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Deliver me from Eve: Lapsang Burial Grounds

Archive: 72 posts


From Community Spotlight 62:
Pickled_Punk continues the series with Deliver Me From Eve: Lapsang Burial Grounds. Beautiful visuals and teeny tiny Pigmies! Who could want for more?


Awesome custom music by SevenIsaCannibal.
pictures by snappy dresser Shadowcrazy.

http://www.lbpcentral.com/forums/attachment.php?attachmentid=30690

http://www.lbpcentral.com/forums/attachment.php?attachmentid=30689

http://www.lbpcentral.com/forums/attachment.php?attachmentid=30692

http://www.lbpcentral.com/forums/attachment.php?attachmentid=30691

http://www.lbpcentral.com/forums/attachment.php?attachmentid=30688

http://lbp.me/v/xyg0v-
2011-02-18 18:55:00

Author:
pickled-punk
Posts: 598


I'm playing it right now and I absolutely adore the environment and mechanic of the census, but I'm stuck at the construction-ish zone where you have a pygmie with wings is walking around and I have to pull down this bridge.
The sponge up above the bridge is just stuck in the middle and I can't go anywhere.
I'll give it a shot later if it's fixed up.

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 19:17:00

Author:
Sack-Jake
Posts: 1153


I'm intrigued, Q' ing. F4F, check out my level at this thread: https://lbpcentral.lbp-hub.com/index.php?t=49352-Sacknight-Fetch-Quest-of-the-King-(Funny-Medieval-Platformer)2011-02-18 19:19:00

Author:
Hoplyte
Posts: 100


Queued for tomo! Loved the look of all the other Deliver Me levels so I'm looking forward to this!
F4F with mine please https://lbpcentral.lbp-hub.com/index.php?t=47113-The-Little-Big-Taxi-Company&highlight=taxi+company The lbp.me link is in my sig
2011-02-19 02:07:00

Author:
Dangerlove
Posts: 88


oh another level? cool I'll have to play it when I'm able. *mew2011-02-19 02:16:00

Author:
Lord-Dreamerz
Posts: 4261


Queued!

I think I can send you a little demo of my level soon, too.
2011-02-19 04:53:00

Author:
tomodon246
Posts: 624


Did you sell your soul to the devil to make all these great levels? O_O
Loved the visual theme in this one.

Suggestions:
- Counter would be nice.
- Also took me a long while to grab that middle sponge.

So what's next?
Electric town...then? :o
2011-02-19 05:02:00

Author:
midnight_heist
Posts: 2513


Thanks guys!

Good suggestions, Midnight. The candles in the cave at the end work as a counter, a candle lights up for every pygmie you've grabbed. I'll try and experiment with the lighting, to make it more clear, which candles are lit and which not.
Also, there will be two prize bubbles with custom sticker badges for grabs, if you've found all the pygmies. ("Invitation for Dinner" & "Regular Livingstone")
I'll check the speech counter in the secret area, to keep Hopper from repeating himself ;-)

SackJack, bridge puzzle is not that hard to solve. Use the first sponge to knock down the right collapsable bridge. Then jump to middle sponge, swing to left bamboo tower, climb up, and knock down left collapsable bridge. Cross bridge to reach Oolong tree.

I'll get on the F4F asap.

Midnight, I'll probably finish Clockwork Quarter first, then Electric Town (or Master Origami's Workshop, I always works on a few levels at once).
2011-02-19 08:17:00

Author:
pickled-punk
Posts: 598


Tomodon, cool, send me the stuff, I'm curious to see what you're creating.2011-02-19 08:18:00

Author:
pickled-punk
Posts: 598


hopefully once those are finally done the story mode can begin

EDIT: aren't those pics supposed to be bigger? did you go into my pics section and then keep clicking on the pics until it's just the pick showing and white all over? cuz i know they're supposed to be bigger then that...like this:

http://i9.lbp.me/img/ft/349133ceb0972fea7c9c99e93d14447e08bae448.jpg
2011-02-19 09:12:00

Author:
Shadowcrazy
Posts: 3365


Yeah mayn! A new Pickled level again. Looking forward to play it! Just as much as to playing the Hansel Und Gretel levels. Heading to my PS3 now!2011-02-19 09:52:00

Author:
ghik16
Posts: 311


Hey, Shadow, can't seem to get them bigger then this. Strange. (Just went back to lbp.me to try again. Nope.)

