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Tank Mission 3D

Archive: 13 posts


Hi there!

Here is my latest LBP2 3D Level: Tank Mission 3D

Pictures:

http://s7.directupload.net/images/110319/temp/kyb7y8mv.jpg (http://s7.directupload.net/file/d/2468/kyb7y8mv_jpg.htm) http://s1.directupload.net/images/110319/temp/wngmqxnx.jpg (http://s1.directupload.net/file/d/2468/wngmqxnx_jpg.htm) http://s7.directupload.net/images/110319/temp/6hmomhfl.jpg (http://s7.directupload.net/file/d/2468/6hmomhfl_jpg.htm)

http://s1.directupload.net/images/110319/temp/tcrovbbf.jpg (http://s1.directupload.net/file/d/2468/tcrovbbf_jpg.htm) http://s1.directupload.net/images/110319/temp/f49szkrm.jpg (http://s1.directupload.net/file/d/2468/f49szkrm_jpg.htm) http://s7.directupload.net/images/110319/temp/fagrqh3s.jpg (http://s7.directupload.net/file/d/2468/fagrqh3s_jpg.htm)

http://s1.directupload.net/images/110319/temp/mxely2hz.jpg (http://s1.directupload.net/file/d/2468/mxely2hz_jpg.htm) http://s7.directupload.net/images/110319/temp/jzjiz29c.jpg (http://s7.directupload.net/file/d/2468/jzjiz29c_jpg.htm) http://s1.directupload.net/images/110319/temp/4b4u3gwf.jpg (http://s1.directupload.net/file/d/2468/4b4u3gwf_jpg.htm)

http://s7.directupload.net/images/110319/temp/luxsewzk.jpg (http://s7.directupload.net/file/d/2468/luxsewzk_jpg.htm) http://s1.directupload.net/images/110319/temp/wo5yfp6m.jpg (http://s1.directupload.net/file/d/2468/wo5yfp6m_jpg.htm)
http://lbp.me/v/y32vec


It was a LOT of work, can't count all the hours, cause it's much more complex as my previous levels. I put a lot of work only into finding bugs but I think it's impossible to eliminate really 100% of all possible bugs in such a complex level. If you find a bug, please report to me. I will try to fix it.

Hope you enjoy it!
2011-03-19 16:56:00

Author:
jenne1980
Posts: 56


If you have any other feedback or suggestions...just let me know.2011-03-20 11:20:00

Author:
jenne1980
Posts: 56


This is a really good level, everything in it looks great and works really well but I do have some tips that won't take too long to implement.

More story would be nice, at the moment, it's simply get the tank from A to B Lieutenant! The level clearly deserves so much more than this. Some evil baddy through out trying to stop you would make it more interesting. Who are all these soldiers that are trying to stop you??? It would give you more incentive to get to the end.

Also when you have to leave the tank there should be points bubbles to collect. I was so dissapointed to have a score of zero at the end after feeling I had done so well!
The scary chinook helicopter at the end is easy to destroy with your flame weapon due to how low it is to the ground.
Lastly, I noticed you inverted the turret movement, this is difficult to get used to so it may be worth changing.

Level design is spot on though, the hard work is already done, excellent well done. I enjoyed it.
If you could team up with a friend and play my level I'd appreciate it. Cheers
2011-03-20 13:33:00

Author:
LieutenantFatman
Posts: 465


Thanks very much for your very helpful feedback. You are right, I should implement some score bubbles to the areas where you have to leave the tank.

I didn't know at all that it's possible to destroy the final helicopter with the flame thrower ;D I have simple collision sensors on it and I thought that flame balls can't activate them. And yes, I can try to put a bit more story into the level.

When I have time, I'll try to implement all the suggestions.
2011-03-20 14:58:00

Author:
jenne1980
Posts: 56


Excellent visuals, style and effort here. But I don't think you need me to tell you that. =P You're probably more interested in the feedback and bugs:

- On a personal note, I found the up is down and down is up very counterintuitive on the cannon, if others prefer it this way I'd suggest adding a toggle to say the square button that inverts the commands.

- The electrified under side of the tank poses a problem when your own player hits it as there are too few spawn points. I died after taking out the first gun turret and was transported all the way back to the building before the bridge on the top floor! Add more spawn points.

