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Memetic Hazard

Archive: 30 posts


Memetic HazardBlackWolfe9653
Memetic Hazard, a level that starts in Littleton, the self-proclaimed "friendliest level in the Imagisphere" and delves into a mountain that appeared in the middle of town overnight. As Seeds of Madness cause chaotic effects to the environment around you, the only way to put things right is to make your way to the heart of the insanity.
Well, here it is, the full version of Memetic Hazard. I will warn you ahead of time (those of you who haven't played the level already) that due to a thermo crunch, a lot of things were cut.

Because of this, there are places that may seem downright mean. I can assure you that there is a way to determine when something is a death trap without having to fall victim to it once. Unfortunately, the section that was supposed to train the player in distinguishing between an empty area, an empty area that will kill you, a hazard, and an apparent hazard that's actually harmless was, during its redesign, culled a little too much.

Also, there are seven unique citizens to rescue in this level. How many can you find?

NOTE: This level is staying up on the Community Moon until I need the space, but a new version is in the works. The new version was split into two parts, the first of which is uploaded and can be found here (https://lbpcentral.lbp-hub.com/index.php?t=58368-Memetic-Hazard-Remastered-1-2).
2011-03-30 15:43:00

Author:
BlackWolfe
Posts: 299


aw man just finish it ive already played too many demo/previews lately
are people getting too lazy to finish levels or what?
my opinion: publish level whole or dont publish

this comment was not directed towards you ,no offense
ill check it out and stuff but i wont rate or give feedback until its finished
2011-03-30 17:24:00

Author:
nysudyrgh
Posts: 5482


Dude, I had more than 3/4 of a level, was building a boss fight, and lost both the level and the backup. I would have published THAT tonight if that hadn't happened.2011-03-30 17:39:00

Author:
BlackWolfe
Posts: 299


ah in that case ...
you should have mentionted that!
im sorry blackwolfe PLEASE FORGIVE ME
however i shouldnt publish a level that isnt finished but thats just me
keep goin' man
2011-03-30 20:10:00

Author:
nysudyrgh
Posts: 5482


Dude, I had more than 3/4 of a level, was building a boss fight, and lost both the level and the backup. I would have published THAT tonight if that hadn't happened.

Yeah I think we've all experienced this, well at least I have countless times. I feel your pain though and like the idea of a sort of prologue to a level as long as it is very good-looking. I'll check out your level this weekend if I have more time and I'll leave some juicy feedback then.
2011-03-30 21:18:00

Author:
WoodburyRaider
Posts: 1651


ok i played this and it was quitte good
i also like the references to other players (i could resist writing NYS WUZ HERE on your university wall)
the story is also interesting
now go and finish this
and sorry for the comment before
i didnt know your level crashed before :/
2011-04-02 21:35:00

Author:
nysudyrgh
Posts: 5482


Finished it last night. Sadly, no boss fight or chase scene -- chase wasn't working, and thermo was too high for the fight. So it just sort of ends. Will be uploading it tonight, so look for it around 8pm Central (GMT-6).

Thread now edited and updated. Not marked F4F because I have no wifi at home and therefore can't make any promises regarding when I would be able to give feedback.
2011-04-03 23:52:00

Author:
BlackWolfe
Posts: 299


nice level bud!
BUT there IS a way to get big parts of you thermo back
you used lots of gas, try to minimalize this and youll get alot of thermo back
which enables you to put in a boss fight and stuff
and i tagged your university wall again >=D
2011-04-04 16:50:00

Author:
nysudyrgh
Posts: 5482


Actually, I tried making a copy and removing all the gas -- the thermo barely budged. Most of the thermo is from the logic used.2011-04-04 22:50:00

Author:
BlackWolfe
Posts: 299


Actually, I tried making a copy and removing all the gas -- the thermo barely budged. Most of the thermo is from the logic used.

Yeah I honestly haven't noticed gas playing much of a role either. What did you replace the gas with? I assume fire and electrified materials have the same effect on the thermo so maybe simply shrinking the gas to a thin but visible line and then covering it with another normal material would work better.
2011-04-04 23:20:00

Author:
WoodburyRaider
Posts: 1651


I was just removing it as a test. The big hitters thermo-wise seem to be proximity sensors and magnetic key switches. Guess what all that dialogue uses a lot of?

Also, the more vertexes a shape has, the more thermo it eats, so corner editing, while sweet (and, frankly, necessary) can fill that thermometer pretty quickly.
2011-04-04 23:24:00

Author:
BlackWolfe
Posts: 299


yes but you DO know about this thermo glitch eh?
the one that keeps your thermo full even if you delete an item?
2011-04-05 11:03:00

Author:
nysudyrgh
Posts: 5482


I was also watching the thermo every time I added something. In any case, I coulldn't really have done without the Horrible Gas, so it's kind of a moot point.2011-04-05 13:03:00

Author:
BlackWolfe
Posts: 299


yes but the parts at the sky temple dont need it ?2011-04-05 16:28:00

Author:
nysudyrgh
Posts: 5482


O_O You mean the parts where if it isn't there you can fall right out of the map, thereby breaking the level? Those parts?2011-04-05 21:26:00