Ghik16, let me know what you think!

Just republished the level with a lot of small fixes. Also added a platform on the bamboo schaffolding, to make the jump to the dangling sponge a little easier.
2011-02-19 12:44:00

Author:
pickled-punk
Posts: 598


Wow these are great levels! Def deserve a Mm pick as a group/series of levels and a total yay from me! Im workin on a platformer at the minute and these ones look so good its great inspiration. I did get a little bit stuck in some sections just not knowing where to go though in this level (usually in the sections where you had to run behind scenery it just wasn't very clear). Thats my only gripe though! Loved the bamboo scaffolding and the different ideas throughout. Good work! Playin another now and I'll queue the rest 2011-02-19 17:39:00

Author:
Dangerlove
Posts: 88


it looks like you just saved the pics when you saw them and then uploaded...what you need to do is go to LBP.me and look at the pics and keep clicking the pics, eventually you'll click so much you'll end up JUST seeing the pic by itself with a white background and it'll be bigger...just copy the link and then come back here and click that lil pic icon next to the globe with the chain and just page the link and then voila 2011-02-19 17:57:00

Author:
Shadowcrazy
Posts: 3365


I just queued it up. Here is my level for you to try:

http://lbp.me/v/xvkv1b
2011-02-19 18:27:00

Author:
FinalFault
Posts: 23


Thanks Dangerlove. I'll get on your level soon.

Shadowcrazy, I'll give it another try!
2011-02-20 06:06:00

Author:
pickled-punk
Posts: 598


Huh, when I tried pulling the sponge, it just drew to the center and got stuck. I'll try it again tomorrow morning.2011-02-20 07:06:00

Author:
Sack-Jake
Posts: 1153


Pull it left and it should drop the raised drawbridge.2011-02-20 07:30:00

Author:
pickled-punk
Posts: 598


Such a beautiful level. It's your most artistic yet and was just gorgeous in parts. I loved the way you used the background as part of the level like in this photo - looks like a painting!

http://i5.lbp.me/img/ft/5759aeec493a7adce6f77817de404e8e885befc0.jpg

I thoroughly enjoyed wandering around exploring and grabbing pygmies. It was relaxing but with just enough challenge to keep the player interested. Some nice touches of humour too, like the Chieftain's daughter.

The music fitted the level perfectly and you made nice use of the birdsong and wind sound effects.

As I said last time, you're on a roll with these levels. They've been one of the real pleasures of LBP2 for me. <3

EDIT: Loved the tea references!
2011-02-20 10:23:00

Author:
shropshirelass
Posts: 1455


I'm playing it right now and I absolutely adore the environment and mechanic of the census, but I'm stuck at the construction-ish zone where you have a pygmie with wings is walking around and I have to pull down this bridge.
The sponge up above the bridge is just stuck in the middle and I can't go anywhere.
I'll give it a shot later if it's fixed up.

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!)

I just started reading this thread and haven't gone below this post, but I wanted to point out that I had trouble here too - I uploaded a photo of the section, although it was a while ago now. If you get the section right first time, you can swing across easily. But leave it too late and the 'rolling-swingy-thing' will roll too far left and too low, and it becomes very hard to swing across. [edit - read the rest of the thread, I think I played it after the fix]

The census thing was good. Do you have enough thermometer room to float some sort of %complete sign over the player's head whenever they find a pygmy? [Read about the candles - I got those sticker prizes but only sussed that I'd got 100% after I read the name of the 'Regular Livingstone' sticker in popit ]

At some parts inside the tree it was hard to tell when an obscured corner had a jump pad or a secret. It would have been good to be able to tell which it was before trying, as obsessive explorers don't like to go to the next level before they've covered every inch of the current one! Maybe some themed way to signify a jump pad nearby or something.

I love the tea references. Any chance you could get Sau Mei in there? Perhaps a name for the Chief's daughter. That reminds me, when the pygmy tells you to hide 'cos the Chief's daughter is coming to bathe, I thought that was an actual gameplay event and tried finding a hidey hole to trigger it. If it was, I didn't find it and found the bounce pad instead! I ended up dragging the daughter along the platform and slapping her into the water. Don't judge me... Idle sackbots and ledges make for mischievous players.
2011-02-20 11:09:00

Author:
munrock2
Posts: 96


Like I commented on in game I'll comment on here a bit more in-depth.