- Then the major issue. At this point (the first turret) once the tank passed I lost control of my cannon, it was lit green but I can't fire it? Is that supposed to happen? I can still fire the flame thrower, and I regain control of the cannon if I reverse. I got stuck here, there's a metal door shortly after, but I can't get to it as the tank is blocked by a bit of scenery, a stone thing attached to a wooden post by some rope. I got out the tank and had a look around but I have no idea what to do and haven't been given any hints as what to do.

- Finally, maybe set your soldiers to waves as opposed to a constant stream. I found it quite annoying that they kept on coming so you don't have time to shoot at the bunker while simultaneously killing the stream of solders. You could increase the amount of damage they deal if you think that would inpact on the difficulty. However what I played I didn't find hard anyway.

Hope that helps, I'll play again if my above main issue is addressed.
2011-03-20 17:46:00

Author:
Xaif
Posts: 365


This looks really cool, I've queued it for playing this evening (:

Expect nitpicking since you asked for it

Could you possibly have a look at my level? Linky (https://lbpcentral.lbp-hub.com/index.php?t=53363-The-Story-Isn-t-Over)

Nitpick time!

- As stated above the soldiers really need to come in waves, otherwise the part where you blow up the wall is too slow.
- The ground should be flatter when there are enemies running towards you, there were too many times where I couldn't ami at them because the Tank was too tilted.
- The Heli begins firing at you from off the screen.
- Very noticeable foreground pop-in at the beginning.
- The Title when you're going down the elevator is not central enough, I don't have a widescreen tv so it just goes off the sides.
- The up/down-down/up controll on the turret is unnecessary.
- Lack of variety in the infantry.
- No respawn for the tank.
- Voice actors would have been nice.

Nitpicky enough? Some of them aren't that big of a deal but if you manage to fix most of them the level will end up great since it already has a lot going for it. But that's already been stated. (:
2011-03-20 17:51:00

Author:
JonnysToyRobot
Posts: 324


Thank you a lot for your feedback!

I have already changed some things (already online):

- The turret steering is inverted now
- I have added score bubbles to all parts of the level where you run without the tank.
- The bug that you can easily destroy the final helicopter with the flame thrower is fixed. You now have to use the cannon.
- I added some additional story elements to the level start (but that's not all, I will add some more).



- The electrified under side of the tank poses a problem when your own player hits it as there are too few spawn points. I died after taking out the first gun turret and was transported all the way back to the building before the bridge on the top floor! Add more spawn points.
Ok thanks, I will do that.



- Then the major issue. At this point (the first turret) once the tank passed I lost control of my cannon, it was lit green but I can't fire it? Is that supposed to happen? I can still fire the flame thrower, and I regain control of the cannon if I reverse. I got stuck here, there's a metal door shortly after, but I can't get to it as the tank is blocked by a bit of scenery, a stone thing attached to a wooden post by some rope. I got out the tank and had a look around but I have no idea what to do and haven't been given any hints as what to do.

You mean this location:

http://s1.directupload.net/images/110320/f4ubqhn6.jpg

Yes, it's supposed that you can't fire there. There is a red button in the generator which you have to push Maybe players can overlook that button, I will add a hint.
By the way...the reason that the cannon fire is disabled at this location is following: When you push the red button of the generator, you will be teleported to a completely different location of the level (which looks identically so you don't notice the teleport). I had to do that because the level is too small. After the teleport you start from the left side of the level again And if I would allow cannon fire at this location, the player would notice the hidden teleportation as the cannon impact dust would be suddenly away.

I will add something like that: "****, that generator has a very strong magnetic field. Your cannon fire won't work until you destroy that thing".
2011-03-20 20:10:00

Author:
jenne1980
Posts: 56


Aha! That button definitely wasn't noticeable, and I think the reason was that impacts from my cannon (before it's turned off you can aim high and shoot over the obstacle towards the metal door) had made everything around that area black, including the red button. I did go in that little hole with my Sackboy but obviously didn't hit the right side wall, and the camera's quite zoomed out so unless I was looking for it, there's no way I would have spotted it. The main reason I thought it was a bug though is because your cannon turns off without any reasoning as to why, but is still lit green and you can still use the flamethrower.

I'll give the level another try later on.

