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Wood's Edge Ruins

Archive: 34 posts


Hi again everyone, I have recently finished working on my next creation, Wood's Edge Ruins. After making The Ship Yard, I was quite finished working with water, so I decided to make a puzzle-type platformer with an exotic theme. This one took more time to make than The Ship Yard, and was more complicated, however I am pleased with the final result. The puzzles shouldn't be too difficult, but let me know if they or any other element are too challenging (the last thing I want is for a player to quit because they could not figure out a puzzle). Thanks again to all who previously played The Ship Yard, and I hope you enjoy this one!

(P.S. If you manage to ace the level... You win a random contraption my friend and I made for kicks)
http://lbp.me/v/xxttr-
2011-02-17 22:30:00

Author:
Jdsfrog
Posts: 97


Looks interesting - I've qued it for later and will be back to edit this post, if you find time appreciate some feedback on my level 'Dark Heart of the Wood'2011-02-18 00:27:00

Author:
Tanuki75
Posts: 172


Don't know if I'm missing something or what, but I can't find a way past this one part. I found a block to drag and a place that it looks like it would go but nothing happens when I drag the block over there. It's just after a pendulum of fire and before one of the checkpoints, sorry can't describe it better then that.2011-02-18 01:01:00

Author:
lochnar
Posts: 59


At that point I you need to push both blocks into their "slots", then use them to jump up to the ledge on the right.

I think I meant to make the ledge more noticable, but somehow forgot (whoops).

I will update the level when I next get the chance, sorry you were unable to continue! I do encourage you to give it another go if you are willing.
2011-02-18 01:41:00

Author:
Jdsfrog
Posts: 97


+ Nice level icon.
+ Nice nice puzzles in here.
Do you know that you can push an ungrabbable bricks by holding R1 in the same layer and running into it?
- Sometimes the brown sponge bricks were a bit tough to move.
- Please make cutscenes skippable also.
- Would be helpful if you prevented the grey block from falling the the brown block's hole in the first dark section.
- Block logic prevents escape if you get caught under it.
- On a second playthrough, I put a brown box in his hole, but it just started bouncing around in there, not activating the next part. (lift up doorway in centre (front layer))
- Some poor layer switching here and there.
I have no idea what the statue eye thing did.

Hope this helps.
2011-02-18 02:02:00

Author:
midnight_heist
Posts: 2513


do encourage you to give it another go if you are willing.

Sure will, just let me know when the update is in.
2011-02-18 02:19:00

Author:
lochnar
Posts: 59


Thanks for the feedback, it appears there were more ways to get stuck than I initially thought (I ran into many before publishing).

I will make the cutscenes skippable, and make the brown blocks easier to move.

Unfortunately, I can't seem to think of a work around for if you get stuck in a hole with a block on your head. At least you can retry, but you should never have to do that in a level I would think. I will look into it.

I will also widen the holes where you put the blocks in, that should help with blocks getting stuck. That's strange the one block began to bounce... The block's material tweaker only reduces friction, not increase bounciness. I'll investigate that as well, but hopefully widening the holes will prevent whatever happened. My levels have a tendancy disobey my commands and act up.

Clearly, there were many glitches, but I am going to try and fix those now. So, if you were in the minority who have played this level so far and gotten stuck... My apologies!
2011-02-18 02:39:00

Author:
Jdsfrog
Posts: 97


Alrighty, I just updated the level, and after playing through it purposefully trying to get stuck, it seems much smoother. However, I have no doubt there are still cumbersome bugs, so if you get stuck or encounter any other bugs, please let me know. I made overall crate moving easier, widened holes to make it easier to drop them in (but still roll other crates over), made most cutscenes skippable, and altered several other alterables that needed altering. My apologies to those who were previously unable to finish the level. Any more feedback would be greatly appreciated, especially any ways to improve the level. Thanks!2011-02-18 03:20:00

Author:
Jdsfrog
Posts: 97


Cool level! Here's my feedback.