Author:
BlackWolfe
Posts: 299


So I notice the high score table is completely empty (except for me). Where are people getting stuck? I may be able to fidget things around a bit to clear that up.2011-04-06 14:25:00

Author:
BlackWolfe
Posts: 299


that seed of madness in the sky temple crushes us every time
i think this is the problem give us a tip on how to get past it
and a small suggestion: please put more refferences in your level
other creators will like this (i guess) and like them <3
2011-04-06 21:33:00

Author:
nysudyrgh
Posts: 5482


O_O You mean the parts where if it isn't there you can fall right out of the map, thereby breaking the level? Those parts?

no no
i meant the parts with the solid floors
you still see the gas but you cant fall in
2011-04-06 21:36:00

Author:
nysudyrgh
Posts: 5482


i meant the parts with the solid floors
you still see the gas but you cant fall in

Ah, the parts where the gas is extended for aesthetic reasons. I wanted it to seem more like an environmental factor than just "this is gameplay obstacle do not touch". I started with the gas just in the gaps, then extended it with no noticeable impact on the thermo, sadly.

Righty-O... I'll make another attempt at sticking some score bubbles in to highlight the start of the right path (I tried earlier, and it went all "NO YOU CAN'T PUT THAT THERE" on me and made me sad.

HINT: That Seed of Madness also affects the back layer, albeit in a different way. Look for ways to go around it instead of through it.

Grab-walk the underside of the platform. There's an elevator at the left side of it, just outside of view as you come in that area. I'll leave getting up to the top level as an exercise in logic, since coming up with the puzzle was itself almost a puzzle.

In the background, be on the lookout for a smaller killer Seed of Madness. Also, remember the big one is still there.

The bottom two levels of the background are, sadly, puzzle-less. The only thing I could think of was spikes, and they bored me so I culled 'em to move along to the next part, where the boss fight was going to be.

FUN FACTS:

1) The foreground puzzle was in the original version of the level exactly, except that in order to get to it, you had to go all the way to the right, then backtrack to reveal that the next part of the level had been emitted while you were poking around a dead end. In the end, I determined that getting that positioned right was too much of a pain in the butt, and that having the trail lead to an obvious dead end marked by a Seed would make people wary of going close enough to trigger the emitter.

The background puzzle(s) came from two places: The topmost one had originally been in the early section of the stage (where the cave is now) and the one at the giant Seed of Madness was planned for the sequel. It wasn't until yesterday that I found a level that uses the same rendering bug (there's a problem with mixing Alpha channels) for a similar puzzle, which surprised me, as it seems like a pretty obvious trick to use once you discover it.

The sequel is looking to be more heavily geared towards exploring and searching for lost sackpeople. It should have a minimum of Horrible Gas and a good deal of sneaky platforming tricks. (I finally figured out how to adjust Wobble Bolts correctly. Holy monkeys, do they need to tweak the display on those things.)

Also, along the lines of the exploring I was mentioning before, I have a story/adventure level idea that I'm still unsure will have any ways to die at all. If it continues the way it's started, it'll be all about finding all the little hidden bonuses. I may add a very long time-limited Race Gate to give a way to compete beyond the hidden score bubble emitters.

Also also, there are two score bubble emitters in Memetic Hazard. The first, you've probably found. The second, I'll leave as a lesson for the astute student.

That was your hint.
2011-04-06 21:44:00

Author:
BlackWolfe
Posts: 299


Also also also, new level, but can't seem to start a thread from my PSP. But I can post and edit my posts. How odd.2011-04-09 10:46:00

Author:
BlackWolfe
Posts: 299


cool man
is it already published ?
you can start a thread later of course
2011-04-09 10:52:00

Author:
nysudyrgh
Posts: 5482


This has (https://lbpcentral.lbp-hub.com/index.php?t=54644-Surviving-the-Dollhouse&p=823785), not Memetic Hazard II.2011-04-09 14:46:00

Author:
BlackWolfe
Posts: 299


Hey BlackWolfe, I don't think I've had the pleasure of meeting you before. :-) I loved the name of your level so I thought I'd give it a play and leave you some feedback. Here's what I thought...:

Fun Factor: Some of your puzzles were thought out well, but more hints were needed... 4/5
Scenery: Lovely corner editing, but barely and stickers... 3/5
Dialog: There is some nice dialog in there, although there is a typo with the flying pig... 4/5
Originality: A lot of original stuff in here. 5/5
Overall: 16/20 = 4 Stars! Well done!
2011-04-20 10:13:00

Author:
Fastbro
Posts: 1277


Hey BlackWolfe, I don't think I've had the pleasure of meeting you before. :-) I loved the name of your level so I thought I'd give it a play and leave you some feedback. Here's what I thought...:

Fun Factor: Some of your puzzles were thought out well, but more hints were needed... 4/5
Scenery: Lovely corner editing, but barely and stickers... 3/5
Dialog: There is some nice dialog in there, although there is a typo with the flying pig... 4/5
Originality: A lot of original stuff in here. 5/5
Overall: 16/20 = 4 Stars! Well done!

