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#1

Rage quit

Archive: 27 posts


This is my first real level that I have created. It is a CHALLENGE level, so it requires patience and timing.

Please give feedback in this thread or pm me if you find something wrong with my level, I would greatly appreciate it! <3
http://lbp.me/v/yt9-zg
2011-03-15 03:38:00

Author:
Sinfal
Posts: 15


Hey just gave your level a run. Placed 5th I think... oh well.
I liked it. I thought the saves were well spaced out and the bouncing didn't ever get frustrating, I always knew I would be able to do it, just that it would take me a couple of tries.

A few things i did note though: There are a few spots I fell where I went all the way to the bottom. I think for a level like this you need to keep a rhythm going and the long fall or death gets me out of it. Since it was dark I can't tell you where exactly but the beginning and the end had 'open spots' In the same light i preferred the poofy death to the electric death, but i suppose variety was good.

The only other thing I could think of was that the beginning felt a little aggressively hard in comparison to the end, you may want to consider to shift the difficulty closer to the end and allow the players to get warmed up.

But all and all, I'm glad there are other creators out there not afraid to build a challenging level. Mine is pretty tough as well I hope you will give it a try. F4F in the sig. Thanks,
2011-03-15 04:23:00

Author:
fei0x
Posts: 61


Thank you, fei0x! I've added your MMMMMM level to my queue and will be playing it soon.

I greatly appreciate the feedback! I'll go back and find all the places where you can fall through to the bottom and put some gas or electricity there.

I do agree with you on the gas>electricity, but I had to change most of the gas clouds due to the light of the stars being fogged, so I replaced invisible electricity in its place. I'll also go back and look at the beginning; to me, it feels easy, but that is due to the fact that I've played the level over and over again in testing. I'll go back and ease up the beginning or increase the difficulty towards the end, whichever fits the level the most.

Thank you so much!
2011-03-15 04:42:00

Author:
Sinfal
Posts: 15


I absolutely love this level, the pacing, the challenge, everything. It's just got this whimsical mood about it that makes it feel magical to play LBP again. Definitely one of my personal faves when it comes to under appreciated levels.

Overall the rhythm of the level was good, doesn't really feel like it has any pacing issues. And yes the challenge is definitely there, feels really good to beat it though, not many levels have that feeling of being rewarding when you complete it.
2011-03-15 05:14:00

Author:
ItchyBarracuda
Posts: 10


I played this level, and there were just TOO MANY CAMPERS! I COUDLNT stand it, and some dude was spawn camping the checkpoint, so I just had to leave, I was so mad...


Anyway, queued up, will play later.
2011-03-15 05:46:00

Author:
ATMLVE
Posts: 1177


I agree with what has been said before about the difficulty being too aggressive in the early sections. One particular angled jump hurled me way past the intended location many times - I know you can counter this by tilting the stick, but when the target location is off-screen, it does kinda become a leap of faith.

The concept, however, is great, and the speech at the beginning really tickled me. A few tweaks to the challenge and this will be super

F4F (https://lbpcentral.lbp-hub.com/index.php?t=52831-Sackometry-Wars-Evolution)
2011-03-15 14:54:00

Author:
Bovrillor
Posts: 309


Thank you so much, Bovrillor! I greatly appreciate the feedback; I'll go back in and edit the level a bit to make it easier in the beginning, and possibly harder towards the end. I should finish the editing by tonight, after my classes are over, so I'll post in this thread again when I've finished the touch-ups.

I've also added your "Sackometry Wars Evolution" game to my queue, so I'll get to it soon
2011-03-15 17:05:00

Author:
Sinfal
Posts: 15


Hello! I have gone back into my level and taken your advice in account. I am unable to change anything due to the level "overheating", but for future levels, I will keep your advice in mind. I'll start working on a new level soon! Thank you all very much.

-I am also unable to use a sackbot as a replacement for changing ones outfit due to immense lag. The reaction time would be too slow for a level like this.
2011-03-16 04:36:00

Author:
Sinfal
Posts: 15


more feedback would be appreciated for future levels please!2011-03-18 00:10:00

Author:
Sinfal
Posts: 15


queued it, ill leave a review in the game.2011-03-18 04:29:00

Author:
matt54123
Posts: 38


Thank you so much, Matt54123! I'm glad you had fun while playing my level; I thoroughly enjoyed playing yours, even though I'm not the greatest at solving puzzles quickly. 2011-03-18 19:52:00

Author:
Sinfal
Posts: 15


I played yours today... it was on my queue, so I think I might have seen you at another forum. I left a short little review in-game, but basically, I thought it was challenging sometimes, but not enough for me to actually rage-quit, which is good. I also thought having more flashy laser shows around (I know you had some), to add a little bit of stimulation... because there was a lot of 'just black' with glowing panels. I forgot to mention this in the review, but who voiced the beginning? Was it you? Or friend/sibling? I thought the voice was very cute.2011-03-18 20:10:00

Author:
Elhaz
Posts: 11


Thank you! I would have loved to add some more lasers or some sort of light-show for the background, but the level was already "overheating" when I added the spinning lights in. For future levels, I'll replace the stars with some sort of laser-light show and build my own background to make it more original and entertaining.