You have wonderful art-direction, there's no discussion there. The level is amazing to look at. Which brings me to my critisism. Why is the camera work so clunky, often focusing so much on the backdrops and not on the player or where to go next? Like in the first room the camera swings up showing a platform to the upper right (instead of lower left where you're supposed to go). But there are lots of instances where the camera is counter-productive.

The level is great but the camerawork needs some work.
2011-02-20 13:24:00

Author:
nerthus
Posts: 28


Hey, I played it and it was great! I had trouble finding the sponge block in the beginning .


Here was my level in case you didnt get to it yet: http://lbp.me/v/xvkv1b
2011-02-20 16:53:00

Author:
FinalFault
Posts: 23


Thank you all for the great feedback!

Shrops, indeed the background worked really well for this level. Love that Monster Cave. Did you find all the natives? (Of couse you did, how dare I ask!)

Nerthus, could you be more specific which 'room' you mean? Is it inside the hollow tree, or earlier on? I'll check it out.

Munrock2, getting 'Regular Livingstone' is proof you've found 'm all .
I want to use these custom stickers to unlock secret areas etc. in upcoming levels. Of course you can also use it to unlock the secret area in this level (which you've probably already done...) and listen to what crazy old Hopper has to say.

I've made the jump to the middle sponge a lot easier by adding an extra platform. Shouldn't be a problem anymore.

And: the chieftain's daughter doesn't remain idle, just give her a moment and she'll frolic around, before plunging into the waterfall below.

Never had Sau Mei, is that good?
2011-02-21 19:24:00

Author:
pickled-punk
Posts: 598


It's got a really soft, mellow flavour. It doesn't stand jump out and shout 'omg I has teh flavour explosions!', it just sits there and does its job of being tea, which makes it a good choice in restaurants when you want something mellow but don't want Jasmine's flowery pungency.

The chap that mentions the chief's daughter, perhaps you could have him go find a hiding spot after he delivers his line?

If you've time for F4F, perhaps you could gad along to this one (https://lbpcentral.lbp-hub.com/index.php?t=50003-A-Platform-puzzler-with-a-Party-System) and leave a comment? I think you've already played and reviewed it in-game... but the thread needs a legitimate bump ^^
2011-02-22 08:41:00

Author:
munrock2
Posts: 96


Alright, so I went back and played it. Very good stuff, the environments were amazing. There were a couple parts inside the tree that blew me away.
I still had a few issues with the camera and if you fell from certain points you would have to kill yourself to get back up. I understand you're trying to make an open-world environment, but I'd rather die from jumping off of a cliff then have to walk all the way around and back up again.
A minor annoyance in a very beautiful level, looking forward to the rest!

F4F: https://lbpcentral.lbp-hub.com/index.php?t=49159-Prius_Eco-Adventure-(With-Pics-and-Video!)
2011-02-22 13:41:00

Author:
Sack-Jake
Posts: 1153


I really like the visual style of this one. It's great-looking with the light. I didn't understand though what to do in the room with candles close to the end. I just tried jumping as far as I could and somehow managed to proceed. But I died a couple of times.

But I will try it again, using that sticker on the wall mid in the level. Great work!
2011-02-22 18:22:00

Author:
ghik16
Posts: 311


I'd rather die from jumping off of a cliff then have to walk all the way around and back up again.

why not just pop yourself and respawn at the gate nearby? iirc there should be many gates after long treks so in the event you fall off somewhere you can just respawn to that gate and not go through the hassle...if not then maybe a bit more should be added
2011-02-22 22:03:00

Author:
Shadowcrazy
Posts: 3365


Popping costs an Ace and points, and some people would avoid it out of the principle of the thing. A more appeasing alternative might be to activate lifts that jump pads at certain milestones, so that the player can backtrack and return quickly.2011-02-23 04:28:00

Author:
munrock2
Posts: 96


Popping costs an Ace and points, and some people would avoid it out of the principle of the thing. A more appeasing alternative might be to activate lifts that jump pads at certain milestones, so that the player can backtrack and return quickly.