EDIT: I don't think you need to add a hint regarding the button mind, as it is pretty obvious, the challenge will be to stop it being fired upon.
2011-03-20 20:22:00

Author:
Xaif
Posts: 365


Ah ok, that's no problem. I will add some additional invisible walls to avoid that cannon shots can reach the generator. And then a comment as written in my last posting "strong magnetic field..." 2011-03-20 20:39:00

Author:
jenne1980
Posts: 56


It's fixed now. The cannon shots can't reach the generator now and there is a message which says that the generator has a strong megnetic field which disables the cannon.

I also added some new story elements (but it's not yet finished) and even a cockpit view The cockpit view is just like a cutscene, nothing controllable. But looks great I think. I will implement it a few times more.

I have so many more ideas but the heat-meter is close to its maximum
2011-03-21 01:24:00

Author:
jenne1980
Posts: 56


I gave it another go last night, but some new glaring ploblems have arisen.

First and foremost as some have mentioned, a tank repawn in the same points as your player respawns are essential. It's a long level, if people die they're not going to be willing to replay the entire thing, especially given the beginning. While your starting section is very well done, having to go through it a second or third time makes it become annoying. The scripted events, which I'm supposing are sequencers, cannot be skipped and as this part has no challenge at all, it's just setting the scene, the player should only have to watch it once.

The lift at the beginning can get jammed if you jump about in it, I found if you jump towards the right it will more often than not get jammed near the bottom.

The section before your tank goes underground with the jump pads: I shot the box that the soldiers were coming out of that I was told to... 3 times. Yet they kept respawning. I just left it in the end as I ended up dying because of the constant stream of soldiers coming out of it. Which led to another problem, the stream kept on coming, so as I drove under the ground it lagged horribly. Objects started to be replaced by those yellow exclamation points when the system's pushed too much. This also happened at the point where you lower the bridge for the tank to cross, it became very sluggish, then I noticed about 30 soldiers up ahead. The only way to kill them was to run over them because firing the cannon did nothing as the game couldn't produce any new objects. You may have already altered this with your latest update, but waves of soldiers are needed, and a cap needs to be added to restrict the amount the emitter can spit out at any one time. The box thing I mentioned too should probably stop spawning after just one hit.

Back to the switch I couldn't find before, I was mistaken, it's not over the top the cannon can cause the switch to go black, it's through the actual gap the tank goes through. Again you may have already updated this since I played, but I was able to recreate the problem I originally had.

Haha I sound like a right Negative Nancy, but it's better to be nitpicky than not!
2011-03-21 14:45:00

Author:
Xaif
Posts: 365


Thanks again for your feedback!

- Regarding the lift...... I already put hours of work only into the lift because there were so many possibilities what players can make wrong (jump out of the activated elevator, push the wrong button etc. etc ). It may look very simple but the mechanisms behind the elevator are quite complex. But of course you are right, it shouldn't be possible that the elevator can be stuck. I'll try to fix that.

- The generator at the steel gate: It should be impossible now to shoot the generator which would cause the switch to go black. There are a couple of invisible walls of dark matter which disappear after the cannon has been disabled by the "magnetic field" of the generator.

- The problem with too many soldiers at once: I think the problem with the container in the facility was that you didn't hit the part of the container where the emitter is attached to. I will completely change the container that it explodes when you hit it. Then this problem should be solved.
But I have no idea how you managed to have this problem near the bridge. The soldiers begin to spawn after the bridge has been activated. Then the soldiers automatically run towards the player, so there shouldn't be crowds of soldiers anywhere. But I'll try to change all soldiers spawn points to waves. That will be a bit tricky and needs completely new balancing.

- Regarding the tank respawn: Arghhh, I tried to avoid the implementation of tank respawn points as this is difficult to do. But possible. I will try to realize that at the end, when I have finished the other improvements. Hope that the heat-meter isn't too full then
2011-03-21 16:37:00

Author:
jenne1980
Posts: 56


Following things are fixed now:

- Elevator can't get stuck now. I used a piston now instead of a rope.
- The container in the facility explodes after hitting it a few times. That ensures that no more enemies can spawn.
- Limit of spawned enemies set to all bunkers.

I think it shouldn't be possible now to "overheat" or (extremely) slow down the level due to too much spawned enemies at once.


Things planned to implement:

- Some more story elements (more cockpit views etc.)
- Tank respawn points
2011-03-21 18:49:00

Author:
jenne1980
Posts: 56


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