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Deliver me from Eve: Eve's Gaol

Archive: 26 posts


From Community Spotlight 59:
• [LBP2] Can't get enough of this fantastic and detailed series? Then try out Deliver me from Eve: Eve's Gaol by pickled-punk!



http://www.lbpcentral.com/forums/attachment.php?attachmentid=29805

http://www.lbpcentral.com/forums/attachment.php?attachmentid=30349

http://www.lbpcentral.com/forums/attachment.php?attachmentid=30353

http://www.lbpcentral.com/forums/attachment.php?attachmentid=30348

http://www.lbpcentral.com/forums/attachment.php?attachmentid=30352

http://www.lbpcentral.com/forums/attachment.php?attachmentid=30351

Thanks to Midnight_Heist, SevenisaCannibal, Fumetsusozo & that mean old 'Pyrostiltskin' for their cameo's.
Thanks to SevenisaCannibal for that awesome music he is composing in his cell.

Thanks to Dinaralin, MidnightHeist, FreeAim, Tomodon246 and Rohar for playtesting the level in different stages of completion.

http://www.lbpcentral.com/forums/attachment.php?attachmentid=30350

http://lbp.me/v/xcp5w6
2011-02-04 11:16:00

Author:
pickled-punk
Posts: 598


Republished the level, with an extra female inmate transferred to the jail...as if the cellblock wasn't full enough before. She's rather prickly... (Thanks Fumetsusozo!)

For an extra challenge, try and free all the inmates for a high score & some custom stickers (that will unlock extra features in upcoming levels).
2011-02-05 14:55:00

Author:
pickled-punk
Posts: 598


Another brilliant level! I can't believe the rate at which you're turning them out at the moment - definitely on a roll!

This is developing into a really great series. I had a blast freeing the prisoners (and I'm proud of my pint-sized Spartacus status, lol!) and now I see that some of them are cameos I'll have to go back and have a closer look! You've really got a knack for using sackbots to add liveliness to a level.

I liked the different style of scenery in this level. It had a much more architectural feel to it which made a nice change. You had a level in the Beta using the same material. Is this a re-working of it or will that level too be remade for LBP2? It had some great puzzles in it as I remember.

The cinematic sections were good too. You've made Eve a great and very believable villain.

I have to say I'm now a bit confused about the order in which the different levels come. Is there a list anywhere of the order in which they are intended to be played ultimately?

I'm enjoying this series so much - keep'em coming!

and a heart needless to say.
2011-02-05 15:07:00

Author:
shropshirelass
Posts: 1455


Thanks Shrops!! I'll keep creating.

For the other levels I want to switch between the 'normal' city of Carcosa and the flipside domain of Interzone, the cardboard-behind-the-stage-world. I will reuse most of the stuff I used in the beta test-level (that was just called Deliver me from Eve, Cog did a good recording of it
http://www.youtube.com/watch?v=7ha4pn7qIA8&feature=player_embedded
) in an upcoming level called The Secret Workshop of Master Origami. You'll need all your secret stickering skills to solve these puzzles.

I want to use the custom stickers (such as Pint-sized Spartacus) as a sort of badges that will unlock extras in the upcoming levels, like a way to carry over achievements & experience over the levels.

Suggested order in which to play the levels:
1. Eve's Gaol
2. Carcosa City Gate
3. roam around the city districts in any way you like
a. The Moolah Nightmarket
b. Adventurers District
c. Cuckoo Clockwork Quarter (upcoming)
d. Lapsang Burial Grounds & Oolong Village
e. Electric Town (upcoming)
4a. Master Origami's Secret Workshop (upcoming)
2011-02-06 00:41:00

Author:
pickled-punk
Posts: 598


This is a really nice level!

Great visuals, NPCs which seem alive, genius ideas and a whole lot of fun!

But one prisoner didn't come out of her cell, and two fell in the water when I had a look at the battery, so I only rescued the monkey king.

But I still got a sticker!


Eve is really scary!
2011-02-06 01:12:00

Author:
tomodon246
Posts: 624


...so I only rescued the monkey king.
http://s3.amazonaws.com/twitter_production/profile_images/57889010/awesome_face_normal.jpg

Taken from LBP.me:
"Your layers of architecture never fail to disappoint. Your level series gets better and better with every addition, and the new level links seem to fit your stuff like a glove. The characters are very engaging also, that monkey one was particularly awesome! <3"
For some reason I really love ducking and weaving around all your structures.
It makes the level feel like a real gaol/city/district.
2011-02-06 05:30:00

Author:
midnight_heist
Posts: 2513


Thanks guys!

