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Zompocolypse: Life After Z-Day(Yay/Boo Ratio: 160/ 14 )

Archive: 24 posts


_____________Summarry______________
This is the first level I've created on LBP2, however I have quite a bit of creation experience prior to from LBP1. I spent over a solid day total making this level, I only know that because I got the 24 hours in create mode trophy while making it, and still took a few days after that before it was finished. Please leave any feedback you may think will improve the level, thanks!

_________LEVEL LINK____________
http://lbp.me/v/xdb8kq (This is to my LBP.ME website, it will have pictures etc.)

___________Description___________
This is the first installment in the series (as long as it actually gets attention I'll make more) It takes place two months after the first zombie outbreak in a world in chaos. Our hero must shoot his/her way through hordes of zombies and save survivors along the way.

_________Reasons To Play__________
1.) Different Zombie Models To Keep Things Interesting
2.)Variety Of VERY Detailed Environments (From warehouses to burning buildings)
3.)Great Cut scenes
4.)Suspenseful Atmosphere
http://lbp.me/v/xdb8kq
2011-02-06 16:14:00

Author:
Hamsalad
Posts: 2551


very nice! the beginnng part with the zombies in the warehouse was a little boring and repetative, but after that it got really cool and fun. also that sucks you ran out of thermo room, i hate when that happens. an intro movie would have been AWESOME to show him being chased by a horde of zombies into the ware house.2011-02-06 21:15:00

Author:
Unknown User


Maybe you should make a few more character models2011-02-07 22:08:00

Author:
DesignedJ
Posts: 57


Maybe you should make a few more character models

Not a bad idea, I have 4 right now. I was worried about thermo but I'm not sure if it even takes more for different costumes.
2011-02-08 17:28:00

Author:
Hamsalad
Posts: 2551


I found that this was really atmospheric, and great fun.

At the beginning especially, before the power is on, the filter works really well in enhancing the mood, and the same with all the strobe lighting, and the other lights flickering on and off.

It might be nice if there was more stuff going on n the background at the beginning in the main factory, as it was a little bland with just the windows.

The zombies were tweaked just great, not too hard and not too easy, but they were very predictable as you could see them about to drop down, so i think you should move the camera angle in a bit at these points so you don't know when the next zombie will drop down.

You should also put in some small signs or arrows so that people know where to go at certain points, because i would often waste time going back to the left when i was meant to be going right.

The biggest issue i had was that i got to the bit with the people just past the air vent, and the zombies break in and you are supposed to save them. The zombies killed them all, then i killed the zombies, and i couldn't figure out where to go next, i tried everything but was perplexed...

However, these are all thigns that will make a great level even greater, i had great fun playing this and can tell you have definitely thought about it a lot and put tonnes of effort in!

If you have the time please take a look at my mini-game, link in my sig.
2011-02-08 20:18:00

Author:
Steve
Posts: 134


I found that this was really atmospheric, and great fun.

At the beginning especially, before the power is on, the filter works really well in enhancing the mood, and the same with all the strobe lighting, and the other lights flickering on and off.

It might be nice if there was more stuff going on n the background at the beginning in the main factory, as it was a little bland with just the windows.

The zombies were tweaked just great, not too hard and not too easy, but they were very predictable as you could see them about to drop down, so i think you should move the camera angle in a bit at these points so you don't know when the next zombie will drop down.

You should also put in some small signs or arrows so that people know where to go at certain points, because i would often waste time going back to the left when i was meant to be going right.

The biggest issue i had was that i got to the bit with the people just past the air vent, and the zombies break in and you are supposed to save them. The zombies killed them all, then i killed the zombies, and i couldn't figure out where to go next, i tried everything but was perplexed...

However, these are all thigns that will make a great level even greater, i had great fun playing this and can tell you have definitely thought about it a lot and put tonnes of effort in!

If you have the time please take a look at my mini-game, link in my sig.

Great tips, thank you and glad you enjoyed it! I think after the roof collapses in the apartment on fire I may have a hologram arrow pop up pointing down after like 10 seconds. That should solve that problem hopefully. I've also heard of people having that issue in that room. After all the zombies are defeated you are supposed to see a cut scene telling you to kill yourself to proceed, I had to do it that way due to thermo space. But I think I will try to change this because it seems to be kind of buggy.

