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Metal Gear Solid 4 - Act 1

Archive: 20 posts


Hey folks, I've just finished with a level that is based on Act 1 of Metal Gear Solid 4. I've been wanting to make a Metal Gear Solid 4 map for a long time, ever since LBP1. For some time, and a whole lot of hours, I've finally finished one. I added so much things into the level that the thermo is like 99.7% full, I wish I could cram so much more into it. Your mission as Solid Snake is to investigate activity in the Middle East of Ocelot (or Liquid Snake's) activity. This level includes:

+ Small Items system: Holding L2 will prompt two button signs. One deploys a cardboard box that will make you practically invisible against cameras, security systems, and most importantly guards. The other drops out a timed bomb that can be used to blow up certain material, disarm mines, and even blow up guards (although the downside is points are not rewarded when you do this).

+ Cinematic experience with multiple cutscenes and Codec calls, and characters from the game with referenced dialogue to the actual game.

+ Environment with sections that closely resemble the game, and secret areas with many points to collect.

Of course, the game contains some spoilers from the game.

Pics:

http://img846.imageshack.us/img846/2976/aphoto.jpg

http://img825.imageshack.us/img825/4354/aphoto1l.jpg
http://lbp.me/v/zzm3ge
2011-04-13 00:26:00

Author:
Unknown User


I shall queue this up!

I made an MGS-esque level myself. It is really cinematic and a blast to play! It's called 'NinjaMan: Stealth Adventure' http://lbp.me/v/x305kx
2011-04-13 07:49:00

Author:
Codybean1
Posts: 75


Sweet, thanks! Queued it up!2011-04-13 18:29:00

Author:
Unknown User


v1.5 - Logos, tweaks, dialogue, etc. has been added. Also gameplay and sound tweaks have been done.2011-04-14 21:45:00

Author:
Unknown User


'Nother bump. v2.0 adds the Mk II to gameplay, "a small motorized version of Metal Gear..." as Otacon would say.2011-04-15 20:35:00

Author:
Unknown User


Queued it, MGS fan.2011-04-15 23:51:00

Author:
Unknown User


This is probably the greatest MGS remake on LBP (not including the Mm ones), I loved the scenery and level design but I had few problems with it

1. There was never a use for the 'MK ll' other than scouting up ahead but he should be able to electrocute the guards.
2. It was a bit too short.
3. At the begining when Snake was on the truck, how come there was no one else with him like in the game (not a HUGE disaster but it would make it look better).
4. And the A.I kinda sucked, they just stood there and took the shots.

But overall, really cool level can't wait for the next part.

F4F: My level is in my signature, give me some feedback please.
2011-04-16 17:59:00

Author:
CYBERSNAKE
Posts: 280


Oh, sweet, thanks for the feedback. Let's see if I can explain some:

1. I mostly just used him for scouting, I was going to give him an electricity attack but for gameplay purposes, I couldn't do much (as you wouldn't gain any points for getting a badguy). I'll see if I can perhaps do that in the future and maybe update Act 1 for what I've improved.
2. I know... lol, I hate the thermo... I didn't want to use too many planet space by putting a level link, although I wish I could have extended the level somehow... Act 2 perhaps? I'll see if I can present more challenges to increase level time. The problem with most of my maps, that people often take note of, is the level time.
3. The thermo was freaky on me. lol I'll see if I can try to fit more sackbots onto the truck. I thought Snake looked lonely too, lol.
4. (Updated the level with better AI) AI for the Sackbots is a bit tricky for me. At one hand I want them to present a bit of a challenge, but on another I don't want them to just chase you down and fire a thousand shots at you (aka ANNOYING!). With some followers, I think I improved the AI a bit.

Thanks for the feedback! I'll go ahead and queue your level up and play it as soon as I can. I'll see if I can take what you said into account and try to improve this level. Perhaps even make it longer somehow...
2011-04-16 19:23:00

Author:
Unknown User


This was excellent! Makes me want to explore layer glitches, haha. Great scenery, presentation, story, sackbot capabilities, and so on. Just fantastic. I only caught a glimpse of the dying soldiers just before the scoreboard, but I might have to ask you how you got them to lay on the ground and spasm like that. Looking forward to more!2011-04-16 23:22:00

Author:
discokrakken
Posts: 108


I just played it and overall it was good, but I sort of got a bit bored.. I was able to take out all the soldiers from far away and never really got into any fight at all. I know MGS is about stealth and sneaking, but then I think you should build a gameplay mechanic around that.

And you should really add more challenges that makes use of the accessories like the cardboard box, the MK2 and the bomb.
The way it is now, you never need them.

I just have to be honest.
2011-04-17 14:06:00

Author:
Discosmurf
Posts: 210


I loved sneaking around the guards, I wish the original MGS4 map pack had sackbots, it would have made it so much cooler. Great level, I'd suggest limiting your layers so they aren't so thick. 3 planed layers always look sloppy.

Also, can you check out my latest masterpiece? It's a cover of the Rise Against song "Re-Education" and I think I've got it pretty much nailed perfectly You be the judge of that though lol http://lbp.me/v/z4zhf7
2011-04-17 18:19:00

Author:
Nick930930
Posts: 878


Thanks for the feedback guys!

@ discokrakken - I used 0 Gravity on the guards and just tilted them. Be sure to try it out in Create Mode next time you're on.

