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Good or Evil? - A Knight's Tale

Archive: 29 posts


This plot-driven level is an epic tale about a sack-boy's quest to become a knight of the King's court. Upon arriving at the palace you discover the princess of the kingdom has been stolen away and locked in a tower. You are then beckoned to find the princess and bring her back to the King!

You are confronted with the most important decision of your life there-after...to choose between following a path of light or evil! Each path has it's seperate challenges and a boss at the end of it. Your decision effects the outcome at the end of the level, with different consequences/rewards gained!


Like I said, extremely plot driven and some very challenging portions to tackle. I recommend it for 1 person, but if if you wish to bring more, 2 should be the max, for there is a 2 person challenge in the "evil" path. I'm looking for any suggestions/comments either ingame or on here. Always trying to make my levels better so please try it out and tell me what you think!

(should take approximately 10 minutes for an experienced platformer. Thanks and enjoy!)
2008-12-03 22:52:00

Author:
Neverynnal
Posts: 374


This sounds very cool, I will check it out and let you know what I think.2008-12-03 23:03:00

Author:
w00tus
Posts: 22


Can I have a few people from the forum check out my level? Hard to find criticism/suggestions in game and this level of mine is in need of it Thankyou2008-12-04 21:02:00

Author:
Neverynnal
Posts: 374


This plot-driven level is an epic tale about a sack-boy's quest to become a knight of the King's court. Upon arriving at the palace you discover the princess of the kingdom has been stolen away and locked in a tower. You are then beckoned to find the princess and bring her back to the King!

You are confronted with the most important decision of your life there-after...to choose between following a path of light or evil! Each path has it's seperate challenges and a boss at the end of it. Your decision effects the outcome at the end of the level, with different consequences/rewards gained!


Like I said, extremely plot driven and some very challenging portions to tackle. I recommend it for 1 person, but if if you wish to bring more, 2 should be the max, for there is a 2 person challenge in the "evil" path. I'm looking for any suggestions/comments either ingame or on here. Always trying to make my levels better so please try it out and tell me what you think!

(should take approximately 10 minutes for an experienced platformer. Thanks and enjoy!)Love the idea. Will play whenever I can.
2008-12-04 22:59:00

Author:
Voltiare
Posts: 646


My thoughts on your level:

Pros

Multi-path level

?Faith? area on the good path ? very cool

Evil path has a good difficulty balance

Most things look very good.

A story to back it up.

Cons

The drawbridge lever has no point that I could tell.

The rubber in the evil path was ugly-looking

Both bosses are very easy. The good side?s boss? attacks are entirely avoidable on the front layer.

When you need to grab hold of the good character after the slide, it is possible to swing him away from the path and get stuck.

Double checkpoints would be nice.

Not everything is original.

I didn't finish the good path but I got to the point where they re-intersected, I just never saw the good ending. Over-all, I loved your level.
2008-12-05 01:12:00

Author:
BassDeluxe
Posts: 984


My thoughts on your level:

Pros

Multi-path level

?Faith? area on the good path ? very cool

Evil path has a good difficulty balance

Most things look very good.

A story to back it up.

Cons

The drawbridge lever has no point that I could tell.

The rubber in the evil path was ugly-looking

Both bosses are very easy. The good side?s boss? attacks are entirely avoidable on the front layer.

When you need to grab hold of the good character after the slide, it is possible to swing him away from the path and get stuck.

Double checkpoints would be nice.

Not everything is original.

I didn't finish the good path but I got to the point where they re-intersected, I just never saw the good ending. Over-all, I loved your level.



Oh man, I totally forgot to reset the drawbridge when I republished. I was trying to implement sound to it, and for some reason I could only get the sound to trigger when it was closing. I must have left it like that when I saved.

Hmm any suggestions for a material in the evil path? I agree it's rather plain, but my level is actually maxed out on the thermo and I was worried a change might put me over the top. I'll mess around with it tomorrow.

As for the good side boss, I do need to have hazards in the front layer for sure. My only problem was the "swinging beard" was hitting the bolts of lightning and sometimes completely destroying the boss. I'll just have to time it out I think.

And for the original content, I think you probably mean the enemies at the start and the King eh? To be honest, those were the last things I added to the level, and it got to the point where I wanted to get the level published for some feedback. But its true I should get on that to really make the level "mine". Also the horse needs to go now that I think of it!

Thanks A LOT for the suggestions Bass, seriously. I'll fix these things up asap as your suggestions are all legit.