I think it's probably due to how I have the logic set up, if the zombies manage to kill each other it won't trigger the event. I think if i maybe tweak them to be indestructible that should make it so they can't kill each other. I will work on a legit finish so people don't have to kill themselves.
2011-02-08 20:26:00

Author:
Hamsalad
Posts: 2551


Big Edit:

Just fixed it so there is a new easier to manage and bug free ending .
2011-02-08 21:00:00

Author:
Hamsalad
Posts: 2551


Just got through playing your level. Had a good time. There are a couple of minor issues and opinions - but the overall was cool. I hearted it because ... well how can you go wrong with zombies.

The pros:
I liked the begenning prior to switching on the lights. It looked very old school zombie flick. The zombies were done well, the sound, the charge they made when the saw brains .... it was cool. They were a bit rough in the hordes and could charge faster than I could shoot 'em - but hey, its a zombie apocalypse of course there's going to be carnage.

I enjoyed several of the cut-scenes. The roof cave in was especially cool.

The various zombie themes - head to a roof top - a room full of mixed-matched survivors and a last minute zombie rush before rescue really gave the level an authentic zombie-time feel.

The cons:

I so wish there was not a bouncepad area. The cool zombie level goes mario/sonic out of the blue and then converts back. I would have rather shot zombies up ten floors or something. I would - personally - remove that section entirely. It just seemed like an excuse to get some LBP2 power-ups in there and was completely unrequired.

You have a magic mouth showing at the far right of the building where you come out of the basement.

The cut-scene at the roof cave got me killed - I had to stand and watch the scene kill me. Perhaps repositioning the event so that the player is not in true immediate danger.

The broken glass sound needs a microchip so that it doesn't continue to play after the glass is broken.


Anyway - great work ... I look forward to more zombie bashing fun.
2011-02-09 08:43:00

Author:
Jaydetiger
Posts: 64


Just got through playing your level. Had a good time. There are a couple of minor issues and opinions - but the overall was cool. I hearted it because ... well how can you go wrong with zombies.

The pros:
I liked the begenning prior to switching on the lights. It looked very old school zombie flick. The zombies were done well, the sound, the charge they made when the saw brains .... it was cool. They were a bit rough in the hordes and could charge faster than I could shoot 'em - but hey, its a zombie apocalypse of course there's going to be carnage.

I enjoyed several of the cut-scenes. The roof cave in was especially cool.

The various zombie themes - head to a roof top - a room full of mixed-matched survivors and a last minute zombie rush before rescue really gave the level an authentic zombie-time feel.

The cons:

I so wish there was not a bouncepad area. The cool zombie level goes mario/sonic out of the blue and then converts back. I would have rather shot zombies up ten floors or something. I would - personally - remove that section entirely. It just seemed like an excuse to get some LBP2 power-ups in there and was completely unrequired.

You have a magic mouth showing at the far right of the building where you come out of the basement.

The cut-scene at the roof cave got me killed - I had to stand and watch the scene kill me. Perhaps repositioning the event so that the player is not in true immediate danger.

The broken glass sound needs a microchip so that it doesn't continue to play after the glass is broken.


Anyway - great work ... I look forward to more zombie bashing fun.

Thanks for playing and glad you enjoyed it. You're right about the bounce pad area. You also gave me an idea on what to put there instead of that. I might overhaul that whole section and republish it. Weird, thought I fixed the glass issue after I changed them to play once.....Hmmm, will have to look at that again. Doh! Forgot about the magic mouth, thanks for reminding me!

I will get cracking on redoing that section now though. Thanks again.
2011-02-09 15:47:00

Author:
Hamsalad
Posts: 2551


OK, I just completed a MAJOR update on the level. I redid the entire bounce pad area to make it fit the level better and have a brand new (and better) challenge to get to the roof. If you played it before and enjoyed it, I recommend trying it again just for that part at least!2011-02-10 01:43:00

Author:
Hamsalad
Posts: 2551


really good mate, i love the fact the zombies are not slow and boring, and they run and jump at you, the design is awsome also. cant wait for the prequel.

