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2 to 4 players only: The Mooo Conspiracy! (New screen shots added)
Archive: 7 posts
Hello there! As the title suggests, you won't get past the first ten second of the level unless you're playing this in multi-player. This level requires team work and a small amount of patience as there are a few simple puzzles to get past. I've tried to make it a reasonable length so that people don't become bored. I initially made this in LBP1 but have since improved it and added a few things for LBP2 as I believe it is my best creation so far. Any feedback would be much appreciated and I look forward to playing your levels as well. http://lbp.me/v/yck6ek Photo 1 http://i8.photobucket.com/albums/a37/Blibble/APhoto_4.jpg Photo 2 http://i8.photobucket.com/albums/a37/Blibble/APhoto_3.jpg Photo 3 http://i8.photobucket.com/albums/a37/Blibble/APhoto_5.jpg | 2011-03-20 11:42:00 Author: LieutenantFatman Posts: 465 |
I'll give it a go with my buddy Check out my level http://lbp.me/v/w421t2 | 2011-03-20 11:45:00 Author: smerf1 Posts: 108 |
Cheers matey, will take a look at your level today. Edit: Played it, left a comment, good fun! Second edit: I just added a lot to the level to make it look more interesting so it will look a little better than the above screen shots. | 2011-03-20 12:24:00 Author: LieutenantFatman Posts: 465 |
looks nice i added to my queue i will write a in game review | 2011-03-23 03:53:00 Author: KRX Posts: 110 |
Hi there! Just wanted to stop in real quick and let you know I'll be doing the f4f tomorrow most likely. I'm a bit behind on those, so sorry for the wait. Thanks. | 2011-03-24 15:14:00 Author: DrunkenFist_Lee Posts: 172 |
Ok, I'm back! I don't play many multiplayer levels, but that was quite fun. Love the wacky sense of humor. Those cow thingies really freak me out! Overall, it played well and was never frustrating. There were a couple akward parts which could be easily fixed regarding the separate cams. After the first spinny maze section, when it vanished somehow my sackboy was killed in the fall & I respawned up with the other player. It'd play a little more smooth there, if you destroyed that top floor along with the wheel and dropped both players simultaneously. You could also trigger the checkpoint below, so on death you'd spawn in the right area. That was the biggest issue & wasn't really that big of a deal. A couple of other areas were slightly confusing as to what the grab-sponges triggered exactly. You could add more visual clues in these parts to help the players progress more smoothly. Lights, arrows, or cam cutscenes always work well for directing players. | 2011-03-26 03:56:00 Author: DrunkenFist_Lee Posts: 172 |
That's fantastic, thank you for the feedback, I really appreciate it. I've fixed and changed a few bits now. All the floor where you start will dissolve and the button also triggers the below checkpoint (which I didn't realise you could do, cheers!) and I've added quite a few arrows and lights as suggested. Happy to hear you enjoyed the wacky humour. Thanks again! | 2011-03-26 10:55:00 Author: LieutenantFatman Posts: 465 |
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