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The Mines: The Descent

Archive: 18 posts


Hi LBPC!

I've finally posted my first ever LBP level, its taken about 4 weeks to get to a stage where i am happy for it to be in the public domain.

I'm hoping that i can use this thread as a central management? log updates etc? is this common practise? i find the lbp.me site dreadful for using, i cant seem to keep a log of updates etc - is it ok to do this here??

Anyways.

The Mines: The Descent.


Help Sackboy save the trapped miners, avoid the deadly traps, solve the puzzles and descent further and further into the mines. This is my first attempt at a LBP level, for further information please see my thread on LBPCentral.com or discuss on lbp.me - open to suggestions and advise!


There are a few different areas.

swings, avoid plasma and solve puzzles
Save the miners affected by the gas explosion.
Avoid the Tunnel cutter, jumping from platform to platform to gather prizes and points.
Navigate through traps to turn off the gas
Escape the descent to the next area (TBA)


I rebuild the Mines 4 times, this being due to limitations in my knowledge of how to actually build a level - on the 3rd attempt it was simply to large and vaste areas had to be removed to accomodate the thermo! grr, on the bright side, they will return in other chapters of the story, yeay!

I've attached some images to help entice you to come look!

Store room, which contains the final set of gas infected miners.
http://i7.lbp.me/img/ft/8175d144f1310b46e28cde78cb48de1018ea839e.jpg
http://i0.lbp.me/img/ft/1e0aee464fc0c847dc93a5cc6418a0658a303c0b.jpg

One of the two Plasma traps in the tunnels beyond the broken down lift.
http://ie.lbp.me/img/ft/d6e5fab000b3d17ae31ef22ae1b68c62391043c3.jpg

The lower area of the "cutter-O-DOOM!" Machine.
http://ic.lbp.me/img/ft/c9cbefbb9e757ca74837c6f0e5ed61964ec7099a.jpg

The Lever beyond the "Cutter-O-DOOM!"
http://ia.lbp.me/img/ft/b5aea30568030054591a53fa8761813318bc296c.jpg

The cart on the left, once freed allows you to pull and place at the bottom of a ramp, allowing you access to he next room
http://i0.lbp.me/img/ft/1c0653114e397885f2964c0ff2fd9d2890ab481b.jpg

Final part, on the way to the Level to cut off the Gas supply.
http://i5.lbp.me/img/ft/3458a981b2d5c4d0fb72eea5e666257cebf02ca8.jpg

Hope you enjoy, suggestions, recommendations and bug reports most welcome!!

Updates.
1.01 - Made it more obvious you need to input the password to enable the 2nd lift.
1.02 - Fixed music, it stopped after dropping to large room post "chase" sequence.
1.03 - fixed bomb crate at the end (disabled grab)
1.04 - Added some more arrows to help make it more obvious where to navigate to in gas room.
1.06 - Added Sackbot to advise on using Water gun to remove poisons!
2.00 - Every trap/obstacle now emmites, added the "Cutter-O-DOOM!"
2.01 - Added more sackbots, they explain the tricker parts and help with the story.
2.15 - Worked on cosmetics in the last few updates.

Planned fixed.
2.1 - Update the tunnel cutter to something much more realisitic
2.3 - Create welcome to The Mines area at the start, rather than having those speech bubbles, replace with sackbots and a scene.
2.4 - After the drop, post chase sequence i am planning on creating a couple switches, easy and hard - this will emit one of two types of obstacles to navigate beyond - the latter providing richer rewards.
http://lbp.me/v/y52rwy

Planned fixes DONE.
2.2 - Update the platform which appears after dropping into the first large room, its quite simple atm, and im looking to change it again after hitting the switch after navigating past it for the first time.
2011-03-20 23:02:00

Author:
Unknown User


I'm looking forward to playing this. Unfortunately I'm on a different continent to my PS3 so I'll be waiting a few days but il review it as soon as I get back2011-03-20 23:11:00

Author:
Megafig
Posts: 52


Made several updates and republished!

