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Urban Deathmatch - Online Multiplayer 2-4 Players

Archive: 9 posts


http://lbp.me/v/x3s244

Here's a retake on my deathmatch shooter from the beta. Uses similar mechanics to Maximum Carnage but with some changes:

No homing missiles - in their place there is a sword melee attack (R2) and the ability to charge up shots by holding R1. You move 50% slower while charging but if it hits it will completely drain the shields and do massive health damage.

Shields absorb regular bullets but melee attacks bypass the shields and do massive damage.

Grenades are still in, if you kill with a grenade you will receive 50 points while your opponent will lose 50 points. If you kill with laser bullets, you will get 150 points with no change to your opponent's score. Melee kills net 200 points with no change to your opponent's score.

There are many hazards - loose wires, flaming exhaust vents, poison gas, electrified floors - be careful! These will all hurt or kill you.

If you feel I'm neglecting my F4F promise, send me a PM. I am not mean, I just don't have any net time right now since I don't have a computer but I will definitely get to all PMs when I do have online time.
http://lbp.me/v/http://lbp
2011-02-22 23:34:00

Author:
Foofles
Posts: 2278


wow, I just played it with 3 people and it was awesome! I liked all of the controls and detail in the urban setting 2011-02-23 00:38:00

Author:
Bender
Posts: 75


hehe, I had just queued it up (in-game) just waiting for some friends to get online.
I doubt I'll be able to provide any useful feedback. But we'll give it a good testing.
2011-02-23 02:29:00

Author:
Fated For Failure
Posts: 81


Played your level and it was awesome as usual .

You reused most of the tech for your last level into a versus multiplayer experience and succeeded.The level looks very good even though it's a bit too dark for my tastes, the various traps (the gas, the fire launcher and the blue ground) all make the experience more intense. The only issue is that in two players you may end up having some trouble finding each other so maybe some lights directing one player towards the other could make it it more intense. Now the player in the lead can hide and win effortlessly in 2 players so finding a way to direct the players to each other could improve the level.

Great work

Please return the feedback in my http://lbp.me/v/xq--dx level in the related F4F thread
http://www.lbpcentral.com/forums/sho...s-versus-level)) thanks. I'd be happy if an experienced creator could help.
2011-02-23 09:46:00

Author:
Vergil
Posts: 155


Thanks for playing

Yeah, I was thinking about an anti-camp radar measure, I think I forgot about it after I was working on the hazards lol.

I can't guarantee I'll post feedback in the threads since I only get a little bit of computer access, but I will absolutely post reviews on the level itself. I hope that's ok.
2011-02-23 11:54:00

Author:
Foofles
Posts: 2278


No problem, a review on the level itself is fine .2011-02-23 12:22:00

Author:
Vergil
Posts: 155


Wow, what a polished level!

There is not much i can critique about the visual style, its just incredibly detailed, eye-pleasing, and suitably themed.

The first issue i had though was with locating other players, i often found myself wandering around alone for up to 30 seconds before i came into contact with another player. I think there is a way you can get a hologram arrow to point in the direction of the nearest player, at least i saw that feature on a CTF level from the beta, so mayeb that could resolve it.

Secondly, the game play was awesome, i loved the different weapons, but maybe you could put a timer on the grenade as i found it easy to kill my enemy or be killed by them if i just spammed three grenades at once. The sword was great fun though, i thoroughly annoyed my enemy with that haha.

No for the gun, i think it would help if it was limited ammo, and you had to pick some up to refill it like with the grenades. The problem is theres so many weapons that its a bit overpowered at times, and although the chaos is fun, it would be more skill based if you had to go and get ammo. I don't want to ask for too much (lol) but it would be nice if you had a different gun on as well, maybe a shotgun for closer range.

I know how dodgy the camera can be on games in LBP 2 (had the same problems myself) but i found it a bit uneasy the way the camera changed whenever i moved the direction i was facing. I don't know if this is fixable, but its just a thought.

And finally, i know its a death match, but it would be cool if there was some kind of point objects that give you a bonus if you get to them first.

I hope all that isnt me being too picky, i really really liked it and will definitely play again in the future!

If you have the time, any kind of feedback (in-game or in the thread) on my mini-game is greatly appreciated! Link in my sig.
2011-02-23 13:04:00

Author:
Steve
Posts: 134


queued

The camera was intentionally made to act the way it does since the screen is wider than it is tall. Unfortunately due to a bug in the game camera activation scale I"m forced to make it jump instead of smoothly transition. It still gives you a bigger potential FOV like in Maximum Carnage and in this case allows one player to sneak up on another.

I have already considered the arrows and/or radars to point towards the nearest player, I know how to do it, it's trivial. I just wasn't sure if I should and got so caught up in working on other things that I totally forgot! I think I'll implement a "if nobody dies for 30 seconds point to eachother" feature.

I want to keep the gameplay very simple so you can access everything at all times with the shoulder buttons.
2011-02-23 13:47:00

Author:
Foofles
Posts: 2278


Ahh i see, will be interested to see any changes in the future!2011-02-23 17:14:00

Author:
Steve
Posts: 134


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