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Wailing Caverns

Archive: 13 posts


Hello everyone, thanks for the great input both here on the forums and in game! I have made more changes and would like any input anyone else may have. I have also added a few pictures.

http://i101.photobucket.com/albums/m47/birquah/Little%20Big/photo1.jpg
http://i101.photobucket.com/albums/m47/birquah/Little%20Big/photo2.jpg
http://i101.photobucket.com/albums/m47/birquah/Little%20Big/photo3.jpg
2011-02-06 01:11:00

Author:
Birquah
Posts: 17


+ NPC
- First sackbot enemies cannot harm the player?
- Is this elevator even moving? Perhaps zoom out the camera here.
+ Bubble combo!
- Didn't even need to shoot enemies, just bounced past them. Give the player an incentive to, like giving them 100 points for each kill or something.
- Plasma enemies can block the checkpoint, killing the player over and over.
+ Grapple section was nice.

Would better if the NPC met you at the end, saying "You found the treasure/cave/goal/banana!" or whatever.

One important thing to work on; bubble placement/value.
At some points you had awesome bubble combos going with regular sized bubbles, then layer on, you give the player 400k in points for pressing R1 (shooting raptors).
There's not much point (for the player) to work to get a bubble combo on a group of 20 bubbles, when later on you hand them out like candy.
Platforming combos are fun, walking combos are not.

Hope that helps in your future level making.
Check out my level in my sig for a few gameplay design tips.
2011-02-06 07:34:00

Author:
midnight_heist
Posts: 2513


Thanks much for the input, I've made a lot of changes and have resolved some problems. Let me know what you think now. Thanks again.2011-02-06 23:04:00

Author:
Birquah
Posts: 17


Yup. Nice fixes.
It was really cool how the level ended where it started somehow.
You should leave some feedback in other people's F4F levels, to get some plays/reviews in return on your one.
2011-02-07 04:35:00

Author:
midnight_heist
Posts: 2513


I've made some changes and republished again, I think all the bugs are worked out and I'm thinking about adding a few more hurdles on the journey. Any new input would be great, thanks!2011-02-09 21:54:00

Author:
Birquah
Posts: 17


Thanks for the feedback of "Cybernetic Adventures Alpha". It's a pretty good level.

VISUALS:
Could use a bit more decorations and additional stickers, but it's neatly polished. I liked the controlinator part where you move through the waterfall.

SOUND:
Good use of "Crystalis of Eternity" music.

GAMEPLAY:
This level has some clever usage of the paintinator, creatinator, bouncing pads, and grappling hook. Good platforming too.

OVERALL:
An interesting level with a cool NPC and good use of paintinator. A yeah vote.
2011-02-10 04:39:00

Author:
JustinArt
Posts: 1314


I'll queue it. So this is based on a WoW instance Wailing Caverns... I can tell it since it looks more than very simliar.2011-02-10 05:05:00

Author:
FreeAim
Posts: 2462


A nice, simple little level. The visuals were rather plain, but still looked nice. Not very challenging at all, especially since the raptors don't move. I would be nice if the raptors tried a little harder to keep existing. The flaming cannibals were good though. However, they kept vaporizing themselves... I also liked the grappling hook part, they're always fun.2011-02-10 22:23:00

Author:
RagTagPwner
Posts: 344


Queued will play it later. Feedback will come soon.2011-02-11 00:18:00

Author:
Dan2k
Posts: 26


[played about 14 hours ago, you might have made changes since]

I haven't played WoW for years but I remember wailing caverns fondly. I think you've captured a good deal of the essence of the place in this level!

I would suggest some movie cameras to show off a selection of landscapes. Particularly outside. Some areas could use wider camera angles - those plasma enemies move quickly and so the player could use more warning of their approach. You could gank two birds with one stone if you used a sweeping wide-angle panning cutscene to show off the landscape and make the player aware of the enemies they're approaching.

Conversely, when the player is moving through some of those tight tunnels, you can zoom in to exaggerate the feeling of tightness. Perhaps play with the lighting a bit, too.

The raptors need to be more menacing. Not sure how, maybe give them more speed.

The Tauren was brilliant. Give him some closeups and cutscenes when he opens doors or makes speeches!

The plasma sackbots: the only humanoid mobs I remember from WC were those snake shapeshifter types. Perhaps if you do use a cutscene to introduce them you could have some snakes, throw up smoke, then use destroyers and emitters to transform them into plasma sackbots?

All in all, though, it's great. I'll be keeping an eye out for changes.
2011-02-11 02:07:00

Author:
munrock2
Posts: 96


Well, here is my test after you are tested mine as promised.

So I really liked the integration of many tools LBP2, controlinator, grapple ... Everything is there! For scenery, I liked certain things, like the skull stone or diamonds of water. Another positive thing for me is the challenge score points across a collection! (For my part I finished eleventh).

The only drawback for me is that the Raptors are too immobile.

But the general atmosphere is there, the levels is very beautiful and enjoyable to play ... Nice work
2011-02-11 08:15:00

Author:
z-guner7
Posts: 8


How much space have you got left in terms of heat?

Recreating one of the boss fights would be cool. Running into groups from the opposing faction outside the instance and either taunting them back or switching to pvp is one of hte vivid memories; maybe you could recreate that by animating random sackbots to occasionally appear at the start checkpoint and try to enter the portal (and die if the raptors are still there)!

At the start, another memory is of the oasis outside the cavern. The trip to WC was first crossing barrens and then going through dense foliage around the oasis. Perhaps water or fake water in the oasis, lots more trees, and the starting checkpoint on an open plain further to the left, if there's space.
2011-02-11 13:50:00

Author:
munrock2
Posts: 96


Well apparently this level was not as good as I would have expected. It was OK but there a simply too many little woes. First things first. At the beginning you should have not used ready MM objects. It's nothing but a mark of laziness. Another annoying fact is that the level is built way too close to the ground. It's also pretty dark at the most parts of level. This led me to sudden deaths maybe too many times. I actually had about 20 mins time to play this but I couldn't finish it. It's not hard, but annoying deaths (the lurking raptor in beginning, for example) are seen too often in this level. It's visually different, but not very good. Gameplay is OK, but simple, nothing spectacular. There isn't much to say about the level. It's not bad, but it's not very good either. It's playable if you have good nerves. I didn't give it a smiley or sad face. It could have been better with a bit more attention put into it. There doesn't seem to be special lighting effects. The lack of visuals is the only really bad thing. Visuals weren't bad, but Wailing Caverns in WoW is simply one of the most beautiful instances in game, and since visuals here weren't so good it gave me a big dissappointment. There is no re-playability and I'm not getting back to it. If you want my advice then (Now I'm talking honestly, not offensively) here it is: There is not way to make this better by simply changing few things. To earn smiley face from me isn't impossible if you just make this level a bit better. Not pointing out anything special, just make it better from everything. It's not bad level. Levels just need to be worked on a bit longer than this to make them enjoyable.2011-02-11 14:05:00

Author:
FreeAim
Posts: 2462


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