1.8 - Fixed an arrow mid Gas room, added more wall as you could see the Background in the gas room!
1.9 - Fixed gap behind water fall.
1.10 - Added sackbot in Gas Room, he now warns you to equip your water gun and get spraying!
1.10 - Added some WIP comments to the start (it looks dreadful just now, need to focus on this to ensure first impressions arnt affected!)
1.11 - Changed Bomb, again - made it sticky in an attempt to stop it from being moved once placed into position.
1.12 - Fixed couple random gaps where you could see BG.
1.13 - updated the first section - added some cameras, more logic and more arrows to point you in the right way and help solve the first password.
1.14 - Fixed bomb, it wasnt emmiting right Sorry Dogsfreak!
1.15 - minor fixed in visual apperance.
2011-03-22 10:24:00

Author:
Unknown User


Just found out i have to use the [img tag for showing the pictures - so updated first thread with some images.2011-03-23 13:21:00

Author:
Unknown User


This was a pretty cool level. I didn't actually feel like I was in a mine, but it was a good design nonetheless. It was long enough that I felt I played my worth!!2011-03-23 18:21:00

Author:
Unknown User


Thanks for the feedback and putting the time aside to complete it!

I am continuing to update the level everyday, adding details here and there, currently my focus is primarily on the section post Chase/Drop, at the same time making the entrance feel more "realisitc" - But thermo is starting to become an annoyance, im having to emit / destory more and more things

Again, thanks for the play and the positive feedback!
2011-03-23 22:20:00

Author:
Unknown User


Massive update!

Now on Version 2 - All the obstacles, lifts, sackbots are packaged up and emitted/destroyed where applicable - This has allowed loads of scope to add much needed d?cor, this will be added as the coming days.

New to Version 2.

"Cutter-O-Doom" - When you drop down from the chase sequence I have installed some metal doors, once opened they reveal a large machine, the role of which is to smash the stones to something a bit more manageable, this includes sackboys! So be very careful.
Sackbots - All the sackbots have been updated, they now provide a better storyline and also explain the trickier parts of the level.
Portals - I have added portals to the next instalments for The Mines, "The Train" and "The Caverns" - both of which will be started soon, progress and updates on release will be revealed here on LBPC.

Ok, must dash, decorating ahoy!
2011-04-08 13:27:00

Author:
Unknown User


Added some more images for your viewing pleasure, in the last 14 updates ive changed alot to the cosmetics - hoping to make it a bit more pleasing to the eye.

The lower area of the "cutter-O-DOOM!" Machine.
http://ic.lbp.me/img/ft/c9cbefbb9e757ca74837c6f0e5ed61964ec7099a.jpg

The cart on the left, once freed allows you to pull and place at the bottom of a ramp, allowing you access to he next room
http://i0.lbp.me/img/ft/1c0653114e397885f2964c0ff2fd9d2890ab481b.jpg
2011-04-13 13:07:00

Author:
Unknown User


Wow! Looks great! I just queued it up. Here, check out my level: http://lbp.me/v/zzm3ge

I'll give you feedback in my review.
2011-04-13 18:34:00

Author:
Unknown User


The Mines: The Descent (also known as Where The Heck Is OSHA ?!) is a long and varied level. I liked a lot about it, and it looks every bit as good as the screenshots indicate. You should be proud, and others should feel encouraged to give the level a try.

Now for the bad. There's a lot of little gameplay issues throughout that don't kill the level but to accumulate into a headache. Here's some examples:
*Zoom-in cameras that activate too late, rendering their help unusable and actually making jumps harder
*Unable to tell which layers the guys are are, making it hard to get them (but they can get you)
*Guys move too slow and have to travel too far to get to the vacuum. Maybe make two vacuums or make them walk faster (and give a clue what to do)
*The switch that's two switches before the driven cart pulled away from the wall
*Driven cart needs player sensor set to 'same layer' so Player 2-4 don't get left on platform
*A couple areas go too long without a respawn

That's all I recall for now, I know there were a few more. None of these are terrible but could benefit from some polish.

To try my level, see my signature below.
2011-04-14 03:01:00

Author:
Hoplyte
Posts: 100


Wow, fantastic! Thanks for the great feedback, something to get my teeth into.

With regards to the zoom, I presume you are referring to the "chase" sequence? - I will take this onboard and attempt to fine tune that camera angles and zoom in this area.