F4F if you can
http://lbp.me/v/xkrdvp
2011-02-10 02:40:00

Author:
steadler
Posts: 180


really good mate, i love the fact the zombies are not slow and boring, and they run and jump at you, the design is awsome also. cant wait for the prequel.

F4F if you can
http://lbp.me/v/xkrdvp

Glad you liked it, I started a different project for now (until I went back into rehauling this level) it should be really good though. I don't aim to disappoint. Glad you like the prequel idea though.
2011-02-10 06:50:00

Author:
Hamsalad
Posts: 2551


This was a great idea for a level and was well built too!
PRO's_________________________________________
-Zombies at the beginning behind windows, great idea, should add more
-Zombie designs and character designs are good
-Level layout is done well, seperating scenes so its not one constant monotinmous and predictable layout of zombies.
-The cutscenes are highlight the right events!
-Good layout with score bubbles, some more in some areas would be nice too!
CON's and Improvements________________________
-Although detailed nicely, the scenery is slightly blockish and simple at the beginning, looks a bit repetative.
-Lighting changes very drastically and loses the horror film look, the beginning is also a bit dark
Although I'm guessing its supposed to be a scene change, but its a little drastic, not major though!

-As a note, if you are / when you are more familiar with Logic and acting, it might be nice to change the way the zombies attack to an animation with movers. A good suggestion is to dedicate a whole space on your moon (One level in a crater, not all of them) to zombie logic. Experiment using player detection, sackbot logic (/acting) and damage methods.

A different setting to the normal zombies, theyre not slow!
Overall this level was very pleasing! and I even went back to it for the top score, which I got! So I'm happy!
Waiting to see what you do with the next one!

When you have the time, I would be very grateful if you wouldnt mind, trying out my level J.A.C.E and dropping in a review!

https://lbpcentral.lbp-hub.com/index.php?t=48649-J.A.C.E-Parkour-engine-sackbot.

http://lbp.me/v/xm0k6f

Thanks and well done!
2011-02-10 12:47:00

Author:
Unknown User


This was a great idea for a level and was well built too!
PRO's_________________________________________
-Zombies at the beginning behind windows, great idea, should add more
-Zombie designs and character designs are good
-Level layout is done well, seperating scenes so its not one constant monotinmous and predictable layout of zombies.
-The cutscenes are highlight the right events!
-Good layout with score bubbles, some more in some areas would be nice too!
CON's and Improvements________________________
-Although detailed nicely, the scenery is slightly blockish and simple at the beginning, looks a bit repetative.
-Lighting changes very drastically and loses the horror film look, the beginning is also a bit dark
Although I'm guessing its supposed to be a scene change, but its a little drastic, not major though!

-As a note, if you are / when you are more familiar with Logic and acting, it might be nice to change the way the zombies attack to an animation with movers. A good suggestion is to dedicate a whole space on your moon (One level in a crater, not all of them) to zombie logic. Experiment using player detection, sackbot logic (/acting) and damage methods.

A different setting to the normal zombies, theyre not slow!
Overall this level was very pleasing! and I even went back to it for the top score, which I got! So I'm happy!
Waiting to see what you do with the next one!

When you have the time, I would be very grateful if you wouldnt mind, trying out my level J.A.C.E and dropping in a review!

https://lbpcentral.lbp-hub.com/index.php?t=48649-J.A.C.E-Parkour-engine-sackbot.

http://lbp.me/v/xm0k6f

Thanks and well done!

Thanks for playing and offering that great advice! Glad you liked it. I actually thought about adding more zombies behind the windows, I am def going to do that now. I will look into making turning on the lights seem less drastic because I do like the feel of that color filter. But wouldn't fit the level when you go to the roof. Would just have to add a global light while going up the elevator or something.

Great idea on the different zombie attacks. As you probably saw this was my first LBP2 level so I am STILL learning all the tools and logic (I didn't play beta or anything either). But my levels tend to use basic to intermediate logic and mainly focus on the artistic side.

So for the zombie attacks I think I could just add a few behavior chips (And act out attacks?) attached to a player sensor to a randomizer and hook the randomizer up to all the possible attacks to keep it fresh?
2011-02-10 19:25:00

Author:
Hamsalad
Posts: 2551


Thanks for playing and offering that great advice! Glad you liked it

So for the zombie attacks I think I could just add a few behavior chips (And act out attacks?) attached to a player sensor to a randomizer and hook the randomizer up to all the possible attacks to keep it fresh?