Thanks! Wait, Pigasus has a typo? Hold on...


Hang on to my mane, and I, Pegasus, will take you to your destination.

NAME: Pigasus
LIKES: True heroes (like you!)
DISLIKES: Circe
STATUS: Still a pig

Nope, everything looks good on my end. Except that the pillar isn't formatted on multiple lines because the number of spaces involved in doing that is insane.
2011-04-20 13:51:00

Author:
BlackWolfe
Posts: 299


Sorry, my bad. I misread what he was saying (In my defence I was playing it at 1 in the morning!!)2011-04-20 16:52:00

Author:
Fastbro
Posts: 1277


Ah, the parts where the gas is extended for aesthetic reasons. I wanted it to seem more like an environmental factor than just "this is gameplay obstacle do not touch". I started with the gas just in the gaps, then extended it with no noticeable impact on the thermo, sadly.

Righty-O... I'll make another attempt at sticking some score bubbles in to highlight the start of the right path (I tried earlier, and it went all "NO YOU CAN'T PUT THAT THERE" on me and made me sad.

HINT: That Seed of Madness also affects the back layer, albeit in a different way. Look for ways to go around it instead of through it.

Grab-walk the underside of the platform. There's an elevator at the left side of it, just outside of view as you come in that area. I'll leave getting up to the top level as an exercise in logic, since coming up with the puzzle was itself almost a puzzle.

In the background, be on the lookout for a smaller killer Seed of Madness. Also, remember the big one is still there.

The bottom two levels of the background are, sadly, puzzle-less. The only thing I could think of was spikes, and they bored me so I culled 'em to move along to the next part, where the boss fight was going to be.

FUN FACTS:

1) The foreground puzzle was in the original version of the level exactly, except that in order to get to it, you had to go all the way to the right, then backtrack to reveal that the next part of the level had been emitted while you were poking around a dead end. In the end, I determined that getting that positioned right was too much of a pain in the butt, and that having the trail lead to an obvious dead end marked by a Seed would make people wary of going close enough to trigger the emitter.

The background puzzle(s) came from two places: The topmost one had originally been in the early section of the stage (where the cave is now) and the one at the giant Seed of Madness was planned for the sequel. It wasn't until yesterday that I found a level that uses the same rendering bug (there's a problem with mixing Alpha channels) for a similar puzzle, which surprised me, as it seems like a pretty obvious trick to use once you discover it.

The sequel is looking to be more heavily geared towards exploring and searching for lost sackpeople. It should have a minimum of Horrible Gas and a good deal of sneaky platforming tricks. (I finally figured out how to adjust Wobble Bolts correctly. Holy monkeys, do they need to tweak the display on those things.)

Also, along the lines of the exploring I was mentioning before, I have a story/adventure level idea that I'm still unsure will have any ways to die at all. If it continues the way it's started, it'll be all about finding all the little hidden bonuses. I may add a very long time-limited Race Gate to give a way to compete beyond the hidden score bubble emitters.

Also also, there are two score bubble emitters in Memetic Hazard. The first, you've probably found. The second, I'll leave as a lesson for the astute student.

That was your hint.


i have the solution after a while of thinkin'

why not make the traps invisible ?
then put some of those fancy clouds you made earlier under the temple
itll spare your thermo and your looks
and i DID found all of the bubble emmiters on my first play
its the bush, theres always good stuff if you grab a bush
2011-04-20 17:47:00

Author:
nysudyrgh
Posts: 5482


Couple of things:

1. I don't really know how to do most of the glitches.

2. I won't use a glitch unless I know exactly how it works. The way glass makes Horrible Gas invisible is actually pretty simple, and I know that it won't affect stability at all.
2011-04-20 21:48:00

Author:
BlackWolfe
Posts: 299


no not with glass the invisimaterial glitch

step 1 make your block of stuff
step 2 gasify it
step 3 take the material changer
step 4 material change and at same time it changes go to play mode
step 5 if you did it right your material is now invivsible

P.S if you have some spare time could you go
and give some feedback on my jonzian platformer the tree of life ?
thanks
2011-04-20 21:59:00

Author:
nysudyrgh
Posts: 5482


I learned a lot while making this level and Wizard's Spire, so I'm happy to announce that I'm completely rebuilding this level from scratch. In addition to putting in the missing boss fight and having better looking enviroments, I'll be improving the platforming and adding a whole new gameplay mechanic.

More info soon!
2011-06-10 09:57:00

Author:
BlackWolfe
Posts: 299


Well, as I mentioned earlier, I decided to completely rebuild this. I had to split it into two parts because logic eats thermo, but part one has been published as "Memetic Hazard Remastered [1/2] (https://lbpcentral.lbp-hub.com/index.php?t=58368-Memetic-Hazard-Remastered-1-2)".

This one's more puzzle than platformer. In fact, I ended up adding some Gas to one room just because it was almost impossible not to ace this.
2011-06-17 09:36:00

Author:
BlackWolfe
Posts: 299


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