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Silent Hill 2

Archive: 15 posts


<3 hey i spent alot of time on this level and i'm quite sure it needs some tweaking. if anyone would be cool enough to play and leave feedback i would appreciate it, thanks
http://lbp.me/v/y90q58
2011-03-01 22:10:00

Author:
Sawicki420
Posts: 9


Ahh I loved this game. Well, when I say love I mean I was terrified. Anyway, I've queued the level for tomorrow and will provide feedback for you (:

Could you give some feedback on my level? Here's the thread (https://lbpcentral.lbp-hub.com/index.php?t=51289-A-Run-in-Autumn-(1P)) (: Thanks.
2011-03-01 22:12:00

Author:
JonnysToyRobot
Posts: 324


Bah i wrote a load of feedback but the site logged me out during me typing it and it didn't post!

Anywho, nice idea and not badly done, even for a Beta development.

Few opinions of mine though.
Music at the start could do with being a bit quieter, nearly made me quit as it was starting to get painful (maybe thats just me though).
There were a few magic mouth dialog boxes that would appear and instantly disappear so I couldn't read what they were saying.
The weapon didn't have any sort of impact noise so I had no idea if it was hitting the enemies or not.
The health HUD vanished after the first area, never to return! Also, apart from the green health bar, I had no idea what the other bits meant and they didn't seem to do anything.
The atmosphere in the town section is great, no music, just noises of enemies every now and then. The smoke emitters are a good touch as well, adding a fog like effect.
Picking up health kits etc should be a bit more obvious, I didnt realise i'd actually got an item, I thought i'd just got some points.
The cut scene with you as the sackboy was good, you should do it more at important points or at places people need to remember (like the gate at the end)

Decent effort for a Beta! Final product should be interesting!

If you want to F4F my thread is here - Comic Relief Race (https://lbpcentral.lbp-hub.com/index.php?t=51521-Comic-Relief-Race)
2011-03-01 22:48:00

Author:
Frostinski
Posts: 40


thanks, the HUD doesnt disappear i just put it in the menu like the actual game. the other bits are for ammo for the different guns , ill fix the music and item noises now. anyone else F4F?2011-03-02 00:07:00

Author:
Sawicki420
Posts: 9


There were somethings I really liked. Others... not so much.

The atmosphere was certainly very well done, there was a lot of detail crammed into it and the mist effect was awesome. The audio was very well done too, with you recieving warning of monsters before you reached them.

Bad things:
There were too many times where I had no idea what to do, eventually I had to give up after wandering around trying to open every door I could with a key I found.
Too much of it was explaining stuff to you, though I guess because it's a beta this won't be the case when the full version comes out.
The infinitely spawning monsters was a pain, especially when you have to run around looking for the next trigger.
The music was a tad annoying at time, maybe because it's too loud and jarring.


That's a few things, overall I really enjoyed it till I got super-stuck. (:
2011-03-02 21:36:00

Author:
JonnysToyRobot
Posts: 324


will look into this level!!!
try mines!
https://lbpcentral.lbp-hub.com/index.php?t=51325-Day-1-Haunted-Mansion
2011-03-03 03:15:00

Author:
Manny77607
Posts: 101


I played this tonight. It's a great idea...a top-down Silent Hill. The controls were a bit of a letdown. Was SH2 always controlled like that? It reminds me exactly of Resident Evil's original controls which I'm also not a fan of. I died and considered trying again, but I didn't feel like wrangling with the D-pad again so I didn't.

Visually, it's good but a little on the bland side. The materials seem a little flat and could use some decorations/stickering to grime it up a bit and add some visual interest. The fog effect is really nice, though the lighting could use some work. The ambient light seems a little strong and bright and it doesn't really feel scary enough in most sections. I'd darken it up a bit and have pools of brightly lit areas light to accentuate key areas... that might work especially well with the flashlight. The beauty of horror games is in what you don't see to freak players out. Still, I'm impressed with how big an area you've mapped out - it must have taken you quite a lot of time to put the landscape together. Nice use of 3D as well.

I had the same problem a few others did, I'd go to grab an item only to have the speech bubble appear and disappear too quickly to read it...and you've got the triangle button remapped so there's no option to re-read it anyway.

I really liked the switch out to sidescrolling in the cutscene where you encounter the first monster...any plans to expand on that to other parts of the game? I think that could be extremely fun!

Keep up the good work, I can't wait to see how this turns out
2011-03-03 06:25:00

Author:
Chazprime
Posts: 587


Omg this level made me travel back in time like.. 10 years to my psx game
It's an amazing level.. to bad ive died before end it i will go again and again becouse i want that sticker to the rest of level

If u can try my level
https://lbpcentral.lbp-hub.com/index.php?t=51262-Pirates.-Chapter-1-A-New-Land.
2011-03-03 07:01:00

Author:
PTdragon
Posts: 176


Haven't actually played the original but i did enjoy what i played of this. Got to the part where you kill the first creature unfortunately after that i seemed to get stuck by the main road, i will give another play later.
please try my new level 8-bit Cowboys and leave feedback in this thread
https://lbpcentral.lbp-hub.com/index.php?t=51704-8-Bit-Cowboys!-Sprite-based-shooting-adventure.

