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Ivory Tower: The Cascading Spire

Archive: 38 posts


"Sack-thing has found itself in a new place once again! What mysteries are in store in this new destination?"

Heyo! It's me again! My first LBP 2 level has finally been published! I'm totally in love with the new tool-set. This level is a total re-imaging of my first level ever [Ivory Tower] (Which can be found right next to this level!). Hope you all enjoy! <3

I'm willing to do as much F4F as sent in! ^_^

http://i0.lbp.me/img/ft/0402c75f7af8356377dd5ed1549785ad314b11e3.jpg
http://ic.lbp.me/img/ft/a8cf3b8f55549be913ad93d0c1db623155b7a404.jpg
http://id.lbp.me/img/ft/7ad42115ccbdd0fb671e75677f120fedf71f32af.jpg
http://ia.lbp.me/img/ft/5ca8f8cc58fa5051cddb26f9e4cc5ae441b0f66c.jpg
http://id.lbp.me/img/ft/d3db2a0588fea21af02de1c5efce5ad3075889db.jpg
http://lbp.me/v/yn8hzg
Courtesy of PSNGreyMRP

http://www.youtube.com/watch?v=maDwWOG41MU&hd=1
2011-03-06 22:46:00

Author:
Noroibito
Posts: 211


I just turned off my PS3 to go to bed.

I'll play this first... >_>
2011-03-06 22:46:00

Author:
ll_ye
Posts: 236


Bwahah thanks mate. Hopefully you won't get knocked out in the middle of playing. :]2011-03-06 22:54:00

Author:
Noroibito
Posts: 211


Oh goodness! What the heck! Why isn't this MM Picked yet? I know it's just out but gosh!
It's so well done! Everything is so well done. It's a treat to the eyes! It's fun to run around in. And everything is made with such elegance! Brilliant level!

The only feedback I can give is that sometimes, the camera angles can be a tiny bit too extremes, but yeah what the hell. Yay'd and hearted <3
2011-03-06 22:56:00

Author:
ll_ye
Posts: 236


thanks for the feedback! Glad you enjoyed! I can try to lessen those angles. I tend to go crazy with them sometimes.2011-03-06 22:58:00

Author:
Noroibito
Posts: 211


I played the original (or as far as I could got, bloody fire wheel...) and uhhh wow. You really picked up some serious skills.

Ok I'm off for now.
2011-03-06 23:05:00

Author:
ll_ye
Posts: 236


Lolz, That very is VERY dated. and was way too difficult...haha! Thanks again!2011-03-06 23:11:00

Author:
Noroibito
Posts: 211


Well, here's a bug for you, lol -
Relatively near the start, there's a bit where you enter a room, a cutscene plays, showing what's above, and then doors closing so you can't go elsewhere.
Well, being a tool, I fell in a gap and died before entering the room. I respawned at the checkpoint outside and now I'm stuck out here.

But from what I've played thus far, it's been very nice. I'll restart and post again once I've finished.
2011-03-06 23:15:00

Author:
Ostler5000
Posts: 1017


Oh! I gotcha! I'll fix that soon. Should be easyy. :] Thankss for pointing it out.2011-03-06 23:17:00

Author:
Noroibito
Posts: 211


Well, I finished. Entire levels very nice, and I must admit, there's not really much of anything to critisize or suggest.
My only real question would be - why the persistance on such tiny platforms? I see this alot - it becomes more frustrating than 'difficult' when creators do this. There are better ways to make something challenging than just making everything incredibly fiddly.

Another thing I noticed is that, there's a little platforming segment right before where I got stuck on my first playthrough. I get the impression, the idea is that players are ment to avoid the 2 in/out moving walls, and hop over the in/out platforms then onto the square being carried by the water. OK, the timing on the in/out walls makes that unbarably hard, but it doesn't really matter because you could just wait for the square to spawn, then just layer-change onto it from standing just left of the first in/out wall. Perhaps some railing on the thin layer and a timing alteration to make this more do-able and not cheat-able?

