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Tank Buster

Archive: 26 posts


Hey there little sack people! You looking for that fun versus level to play against your friends and show them who's the Alpha Sack!? Well look no further!


TANK BUSTER has arrived! A 2-4 player versus level featuring Hover Tanks, Power-Ups, Mines, and Seven, that's right.. SEVEN different arenas to pick from! Some of the arenas you may even recognize from the original "Crash Bash" tank levels.

Each arena is an evenly balanced grid based battlefield that will test your strategy as you navigate to collect power ups and blow your friends to pieces! All arenas have their own unique theme based on LBP2's story mode and each one requires a different strategy in order to be victorious.

Confused on how all this craziness works? That's ok, I made sure to include a handy video tutorial for both controls and power-ups

So what are you waiting for!? Que this up and start wrecking your friends right now!
http://lbp.me/v/xbb9ec
2011-02-03 00:44:00

Author:
Nick930930
Posts: 878


Wow... nobody is playing my level at all.. and I spent weeks on this. Typical Little Big Planet 2011-02-03 02:26:00

Author:
Nick930930
Posts: 878


I know what you mean about the plays :/
I've reviewed your level good stuff! Don't get disheartened ITS ONLY BEEN AN HOUR!
2011-02-03 02:35:00

Author:
FriedGoat
Posts: 102


I know what you mean about the plays :/
I've reviewed your level good stuff! Don't get disheartened ITS ONLY BEEN AN HOUR!

Yes but other levels get instant feedback, reviews, etc. Mine has only been played 3 times and I knew everyone who played it lol. But i guess it has been played 4 times now so that's a start

My friend's L1ightmare and I watched him publish his level, and less than 24 hours later it was an Mm pick. haha so I'm wondering how on earth he was able to advertise it THAT fast :/
2011-02-03 02:40:00

Author:
Nick930930
Posts: 878


Aaahh.. once again... hours of work and having play testers like l1ightmare and pink_panther over and over again... yet my level is lost on page 5 of the forums and gains a grand total of 38 plays... Looks like they made Little Big Planet 2 even more difficult to get your creations out there.2011-02-03 19:16:00

Author:
Nick930930
Posts: 878


Urgh.. still nothing. This is absolutely rediculous. Can someone explain to me why someone can publish a level and get 500 plays within minutes and mine has yet to peek 50?? It wasn't this difficult in the original game....2011-02-03 22:29:00

Author:
Nick930930
Posts: 878


Crash Bash!!2011-02-04 01:15:00

Author:
Livewire410
Posts: 44


i know your pain dood. ill play your level and leave you feedback. in the mean time checkout mine and tell me what you think.

http://lbp.me/v/w48-2t
2011-02-04 01:23:00

Author:
vastolorde99
Posts: 18


I'll give it a try.

Check out the level in my sig.
2011-02-04 01:59:00

Author:
Yofig
Posts: 288


Urgh.. still nothing. This is absolutely rediculous. Can someone explain to me why someone can publish a level and get 500 plays within minutes and mine has yet to peek 50?? It wasn't this difficult in the original game....
I wish I knew how those people do it, Its a lot harder in LBP2 because all the original levels are still here

I added you level to my queue, I'll try it when I can play LBP2.
2011-02-04 02:54:00

Author:
PC-Wizard
Posts: 8


Thanks guys, your levels were all qued as well since this is a F4F thread. I appreciate your contribution to my low play count lol. Also I decided to make an update.

UPDATE:
Here's a list of the changes I'm going to work on.

-Change tank's gun to a cannonball launcher rather than a flaming ball launcher. Will help to reduce lag and will be easier to see.
-Change the point system in the arena "Shipwreck" so that players will not lose all of their points for letting the ball into their goal. That made the game go on far longer than it should lol
-Adjust tank's aiming speed
-Adjust tanks rate of fire
-Adjust cannonball's projectile velocity

If you play this level and have any other suggestions, please let me know and I'll see what I can do. I want this to be an enjoyable versus level for you all to invite your friends to and play over and over again
2011-02-04 03:20:00

