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MoonQuest Part I: The Mission

Archive: 4 posts


This level, MoonQuest Part I, is my first level on LBP2. Since cancelling my admittedly rather poor 'Escape' series on LBP1, I have been honing my skills to a point where my levels are rather fun to play. This one may be a little rough around the edges, but I'm hoping that as I create this series, they will increase in quality further still. MoonQuest is story-orientated, with this first part seeing you practising your 'mad skillz' at the Academy, the place you have lived all your life. I'm currently making Part II, which has a more puzzle-based sort of gameplay. I plan on exploring various types of gameplay throughout the series.

I'm willing to do 5, possibly more F4Fs.

- Thanks all, Beedy10 -
http://lbp.me/v/xsvhhr
2011-02-15 12:47:00

Author:
Unknown User


Hey started your level. I will finish a few more playthroughs later tonight, but I figured I would leave you some stuff right away. I liked the humor of the level and I liked watching the sack bots messing around. I noticed the light they were swinging from was not connected to anything, or it looked that way...so it kind og bugged me, just a little. I liked your use of pistons in the background above at the start. The sack bot that was messing around would spawn in and out which seemed weird, could you set it to vanish in smoke so it seems like he is vanishing or have him spawn in and out behind things? Those first jumps were very close calls, I liked the angles at the base of the columns, but the tops were just flat, I really wanted to take a corner edit to them and make the slightly angled. Little talking was nice, kind of missed voices, just because there are so many options now. The Training was nice, but I wanted more in it, the thing down to shut off the electric was good with the camera angle, but the single grabby at the base seemed anti climatic. The bounce pad area up was good, but the bounces seemed weak, but then I realized that once I was on top I had to go back down the same way. I think you need another exit from the top and to add a sticker or something to bland levers to add pazzaz. The chain swing down had a blind jump, but it may not have been, because each time I made the jump it started to move (the chain after I let go). The teleported was funny, but it lasted a bit, oh and that first teleport thing in the start where you walk over and you get transported did not work right away on me, you may want to increase range or add a note or some glowy thing. The final speech was funny, had fun playing the elve, I reall think you could add a bit more to the start test2011-02-16 02:47:00

Author:
celsus
Posts: 822


Thanks! I'll be sure to address those issues you mentioned. I see what you mean about the anti-climax, though I was having a bit of trouble with the thermo and things, which I solved later but never went back to utilise. I'll probably add a little something there. Then again, it was intended to be pretty short, to fit in the cinematic sort of intro to the level. I see what you mean about the 'pazzaz' too, though I had a bit of trouble choosing stickers/decs. I think I'll have a look through Avalonia again for some futuristic-looking decs to spruce it up a little. Thank you!

I'll check out OK Space Accident today.
2011-02-16 17:22:00

Author:
Unknown User


Yeah, I have yet to deal with sack-bots in a full level, so I am not sure how much thermo they take up...I have been going back and deleting stars one by one from my level as I try to edit and add details to areas. If I added microchips to svae space, but if I open any of them on my level, it instanly overheats until I close it again.2011-02-16 18:44:00

Author:
celsus
Posts: 822


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