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Missile Works (1-Player) [steampunk platformer]

Archive: 20 posts


http://ia.lbp.me/img/ft/66a4377fcfb2315ddda6f26861622278779b7e64.jpg

http://i2.lbp.me/img/ft/7024cba3f753449eda4ec1f37132890527c2ce8c.jpg

http://id.lbp.me/img/ft/d3d0550d6189f711244cf15d6d4002a459c7cca4.jpg

http://ia.lbp.me/img/ft/e0a8873d2399628637e3e290ca3526b826ca21f0.jpg

http://i2.lbp.me/img/ft/2724cae0895d953578939a6525d2bbd02686c89c.jpg

This level has a few challenging puzzles in it, so if you get really stuck I've posted the solutions here.

Bounce up to the high platform, then grapple a missile to point it towards the explosive panel.

Grapple the missile on the long platform as it passes over your head, then stand still until the grapple has pulled the missile underneath the platform. Follow it to the left, then release the grapple when the missile is pointing towards the explosive panel above. You can then use the grapple point in the middle layer and the bounce pads to bounce up to the high ledge.

Pop the brains on the boss's arms, then grapple a missile. Follow it around like you did in the 2nd area and aim it towards the boss. The red lights indicate where the boss is going to use its lasers, so always choose this area to grapple the missile, so you follow it away from the laser attack.

Enjoy!
http://lbp.me/v/xwk-62
2011-02-16 16:58:00

Author:
Holguin86
Posts: 875


Hello Holguin-

Your level was a blast! The platforming was fun and original, at first I didn't quite understand how to maneuver the missiles around, but when I saw the cutscene I understood. Also, the enemies were a nice touch, they were fun to kill. The visuals were similar to the MM-levels, which isn't a bad thing, and the cutscenes were well-crafted. Overall, fantastic job, one and a <3.
2011-02-16 18:23:00

Author:
X-FROGBOY-X
Posts: 1800


Awesome level!

I knew that you would make something awesome after seeing what you did in the BETA! The platforming and gameplay ideas were brilliant, really fun too! But I think the boss broke, well at least it didn't work the same way as it did when I play tested it with you. I only had to kill the brains on the boss to make it die, it shouldn't work like that, right? Cause I didn't hit the boss with a single missile (like always ) before he died?

Anyways, <3'd and rated it "happyface"!
2011-02-16 19:28:00

Author:
Alec
Posts: 3871


Yeah, the impact sensors I'm using to detect missile hits like to fire off randommly. Even though sackboy doesn't have a red tag on him, they sometimes fire off if you touch the arm when you kill a brain, which is a pain. I'll see what I can do to fix it up.

Thanks for the feedack btw!
2011-02-16 19:38:00

Author:
Holguin86
Posts: 875


This was really awesome, fun and filled with creative gameplay. Only bad point is that the enemies looked a bit plain. I'd maybe put a creature eye on the plasma orbs in the zipline section, and put a big creature eye on the bosses head. Also, I didn't realize until later on in the boss fight that you had to hit the bosses arms with the missiles. Maybe make the arms light up red and the screen shake when you hit them?

Also, when the scoreboard lowers down after defeating the boss, I don't think the pillars are secured properly as they start to shake.
2011-02-16 19:45:00

Author:
Unknown User


Lol thanks, I don't know what's wrong with that scoreboard, there's nothing in its way at all, it just decides to wiggle . The idea about placing creature eyes is awesome - I'd meant to put one on the boss all along but I kept on forgetting - time to go add that. 2011-02-16 20:13:00

Author:
Holguin86
Posts: 875


Awesome level.You should make a sequel with more free style with that rocket control concept2011-02-16 21:14:00

Author:
KauroShinjo
Posts: 18


Gonna play this right now2011-02-16 21:24:00

Author:
Unknown User


Good but a little short in length.
Grappling missles are a nice concept.
Why the unskippable cutscenes though..?
Boss was well designed.

I have some critiques, but why no F4F on this one?
(just curious)
2011-02-16 22:27:00

Author:
midnight_heist
Posts: 2513


The idea behind this level is really innovative - take a play mechanic (grappling hook) and use it in an entirely new way. You really pulled this off, and it looks and plays great. I believe I went through it 4 times. Each time it was more fun.

Couple minor things:

Would be nice to be able to skip the cutscenes, so that it flies a bit more on subsequent plays.
There a jump to the right - I'll try to explain where it is... - you're on a ledge. You jump to the right to a lower ledge with a circle behind the ledge. If you make this jump a bit to the right, instead of landing on the ledge you go BEHIND the circle and plummet to your death.
The boss - when you die, many times your spawned back onto some plasma.

