerup, so I didn't understand at first what to do. I thought I had gotten the powerup, so when I wasn't able to fire, I had to try and see if it was some other kind of powerup that was given out. Once I got shot I realized I had missed it the first time around. So you might want to place it so you can't miss it going out of the pipe.

In the end I gave you a 'Yay', because the level shows that you've got promise, but at the moment it's far from a heart.
2011-02-04 13:48:00

Author:
Nordh
Posts: 25


Many thanks for the feedback, and once again I agree with the points raised. I need to work on my presentation skils before starting my next project so I'm gonna play around with materials in create mode to see what I can come up with. And yeah, agree with you on the power-up in the antigravity room, think I'll actually pop into create mode and make that change as it frustrates me as well even though I know what's coming! Also thanks for the info about power-ups, honestly didn't know they only needed to be on one layer, so I'll make that change as well.

Quick question if anyone can help me, how do you re-publish a level after a making a change, or does it update automatically?
2011-02-04 16:06:00

Author:
agsrule
Posts: 89


Thanks for the feedback of "Tilt, Roll, and Drop". I completely forgot to return the feedback earlier, so here it is.

VISUALS:
The visuals are repetitive because it feels unpolished, and the material choices are random. You need to make good material choices and polish it with corner edit. Also, add more stickers and decorations to give this level some better visuals.

SOUND:
The musics are a bit random, but most of them I liked, so that's somewhat good.

GAMEPLAY:
The gameplay is mildly good. I liked the idea of destroying those evil sackbots with some obstacles. Controlling the giant sackbot is awesome.

OVERALL:
It's an okay level, but liked some ideas in this level. Keep it up.
2011-02-10 19:41:00

Author:
JustinArt
Posts: 1314


I loved it. I agree with the others, it's a lil rough around the edges and the rooms don't have much to them, but it's still funny and playable.

What I would do is use the corner editor to line up walls, straighten things out, and remove unnecessary bumps from things. There's quite a few pistons and wall-doors that don't quite fit flush to what their connecting/blocking. Polish things out and it'll be golden!
2011-02-13 23:15:00

Author:
Cheezy WEAPON
Posts: 283


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