Other than these 2 points, fantastic work.
2011-03-06 23:33:00

Author:
Ostler5000
Posts: 1017


I don't think there's much I could do for the first without reconfiguring the whole level, I likes to break a lot. :'( But the second! I can add an extra in-out platform so waiting for the box will be unnecessary. Thanks for the feedback!2011-03-06 23:41:00

Author:
Noroibito
Posts: 211


I don't think there's much I could do for the first without reconfiguring the whole level, I likes to break a lot. :'( But the second! I can add an extra in-out platform so waiting for the box will be unnecessary. Thanks for the feedback!

Well, personally, I did actually quite like the square-on-the-water idea, it's more the timing on the square getting into the right position, and the really quick timing on the in/out walls that's the issue. Are you using a sequencer for this bit, or how are you doing it?
I just reckon all you need to do is make sure the Square is moving in harmony with the other obstacles in that segment, and my point would be resolved. I think to cut out the square altogether instead of just altering the obstacles leading up to it, would be like cutting your leg off to spite your foot, y'know?
2011-03-07 00:02:00

Author:
Ostler5000
Posts: 1017


It's done with a couple of separate timers. So more forgiving timing? Gotcha! Will implement as soon as possible. :]2011-03-07 00:38:00

Author:
Noroibito
Posts: 211


Looks absolutely amazing

Queued and Post reserved for feedback!
2011-03-07 00:52:00

Author:
grayspence
Posts: 1990


Hope you enjoy!

First step in success! ^_^ #1 on trending levels on lbp.me! Thank you guys (and gals)!
2011-03-07 13:33:00

Author:
Noroibito
Posts: 211


Screenshots look pretty sweet, i'll queue this one up for later and pop some feedback in here for you, though from the looks of the above posts i'm doubting i'll be anything but positive!2011-03-07 13:56:00

Author:
Frostinski
Posts: 40


Just played this level and i have to say that it was very cool. The atmosphere was beautiful and relaxing. the platforming was very fun and unique and I like how it is non linear in some parts. I really enjoyed it... if I was to give one suggestion it would be that the cameras could be a little less angled in some places. It was difficult to judge the distance of some of the jumps plus the constantly twisting cameras were kind of dizzying lol, maybe use them a bit more sparingly with a few more zoomed-out angles. Overall, awesome level!!

F4F on level in signature if you would like to leave some feedback on my level, thanks
2011-03-07 14:02:00

Author:
Bender
Posts: 75


Ok I have to admit I couldn't make myself finish this level, not that it's a bad level, far from it, just personally I found it extremely frustrating at times and just had to quit. The camera moves around far too much, I realise it's visually a very nice level but some of the platforming elements are quite tricky, that combined with the darkness caused me to die far too many times for my liking. The camera switching just as you approach a gap in the floor, which I couldn't really see because it was so dark, was annoying for me and ruined my enjoyment of the level.

On another note, the 'water' that it coming down through the level, do you have it where you're standing as well? I don't know if thats the intention but it made moving around fiddly as you would often find yourself standing on the glass or running over it which get tricky.

Finally, I just found it far too dark! Maybe I just need to turn the brightness of the tv up or something...

Apart from all that, I can tell a LOT of time has gone into the details and mechanics of this level, if it hadn't annoyed me so much i'm sure I would have enjoyed it!
2011-03-07 20:19:00

Author:
Frostinski
Posts: 40


F4F
Hello, I played your level earlier today, and I must say it is very good, im baffled by the such small amount of plays on the level. I loved the battering ram bit that smashed the wall, and the cogs that turned as the water hit them oh and the final bit that led up to the scoreboard was beautifully made, as was the whole level to be honest. One suggestion though, I think you need to have a few less cameras, some changed to quickly, making some of the jumps a bit frustrating. Overall, i gave your level a 'yay' and a <3. Cant wait to see your next level
F4F could you do F4F on my movie level 'The Machiniac' in my sig. thanks in advance
2011-03-07 20:31:00