why would it matter to ace this level? there's no prizes involved and no pins either....so it's pointless to want to ace a level that's purpose ISN'T for acing but for exploration. the whole point of the level is to enjoy the beautiful scenery and become immersed in it's world with it's characters and story, not trying to beat it without dying.
2011-02-23 04:36:00

Author:
Shadowcrazy
Posts: 3365


Thanks guys! I understand the concern. It's irritating to have to redo parts of an open world level, just because you missed a jump. I have experimented with some solutions, but in the end have not chosen to implement them.
I dislike placing arbitrary gas or spikes, because it doesn't complement the look of the level.
Same goes for placing jump-pads. I don't like it when they are in-your-face-visible, they stand out too much in a level like this. But when I hide them too well, the players don't know they are there , rendering them rather useless. I've tried revolving pieces of ground with the pads in them, but they are quite a hassel to hide in my already quite detailed terrain.

So, while I can certainly see your points, I still believe popping is my best option.
I was hoping it isn't too much of a problem in Lapsang, because it's only the very first part where you can fall down to an earlier stage. Something like three fairly easy jumps between stationary terrain, I believe, at every point surrounded by checkpoints. It's a bigger issue in a level like Moolah Nightmarket, where the rooftop parcours is rather challenging. Hopefully my carefull placement of savepoints ensures you don't have to replay parts, if you don't want to.

Btw: in the upcoming Cuckoo's Clockwork Quarter I'm trying a level layout around a central core, from which you can explore into different directions to obtain certain objectives.

Ghik 16, the cavern with the candles is a cannibal counter. A candle lights up for every pygmie you find. Find them all and all candles will be burning, and two sticker badges in prize bubbles will be waiting for you.
You can experiment with a lot of sticker badges (for example the ones that are obtainable in Eve's Gaol) in the secret area, especially if you are going for the highscore. (Use more than one! )
2011-02-23 07:48:00

Author:
pickled-punk
Posts: 598


why would it matter to ace this level? there's no prizes involved and no pins either....so it's pointless to want to ace a level that's purpose ISN'T for acing but for exploration. the whole point of the level is to enjoy the beautiful scenery and become immersed in it's world with it's characters and story, not trying to beat it without dying.
There's a shiny golden ace icon that appears on the level badge when you ace a level. There's also a scoreboard, the rankings of which tie together how many times you died with how much of the census you completed. Most important though is that it's possible to ace, and therefore a player might decide that they want to try. It's up to you to decide how you want to cater for these players. If you want to tell them they're wrong and uppercase some of your words when you do it, that's entirely your decision.

Besides that, in a level designed to deliver a strong sense of immersion, I'd rather be offered a creative way to get back up than have to pop. Of course, that's just my opinion. I may well be in a minority there.
2011-02-23 08:06:00

Author:
munrock2
Posts: 96


I'm still searching for that creative way...

In the meantime, Lapsang should be rather easy to ace.
2011-02-23 08:34:00

Author:
pickled-punk
Posts: 598


I'm still searching for that creative way...

In the meantime, Lapsang should be rather easy to ace.

to be honest i don't think you need a creative way...it's just going to kill the mood this level brings...you're in a tribal burial ground...these guys are devoid of technology and now people want some teleporter just to have some shiny icon next to the level?

like i said i like these levels the way they are...maybe in STORY mode you can have a creative way to get back up to places since its more understandable being story and all...but in a free roam level? not for me..i like enjoying levels for their story, characters, locations, etc. and not some shiny icon or a score...jus sayin
2011-02-23 11:14:00

Author:
Shadowcrazy
Posts: 3365


Who said anything about a teleporter?

Open world games offer taxis, trains, horses and stage coaches as fast travel mechanisms. They put fast travel in for people who don't want to travel the same paths repeatedly, and they give it a context and make sure it's optional because the players who want to be immersed complain if it doesn't have those qualities. And yet I find myself being told in a rather condescending tone that the best shortcut solution for an open world level isn't a rockfall that creates a handy climbing point, or a simple hoist that needs repair, or some sort of domesticated flying creature; none of those. The most immersive, setting-friendly shortcut method that makes the best contribution to the story and scenery and ambience of a level is to have the player open popit and pop... and therefore the author shouldn't even bother to try to think of an alternative. Am I being obtuse by failing to see how that makes sense?
2011-02-23 15:56:00

Author:
munrock2
Posts: 96


Who said anything about a teleporter?