Main thing that concerned me when I started it was that I was afraid I would switch to the back layer every time I jumped because of the decorations on the back thick layer.

There was a section where I did do that and it killed me several times: right after the drop down to a checkpoint with a prize above it, where there is a fiery circle swinging back and forth. It looks like you made it so you can't go to the back layer most of the time but just missed that section. You might have fixed that while I was playing the level though because I didn't have that problem the second time through.

There's a visible sound object you might want to hide on the floor in the room after the first dark "shrine" room

In the scoreboard room, right before you walk in and start the cutscene there's a little niche in the back left that I tried going into (it looked like a little hold I could jump into) but I couldn't change layers back there.

On the section with the vines swinging over the long floor of fire, the blocks there were misleading. I thought I was supposed to push them onto the fiery floor and killed myself and screwed up the swinging of the vine (because my body ran into one of the blocks when I swung.)

The vines are a little funny in their swinging and on that section it seems like the only way across is to bounce off the fire before grabbing the second vine, but if you swing too high there you just die instantly when you hit the fire instead of bouncing.
2011-02-18 04:20:00

Author:
phort
Posts: 74


Thats what I call a good level badge! I queue'd it. I'll be back with Feedback.2011-02-18 04:26:00

Author:
Chump
Posts: 1712


Thanks for the feedback! Indeed, while you were playing it seems, I updated the level fixing most of the stuff you mentioned (except for the visible sound object and crevice in the scoreboard room.. I'll have to check that out tomorrow). I fixed the glitch where you move to the back layer in the section you mentioned, and shortened the length of the fiery floor to make it easier to cross, as well as more straightforward. This is probably the rockiest level I've made so far... So many little glitches that can ruin the entire thing! Most of those glitches should now be gone though. Sorry for the rocky experience you had, but I am glad you enjoyed it still. (And yes... Even I am surprised at how well the level badge came out. I think it's the first one I've gotten right!) Thanks!2011-02-18 04:28:00

Author:
Jdsfrog
Posts: 97


I qued it up ill play it hopfully tomorrow when I wake up. if you want you can give me feed back on my new series here. https://lbpcentral.lbp-hub.com/index.php?t=49894-the-forgotten-forest-series. Ill get back to you as quickly as posible.2011-02-18 04:32:00

Author:
WESFUN
Posts: 1336


Main thing that concerned me when I started it was that I was afraid I would switch to the back layer every time I jumped because of the decorations on the back thick layer.
Oh yeah, forgot about that.
You should be careful using thick layers (or perhaps you blocked it off with thin hazard holo) as close scenery as it is rather distracting gameplay wise.
Fake thick layers are especially hard to identify if the main path is only occupied by two layers.
Plus it uses extra thermo that can be spent in better ways. Extra gameplay for example.
Just something to consider in the future.
2011-02-18 07:52:00

Author:
midnight_heist
Posts: 2513


Q'ing for later (when server comes back up). When you get a chance, please check out my level and respond in kind in forum. My level is also a platformer.
https://lbpcentral.lbp-hub.com/index.php?t=49352-Sacknight-Fetch-Quest-of-the-King-(Funny-Medieval-Platformer)

Played it. The puzzle elements are fantastic and the level is beautiful. Two issues of note, both minor. Some of the platforming pieces felt a bit small, making them more difficult to navigate than needed or desired. Also, one of the blocks seemed to not loose its piston or something after breaking free because I had a heck of a time getting it to go down and trigger the sensor (took a picture of the guilty block key).

Good job.
2011-02-18 07:53:00

Author:
Hoplyte
Posts: 100


Awesomo! Totally injoyable. Cool puzzles, rare use of backtracking!! The only issues i had was that my tv screen is really dark for some reason, and some switches where almost invisible to be. The room with the Red cross was not visible to me.

Overall awesome level, played it with great joy!

