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Lost in Time (First Level Advice?)

Archive: 8 posts


http://lbp.me/v/xjnn97
I just published my first level, and while I'm pretty proud of it, I'd really like to iron out everything I can and see what I can improve. Please tell me what you think. I tried to do something kind of conceptual.

Edits:
-I fixed the distance of fire from the creatinator, and I slowed down the Tribals. Should be a lot more reasonable when they attack now.
- I created an alcove above the emitters so that the flaming stones don't appear out of nowhere, at least, not on screen.
- I added a lot more light to the section with the spikes, so it should be a lot less furstrating trying to navigate it.

http://i4.lbp.me/img/ft/8a40f636449160bcc7df928ccca6acd6fa397580.jpg
http://ic.lbp.me/img/ft/69cfafbda077f0769b11b4b9a7e4f30155432107.jpg
http://ie.lbp.me/img/ft/63ebfc11f28149ffa960a98b4cb39a6c50759902.jpg
2011-02-08 01:43:00

Author:
alexstone108
Posts: 15


I gave it a try, and for your first level, it was pretty good! There were a few issues I encountered, mostly in the "past" level. I had trouble getting Cronus to follow me up with the sponges, as he seemed to grab them but then let go. Also, in the volcano, the lighting made it difficult to see my sackperson and the spikes on the ground, so you should perhaps make it brighter there. The part where you use the creatinator to attack the tribal sacks became slightly aggrivating because the creatinator emits the fire far away from your sackperson. I had to be a certain distance away from a tribal sack to kill it. They also ran faster than I could shoot, so you may want to redo that portion. Other than that though, I liked the concept of using level links to represent going through time. I didn't understand the significance of the part two area though, it seemed exactly like part 1. Still, it was a good idea. I would suggest spending more time with it, and adding much more detail to each level, such as stickers, decorations, and more material variations. Good job though!
(P.S. Feel free to play and feedback any of my levels... you don't have to if you don't want though)
2011-02-08 02:11:00

Author:
Jdsfrog
Posts: 97


Very good suggestions. I couldn't find a good way to make a sackbot grab without remote controlling, It seemed like the best bet to do a tag sensor, but it is touchy.

The point of the part two area was mostly to try and drive the concept of time travelling home, give the player a familiar location, slightly changed up. It's not totally necessary though, I agree.
2011-02-08 02:32:00

Author:
alexstone108
Posts: 15


It wasn't that is was unnecessary, I just couldn't tell any differences. Perhaps, since it is the future, you could change some of the material types, add futuristic lights, etc. while keeping the same shape of most everything. That way it would look like time has advanced, but you can definately tell you are in the same place.

Regarding sackbots grabbing stuff, I'm not too sure, I haven't tinkered with sackbots much and never used them for gameplay purposes yet (only cutscenes). Perhaps you could put bounce pads instead of the sponges? I know for a fact sackbots follow you up those.
2011-02-08 02:38:00

Author:
Jdsfrog
Posts: 97


I added your level to my queue, I will try it when I come back from work and I will review it. Try mine too! http://lbp.me/v/xgsskq2011-02-08 02:51:00

Author:
CuthbertAllgood
Posts: 10


Comments as I play through it:
-After the first link, it is kind of difficult to jump high enough to get to the third platform in the ladder like structure.
-Nice camera trick at the bottom of the emptied lake.
-Why is it that everything is always happening to the right in platformes? This question may never be answered.
-For the part where the professor has to follow up by grabbing the sponges, you should consider having a background layer level if the top for him to jump off to. Unless I got him to grab onto me and then forced him over, he wouldn't keep going on his own.
-I managed to get the professor killed, so a way to respawn him would be good. I don't know how to off the top of my head, but I would guess it would be similar to how people put out new sackbots to control in levels where the sackbot is the main character. Maybe check the tutorials and see how they do it.
-Nice lighting after jumping in the hole with the fire.
-In the fire part where there is fire emitted that falls down, you should try carving out a hole above to drop it from so that it doesn't just appear. It makes things look better than a burning block appearing out of nothingness.
-The first creatinator seems to emit the projectile really far ahead. It is hard to hit the enemies when almost by the time I see them they are too close to hit.
-I noticed that I didn't actually have to kill the animal to proceed (I felt sorry for the poor guy and decided to see what would happen if I kept going. This is what happens when you make people kill defenseless animals while playing sad music). You can resolve this by having a the switch that destroys the animal also maybe just lower the level link within reach and turn on the electric effect.
-As a whole, I think you should try to avoid using so much material three layers thick. I don't think it looks as good, but that may just be me.

Overall, pretty good for a first level. My best advise if you want to improve is to play the story levels as well as created levels and pay attention. Look at how people decorate, make use of layers, and design challenges and try to emulate it while adding your own style. Most of all, try to make levels that you would enjoy playing. Good job and keep it up. Also, if you get the chance, I would appreciate if you could try my level. It is the only one I have made a post for under the my creations link.
2011-02-08 02:52:00

Author:
waffledogRTK
Posts: 22


@waffledogRTK
@CuthbertAllgood

I'l give you both feedback tomorrow.

- I have problems with that third platform as well. I'll probably make them a bit tighter and add a fourth platmorm.
- I'll come up with an alternative to the sponge grabbing. It's not consistent enough. I'm apprehensive about bouncepads because, while fun, they throw off the tone of the level. They would work though. I'll try and figure something out. Maybe another piston/platform.
- Respawning Cronus would be ideal. The fear of him getting killed held me back from doing some more daring things I think. I'll work on that.
- Good call on the emitters. Sometimes I forget how things slook and focus on functionality. It should be better looking.
- The creatinator is probably my biggest issue and it's easily fixed. Top priority.
- That's a good idea on linking the animal to the level link. It kind of negates the whole level if you don't really need to kill it to proceed.
- I totally agree on diversifying layers, but I felt like focusing on that on my first level wouldn't be practical. It's on my to-do list in the future though. I LOVE how Lockstich (http://lbp.me/u/Lockstitch) utilizes layers.

Thanks for the advice guys.
-
2011-02-08 07:07:00

Author:
alexstone108
Posts: 15


Awesome, I've added this level to my queue and I'll play it and review it tonight ^^

In return, could you please try and review my level, Bounce Pad Level 1.

http://lbp.me/v/xk-j9v

It's much appreciated ^^
2011-02-09 15:15:00

Author:
Unknown User


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