Author:
Blanchrocker
Posts: 142


Thanks for the feedback guys! I've eased up some of the camera angles and slowed down the timing for the in-out box ride section. :]2011-03-07 22:33:00

Author:
Noroibito
Posts: 211


Just played it - brilliant stuff! You have an amazing eye for creating pretty sights... the whole level was just one big eye-candy, and one of my favourite type. It had a unique vibe to it, achieved the same kind of duality that made the LBP2 story levels exciting too - it combined two distinct elements really well. In the story levels, it was high-tech+fluffy or wood+electric, in this level, it's gold and water. That, and a good dose of night-time sparklies. =)

I'd have finished this level just for the visuals even if the gameplay was bad, but thankfully that wasn't the case either. The platforming was solid, although not very daring, but sometimes that's okay - when the visuals keep astounding you at every step, navigating difficult platforming segments is a bit too much to ask from the player.

Two small gripes I had while playing through the level:
- The switch at the top of the Vault was way too hidden - I actually went all the way to the beginning of the level to look for something I might have missed. Some more lighting or just the ability to reach it by jumping up from underneath it would help.
- The spinning wheels with the two triangular platforms - which are my favourite objects in the level by the way, gorgeusly detailed stuff! - would benefit from being non-wobbly, as well as from having the same angular velocity, so you could jump up from the second to the third triangular platform without having to wait a full rotation.

Once again, excellent job on the visuals, an instant Yay and a level&creator heart, so that I can keep track of any other awesome-looking levels you might publish in the future.

Please, if you can find the time, take a look at the F4F level in my signature, I'd appreaciate some critical feedback on it.
2011-03-08 18:46:00

Author:
sny
Posts: 144


Played this level just a bit ago.

First off, nice job. I really enjoyed what I played. It's a visual treat and one of the best displays of lighting around. The core style is a lot of fun.

That said, I had two issues, one rather serious. First, some camera angles are still a bit much. It's only in a few spots, but the angle through of my perception and causes me to die. It seems though that you've already done some work on the cameras and I don't want to keep pushing on that one point. I guess net takeaway is just be careful in future levels. Second, after I swung over with the battering ram and knocked down the wall, I fell on my dismount and missed my landing. It was no big deal except I activated the spawn point down below and then found that the first platform as I move from right to left (just below the battering ram) was gone. I could not finish the level.

If you want to try my level, forum link here: https://lbpcentral.lbp-hub.com/index.php?t=49352-Sacknight-Fetch-Quest-of-the-King-(Funny-Medieval-Platformer)
2011-03-10 04:16:00

Author:
Hoplyte
Posts: 100


Thanks! But it's alright! The camera angles seem to be a common issue. I'd really appreciate if you could point out the troubling areas. And the platform problem. Are you sure that it didn't come back up? They're set to drop and return a few seconds later. :o2011-03-10 12:57:00

Author:
Noroibito
Posts: 211


Nice level, I like a challenging one but one that looks this spectacular aswell is a real treat! Great use of materials!
The level itself has a very nice design although i did get stuck in the room with the 2 cogs, i blame my tv being too dark!

F4F is in my sig, Thanks!
2011-03-10 15:25:00

Author:
FriedGoat
Posts: 102


I'll take pictures off the trouble spots, and yeah that onr platform never came back.2011-03-10 15:39:00

Author:
Hoplyte
Posts: 100


Heya Exalted Yawn!

I don't suppose this needs to be said, but your level is GORGEOUS. There. You stuck with a strong visual (and aural) theme, but it was one of your own making and very, very creative to boot. The Eve's Asylum Gold is a great material and your custom applefruitballs were just. So. ADORABLE. Too bad I had to destroy them. That section of the level was particularly breathtaking.