The voice at the beginning of the level was my boyfriends; he thought it would be silly to ramp up the pitch in settings, I think it fits the level and bot well

He says it was artistic and beautiful.
2011-03-18 20:43:00

Author:
Sinfal
Posts: 15


The level layout and music is very slick, but there are a lot of places where deaths felt really cheap. There was a point where I expected to hit a bounce pad a little left of a checkpoint but I hit an invisible electric barrier instead.

I took a picture of the place that I felt had the most problematic blind landing. Overall, there were way too many blind landings.

Much of the level near the ending felt like trial and error and memorizing when to move the left analog stick all the way to the right or left. Not sure if that's challenging per se, but it's not that much fun.
2011-03-18 22:37:00

Author:
Unknown User


Thank you for the compliment on the music, I will pass it on to ItchyBarracuda.

I made this level as a challenge for people who would like something more than the usual simple "point a to point b" levels that are created; I feel that this level brings a sense of accomplishment, rather than just running through a level.

There is only one true "leap of faith" jump, which is located at the bottom of the level, with the green and red stars. Yes, the tilted jumps might seem like they are a leap of faith also, but I believe that you have sufficient time to react, or there are bounce pads in place to "catch" you (you only need to tap/move the joystick SLIGHTLY to reach a pad, otherwise you usually do not need to touch your controller at all).

As this is a CHALLENGE level, there is the component of memorization, to an extent. You must calculate your jumps, making sure that you do not fall in between bounce pads. I placed gas clouds or invisible electricity so players would not be able to fall down the level and land on a bounce pad that was located beneath, therefore cheating the level as a whole, losing the challenge with it. I play tested my level to the point where I have memorized the layout, making sure that any player could not cheat. It might feel cheap that if you overshoot a bounce pad, you land in a fatal zone, but the level was made that way to make sure that no one could "cheat" and finish the level faster.

I do not know if you are playing on a widescreen or standard screen TV; you should be able to see all bounce pads except for the one I mentioned above. Playing on a standard screen might be impacting the play.
2011-03-18 23:25:00

Author:
Sinfal
Posts: 15


I'm using a HDTV. There was at least one bounce pad you don't see until you're lower than your last bounce pad. This is not a problem when you know where the next pad is supposed to be, but this is pretty much a "jump down when you can't see the bottom" type of situation.

Really, the problem I had was that the walls of death were invisible. I don't really care if it's possible to take short-cuts and I did successfully skip a few pads here and there when I started to get impatient, so the fact that the walls exist in order to prevent skipping pads seems fairly arbitrary.
2011-03-19 00:47:00

Author:
Unknown User


The fact that you are claiming that you know my level better than I do is insulting. The bounce pad is easily visible when you are at the bounce pad level of the one before it; just because you do not notice the bounce pad right away because I switched the direction of the level does not mean that it is not visible.

You have also misread my post. I made the gas clouds and electricity so one is not able to FALL to a bounce pad below them. Yes, there are a few areas where you do not have to exactly bounce on every single pad, but you are not able to fall below to a pad that is further along the level. There is nothing "arbitrary" about the walls, as you say.

The majority of other players have had no problems with my level, only additions or other things that they would like to see. I have stated that I am unable to edit my level due to it "overheating", but I will take their suggestions and put them to use in future levels.

No one is making you play my level, or any other level for that matter. If everything you have to say is negative, or you continue to misinterpret what I have stated, then you have no reason to post in this thread. I have asked for ideas and feedback; informing me of a missed jump pad is indeed feedback, but turning it into a complaint is not.
2011-03-19 01:27:00

Author:
Sinfal
Posts: 15


I don't think I've made the claim that I know your level that well. If I seem to be unduly harsh with my criticism, it's because I think your level could be really great if not for some elements that you may actually consider to be your level's virtues. I don't think either of us has to apologize for having an opinion.

What I meant by arbitrary is that skipping a single bounce pad to get to another visible bounce pad sometimes seems to result in a death via invisible barrier and other times it's fine.

It seems arbitrary because the wall of death is invisible and if I appear to be complaining, it's because I am an impatient person and would rather not feel out where these walls of death are by dying repeatedly in slightly different ways. If I hit a bounce pad that shoots me super high and I hit the edge of a bounce pad and get electrified immediately instead of just colliding with it and falling down, that's a whiskey tango foxtrot moment for me. You might have perfectly valid reasons for having to electrify just those edges and not all the edges of all the bounce pads, but you shouldn't expect anyone to know those reasons or to even accept that those reasons exist.
2011-03-19 01:51:00

Author:
Unknown User


played, and to be honest i could finish it because of one of the puzzles. however its a good level. Love the background and music. Reminds me of a lightshow. Please play my level (https://lbpcentral.lbp-hub.com/index.php?t=52814-Dawn-Metropolis-%28DEMO%29)2011-03-19 02:09:00

Author:
wait wtf
Posts: 853


Thank you, wait_wtf! I've already played your level and have found it very entertaining; can't wait for the actual game to come out, it felt very much like Infamous (love that game). I was sadly playing your level with a friend though, so I had to sacrifice myself for the greater good.