@ Discosmerf - I see what you're saying, I'd rather take honesty than something made up. I'll take it into consideration for the next Act, or will update this one. In truth the Mk II was a add-on I thought up. I'll see if I can conform gameplay (and make some puzzles) to help make use of them.

@ Nick930930 - Yeah, I had a challenge on designing just how to make use of the layers. At one hand I want it to physically represent the actual game's level... But in another, yeah, it does look a bit sloppy at times. With the next Act I've been trying to increase the play time by using many layers to give the place... more "life" I should say, all the while physically similar to the actual game.

Oh, and I'll give your level a shot. I'm not too much of a fan of Rise Against, but my brother loves the band.
2011-04-17 18:35:00

Author:
Unknown User


Hi Hovoth.

Thanks for playing and reviewing my level. It definitely helps with motivation for future chapters.

I played your level and I must say it's rather clever. You're doing stuff that i wouldn't have the patience to figure out. At least not yet.

I agree with Discosmurf though, you need to incorporate your very cool inventory system, with better gameplay ideas. I tried to disarm the trip bombs with the mark 2, and all i ended up doing was pushing them all into the corner. Maybe have a section where the mk2 is the only thing that can access a hidden switch or something. Also make it so the bombs can open up passages or secrets to back layers. You could bust through portions of boarded-up back wall to get to more points.

I also felt that your scenery could use work. It felt rather blocky and quickly cobbled together (I'm not saying it actually was, just that's how it felt). Perhaps do some more work with the corner editor and stickers. It's supposed to be happening in the middle of a war zone: make it look like a war is taking place. Chunks missing from the wall, peeling plaster, crumbling walls missing the rest of the building they were attached to. You don't need to use the layer glitch to establish a good atmosphere.

I also liked the idea of using the points to get better weapons, but the bright yellow helmet looked rather out of place.

Loved the codec calls on the hologram. that surprised me

All in all, this has a whole lot of potential. Keep it up!
2011-04-18 17:10:00

Author:
Unknown User


Feedback

Rated:

Positives :
+Intro was pretty good
+Sackbot controls were pretty good
+Drebin sackbot
+Environments looked pretty good
+The ending with the sackbots were acting crazy was well done

Negatives:
-Probably would of been nice if you were forced to use the mk for something because I went through the whole level without using him which I forgot all about him but if there was a section added were you had to use it that wouldnt be to bad. (Minor problem)
2011-04-18 20:34:00

Author:
Sabre_
Posts: 653


@ Hammertoe_1 : Yeah, the MkII was pretty useless (but for the sake of keeping all the items together, I thought this up as I was designing Act 2 and decided to just insert it into this Act for 'testing', haha. I actually added some inaccessible parts in the next Act for more uses with the Mk II, and added more usefulness with the explosives -- I'll still remember what you said, provide more use and perhaps some secret areas.

I do agree, the bright helmet is strangely out of place... haha! I'll see if I can change the design to not look like Snake is going to go construction on us. I got some suggestions to use Hologuns, but I feel they are very limited on how I want to present the level... any thoughts on that?

@ Sabre : Thanks man. Got a question for you: Are you going to make future Uncharted 2 levels? Just curious.

Right now I need to read up on ways to save thermo space as that is my enemy. I want to save as much as I can to provide a longer, more enriched experience... Without the use of a level link. I mean, they are great, but they use up space on my Earth. lol If I have to, I'll use it however. So far I've gotten positive feedback, but I want to take all of you guys inputs to make the next Act even better (and perhaps provide future updates to Act 1.
2011-04-19 01:44:00

Author:
Unknown User


+contols
+how its just like the game
+intro
-it took awhile to respond
-Mk II didnt really do anything
suggestions
- make the environment abit more detailed(if its possible) add rubble, collapsing floors etc
overall its a good level, please play my level thats on my sig.
2011-04-19 03:40:00

Author:
wait wtf
Posts: 853


Thanks, didn't know the respawn time was a problem for people. I needed two penalties for death, loss of points and a wait in the time. I may do an update in the future to provide more building damage.

Oh, and just queued your level.
2011-04-19 18:43:00

Author:
Unknown User


@ Sabre : Thanks man. Got a question for you: Are you going to make future Uncharted 2 levels? Just curious.

Right now I need to read up on ways to save thermo space as that is my enemy. I want to save as much as I can to provide a longer, more enriched experience... Without the use of a level link. I mean, they are great, but they use up space on my Earth. lol If I have to, I'll use it however. So far I've gotten positive feedback, but I want to take all of you guys inputs to make the next Act even better (and perhaps provide future updates to Act 1.

Well after I published the movie version yesterday I decided im gonna take a break for awhile before creating anything else again, well mainly because im going to be playing socom more so lol. But I made an attempt in making the actual Borneo level it just wasn't looking all that great to me so I just stopped and deleted the level so I might just stopped right at the movie and thats it. Didn't want to jump ahead and skip chapters so.
2011-04-19 20:08:00

Author:
Sabre_
Posts: 653


Yeah, I hear you. I've been taking breaks every now and then, and once some games come out coming this summer... I probably won't be on LBP2 for a while... haha2011-04-20 15:09:00

Author:
Unknown User


Bump, update with upgraded detail and a visual tweaks.

And Act 2 is almost done, should be online in a little while.
2011-05-20 16:22:00

Author:
Unknown User


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