Open world games offer taxis, trains, horses and stage coaches as fast travel mechanisms. They put fast travel in for people who don't want to travel the same paths repeatedly, and they give it a context and make sure it's optional because the players who want to be immersed complain if it doesn't have those qualities. And yet I find myself being told in a rather condescending tone that the best shortcut solution for an open world level isn't a rockfall that creates a handy climbing point, or a simple hoist that needs repair, or some sort of domesticated flying creature; none of those. The most immersive, setting-friendly shortcut method that makes the best contribution to the story and scenery and ambience of a level is to have the player open popit and pop... and therefore the author shouldn't even bother to try to think of an alternative. Am I being obtuse by failing to see how that makes sense?

rule #1: you can't add tone to text...otherwise I'd comment about how your post seems to sound very rude and in another way of speaking...like a D-Bag...but I know better not to add tone to text that is meant to be read and not heard.

also fast travel is for open world...you said it yourself...this isn't open world...it's just freeroam on one place. as for those climbing points and hoists...you could have mentioned it earlier and have been more specific instead of just saying "creative way"...but again I know better not to add tone to text so i know you're not being a complete ******* or anything.

anyways this is going too far so I'm ending the "arguement, discussion, complainathon, whatever it is" right now since this thread doesn't need to be locked for something so trivial.
2011-02-23 22:29:00

Author:
Shadowcrazy
Posts: 3365


Let's keep it at creative differences, mates! 2011-02-24 06:10:00

Author:
pickled-punk
Posts: 598


Well it got the thread into the cool levels section.

'Free Roam' and 'Open World' are synonymous adjectival phrases that describe nonlinear gameplay.

Tone in text (http://en.wikipedia.org/wiki/Tone_%28literature%29). Using All-caps on words is one way to emphasise the intended tone, although it's considered poor netiquette (http://en.wikipedia.org/wiki/Netiquette). See your own posts for a good example. Perhaps next time instead of having to 'end' a 'whatever it is', you might consider not starting it in the first place by first criticising other peoples' feedback in a feedback thread?
2011-02-24 06:20:00

Author:
munrock2
Posts: 96


Well it got the thread into the cool levels section.

'Free Roam' and 'Open World' are synonymous adjectival phrases that describe nonlinear gameplay.

Tone in text (http://en.wikipedia.org/wiki/Tone_%28literature%29). Using All-caps on words is one way to emphasise the intended tone, although it's considered poor netiquette (http://en.wikipedia.org/wiki/Netiquette). See your own posts for a good example. Perhaps next time instead of having to 'end' a 'whatever it is', you might consider not starting it in the first place by first criticising other peoples' feedback in a feedback thread?

sorry this is the real world...where text is meant to be read...not heard...in which case text literally has no tone...so take it as you will you're the only one getting steamed here.

Freedom of Speech (http://en.wikipedia.org/wiki/Freedom_of_speech) <---- read it, learn it, live it. And perhaps next time instead of retaliating you can just move on and be the bigger person. Also don't assume this is a "feedback thread" this is a level thread to announce his level has been published for others to play. Had it been a feedback thread there would have been an F4F next to his title or in his OP he would be requesting feedback. Neither of those are present so this is a level showcase thread.

Re-reading the posts it seems you started this when you assumed that I was using a condescending tone...which is your fault for adding tone to text. Remember ASSuming makes an *** out of U and ME. And if that's not enough you also started it by butting into my post directed at jake (wasn't directed at you in the first place so why you decided to reply isn't my problem). So again I didn't start anything here, I didn't "criticize" or use a "condescending" tone to anybody. All I did was suggest an alternate way to kill yourself in the game to get to the checkpoint then something artificial, which you decided to butt in out of nowhere to throw your two cents that I never asked for.

Again...this ends now...I'm not going to keep arguing with you since by your last post it seems it's fueling you more and more and it seems that's what you want. So go ahead and say what you have to say as I won't be giving you the satisfaction of a reply.

@ pickled - sorry seems things got out of hand...hopefully you'll have some bright news to distract everyone away from this and hopefully MODS can delete the crap that's plaguing this thread and leave the good stuff.