Anyhoo, I (, too,) found parts of the level difficult due to the precise jumping required, though I felt it was pretty fair game after all. That said, I managed to break the level for myself. At the very beginning, I accidentally slipped under (behind?) the waterfall and fell to the bottom of the level. Needless to say, I had to restart, so I think you'd do well to put up some guardrails. It was a grisly end!

Thanks for creating and sharing such a beautiful level. You're really artistic.
2011-03-11 06:00:00

Author:
Fobstar49
Posts: 75


People thought this level was hard? Uh oh better revise mine then. >_>

I didn't find any of the jumping too hard myself, a bit tricky, yes, but I've played far harder levels.
2011-03-11 06:03:00

Author:
ll_ye
Posts: 236


Ivory Tower: The Cascading Spire
Score: 8.4/10
Rating: {:star::star::star::star:}
By: Noroibito/Exalted_Yawn

Interesting visuals with good ideas.

Story: N/A/10
No story. No problem.

Music/SFX Choice: 9.6/10
Great music choice and you have lots of SFX, good job!

Appearance: 8.4/10
I feel really bad for giving you this score. The visuals are great!! But the lighting can really mess you up. And when you play this in multiplayer, the camera views really do mess you up. Other than that, everything was very nice looking.

Gameplay: 8.5/10
Gameplay is quite good. You have some really good ideas implanted into your level, though some could be executed better. As said before, it can be quite confusing with more than one player with the camera angles and all, but if I play this by myself, I'm sure it would be much better.

Overall: 8.4/10 (not an average)
This still is a great level I wouldn't mind playing again. It was fun, and had very well thought out ideas. They just could have been executed a little better.

F4F: This level (http://bit.ly/fXzegc) please. Thanks!

-Valmassoi
2011-03-13 19:33:00

Author:
anoken
Posts: 1654


Could you specify exactly what sections had the poor execution? It'd be great to think about when considering later levels. :]2011-03-14 03:06:00

Author:
Noroibito
Posts: 211


Sorry to take so long to reply! After thinking it through I think I might of said that wrong. I don't neccesarily mean the ideas weren't implanted well, but it got a little repetitive at times. Like when I was on the elevator, throwing those items to hit the switch got a little repetitive. The main issue in the level was the camera angles, they got quite glitchy with more than one player.

Hope this helps. I'll be sure to check out your future levels
2011-03-17 03:53:00

Author:
anoken
Posts: 1654


I feel the biggest problem with this level is the level of darkness. I finished it, but some parts were a little fiddly.
You want to know specifics? Here's some:
- You run left, and there is a trophy room? Too dark to see the x2 sticker for me. I had to unstick it with my popit to see it clearly. Add a light maybe. Try a "lightbox" from your items bag if you haven't already.
Let us continue.
+ Nice font and stuff. Visuals throughout have a nice theme about them. The gold/water works very well.
- Ran right off the edge the first time. Maybe implement the cam change sooner, or add a little gate you need to jump over.
Had no problems with the timed section.
- This next section is awkward imo. You have these in/out movers moving about, when all the player needs to do is to wait for the gold block.
- Making that checkpoint slippery gets a little annoying also.
- The way the apples fall is a little weird. Some just fall down and stop, others bounce off the checkpoint and off the ledge.
After that section the player auto continues on the front layer by default. Just a nitpick.
- Would be nice if the pattern in the 3 lock door vault thing matched up. Use UV tool to fix.
+ Rotating platform looks great. Just corner editing?
Perhaps add a gyro to the platforms. Depends on the difficulty you want to set.
- Cave section checkpoint cam needs to be activated sooner. Always show what's ahead for the player (with player in view!).
- Maybe turn off the 2 bouncepads until they pop out.
- Water wheels start moving before water hits them. Add a delay in the logic.
- Getting back to the 2 bouncepads is rather tricky.
- Bouncepads/layer control not perfect at the scoreboard.