Author:
Nick930930
Posts: 878


Q'd

I'll have a quick play now but give it a proper go at the weekend when ive got friends over, i, like many others, share your pain, its so tough to get plays, i think in part because so many people are publishing right now, still, keep at it

if you get a chance please check out my level, bluedot city, my attemt at a UNIQUE zombie survival game, city starts out full of the living and the infection spreads as zombies attack and turn people

ill post a review of your level once ive had a chance to play it multiplayer

cheers

Cackfog
2011-02-04 04:00:00

Author:
cackfog
Posts: 59


Just had a quick play, looks awesome! power-ups where cool, and the menus looked great2011-02-04 04:06:00

Author:
cackfog
Posts: 59


I'll give your level a try Cackfrog Thanks for trying it out!2011-02-04 04:27:00

Author:
Nick930930
Posts: 878


Brilliant idea and level design however there is two MAJOR problem. The 1000 points to win is way too much and make the game take too long.
Another major problem is the green power up that give 100 points it really break the balance especially since a kill only gets you ten points.

I voted yay and heart it would love to play it later some other time with friends.

Please don't forget to feedback on my level it is on my signature.
2011-02-04 04:35:00

Author:
Super Sackboy Bros
Posts: 17


Alright, I just updated the level and it's MUCH better than before!

-"Shipwreck's" score penalty has been reduced
-All tanks primary weapons have doubled in velocity
-Tanks rate of fire has been greatly increased
-Tanks primary fire attack has been replaced with cannonballs
-radius of mines in "Ruins," "Arena," "Cocoa Lake," and "Station" have all been increased
-Exploit to score high quickly in "Shipwreck" has been removed
-Bouncing in Station has been removed
-Giant random Spike ball in "Arena" has been removed due to scoring issues.
-Tanks in "Arena" now fire bouncing cannon balls that explode when they hit a players tank
-Tanks in "Ruins" now fire sticky cannon balls that stick to surfaces and explode a second later
-Score requirement to end round has been reduced from 1000pts to 500 pts
-Powerup spawns have been adjusted so they spawn more regularly and at different times (to avoid big pile-ups of power ups)

It's much more fun to play now, enjoy!

Also: The Green Star power up is KEY to the gameplay. The goal is to try and be the first ones the stars whenever they appear. They are worth a lot for a reason It breaks no balance because all players have an equal chance of getting it since the spawns are random and evenly spaced, and the power ups spawns are evenly spaced out.
2011-02-04 06:46:00

Author:
Nick930930
Posts: 878


I really liked the look and the concept of this level, but I do have a few criticisms/suggestions. I think the tanks move a little too fast, and the bullets travel a little too slow. It sounds like you are still fine-tuning speed. I would like to see more weapon power-ups, but other than that, I loved the different maps, and the whole thing looks excellent.

There is one fundamental change that I would like to see, and that is the way you time the cannon's rate of fire, it felt like you had the input directly hooked up to a timer, and that timer hooked up to the emitter, or just an emitter set to on/off on input. correct me if I'm wrong. The only problem with this is that in order to get optimum rate of fire you have to hold the trigger, which can be uncomfortable for some people. There is a way to do it with an and switch and a timer, but I would have to check my other levels to see what that is.

This is a great level and I hope you continue the improvement.

EDIT: Did you HAVE to update it immediately after I played it? I will play it again tomorrow, but I'm going to sleep now.
2011-02-04 07:10:00

Author:
Unknown User


lol it looks like I republished it almost immedietly after you had played it XD. Yeah give it a try and lemme know what you think. I know what your saying about that firing rate though, some friends of mine told me the same thing. I could mess with it and get it better, i'm just trying to avoid people tapping R1 to fire faster. If it's set to emit once or something, then the cannonball will fire immedietly everytime you pull the trigger. I could set a timer to it but with the increase in the rate of fire anyway, i doubt it'll be a problem anymore. As for the tanks moving fast, i was under the impression that they move a little too slow lol. You're the first to say they move to fast XD. I think i'm going to leave the tanks speed as is for now because it mirrors the speed of the tanks in "Crash Bash" which is what I was going for. Thanks for the play though! I'll give your soccer level a try! Cmon lbpcentral, keep those plays a coming! This is a great level and I'm almost positive you will enjoy it 2011-02-04 16:37:00

Author:
Nick930930
Posts: 878


The two new cannonballs are awesome, as well as the standard ones. I see your point with the movement speed now... kinda. Everything works fine, and I haven't run into any glitches since the update. There is a trick to the firing rate, and I will film it in a bit. It but it would take a long time to get put on all your tanks, and it's probably just not worth it.