P.S. - for anyone caring to know using CAPS LOCK on certain words is usually to give that word more meaning for my readers...it's not for "yelling".
2011-02-24 07:18:00

Author:
Shadowcrazy
Posts: 3365


So what's next?
Electric town...then? :o

I hurd he makez Clockwork Quarter first!
Now about the level.
Not saying much yet. You propably know why. Anyway I just want to point one great thing about the level: CHARACTERS! They were so cute! Especially ''Me fly!'' guy. It reminds me of a little puppy jumping of a wooden box in hope to fly into the air. Great level btw. Can't wait for Clockwork Quarter (wink, wink).
2011-02-24 07:25:00

Author:
FreeAim
Posts: 2462


Absolutely beautiful! But I didn't manage to finish it as I didn't know what to do when I got up to that guy standing in front of what looked like some sort of gate... That's my only problem with your level, really - Sometimes it's a bit difficult to see where you're supposed to go due to all the detail.

Here's something for you to take a look at: http://lbp.me/v/xq9-2f
2011-02-24 07:30:00

Author:
Discosmurf
Posts: 210


Hey punk, I really enjoyed this one! Great atmosphere. I loved the census bit, too. Gives you a concrete objective. Some bits were a little challenging, but nothing I couldn't figure out. It would be nice to know how many pygmies I grabbed at the end and how many total there were. Also, near the beginning over to the left about half way there is a camera that jumps like crazy when you are trying to jump up on the big rock. Just a little nauseating. Overall, awesome stuff. smile and heart!2011-02-24 15:11:00

Author:
Aselrahc
Posts: 185


It would be nice to know how many pygmies I grabbed at the end and how many total there were.

all the candles in the end were the total pigmy count....as for how many you grabbed? they will light up if you grabbed them.
2011-02-24 20:36:00

Author:
Shadowcrazy
Posts: 3365


i'd love to see a 720p video of this on Youtube!!! i could add it to the game section of my Lots of tutorials thread

in fact i'd like to see videos of quite a few of those!! PLEASE................

Deliver me from Eve: Lapsang Burial Grounds
Deliver me from Eve: Eve's Gaol
Deliver me from Eve: Carcosa City Gates
Forbidden Temple of the Hollow Mask
2011-02-24 21:00:00

Author:
GribbleGrunger
Posts: 3910


i'd love to see a 720p video of this on Youtube!!! i could add it to the game section of my Lots of tutorials thread

in fact i'd like to see videos of quite a few of those!! PLEASE................

Deliver me from Eve: Lapsang Burial Grounds
Deliver me from Eve: Eve's Gaol
Deliver me from Eve: Carcosa City Gates
Forbidden Temple of the Hollow Mask

I agree...hopefully whoever records them won't be messing around with the game and killing sackbots and stuff like that so people can appreciate the video.
2011-02-24 21:25:00

Author:
Shadowcrazy
Posts: 3365


Hey Ashelrac, good you liked it. Just fixed that nauseating camera, also added some terrain, decorations and dialogue. Will republish in a few hours.

Discosmurf, grab the cloth arch, and drop down in the back layer to discover the rest of the level. Will check out your level this weekend.

Cliffbo, I will see if I can get any more recordings of my levels done. I'll keep you posted.

Hey Freeaim, the flying pygmie Carrothead is my favourite too. He will be back (it isn't the fall that kills, it's the landing).

And yep, Cuckoo's Clockwork Quarter is coming a long nicely.
2011-02-25 06:57:00

Author:
pickled-punk
Posts: 598


sooo how long will it take before the next level is complete?

also is story mode already set in stone? can things change before they are official? or is it not done being written in-mind yet?

will there be CUTSCENE only levels like LBP's story mode to make it feel more like a game? or will they all just be levels?

remember you have 20 spaces in LBP2 to fill up and you've only filled up 5/20...so with 15 left and 2-3 more exploration levels left that means you have 12-13 free spots left to make the story levels and add some cut scene only levels too and connect them all.
2011-02-25 09:10:00

Author:
Shadowcrazy
Posts: 3365


I've got the main outline of the story in my head, but that gives me enough room to experiment along the way. Add extra characters, subtext, and maybe even a sidequest or two. So nothing is set in stone. It's the same as with writing books : you should always opt for a better idea if one comes along

I don't think I'll be doing exclusive movie levels, but I'll certainly need more dramatic cutscenes to tell the story. I would like to keep those levels interactive though. I like that about LBP: the players has a lot of control and input.