The infected miners are, infact quite annoying jumping between layers - I'll act on both your recommendations, 1) stop them changing layer and 2) add more vacuums - thanks for that!

The switch coming off, I sometimes don't understand how making 1 change breaks a load of other things, even when ive been very, very careful, rewinding as and where needed - I think this broke (as did a few other switches) in a recent update - I'll review them all and stick them down!

I'll double check the "bus", I thought I changed that sensor - thanks for the heads up.

I realise there are a few others, I'm just really scuppered for Thermo, I might have to shorten the level to get some thermo back

Thanks for the great feedback, I really do value the time you put into both playing and providing your thoughts.

Onwards and upwards!
2011-04-14 09:45:00

Author:
Unknown User


I've had some fantastic feedback from the 70ish that played it yesterday, im currently working on the following fixes/changes.


Infected Miners.

I'll join the gas+miner with some logic, so if they are broken the gas will dissapear (some cases have seen the gas remain post saving a miner)
The number of vacuums will be increased
Stop them jumping between Layers.
work on logic to ensure they do not stop running towards vacuum once saved.

Shorten Level - the last puzzle is being removed, the room with the gas is now the finish (gives me over 1 thermo bubble back)
Bus will re-emit if you destroy yourself whilst half way across.
Neon will be used to light up the password numbers.
Change camera angles on the chase sequence.
Make the conveyor belt at the end optional, for bubbles/points only.


I hope that with the above changes i can stop work on "The Descent" and commence work with "The Caverns"

Thanks all for the time you put aside to play and review/report on my level.
2011-04-15 09:33:00

Author:
Unknown User


The lighting effect in the 4th picture looks cool,ill try this tonight or tomorrow and leave some feedback in return i would appreciate feedback on my level meat factory II please,heres the link http://lbp.me/v/y82yt5

btw heres the link to my thread : https://lbpcentral.lbp-hub.com/index.php?t=51091-Meat-factory-2
2011-04-15 12:36:00

Author:
gigglecrab
Posts: 232


Queue it and I will play it soon ok

Can you play my Cryo Lab Rat level, (link in SIG)
2011-04-15 12:57:00

Author:
Arnald23
Posts: 1843


hello!

overall i enjoyed your level,it was a nice lengthy adventure with alot of variation.but the first thing i noticed was at the beginning of the level there are some rough edges,and to the right of where you start the bottom rock is a perfect square,it really stands out. can be fixed in seconds with the corner edit though. the rest of the level looks fine.
i love the light effects in this,the differant shades of purple and blue add a nice atmosphere. after the broken lift i think you should put in a creatinator at the checkpoint because i died there and had to run back to get the pick up the last one. also where the text "there are bubbles down there!" is,if you go down there and pick up the bubbles you get layer trapped,because the front is higher than the back,had to pop myself.
some interesting puzzle ideas too,particularly the rotating metal circle.

sorry im in abit of a rush
2011-04-16 11:45:00

Author:
gigglecrab
Posts: 232


Hi all,

I made the biggest woopsie this weekend! - i published the wrong version.... I KNOW! lol

unfortunatly the one i published had several issues with it, but when I was fixing those issues it would have a knock-on effect to other things, which reminds me... why, oh why does this create mode just decide to break things which have nothing to do with where you've been editing?! for example, a lift, on the far right of my map, the up mechanism just stopped working.... i had to unglue it, move it and glue the lever down again - It's just so random...

Anyways! my mistake lead to 6 negatives, so my lesson learnt? - I've decided to change the logo for each copy of the level on my moon, this will allow me to see clearly which is level is "WIP" and which is "LIVE".... doh, nub mistake!

Anyways!! moving on..

I've moved to Version 3 now, changed to following based on the fantastic feedback i have received (BIG THANK YOU ALL!)


The infected miners.

Added some obstacles to prevent the miners moving between layers when shooting
fixed logic so that they look at you.
Fixed logic to ensure the gas is destroyed one hit before they are "saved".
reduced the number of miners, increased score given

More spawn points
Zoom on chase sequence has been modified (still needs perfecting)
Level is now shorter

Removed last puzzle
made the conveyor belt at the end optional (for points only)

Extra Water gun added in the infected Cave.


I've decided to hold doing any work on "The Caverns" - instead focus on a mini game, more on that soon.