Please check out my lvl "Raiders of the Last Couric"!! thnx
2011-02-18 09:57:00

Author:
Unknown User


Yeah, what I was aiming at was to make pieces of the background with the grid and use them as background. I didn't quite anticipate that it would make people wary of jumping around though. I think I may have a solution however. I could put a sort of "gate" on the thin layer in front of the back thick layer, and cover the background with it enough so that I can remove the force field and the player will naturally not jump in the back. I will give this a shot when I next log on. I will also make the dark sections a bit brighter. Thanks for playing everyone!2011-02-18 15:35:00

Author:
Jdsfrog
Posts: 97


I love the environment and the platforming and puzzles, but I ran into some pretty big problems withthe part where you have to switch the blocks layers.
We accidentally pushed the rock out of the little socket and it didn't work.
I'm willing to give it another shot if you fix some of the bugs.

Here's my F4F: https://lbpcentral.lbp-hub.com/index.php?t=49159-Prius_Eco-Adventure-(With-Pics-and-Video!)(Help-me-get-30-Hearts!)
2011-02-18 16:39:00

Author:
Sack-Jake
Posts: 1153


Thanks for the feedback. I just updated the level again, adding arrows and signs that make the puzzles easier to understand. Also, I've added small slopes in front of each crate hole, which allows other crates to be much more easily rolled over when a crate is inside. Plus, I tweaked the gyroscope of each crate, so they should not get stuck as often anymore. I've made the platforming area with the vines easier, and the crates sitting there before the fire pit now cannot be moved into the fire until it is distinguished. The visible sound object is no longer visible, and the sack-statue thing in the first cave is more connected to triggering the hanging block in the room to the right. In addition, I've added those gates in front of the back layer, so it now looks much more natural not moving into the background. I'm hoping this particular update fixed most of the problems people were having, and eliminates the wary feelings you get when you don't go into the back layer. Also, the aforementioned glitch where you can push the "pushing" blocks out of positioned has been corrected. Of course, there are bound to be several more glitches, so if you encounter one, please let me know. I will definately play your levels when I get more time later. Thanks very much!2011-02-18 17:59:00

Author:
Jdsfrog
Posts: 97


Hey Jd, I got to the part with the red cross, and I pushed the block out of the dark room, and over into the hole area, but nothing happened. I see there is another hole on the other side but there is no block over there for me to use... Am I doing something wrong, or did a glitch occur or what? :/2011-02-18 20:38:00

Author:
LukeCF
Posts: 790


When you move the into the hole to the right of the wall, the grate in the left room rises, as it was previously blocking access to a higher ledge that allows you to flip a switch. But thanks for letting me know this, I'm trying to make it more straight-forward of what you do next, so I will make the grate rising more noticeable. It appears I should also make the lever on the wall right there more noticeable too. When you flip the lever on the wall, it pushes a new block out of the wooden wall, which you can use to hold the red button to the left down. I'm pretty sure at that point, running back past the risen floor will now cause a hanging block to snap, which you can use to fit into the other block hole. That probably deserves a cutscene to further guide players, so I'll add that next.

Also, it appears many players are not finishing the level. While I admire those who rate it "yay" regardless, it would help a lot if others could let me know where you are commonly getting stuck, whether by glitch or you simply do not know what to do next; every player should be able to complete it, so that is what I'm striving to accomplish. Thanks for the invauable feedback!
2011-02-18 21:15:00

Author:
Jdsfrog
Posts: 97


Yeah, see I didn't notice it rising, or notice the switch on the wall. At all. I'll try and replay it later. But I've been so busy of late...2011-02-18 21:22:00

Author:
LukeCF
Posts: 790


Well, if you are up for it, I humbly recommend giving it another shot. I just published an update which includes more hints and cutscenes to guide the player further in the bomb area (as well as throughout the rest of the level).

This has been quite a rocky release, but at least I'm eliminating bugs and continually improving it. Right now it's looking much better and plays a million times better than when I first published it.