And I'll certainly need those 20 levels... & after that we'll probably be upgrading to LBP3

Still got a lot to do for Cuckoo Clockwork Quarter. At the moment I'm building terrain and obstacles. Need to add bots, dialogue, music etc. Hmm... no rest for the wicked
2011-02-25 16:55:00

Author:
pickled-punk
Posts: 598


I've got the main outline of the story in my head, but that gives me enough room to experiment along the way. Add extra characters, subtext, and maybe even a sidequest or two. So nothing is set in stone. It's the same as with writing books : you should always opt for a better idea if one comes along

I don't think I'll be doing exclusive movie levels, but I'll certainly need more dramatic cutscenes to tell the story. I would like to keep those levels interactive though. I like that about LBP: the players has a lot of control and input.

And I'll certainly need those 20 levels... & after that we'll probably be upgrading to LBP3

Still got a lot to do for Cuckoo Clockwork Quarter. At the moment I'm building terrain and obstacles. Need to add bots, dialogue, music etc. Hmm... no rest for the wicked

like what I read so far...hey can you do me a favor? I was playing around with sackbots and of course me and my lovely Shadow Hatter had to mess around in create mode...so i put Shadow Hatter on a sackbot...make the sackbot to max size...and then i flicked "Funny Head Size:" to YES and idk what to think lol....I kinda like it....he looks a lil more whacky with his head matching his body instead of sackboy-wise where it's bigger then the body...

so idk was hoping you could play around with the sackbot funny head size with shadow hatter and increase/decrease his size around and see if you like him better then the original sackboy form...just something to think about...i love shadow hatter either way and am happy he's going to be part of the main story...but yeah now that i played with the funny head size now im wondering if he should be with a sackboy big head or a funny head size mode on yes?
2011-02-25 18:26:00

Author:
Shadowcrazy
Posts: 3365


Cliffbo, I will see if I can get any more recordings of my levels done. I'll keep you posted.

Thank YOU!
2011-02-25 22:06:00

Author:
GribbleGrunger
Posts: 3910


Hey Shadow, I'll go and check out which version of the Hatter looks best imho.
I've been using both funny heads on & off for the sackbots in my levels. I've noticed that the effects of ' funny heads' becomes more noticeable with bigger sackbots. (Check out Hopper for example in the secret section of Lapsang Burial Grounds).
Your Hatter is only a little bigger then the player sackling in my levels, so I think the difference will not be very noticeable here.
2011-02-26 08:11:00

Author:
pickled-punk
Posts: 598


Hey, Shadow. Checked out the different head sizes. I think I like the sackboy big head best for the Hatter in my levels.

Also the next level, Cuckoo Clockwork Quarter, is coming along nicely. About 60% done, I think.
2011-03-02 07:24:00

Author:
pickled-punk
Posts: 598


Wish i could but no internet at the moment (using phone)2011-03-02 08:48:00

Author:
Shadowcrazy
Posts: 3365


Republished with some small fixes. Thanks for the feedback guys!2011-03-04 19:04:00

Author:
pickled-punk
Posts: 598


Added some more little details & decorations.2011-03-13 07:57:00

Author:
pickled-punk
Posts: 598


Republished. SevenIsACannibal helped me fix the music, so that it no longer stops (as it sometimes did before.)2011-04-03 21:32:00

Author:
pickled-punk
Posts: 598


Looks epic..i approve i Que XD2011-04-12 18:32:00

Author:
Angelgozen
Posts: 286


This really looks like a fun level, and the setting intrigues me. I have queued this level up, so expect to see a review by shimsok in your reviews section. In the meantime, do you think you could check out a level that me and my crew have been working on for a long time? http://lbp.me/v/y4n7x0

The F4F thread: https://lbpcentral.lbp-hub.com/index.php?t=53375-The-Missing-Piece-Part-1
2011-04-12 21:44:00

Author:
Scholarship
Posts: 105


Thanks guys, let me know what you think!
Will check out your level soon, Scholarship!
2011-04-14 19:31:00

Author:
pickled-punk
Posts: 598


Republished, added some better animations to the sackbots.2011-06-05 10:48:00

Author:
pickled-punk
Posts: 598


I've been intrigued by these "Deliver Me From Eve" levels, but never played them for some reason. I was wondering if there was any suggested order to play them in, or could I just play them however I like?2011-06-06 04:05:00

Author:
maddoggnick96
Posts: 272


Great, give them a try if you like & please let me know what you think!