No problem, I enjoyed it so Thankyou for building it . As for the logic, thats one way of doing it, but how many attacks do zombies do apart from grab and chew? xD!

I've been working on something like COD5 zombies since I got LBP2 (I dont like COD, just the way the zombies level work with barricades).

I think for the custom attacks, you may need to turn the player into a sackbot to make life easier xD. Otherwise just have the zombie turn into something lethal for a split second. The best way to find out is like I said first, experiment on the moon! (how many people could say that in reality? xD)

And you did a good Job as it was your first level! My first level in LBP was a strange ... horror themed wipeout zone.. I thought it was alright, but the young, evil half of the LBP community thought otherwise :.
2011-02-11 01:42:00

Author:
Unknown User


No problem, I enjoyed it so Thankyou for building it . As for the logic, thats one way of doing it, but how many attacks do zombies do apart from grab and chew? xD!

I've been working on something like COD5 zombies since I got LBP2 (I dont like COD, just the way the zombies level work with barricades).

I think for the custom attacks, you may need to turn the player into a sackbot to make life easier xD. Otherwise just have the zombie turn into something lethal for a split second. The best way to find out is like I said first, experiment on the moon! (how many people could say that in reality? xD)

And you did a good Job as it was your first level! My first level in LBP was a strange ... horror themed wipeout zone.. I thought it was alright, but the young, evil half of the LBP community thought otherwise :.

Yea, I am a huge fan of Nazi zombies. I thought about recreating a black ops nazi zombie level. But have decided to do a more original level, my next project. Yea I should really experiment some more with player controlled sack bots, that seems to be the way to go as far as being able to do the most stuff goes. I just don't know much about it, would need to do a lot of experimenting, but that's the only way I'll learn.

I'll probably try to learn how to use those really well before continuing my latest project, to maximize it's awesomeness.
2011-02-11 05:22:00

Author:
Hamsalad
Posts: 2551


Anyway I can switch this to F4F mode or do I have to make a new thread?2011-02-12 04:56:00

Author:
Hamsalad
Posts: 2551


The Verdict: :star::star::star::star:.7

Story: It's not much of a story. But in a Community littered with Zombie survivals. This level more than gets the job done.

Design: Quite nice. Checkpoint placement could be better. But Zombie models are great looking.

Playability: Some good platforming events and simple Paintinator gameplay.

Originality: If you need to choose between a level called. ?my first zombie survival plz hart? or this. The latter wins by a landslide.

(full review coming soon)
2011-02-12 23:32:00

Author:
Phazerz123
Posts: 440


The Verdict: :star::star::star::star:.7

Story: It's not much of a story. But in a Community littered with Zombie survivals. This level more than gets the job done.

Design: Quite nice. Checkpoint placement could be better. But Zombie models are great looking.

Playability: Some good platforming events and simple Paintinator gameplay.

Originality: If you need to choose between a level called. ?my first zombie survival plz hart? or this. The latter wins by a landslide.

(full review coming soon)

Glad you liked the level, can't wait to see the full review. thanks!
2011-02-13 16:49:00

Author:
Hamsalad
Posts: 2551


Zompocolypse: Life After Z-Day (http://lbp.me/v/xdb8kq) By Ham_salad

Design:
The design aspect of this level is very good weather you switch the lights on or not, it is a simple design but the colour(color) correction you use fits perfectly to the zombie genre, i looked around your level tho and it just consists of the platforms you have created offering no secret areas, hidden prize bubbles or anything else, just platform to platform.
Maybe i missed them if there are any.
But you did use some nice detail, but i think a few to many cobwebbs, maybe lighten the load of them.
:star::star::star: for Design.

Sound:
The sound is almost faultless, and as i have said in other reviews really sets of the mood, i just have two problems with it, (1)all the zombies sound the same maybe be use on or two different sounds when the hordes are coming, i know zombies dont say much, but when they are moaning and groaning they dont all sound identicle.
(2) the music when you are waiting for the elevator is too common around LBP community levels, i think try and get someone to create your own music for that scene that will fit the theme more.
:star::star::star::star: for Sound.

