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Faux City (version 2)
Archive: 8 posts
This is the first level I published in LittleBigPlanet 2 remade with all the knowledge I've picked up during my time spent in the editor. There were two major points of critisism when I first published this level. 1) It was short. 2) The artistic style, while nice to look at, wasn't very varied. I've tried to address both of these points. The level is longer and has far more grabblehook-based platform puzzels. And, the art style has been expanded so that even though it basicly boils down to cardboard there are alot more materials floating around. Basicly, any critisism, good and bad, and ways to improve this level and my level-building even further would very much be appreciated. Some screenshots: http://i8.lbp.me/img/ft/c18131bbe496f480d161d216c83ac926e10c1be7.jpg http://i4.lbp.me/img/ft/2043842bae63161e58555ff347ad0f56c9b15d56.jpg http://i6.lbp.me/img/ft/5968d57feb9fc4c6d9076a05d06e32a172a65902.jpg http://lbp.me/v/xbm204 | 2011-02-22 11:02:00 Author: nerthus Posts: 28 |
hi you i played your level and would love to do a small F4F here you go: liked the idea and a cute level, here some thoughts: 1. would be good to add a arrow where the first wheel is, in trust there is something go grappling hook i jumped into death but maybe it's my own fault 2. it was good for the beginning but than it was sadly a little bit short? (yes as you said) i don't think the termo was full. right? do a little bit more :3 i guess it's worth it! 3. don't let davinci say stuff liek go to to end of the level. that sounds bad and don't makes fun. he must act like the action is forward (like in lv2) 4. maybe add a note that it is not finished yet or something. it's funny to link the same level inside again x) sorry. maybe adding a little bit story befor you get into the goal. so you have a bit better cliffhanger like just chasing him. nice level let me know when there is more added or when you continue a second level F4F: https://lbpcentral.lbp-hub.com/index.php?t=49851-LUMINES-Puzzle-Fusion-5.0&goto=newpost thank you! | 2011-02-22 12:15:00 Author: ForcesWerwolf Posts: 475 |
1. would be good to add a arrow where the first wheel is, in trust there is something go grappling hook i jumped into death but maybe it's my own fault 2. it was good for the beginning but than it was sadly a little bit short? (yes as you said) i don't think the termo was full. right? do a little bit more :3 i guess it's worth it! 3. don't let davinci say stuff liek go to to end of the level. that sounds bad and don't makes fun. he must act like the action is forward (like in lv2) 4. maybe add a note that it is not finished yet or something. it's funny to link the same level inside again x) sorry. 1. I don't know what wheel you're talking about. Sorry. 2. "Short" is good, "too short" is not good. Whenever I design a level I restrict myself in length seeing as I personally don't like long levels. The thermo is about half full (or half empty). However I do plan to re-make the level Sackboy versus the Cardboard Creator in the same vein as this level. 3. Fixed. 4. I think you went for the hidden exit on the level. Was experimenting and put it there. You weren't actually supposed to go through there, no wonder you thought the level was short. Perhaps I need to hide it even more. Although you did point out a "bug" that appeared when I was messing around, that it was pointing to the wrong level. Fixed. | 2011-02-22 13:15:00 Author: nerthus Posts: 28 |
Hey, played this level today. Pretty nice level. Some good platforming, and visuals. The first platform I bounced to the right, fell right in the gas. I thought I had to go that way. It was a little short, but that's OK. Maybe flesh the story out a little more? Nice level! | 2011-02-23 01:49:00 Author: smasher Posts: 641 |
Left thorough review ingame. Very nice short, simplistic level. The only bugs I could find was that I was able to grapple the switch the "bad guy" uses to make his getaway before the cutscene showed, which kind of foiled him until he used his amazing disa-*poof* skills. I enjoyed the level's setting and art style, just need to maybe fix that bug (although it's very minor, and I'm not sure how many people will/would run into it). My F4F if you get the opportunity, https://lbpcentral.lbp-hub.com/index.php?t=49476-Defend-the-Castle!-%28Looking-for-Pointers-Suggestions%29 | 2011-02-23 05:30:00 Author: Unknown User |
@Hotwingz: I've run into a couple of intresting bugs during my own playtesting. Sometimes when grabbing certain clouds gravity is reversed and you're pushed to the ceiling, which more often that not forces you into the cloud and kills you. I've also encountered the cut-scene not playing at all, that the CC just stands there looking at you. I don't know the fix to those and in order to fix the bug you're describing I'd probably have to redesign that part of the level. | 2011-02-23 07:08:00 Author: nerthus Posts: 28 |
Only two points: - First electrified mircochip material looks dangerous, but isn't (for the first few grapples). - Sackboy auto layer switches onto those cardboard objects instead of the 3 bounce pads. Keep it up. | 2011-02-23 08:37:00 Author: midnight_heist Posts: 2513 |
The level is simple (and appropriately so) and the platforming elements are solid. All-around enjoyable. | 2011-02-24 02:40:00 Author: Hoplyte Posts: 100 |
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