My suggested order in which to play the levels would be:
1. Eve's Gaol
2. Carcosa City Gate
3. then roam around the city districts in any way you like
a. The Moolah Nightmarket
b. Adventurers District
c. Cuckoo Clockwork Quarter
d. Lapsang Burial Grounds & Oolong Village
e. Electric Town (upcoming)
4a. Master Origami's Secret Workshop (upcoming)
2011-06-06 05:57:00

Author:
pickled-punk
Posts: 598


I found a glitch at the pulley brigde:

http://farm3.static.flickr.com/2697/5827908495_5066137378_z.jpg (http://www.flickr.com/photos/littlebigdes/5827908495/)

The bridge was getting stuck under the other platforms. I had to wait a very long time before I could use it and progress on through the level. I almost quit out back to my pod. But I didn't as I could see this level is very good, regardless of this. It got stuck on platform above me, then moved around and stuttered everywhere getting stuck on the other ones. Have a look, it may have something to do with when you jump onto it, it causes momentum/movement to the bridge sending it into other platforms. So you may need to limit it's movement/swing or stuffen it up.

Still your level is visually stunning and I laughed when one of the pigmys told me to hide.
2011-06-13 12:44:00

Author:
LittleBigDes
Posts: 920


Thanks a lot, LittleBigDes. I'm gonna fix that ropebridge pronto.2011-06-17 09:45:00

Author:
pickled-punk
Posts: 598


Thanks a lot, LittleBigDes. I'm gonna fix that ropebridge pronto.

You know I'm very good at testing leveLS. Although that wasn't what I was doing here in your level. But it helps. I'm a fan of all your Deliver me from Eve levels, they have a great style to them.
2011-06-17 10:04:00

Author:
LittleBigDes
Posts: 920


Thank you, that's great to hear.
I've got another new level is the series up: The Secret Workshop of Master Origami.
2011-06-20 06:56:00

Author:
pickled-punk
Posts: 598


I've adde some invisible material that should prevent the platform from snagging on the other bamboo scaffolds.
Thanks again for pointing this out to me, Des.
2011-06-20 21:18:00

Author:
pickled-punk
Posts: 598


I know you don't need anymore feedback on this level, and I know all of my feedback to you is pretty much the same anyway. You know, "wow, looks friggin awesome, super platforming and I loved the puzzles, keep up the good work, etc." That being said, this level looked friggin awesome and thought the platforming was terrific (actually, I left a review in game that I really like how you are able to disguise routes in plain sight). Keep up the good work!

BTW, too late for this level, but if you create another treasure hunt level, you might consider increasing the points obtained from the treasure (in this case, pygmies) by an order of magnitude. For instance, at 10 points each, missing one or two would be like kicking a deck chair off the Titanic to keep it from sinking as applied to your position on the level's scoreboard. However if they were 1,000 points each, getting all of them would have a much higher impact on the scoreboard.
2011-06-22 22:35:00

Author:
RoharDragontamer
Posts: 397


Thanks Rohar. And you're right about the scoregivers off course.

Btw: did you find the secret area with Hopper?
2011-06-23 14:36:00

Author:
pickled-punk
Posts: 598


Hey, thanks for the mention in the new spotlight:


Pickled_Punk continues the series with Deliver Me From Eve: Lapsang Burial Grounds. Beautiful visuals and teeny tiny Pigmies! Who could want for more?
2011-06-27 14:51:00

Author:
pickled-punk
Posts: 598


Updated the level, with a lot of new decorations and stuff.2011-10-28 09:47:00

Author:
pickled-punk
Posts: 598


Updated the level, with a lot of new decorations and stuff.

It's in my queue a very long queue though.
2011-10-30 14:04:00

Author:
LittleBigDes
Posts: 920


Just published the sequel to this level: Deliver me from Eve: Hollow Earth (https://lbpcentral.lbp-hub.com/index.php?t=65254-Deliver-me-from-Eve-Hollow-Earth&p=952076#post952076)2011-11-17 12:22:00

Author:
pickled-punk
Posts: 598


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