Thanks!
2011-03-03 11:20:00

Author:
FriedGoat
Posts: 102


Nice work, but I think a few things need to be tweaked to make it feel right.

First and foremost, the controls. It's not an over-the-shoulder game, so the controls shouldn't necessarily be the same. Instead of moving the character around, I feel (sorry) like I'm driving an under-powered remote controlled car. The game would play so much better if it was tied to the thumbstick, and the direction of the stick was directly translated to the direction of the character.

I need feedback when I'm striking an enemy, so that I know that I'm actually hitting them. Also, are enemy respawns on a timer, because some came back immediately after I killed them. I wouldn't mind if they never respawned at all.

The level could benefit from more stickering and fogging up, but more importantly, adjust lighting to the mood.

Also, I got scared and wet myself a little (just kidding)

To try my level and F4F, https://lbpcentral.lbp-hub.com/index.php?t=49352-Sacknight-Fetch-Quest-of-the-King-(Funny-Medieval-Platformer)
2011-03-04 04:26:00

Author:
Hoplyte
Posts: 100


Feedback

Rated:

Positives:
+Characters in the game looked good had to get use to it at first.
+Environment was done really good
+Mist effect looked really good

Negatives:
-When you enter graveyard the thing with the red cross on it speech pops up and disappear to quick.
-The house on the left of the blood you first spot (Flower shop) you can get stuck at the door.

Didnt get to finish but ill probably get back to it some other time though. Good Job.
2011-03-04 12:38:00

Author:
Sabre_
Posts: 653


thanks for all this, i've been really busy at work and will attend to all these issues and will return feedback to those who need it thanks again.2011-03-06 02:35:00

Author:
Sawicki420
Posts: 9


hi ^^ testplayed it ^^

it takes a little bit long for the opening screen presenting, same counts for the silent hill logo - i know it looks GOOD and you put work in it but people dont like waiting - not in lbp

hm beta you say? yeah neads a lot work on the controlls in my eyes. why do i need to press up when i want to go forwards? i know you maybe want it that way but others maybe not

as well i had to wait i guess 20 seconds till the level started? does it take so long to load inside one level? i dont know. try to prevent this^^;

the level design lookd fitting, even if the main figure looks a little bit 8 bit X) but you need to work a little bit on the trees

hmm yes the problem with the menu and pause... hm i guess that is hell of difficult to solve but i guess there is a way

maybe make the menu emit a special tag and everyt hing in the level got a tag sensor at 5000 to see if they are allowed to move or not

main problem of this level is the long waiting when you go somewhere (even with pressed down X)... waiting is the big negative on this level. i hope this will increase a bit speed when you finish it

i'm looking forward to see the finished lvl btw!

i know... i know you want it slow cause it is silent hill, but even those games are not slow

wired ********* - better play your own levels to check if the programm cencored something. - it did.

i liekd the rest but its still lacking a lot visuals and playerfriendly stuff like showing what happens, and such stuff.

good job - but needs some work as normal on a beta

for F4F plz go to the link in my signature "skunk bunny adventures" thankies *hugs*
2011-03-06 10:42:00

Author:
ForcesWerwolf
Posts: 475


Hi, sounds good, ill be doing F4F on this 2011-03-07 13:32:00

Author:
Blanchrocker
Posts: 142


Heya, sawicki!

Great level/levels (I couldn't tell if I was being teleported or level linked).

So, I noticed the problem mentioned above with regards to not being able to read the message in the graveyard (minor things, really). I thought the controls and non-pausing menu and map were fine, though. Silent Hill would do that sort of thing...

The logic and mechanics of the level boggle the mind. I've seen top-downs, and I've seen in-game menus, but yours seems to be able to accommodate a whole host of features (unless it is all a smokescreen -- there weren't THAT many items to pick up, after all). If you ever get a chance to continue the series substantially, I could see some very impressive things ahead.

I also LOVE that you have pseudo-multiplayer support. Honestly, all 1P story levels should be required to accommodate observers. It's not fun to shut down and turn on controllers all the time!

That said, it pains me not to see the level more polished. The menu is functional, but could really be cleaned up a bit. I'd use hard materials and good stickering to get straight, bold corners and edges. The map, I thought, was much more attractive than the menu. Also, all your text could be cleaned up. It's often a pain to type on a console, but I guarantee you, error-free writing gives a great impression!

So to conclude, like everybody else, I'd love to see more of this and more from you, period. Well done.
2011-03-11 05:49:00

Author:
Fobstar49
Posts: 75


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