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The Alien Epic

Archive: 5 posts


Hey everyone, I just posted my first LBP2 levels. Its a 3 parter, all level-linked together. I haven't seen a lot of level-linked games, so hopefully its a nice treat for you guys. The base level is called "The Alien Epic" (link to my lbp.me so you can queue it up : http://lbp.me/v/yghx89 )

Lemme know what you think and if there's any glaring bugs and lemme know if you have some levels you want me to check out. I'll be more than happy to play 'em!

Here's a few pics:
http://i2.lbp.me/img/ft/332308c6a02b77bca9b472166ceadc65de3f0240.jpg

http://ia.lbp.me/img/ft/0ea6dbea0c2919e6add486a853ff8ed372276400.jpg

http://ie.lbp.me/img/ft/c3e2de94189e8b5e25590f9dccba93dabc5353f2.jpg



http://lbp.me/v/yghx89
2011-03-04 00:44:00

Author:
Unknown User


I gotta say, you really show alot of promise

This level series, was not only touching (The Ending of the father and the son)
but It had unique, Fun, Challengin platforming throughout the whole series, especially part 3.

The platforming and challenges just shine in this series of yours, and some of the obtacles and stuff I see here I havent seen anywhere else. The Design was good, I notice you didnt want to go overboard with scenery and designs, cause you mainly focused on platforming. But, even so it had some really nice touches, especially part 2, the cave and the snow part also . The Use of both Paintinator and Creatinator was amazing man, Love how you had to toggle between both to proceed throughout the level. great Job on this

If I would have to point some stuff out, well, I noticed some cutscenes would Loop, you could try using a one shot counter for that, and at some points, there were some part like the Boat, where to respawn it, you had to press a button, but its not fully visible, You could try a sensor switch, makes it easier.

Other than, Keep up the good work =)
Just keep at it, Keep experimenting with logic, at some points you could try hiding things, and using Background Mechanics which alot of creators use.


Great Job
MY fav ones were part 2 the cave and the 3rd, gave them both a heart.
2011-03-04 05:15:00

Author:
Bloo_boy
Posts: 1019


You have a talent for coming up with new applications for basic objects (bouncepads, grappling hooks, grabinators, etc). Every challenge is different than the last; there is no filler. On the whole, this was a great series and I regret I wasn't able to see how it ends (keep reading to find out why). It's also clear that you've done your playtesting since most parts run quite smoothly. But in a project this ambitious there are bound to be issues, yeah? Here's what I have:

Part1
At the elevator shaft ("Need a lift?") if you keep running left you walk off the ledge and find yourself on top of parts of the game that you've already visited. I don't think you intended the player to ever wind up there.
I'm not sure what it takes to get the elevator contraption to appear. I walked around for awhile and was about to give up when it finally appeared.

Part 2
I thought the paintinator boss fight was a little too tedious, as paintinator boss fights often are.
I think there was a noticeable grammar error or two in some of the text in the latter half.

Part 3
For the low-gravity part, is there a reason the grappling hook is at the bottom of the ramp and not closer to the checkpoint? Putting it at the top of the ramp would save the player time retrieving it whenever he dies.

The ship...this is where I got stuck. I didn't know where I was supposed to go once I was in it. Tried going to the left but an invisible wall halted my progress. Tried going up. Tried going down and underneath the platform and to the left. That still didn't seem right. But I had no other ideas so I jumped out of the ship and died of course. After that there was no way to get back to the ship.

Instead of the note saying "Don't jump out of the ship unless you are 100% sure" why not have the old ship be destroyed and a new one emitted when the player is not nearby? You can still have the ship be sitting at the top waiting for the player to find it if you use an AND gate with one input being a player sensor with output reversed and the other a tag sensor with output reversed. The output of the AND gate would be set to destroy the ship. i.e. "Self-destruct if there is no player and no tag nearby."

Good work though! It's amazing how the community has big epics like these being made for everyone's enjoyment with no compensation for the author other than the few plays and hearts they can get.
2011-03-04 16:31:00

Author:
zabel99
Posts: 179


Thanks so much for the feedback, guys. Zabel, I was hoping the camera work before you get into the small ship would guide you into shooting the thrusters on the mothership... I guess it was a bit too vague. I put in another little cut-scene detailing what you are supposed to do there, and fixed it to where a ship will spawn if you die. Hopefully if you try it out again, you can finish it.

I've eliminated some button presses, so they are just player triggered now, so the skyrail should pop up w/o any problems, same for the boat ^_^

I've also lowered the amount of hits it takes to kill the 2nd lvl boss, as I know some people find it pretty tough or tedious.

Thanks again for the feedback, it is definitely a better series because of your critiquing.
2011-03-04 18:41:00

Author:
Unknown User


Very impressive stuff here. The level looked good and played well, but it was the creative platforming that really stood out. Great job. As far as negatives, I can only reiterate what those above me said in regards to moving the grappling hook near the end, and though I figured out to shoot the mothership's exhaust, it took me a long time of wandering around before I did. Perhaps a hint as to what you should actually shoot after you tell the player how to shoot.

Otherwise, very well done, and keep up the good work.
2011-03-04 19:19:00

Author:
nextlevel88
Posts: 149


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