Gameplay:
Gameplay was fun but does not offer much replayability in the level which is a shame because its set out to be a great level.
I think if you add more zombies, especially at the elevator part, it would encourage more people to play and try and get that top spot on the scoreboards, i think whoever is at the top is there because thats the max amount of points you can achieve in your level.
Set waiting for the elevator on a timer and keep the zombies coming until that timer runs out i think the person quickest on the trigger then deserves to have the top spot, because then it comes ,ore down to skill rather than just completing the level.
:star::star::star: for Gameplay.

Overall:
Overall i had fun with the game a few pros and a few cons, its a game i like and hearted for the simple fact that i enjoyed playing it, and so did my wife haha.
If you just pour a few more hours into the create mode with this level, and like i said to you befor make a Prequel then this could be a great series and i will definatly play the other parts to this story.
I give it :star::star::star::star: as an Overall.

Other:
The only other part i will mention is the last part, when you have to save the group of survivors you can see a player sensor at the top left of the screen as soon as the cutscene is finished, and also its impossible to save the girl at the end, maybe move her just a little bit further into the middle.
:star::star::star: for Other.

Overall Star Rating is:
:star::star::star::star::star::star::star::star::s tar::star::star::star::star::star::star::star:
16 STARS
2011-02-13 17:09:00

Author:
steadler
Posts: 180


Thanks for checking it out buddy. You have some good advice, I will change some stuff up.2011-02-15 00:51:00

Author:
Hamsalad
Posts: 2551


Sorry for taking so long to leave feedback for F4F, I played it a while ago and have just been busy.

Alright, so first of all, this isn't just another zombie survival level. Well, it is a zombie survival level, but it isn't as mediocre as the rest.

It has a solid design and fairly good gameplay, though the use of paintinators does somewhat make it seem generic sometimes (not to mention lets you "paint jump"). I did have a few issues when I played it multiplayer, the first of which is the elevator that takes you down at the beginning. It automatically makes you enter/exit the seat, and doesn't wait for you to get off to go back up. If one person gets off and the other doesn't right away, it can put them back into the controllinator and take them up... killing one of the players off-screen. That being said, I also believe it would look much nicer (and make more sense) if the controllinators in the elevator were set to "side mounted". Something about sitting on the walls rubs me the wrong way.

Overall a good level. It shoves other zombie survival levels aside and raises the bar on the genre. It could use a few touch-ups here and there, but all in all it's a solid experience. I give you 4 flaming zombies out of 5.
2011-02-17 01:42:00

Author:
xero
Posts: 2419


Sorry for taking so long to leave feedback for F4F, I played it a while ago and have just been busy.

Alright, so first of all, this isn't just another zombie survival level. Well, it is a zombie survival level, but it isn't as mediocre as the rest.

It has a solid design and fairly good gameplay, though the use of paintinators does somewhat make it seem generic sometimes (not to mention lets you "paint jump"). I did have a few issues when I played it multiplayer, the first of which is the elevator that takes you down at the beginning. It automatically makes you enter/exit the seat, and doesn't wait for you to get off to go back up. If one person gets off and the other doesn't right away, it can put them back into the controllinator and take them up... killing one of the players off-screen. That being said, I also believe it would look much nicer (and make more sense) if the controllinators in the elevator were set to "side mounted". Something about sitting on the walls rubs me the wrong way.

Overall a good level. It shoves other zombie survival levels aside and raises the bar on the genre. It could use a few touch-ups here and there, but all in all it's a solid experience. I give you 4 flaming zombies out of 5.

Thank you very much for checking it out, glad you like it and think it is better than the giant sea of mediocre zombie levels out there!

That's one challenge I've noticed, people usually are prejudice of my level because it is zombie themed. A lot of creators gave zombie related levels a bad rep. I have been trying to redeem that for myself, but it's hard. Maybe if you could detail other touch ups? That would be awesome, thanks!

I will check into side mounted controllinator and try to address that issue, thanks again!
2011-02-18 02:05:00

Author:
Hamsalad
Posts: 2551


Went back and fixed some things people didn't like. Got the random itch to play again 2012-01-09 07:18:00

Author:
Hamsalad
Posts: 2551


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