Thanks to all who helped me with valuable feedback, I'm sorry to the people who played the "broken" level, i have messaged you all in an attempt to entice you back
2011-04-18 10:27:00

Author:
Unknown User


Oh, im a happy bunny - the latest changes, making it shorter, fixing the miners seems to have done the trick - getting lots more people finishing the level that i ever did!

I have only 3 more things to do, then i can class this level as 100% complete (bar any bugs not yet notices)


Chase Sequence.

Finalise the zoom/camera angles
redesign the mine drill (something like this (http://1.bp.blogspot.com/_CHG2GRbeET8/TA0errU7AlI/AAAAAAAAPXk/PiZv1QVM2us/s1600/drill.jpg))
Change lighting

Final Sackboy

Who explains the last area.

Obstacle between "Cutter-O-DOOM!" room, and the bus/plasma rain room.

Its currently just a hole with some WIP black/yellow tape.



Couple more pics of areas i've updated.

The Lever beyond the "Cutter-O-DOOM!"
http://ia.lbp.me/img/ft/b5aea30568030054591a53fa8761813318bc296c.jpg

Final part, on the way to the Level to cut off the Gas supply.
http://i5.lbp.me/img/ft/3458a981b2d5c4d0fb72eea5e666257cebf02ca8.jpg
2011-04-19 09:53:00

Author:
Unknown User


Great visuals. The absence of music as you descend is a nice touch, I lkie the first puzzle, I wasn't sure how to enter the passcode after being told what it was but I just thought I'd keep swinging along. I noticed the points in the electricity/gas and though I'd come back. Great re-use of an area to do two very different challenges in.

I had an issue with both elevators where after reaching the bottom, I'd let go to run out and I would clip the lever making it go up a little. Not a big deal, but maybe a a short AND gate cool down timer in you logic would help this.

The race/chase is rather clever, but I went up the top way and while bouncing along I saw a gift on the lower path, which distracted me... as I thought the top path would be more rewarding. I fell down and then saw that I had missed heaps of points up the top way. I also saw the drill thing spawn in, not sure if you are going to move the camera a little more here.

The foreman says the 'the switch behind me' and I though that the next flashing arrow was telling me to walk behind the column. Maybe he could say 'the switch a little further along' The activate switch is behind him but you have to open the door first. I might have missed him saying something about this though. Sorry if I did!

I activated the cutter, by guessing that it was the same passcode, and then I fell between the bouncepads and got fried during the cutscene.

The top part of the cutter is very well done, there is no cheap deaths only your skill (or lack of) gets you killed. I liked it. Just after there is two spawn points really close to each other, not sure why. I ran down and pulled the switch in the electric waterfall/goo bit, and again I am impressed with how you have set up the backtracking here. It's a really smart use of space.

Pulling the cart makes all the points fall off of it, so I had to walk back to get them, this type of backtracking... not so much.

But the rolling log part with the bonus room made up for it quite a lot.

In the electrified water drips part I got to the top, grabbed the hanging thing and then fell off and got caught behind the block that dropped from the celling. It was a good touch that the drips stopped once I had lowered the bridge.

The gas leak bit was really good... Sort of a little zombie stage. The animation change when you clean them is also a nice touch. I noticed that the bounce pad to leave the level area (near the lowered bridge) is loose though. It shifted slightly when I used it, and ended up sitting out of its holder on a slight angle.

The point room to the left of the gas cloud may be broken. It looks as if you're meant to run along the conveyer belt and jump the electric things, but they are emitting on the wrong layer.

How the gas vents away is a slick little animation also.

This stage is massive, I'm fairly new on LBPC and hadn't seen you thread before this. I was in newly created and sifting through free costume and other dubious levels and saw the level description. There were only 5 plays, but your description really did sell me the level. So proof that recently created can be a place to find great stuff.

Once I loaded onto your planet than I saw that you had a thread, so a double bonus to you for great communication! This is quite an epic stage. It's massive, winding but well laid out. Reading back through this thread shows the effort and polish put into this stage. Playing it is a treat and all of the effort is apparent from the first elevator ride!
2011-06-05 00:47:00

Author:
Mr_Fusion
Posts: 1799


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