Just tighten up your gameplay, and I shall be a fan.
Hearted you as an author. I'll try to play your other levels sometime, any recommendations?
2011-03-17 22:59:00

Author:
midnight_heist
Posts: 2513


Thanks! I added your suggestions and definitely brightened up the level a bit. The feedback help. ^_^ Oh suggestions? I don't think so. The other platforming levels I have are VERY dated, and my horror-style levels don't work quite well in LBP2. 2011-03-20 18:44:00

Author:
Noroibito
Posts: 211


Sorry for the delay with the feedback.

I thought this level was awesome,visually it was outstanding and there were a few gameplay elements here and there that were really cool.

However there was a moment that I still remember now that was kind of weird. There were all these in/out movers and I kept trying to get past them and kept failing till I realised that you're meant to get to a point and jump onto a gold block floating in the layer in front. Then I realised that you could just jump straight on the block, missing out the movers, which was... odd.

*checks to see if it's hearted*

Yes, it is hearted. Overall I have to say it's a **** site better than most of the stuff the "bigger" creators have come out with recently so keep it up (:
2011-04-10 17:03:00

Author:
JonnysToyRobot
Posts: 324


Feedback

Rated:

Positives:
+Design of the level looked really good
+Platforming was pretty good
+The level was really fun to play, didnt bore me not one bit
+Music went with the theme of the level perfect

Negatives:
-No negatives at all

Thanks for playing Me & Lights Vinery level we appreciate the feedback.
2011-04-10 21:00:00

Author:
Sabre_
Posts: 653


Yes this level was a treat to play. Love the whole simple like design using straight lines and blocks. The gameplay was fun too. Also like the effects you used like using the grapple to pull a weak pillar down to walk on it. I liked the font aswell. Did you make a full set? Would love to add it to my collection of fonts Very good level. Hearted definately. 2011-04-10 21:59:00

Author:
L1GhTmArE
Posts: 519


This is a really beautiful level. The lighting and the atmosphere is great. I liked the little part where you walk out on the balcony of the vault and it looks completely different from the inside. I don't remember there being crazy amounts of points, but that could be a fun thing to add. I got a little impatient with the part early on when you have to wait for the block to drift by, and I'm sure you know exactly why. The camera was a little jerky in parts too, like the very beginning, but other than that your use of game cameras has great effect. This was quite the spectacle though, really intricately detailed and nicely built. Great job!2011-04-11 06:10:00

Author:
discokrakken
Posts: 108


Thanks for the feedback guys! To those that don't know, I've edited the section with the block on the water, no longer can one cheat. but did I make it too hard? :O I've checked my level's activity and a large row of players never finished the level.2011-04-16 16:29:00

Author:
Noroibito
Posts: 211


As promised in my Clone Level F4F Thread. Sorry about the delay.

I've now played this twice, single and two player. Feedback as follows:

- Very nice decor and visual style in the level. Brilliant work. Can't compliment you enough there.
- Platforming throughout is very good. Not too difficult but not easy either.
- The camera work right at the start (with the level name) is a bit twitchy. There are about three angles in the space of a second of running past it. At this same point, it's easy to run into the pit just after the level name as there isn't much reaction time after the camera pan.
- The block bit with the movers is really confusing to me. I wasn't sure what the goal was for a while and when I got it it felt awkward. Maybe just have one mover going in and out as the challenge instead of 2-3 different platforms all changing?
- The water emitters after the battering ram bit make a weird noise. Maybe silence them?
- The spire at the end is a bit annoying with two players. On the bit with the bounce pads if one player fails then they quickly go off camera. Maybe manually zoom out a bit if you have 2+ sacks playing?
- I (stupidly) fell off after the lift at the end and it doesn't return to get you so I couldn't finish my last play. My bad I know but worth mentioning.

Overall a brilliantly designed level. The positives far outweigh those few minor issues I've pointed out.
2011-04-19 19:08:00

Author:
faulky
Posts: 80


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