If you could please tell me which part you got stuck at, I'll be able to help you and others in the future, along with avoiding this problem with creating future levels. I'll also pass your compliments on to Itchybarracuda about the music.
2011-03-19 02:31:00

Author:
Sinfal
Posts: 15


the part im stuck at is herehttp://i676.photobucket.com/albums/vv125/rvbfan/APhoto_30.jpg and also, can you post your review at the post?2011-03-19 04:28:00

Author:
wait wtf
Posts: 853


I sent you a message describing what should happen, but for anyone else who is having a similar problem; since it is a tilted bounce pad, DO NOT MOVE THE JOYSTICK when you have jumped on the pad, if you have hit the pad correctly (it's very hard to hit this pad incorrectly) you will be shot to another pad that will jump you up to a spawn point. I can not stress enough that you should not move the joystick at this jump, the tilt of the pad is just enough to fly you towards the spawn point without any effort, you are allowed to relax for these five seconds 2011-03-19 04:53:00

Author:
Sinfal
Posts: 15


If anyone have any ideas for future levels (ex: laser light shows) I would greatly appreciate it! I don't want future levels to be the exact same as the one that i have already created. Fairy lights and stars are nice, but they do get dull after a while.

I'm thinking of a color changing background for the next level, but not something that would hurt your eyes. I would like to use a sackbot instead of having ones character to change their outfit to see themselves, but I'm afraid that using a sackbot would cause lag and make it difficult to make jumps.
2011-03-20 02:43:00

Author:
Sinfal
Posts: 15


As I stated in Itchybarracuda's level, your intention was to break my level, and the fact that you could not achieve what you desired has put you in a bad mood. I took the time to make sure that NO ONE could break my level in any way. You should be pleased that you could not achieve this, yet you lash out in anger; I'm sorry that I constructed a level that you could not cheat on and actually had to play through.

For everyone else, there are 3 spawn points that are not infinite, this is because they are more like a safety net in between the infinite spawn points where there is a large gap in between them; it is easy enough to get to the next infinite spawn point so you will not run out of lives.
2011-03-21 19:17:00

Author:
Sinfal
Posts: 15


Hey Sinfal,

Played your level and got myself a nice serving of humble pie.

This is purely subjective, but I would have enjoyed the level more if it were presented more welcomingly (though perhaps you wanted to instill an atmosphere of fear?). Give the inherent challenge, I think people would figure out pretty soon it's supposed to be hard without a rage-quit-face on the level badge, and haters are gonna hate, so what're you gonna do? I also thought the advice in the level description was unnecessary. People handle LBP2 physics differently, and I, for one, found micro-managing the angled bounce pads easier than aiming for the middle, as you suggest. Again, purely subjective.

Visuals-wise, I enjoyed the look of the later parts, wherefore there was some glowing background (equations are cool). Otherwise, well, there wasn't much to comment on. I did not personally like the idea of having to put on a glowing costume, though. Maybe you could offer players a glowing sackbot?

Level layout was varied enough to keep things interesting, though I admit I can see waylind's point. To the uninitiated (like me), the locations of the next pad can be very difficult to figure out safely and hazards can appear random. Definitely adds to the difficulty and the need for memorisation, which is not necessarily a bad thing on a challenge platformer.

So, long story short, I finished with a big fat 0, but I see that puts me ahead of all the non-finishers. If you put another level up, I will definitely give it a try!
2011-04-05 05:39:00

Author:
Fobstar49
Posts: 75


F4f? Challenge for challenge!2011-04-05 05:55:00

Author:
LeastCreative
Posts: 49


Tried this level and its pretty satisfying to finally beat it, but i did feel like some parts were a lot of fun, and some parts were anti fun.

There is a big difference between "challenge" and random chance. Parts of your level were legitimately challenging. I felt like a sackboy acrobatic super hero during those parts. The other parts of the level were about as much fun as trying to guess a number between 1 and 100, and having someone say "higher" or "lower" in a really annoying voice.

There really is no excuse to ever have another bounce pad so far away from the first one that you can't even see it, without a proper safety net in place. This level would be a lot of fun, and the best bounce pad challenge i'd ever played, if it were planned out a little better. The people here want to see your level grow, and if you think 1 person knows better than 5, that's your choice, but it seems kinda silly to ask for feedback only to argue with it and ultimately ignore it. The only real reason that would even make sense was if you just wanted to advertise your level, which is also a good idea for any creator here in lbpc, but realize you're talking to the people you want to like your level, right here. Plus. They all want to help you! There is no reason to get defensive.
2011-04-07 16:45:00

Author:
LeastCreative
Posts: 49


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