Which prisoner didn't come out of her cell, Tomodon? The anthropomorphic hedgehog girl or the one eyed red oni-girl with the lobsterclaw? (Reading that back: this sure is becoming strange...) Haven't had that problem in testing yet.

Don't know what to do about the water. Strangely enough the ' avoid danger' setting on bots does not include water. Maybe I'll put up some forbidding waypoints soon. Will have to experiment. Just steer your jail-buddies away from it in the meantime. MM should do an expansion pack for swimming sackbots!

As you've noticed I really like levels were you can take your time, wander about and explore. Did you find all the secret areas, Midnight? You need to ' draw a door' in some suspicious places to open them up. (And your monkey-king character rules btw. Back from jail to wreak havoc once more...)
2011-02-06 10:55:00

Author:
pickled-punk
Posts: 598


Cool. was a fun level. and loved seeing my character cameo.
I LOLed when they jumped in the water to their doom. Silly sackbots.
you may want to put a tag on them and tag the water zones to make them avoid them from now on.
i have dealed with this problem in your and other people's levels before. easy fix is using tags.
and at the end i died right as i got to the scoreboard, and then got trapped in the dieing over and over
under the scoreboard bug. keep up the good work. and a tip.
make stuff move more. it takes more time but. if you look at MM levels, there is lots of stuff moving everywhere
for most of the time no reason. it looks good tho. :3 *mew
2011-02-06 18:02:00

Author:
Lord-Dreamerz
Posts: 4261


Thanks guys!

Which prisoner didn't come out of her cell, Tomodon? The anthropomorphic hedgehog girl or the one eyed red oni-girl with the lobsterclaw? (Reading that back: this sure is becoming strange...) Haven't had that problem in testing yet.


I'm not really sure..... it was the one that, when you activated a switch, a bounce pad shot her? into the sky? She didn't come down. Maybe that was intentional?
Again, I'm not sure. A few speech bubbles closed on their own due to my shoddy controller....
2011-02-07 05:27:00

Author:
tomodon246
Posts: 624


Hi Fumo, indeed nice cameo. I'll try and fix the sackbots to avoid water from now on (and I'll call for help if I don't succeed )

I know which sackbot you mean now, Tomo, it's the zebra striped one. It shoots up and lands somewhat to the left. Backtrack just a little and you'll find him, and he starts following you.
2011-02-07 06:16:00

Author:
pickled-punk
Posts: 598


Added some pictures.2011-02-08 08:00:00

Author:
pickled-punk
Posts: 598


Well I can't really said I helped too much in playtesting but thanking is always nice. This level is great, but as I think I already said, I'll review Deliver me from Eve when it's complete.2011-02-09 18:43:00

Author:
FreeAim
Posts: 2462


yesss I'm going to play this. If it's as good as the beta levels I've seen, its gotta be good2011-02-09 23:09:00

Author:
Cheezy WEAPON
Posts: 283


Thanks guys, more levels coming up.
I'm finishing up Lapsang Burial Grounds.
2011-02-10 07:21:00

Author:
pickled-punk
Posts: 598


I've just added this to my queue. Expect some feedback soon! This looks like an awesome level.2011-02-10 08:43:00

Author:
Breezy-The-Pro
Posts: 134


hmm.. after playing most of your Eve series, I have to say this is the best yet. The art direction is very consistent, and the layout is clearer, but it's still rather easy to get lost.. Even moreso for my inmates. I've freed them all, but none of them at all got to the exit. When I met up with Eve, she did her lil speech.. then I wandered around looking for the scoreboard. I found it and jumped into the void and.. it didn't go off?

If there's one thing I'd like is better guidance through the level. It's nice to have secrets, but every pathway to the exit feels like a secret haha. Maybe things are too clustered? Spread it out. Have one or two wide open areas. I like how you have all these sackbots make it feel like the levels are full of life, but they all scream for my attention when they're in the same spots. Spread em out!

Other than that, I enjoyed these muchly. Very good show. <3
2011-02-10 09:07:00

Author:
Cheezy WEAPON
Posts: 283


Thanks Cheezy.

You've got a good point about the cluttering. Of course I like my levels busy and full of details, but it shouldn't compromise the gameplay too much. I'll try to take your advice to heart for the next ones.
The level a rather hard parcours for the fellow inmates to tackle. You have to be very careful to get them across (of course it isn't necessary to rescue them, only if you've got your <3 set on claiming that Pint-sized Spartacus badge ). I'm still trying to fix the bots so they will avoid water (and still keep following you.)