Thanks to all who gave it/will give it a play!
2011-02-18 23:39:00

Author:
Jdsfrog
Posts: 97


I just queued your level. It would be great if you could check out mine!

http://lbp.me/v/xqxhrz
2011-02-19 04:06:00

Author:
Scholarship
Posts: 105


Alrighty, the level has been updated with more fixes. I took away the bombs, as much as I wanted to make a reference to The Ship Yard, they didn't fit in with the theme and occasionally caused a glitch upon exploding. If anyone encounters more glitches or gets stuck, please let me know. If you can't finish the level because you didn't know what to do, let me know what section that occurred in, so I can make it more straightforward there and continue to improve the level. Thanks!2011-02-19 17:03:00

Author:
Jdsfrog
Posts: 97


This level looks totally awesome! I've just added it to my queue so I should play it sometime today .2011-02-19 21:17:00

Author:
Unknown User


Thanks very much. I updated the level again, adding even more references as to where to go next, and yet again fixing a few more bugs people have been reporting. The amount of people actually finishing the level are increasing, which is what is most important to me (the fact they are finishing, not that it is increasing). Thanks to all who have played/will play the level!2011-02-20 05:37:00

Author:
Jdsfrog
Posts: 97


Fantastic level and how did you make the icon its the best I have seen.2011-02-20 14:21:00

Author:
Unknown User


I simply made it out of the core materials used throughout the level (as well as stickers and decorations pertaining to the level's theme), selected "Show Front View" from the pause menu, and put a flat LED light on both the background and the one of the letters. That way, the background is lit up with the core color I want (green) but the light on one of the letters brightens up the actual title (white). Then I took the picture in front view, but made sure it was a big picture with the title in the very middle and the materials on the outside. Frankly I was surprised at how well it came out, it was much better than the icon I was going to at first.2011-02-21 01:25:00

Author:
Jdsfrog
Posts: 97


oh my what a cute little level - i like it!
fun ideas and it was looking like a little big planet 1,5 level. and that had a nice feeling

i had a small bug: one of the moving blocks was flying in the air when i dragged it into the hole so i was not able to trigger what it should trigger. but after a few tryes i managed to get it down for a second so it triggered it.

i was confused at the end XD maybe the goal should appear a little little bit faster x)

enjoyed playing it. thank you.

~FW
F4F if you got time: https://lbpcentral.lbp-hub.com/index.php?t=49851-LUMINES-Puzzle-Fusion-4.0
thanks.
2011-02-21 18:07:00

Author:
ForcesWerwolf
Posts: 475


I'll be sure to check your level out, thanks for playing! That is a strange glitch, I haven't heard of that before, but it probably has something to do with the crate's gyroscope. I'll definately take a look. Thanks!2011-02-21 20:12:00

Author:
Jdsfrog
Posts: 97


Ive got your level queued and look foward to giving it a go in the morning. If ya dont mind try my new level Candy Land http://lbp.me/v/xw2bt6 and lemme know what ya think. Ill be back with feedback.2011-02-22 05:00:00

Author:
PurpleIris88
Posts: 108


Thanks. Sorry to hear the level bugged on you, but I tweaked a few more things and that shouldn't happen anymore. I also have an idea to correct the "bouncing box" glitch a few people have been getting, which I'll work on later today. Thanks again for playing!2011-02-22 22:27:00

Author:
Jdsfrog
Posts: 97


Hey everyone, I have just finished my proceeding level, Pencil Plains (http://lbp.me/v/ye6v4j). If you enjoyed Wood's Edge, I would humbly recommend you try Pencil Plains. Its thread should be in my signature.

I never even imagined one of my levels getting as many plays as Wood's Edge did. I'm glad you guys enjoyed it, and thanks for the awesome feedback and support!
2011-02-27 00:13:00

Author:
Jdsfrog
Posts: 97


Here's the video:


http://www.youtube.com/watch?v=lGH9jv74hQ0
2012-08-21 14:55:00

Author:
Galaxtrix
Posts: 46


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