I would like to know how you made the spawners work like they do, I need something like that.
2011-02-04 21:42:00

Author:
Unknown User


UPDATED:

-Ruins spawning bug has been fixed (cannonballs blow up automatically after 3 seconds
-Arena hit registration has been adjusted. Any cannonball impact with a tank will cause damage.
-Point requirement has been greatly reduced from 500 to 250.
-Green Point power-up has been reduced to 50pts
-Shipwreck's point system has been adjusted to accomadate the new 250 pt requirement
-Shipwreck's ball's bouncing has been reduced
-New shooting mechanic introduced. You can only fire after letting go of R1 and pressing it again. There's a delay between shots still, but a blue light on the tank will notify you when you have a cannonball loaded and ready to fire (this applies to ALL tanks in ALL maps)


Let me know if there's anything else that can be improved upon. I have taken in every comment and suggestion you all have posted and tweaked it based on that. But 70 plays after being published for 2 days just aint gonna cut it, lets get some more plays people!


EDIT:
UPDATED:
-Dialogue in tutorial has been adjusted to match the new point system
-tweaked the menu's title


Note: I played this with a friend and two random players joined in also. We had a lot of fun. But for some reason, this player that joined felt my level WASN'T good and rated it "Boo" and left. Wtf!?! Just goes to show the maturity level of players in the game that accidentally stumbled over your level.


I would like to know how you made the spawners work like they do, I need something like that.

The spawners for what? The players spawning? The cannonball emitters?

The players spawn from one of four different locations in the back plane. I have a player sensor at each of these areas that is set to only be activated when players are in the same plane. This sensor activates an emitter that spawns your tanks. Since the entry radius is rather large for the tanks, players automatically enter them (regardless of the fact that the 2nd plane is a giant slab of wood lol)

Players will enter a vehicle no matter what plane they are or what's inbetween them and the vehicle. If you have more questions please let me know, i'll be happy to answer them

EDIT:
UPDATED:

Score limit is now set to 150 points. Three star powerups will end the game so go after them before your friends get them!!!
2011-02-04 22:06:00

Author:
Nick930930
Posts: 878


"Awesome fun, best versus level I've played yet! Very well made with the menu, video tutorials and multiple maps. I'll certainly keep coming back to this. " -Nuclearfish

haha i thought I'd share that all with you! I saw that quote in my reviews today and it made the entire creating process worth while Especially since I got my "tutorial" idea from Nuclearfish in the first place and I worked so hard to try and get the same effect!

Also: Since I've been getting a lot of positive reviews, I think it's only fair that I reward the community with a brand new map! So what would you all like to see added to the level?
2011-02-05 17:36:00

Author:
Nick930930
Posts: 878


Played this earlier (obviously as you have seen) and it really was so much fun, especially with more than 2 players. It feels much more like a complete "game" than most other levels I've played, mostly because of the map variation. You've not just changed the visuals but also the map layout and weapons, which makes replaying it so much more fun and rewarding. I've still not seen all of them yet. In my opinion this definately deserves more plays and an Mm pick, this is what versus games are supposed to be like.

A few suggestions:

In the open maps the mines seemed a bit useless as nobody ever goes near them. I think increase the radius more or make them explode a bit faster after you drop them.
When players spawn at first they usually spawn in the same corner. Would be good if you could somehow get each player spawning in a different corner at the start.
A new map... how about an underwater one? Your tanks may need some buoyancy tweaks but I'd think it could work.
2011-02-05 20:46:00

Author:
Nuclearfish
Posts: 927


Wow that's awesome thanks Mr. Nuclearfish

In response to your suggestions:
-I have tried messing with the blast radius of the mines and expanded them a great deal, however, making their timer shorter would be a very good fix to help make them useful again.
-The player spawning should be random every time. I don't see how you could have possibly spawned in the same place everytime lol. When the game is set to versus mode, all checkpoints in the level are activated automatically and set to spawn players randomly. I don't see how I can possibly make it any more random even if I tried lol
-And an underwater map is a brilliant idea! I'll get to work on that right away! Many thanks for this suggestion! I can already think of some creative tweaks to the gameplay that could help fit the theme
2011-02-05 21:34:00

Author:
Nick930930
Posts: 878


Nice work, your game actually has all the things I decided not to use just so I could keep my retro theme (like items and mines, very cool to have). Very fun stuff, I recommend it 2011-02-06 04:19:00

Author:
Turkeyntz
Posts: 88


UPDATED:

Thanks to suggestions from players, a brand new map has been added!