I like the idea of having to roam around and explore a level. The desired gameplay should be something like Ico or Zelda. Exploring the world and slowly discovering how to proceed.
2011-02-10 18:49:00

Author:
pickled-punk
Posts: 598


These levels are brilliant. I'm glad I discovered them through this F4F thing!

I've noticed that with patrolling sackbots, some will pop up speech bubbles but then move out of range before you have a chance to read them. Perhaps you could make their speech activation zones bigger? Or perhaps add a player sensor that puts them in an idle/slowed state when the player is in range, enabling the player to read their words?

A useful NPC type would be guide-types. They could offer to show you how to reach a location, in exchange for points. Give them a series of waypoints rather than recorded acting, and you could have them pause to let the player catch up. This would help the confused and/or lesser capable players, while the cost would ensure it remains rewarding to explore for yourself. Or you could make NPCs that offer to race you, like in Assassin's Creed. I wouldn't be surprised if you've already done that and I just haven't discovered it!
2011-02-12 11:20:00

Author:
munrock2
Posts: 96


This game was great i had alot of fun playing it which for me is what its all about lol, the design was awsome too and i dont think it was too cluttered i thought it was perfect, all in all a yay and a heart from me and i look forward to your next and also going back and playing the ones i missed from you

in the spirit of F4F if you do it please check out my thread here
https://lbpcentral.lbp-hub.com/index.php?t=48956-Space-Blast-3D-Beta-v0.9-UPDATED

Thanks
2011-02-12 13:03:00

Author:
steadler
Posts: 180


Pros

Start away you get a feel of a rush. The level has some good design and a well presented theme.
The level has ideas to yet seen before which adds a short sight of mystery to the level.

Cons

The level has some confusing tasks which may take the player a few minutes to work out what you have to actually do, before doing it.
Some of the materials used in the level don't fit as well as some others that could have been used.
The level lead to frustration which meant I didn't finish the level pass the speaker on the string.

Overall

A good level with problems that may discourage players from completing or attempting to complete the level.
Although the level has some promising features, it is let down by the poor sense of direction to help the player through the level.

In return, please try and review my levels in the signature.

Much appreciated!
2011-02-12 15:13:00

Author:
Unknown User


Thanks for the feedback guys!

Shame you couldn't finish the level, RacingCred (you've only seen under 50% of the level I think).
Great you had fun, Steadler, indeed, that's what it's all about.
I'll go and check out your levels soon.

Munrock2, I'll go and fix the speechbubbles on the bots, good point. Nice idea with the guide-bots. I already have some powerups you can buy with points in one of the levels (Adventurer's District). I'll try and experiment with some bots for hire ;-)
2011-02-12 21:46:00

Author:
pickled-punk
Posts: 598


Just played this level and the others a couple of days ago, and it's good. Despite some confusion, the story is well told, and the objectives are intriguing.

VISUALS:
The visuals looked neatly polished, and the sackbot costumes are great too.

SOUND:
The interactive musics (The Cosmos, Temple, and Eve's Asylum) are great in the series.

GAMEPLAY:
The obstacles are ingenious in this level. The mapping is confusing, yet satisfying. I'm trying to figure out how to complete some of them though. By the way, in the end of the prologue level, there appears to be a bug. When I entered the backward scoreboard, I got stuck in the puzzle piece, and the checkpoint of the scoreboard is active. You should somehow add a better wall near the level link.

OVERALL:
It's a good level with interesting visuals and fun objectives. All of the series gets a yeah vote.

F4F: "Cybernetic Adventures Alpha"
2011-02-13 19:07:00

Author:
JustinArt
Posts: 1314


Thanks for the review, JustinArt. Great you liked the series.

I'll fix that scoreboard soon.
I've got your level queed & will leave some feedback soon.
2011-02-14 19:46:00

Author:
pickled-punk
Posts: 598


Just added this to my queue. I'm playing it for those sackbots with the cannon heads alone!2011-02-15 14:18:00

Author:
Bercilak
Posts: 117


The gunheads are waiting for you.. lol2011-02-16 06:46:00

Author:
pickled-punk
Posts: 598


Cool, I got mentioned in Spotlight 59:


?[LBP2] Can't get enough of this fantastic and detailed series? Then try out Deliver me from Eve: Eve's Gaol by pickled-punk!


Thanks guys!
2011-05-20 11:28:00

Author:
pickled-punk
Posts: 598


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