Minor issues, but wanted to mention them. Great stuff - happy face and a heart.
2011-02-17 03:13:00

Author:
CCubbage
Posts: 4430


OK, so skippable cutscenes and a few issues with boss respawning, I think I know how I'm gonna fix that ... what was the big circle you fell behind? Was it one of the cogs around the checkpoint?2011-02-17 08:21:00

Author:
Holguin86
Posts: 875


No, it wasn't behind a checkpoint. It was just a ledge I had to jump to the right down onto. It wasn't a spinning cog - it was one of the round thin pieces of material with the holes around the edges..... man, wish I could remember EXACTLY what challenge it was right before. I think it was right after a couple of those hanging enemies that you had to grab with the grappling hook. Then you go to the right, and jump down onto a ledge to the right or something like that. Funny thing is, I got into a rut - EVERY TIME I got to that part I would jump behind the platform and fall to my death. If I landed on the left side of the platform everything was fine.

If you can't find it, I'll give it another playthrough and give you a better description.
2011-02-17 13:15:00

Author:
CCubbage
Posts: 4430


Queue'd for after work (as usual). Too many great looking levels and not enough time 2011-02-17 15:32:00

Author:
Shinogi
Posts: 31


This was a blast...loved every minute of it. It was genuinely challenging and yet never got frustrating for me; many times I'll ditch a level if there's an obstacle that I can't get by. The only thing that threw me a little was for some reason the brain on the boss's right arm doesn't seem to be rendering the dome, but just the base. Took me a minute to figure out that it was still active.2011-02-17 22:21:00

Author:
Chazprime
Posts: 587


What a great level! Some very innovative uses for the grapling hook as well that added an extra dimension to the gameplay.

Ditto what Chazprime said as well, the right hand brain on the boss threw me for a while until I noticed the brain ring itself.
2011-02-18 09:18:00

Author:
Shinogi
Posts: 31


This is one of the best steampunk style levels of LBP2. It has really good use of grappling hook.

VISUALS:
The steampunk visuals looked spectacular. Very good use of objects, decorations, and materials that fitted well in this level.

SOUND:
Excellent use of "Victoria's Lab" interactive music. Also, "Whoever Brings the Night" is an great choice for boss battle music.

GAMEPLAY:
I didn't know you can use the grappling hook to guide the missiles. That's ingenious. The boss battle is really good too.

OVERALL:
Anyone who loves steampunk levels and/or loves to use the grappling hook should try this level. A yeah vote, a heart, and a positive review.
2011-02-19 00:37:00

Author:
JustinArt
Posts: 1314


Wow! Very impressive stuff, you absolutely nailed the steampunk vibe.
The puzzles were very inventive, I didn't think they were too tough.
Great boss battle.
Well done good sir.
2011-02-19 00:48:00

Author:
Sack-Jake
Posts: 1153


The funniest thing happened on this level...

http://ic.lbp.me/img/ft/15c1c1a79ae0a02768f8d69b47dc7c14554f817b.jpg

So I was growing increasingly frustrated at this part as I find it very difficult to curve the missile around under the platform. Once I got the missile under it, I was about to swing it back up, but when I looked back up towards my Sackboy, I somehow managed to press the right buttons to appear on top of the obstacle...I guess I did a magic trick or something. (I miraculously appeared there in about half a second by hitting the bounce pad somehow and accidentally swinging at speeds dangerous to common sackfolk.):hero:


Still not done with the level, I may edit my post with full details later...
Just finished it and I love the unique gameplay (but I feel that I've seen it somewhere else, not sure); then again, it's very fun and you've basically used the grappling hook in every cool way possible.

As for the boss, it reads in your first post that you're supposed to swing the missile around and hit the boss with it, of which I attempted but never got right. Strangely, although never completing the missile swing correctly, the boss still died after I popped the brains about 4 times...

Overall, very good level, loved the look and gameplay, hearted.
2011-06-11 19:05:00

Author:
warlord_evil
Posts: 4193


Played this. I loved the new gameplay element of pulling the missiles around. That was freakin sweet. Thanks for making this one!2011-06-11 19:28:00

Author:
Nick930930
Posts: 878


Missile Works playthrough:


http://www.youtube.com/watch?v=N6rzr9EkDwc

Quite good level btw!
2012-08-21 15:33:00

Author:
Galaxtrix
Posts: 46


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