Aquarius:

-Underwater Submarine Brawls
-Torpedos
-Spiked Mines
-Ever-Changing Map Layout

Enjoy! More maps will be added in the future to ensure "Tank Buster" is a level worth coming back and playing

EDIT:
Trying to think of new ideas, any suggestions? Trying to make this an even bigger "game"
2011-02-06 16:52:00

Author:
Nick930930
Posts: 878


Massive Patch is incoming ladies and gentleman! I have taken my aquired skills and taken my old "Tank Buster" versus level and given it a complete overhaul! We're talking new logic, better gameplay, less lag, and more fun! Take a look at the changelog


-New Main Menu Look
-New Level Selection Menu with animations for each of the 8 levels
-New Options menu that allows for removal of specific powerups and volume control for music and SFX
-Updated Tutorial to accompany all the new changes
-Changed main menu to sticker panel for sharper image
-Tank speed has been increased slightly
-Tank firing rate has been increased
-Tank firing projectile speed has been increased
-Tanks no longer spawn with a mine equipped. Mines can only be aquired by collecting a powerup
-Mines have been reworked. They no longer fire plasma. They now fire 4 insta-kill cannonballs in all 4 directions
-Mines appearance has been changed, now with a number countdown
-Tank turning has been adjusted. Tanks now turn in 4 directions and remain in the last inputted direction unless told otherwise Tanks still have free turning on nongrid based maps
-Tank appearance has been drastically changed. Tanks now have a more boxy shape to give them a cooler look.
-Tank health system has been redone. There are now 3 bars of health for every tank. You lose a bar for each hit taken. The bars turn red when they are lost. These bars can be restored with a health powerup
-Tank smoke effects have been removed. This greatly improves framerate for 4 player games
-Powerups have been reworked. They now use sticker panel and are much easier to see. When you grab a powerup, a specific color associated with the powerup will glow around your tank to show you what powerup you have equipped
-New Game starting countdowns have been added to every map.
-the Point powerup only gives 10 pts now
-The game ending score limit has been reduced from 150 to 100
-Cannonballs no longer will explode on impact with an uncollected powerup. They should only explode when they collide with players, walls, or other cannonballs
-Cocoa Lake has been completely redone. A waterfall of marshmellows now randomly pour down the center of the playing field. These marshmellows can be destroyed by cannonballs.
-Compounds Logic has been fixed so that in/out movers constantly fire when they are supposed to. This makes sure that evne if a player drives over a platform that's supposed to come out, the platform will come out as soon as that player leaves the area
-Ruins has been completely redone. There are now four walls that randomly come up in 16 different combinations. Also, every 15 seconds, the tiki head will close off all 4 walls and spin around, choosing a victim to kill instantly.
-Arena has been completely redone. The center now features a powerup zone. All players can grab the current powerup and blast their opponents away with it. Mines cannonballs are covered in the same bouncy green coating, so be careful laying those mines down
-Station has been absolutely redone. The negativitron now oversees this map and will randomly take sections of the floor away that you can fall into. There's only one square in the center that offers powerups
-Aquarius logic has been reworked. In/out movers now behave correctly. Missiles have been removed and cannonballs added instead with a bright color to show them underwater. Normal mines have also been added. Level should now behave normally
-Shipwreck has been redone. Players are given health and lose health whenever a ball goes into their goal. The player with the most points at the end of the timer wins!

@Nuclear Fish:
-Underwater level added
-Mines in more open maps now have normal blast radius making them useful
-Can't figure out how to assign players to specific corners at start

This version will be available this weekend. Currently doing the changes to aquarius and shipwreck. The logic on the main menu is so complex, my game has a frame rate of 1 frame every 15 seconds XD


Edit: Level is now released. Let me know if you run into and bugs. Please note that this is a massive patch. I am not double posting by telling you all what I did to the level -_- This is for the players who enjoyed my level and want more fun. I'm not the kinda person who cares about being on the top of the forum list lol
2012-06-06 23:04:00

Author:
Nick930930
Posts: 878


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