One question though, other than the rubber do you think the presentation was enough visually? I was really limited as I ran into the "you cannot add anything else to this object" messages often. That can of course be fixed, just with a lot of hassle.
2008-12-05 02:06:00

Author:
Neverynnal
Posts: 374


I thought it looked good, except for the rubber. For the rubber, I'd say try to make it look like earth and make it thicker so it looks like a rock formation or something. If you don't have enough thermometer to reshape, it'd probably be fine to just change it to an earthy texture.2008-12-05 02:10:00

Author:
BassDeluxe
Posts: 984


Yeah that makes too much sense doesnt it. Started with earth and should've finished with it. Boy oh boy. Thanks again bro2008-12-05 02:17:00

Author:
Neverynnal
Posts: 374


ill check this level out 2 night mate sounds good2008-12-05 12:07:00

Author:
knightofhull
Posts: 382


Please do and lemme know what you think <32008-12-05 15:01:00

Author:
Neverynnal
Posts: 374


Played it and liked it. I couldn't heart it, but it was close. I thought some of the art design could use some work, but the level design was good.

I didn't think you had to spell out which was good and which was evil during the choice since it is pretty obvious and those letters just make any level look stupid.

You did give me some inspiration to create my own Medieval times level in the future though.
2008-12-14 20:02:00

Author:
Voltiare
Posts: 646


Hey, I liked this level a lot when I played it about a week ago, I just can't remember exactly why at the moment, I will get back to you with criticism and what not later.2008-12-14 21:36:00

Author:
Hexagohn
Posts: 335


Played it and liked it. I couldn't heart it, but it was close. I thought some of the art design could use some work, but the level design was good.

I didn't think you had to spell out which was good and which was evil during the choice since it is pretty obvious and those letters just make any level look stupid.

You did give me some inspiration to create my own Medieval times level in the future though.

I'll take into consideration getting rid of the "evil" and "good" signs.

As for the art design in the level, please be more specific. It's really of no help to me otherwise.
2008-12-14 22:57:00

Author:
Neverynnal
Posts: 374


I played this today, and I've only done the good path... a friend invited me to join so I opted to hold off, but one thing I'd like to point out is how much I love the first few screens. The house especially, and the introspective dialogue sections. I like the epic camera view on the castle drawbridge and the choice aspect. I really like how you've used the king character in your Knights Tale levels, and the angel/devil balls were cool. The sticker use was nice too. I also like the way you used emitters to block the pathways to prevent unnecessary backtracking. The level definitely has a huge amount of charm, and it's a quest I'd like to see more of as time goes on. I'd even make a specific questing costume for it :kz:

Nice boss on the good path... his brains were a little large in comparison to his body, and I think he could use maybe some more movement, but it was cool.

Overall the level layout is nicely put together and has a very HUGE feeling of scale that I like, but it's a little plain and blocky... I'd maybe tone it down a little with some color correction and perhaps some more nuance to the shapes, maybe even a little fog and a few key large LED lights in the sky with the darkness on 1 or 2 notches to create a sunshine feeling... some textures that blend together a bit more as well. I'd used a more rocky texture for the castle and an all white background for the heavens. The drawbridge too, I think could be positioned a little better to land perfectly in line with the playing field (rather than on me, because I was too slow to move lol).

Anyway... hope this is helpful feedback, and doesn't sound like heavy criticism, because I did enjoy the level alot and the idea of waking up in the morning at home and going off on an adventure (ala the first few minutes of Chrono Trigger) was a nice change of pace.
2008-12-15 04:51:00

Author:
Unknown User


haha thanks Ninja for some great ideas. As for the background in the good path, the gold aztec background just felt really appropriate for what I was trying to convey so I think I'll keep it as is. It gives it a sort of ancient/mystic feeling to it, and the boss, I found, reflects the same sort of thing. And yeah the boss is pretty generic, as it was the first one I ever built. Expect better in the future

As for the color correction, I'm gonna go and mess around with it in edit mode and try and apply what you suggested. This could possibly add a whole new feel to the level. Thanks!

And lastly, that **** drawbridge. Man I had to fiddle around with that thing forever just so it wouldn't break my entire level. I had it set perfect and then one day, as I was building somewhere else on the level, I had left it down and the entire bottom half of the level broke...so I've neglected the poor thing to this day

But thanks for the comments on my level man Glad you enjoyed it
2008-12-15 16:54:00

Author:
Neverynnal
Posts: 374


Alright, I'm playing it again right now so I'll have a running commentary.

The house looks good, but why is there no chimney? The fireplace has no place for the smoke to go. I think I'm just nitpicking.

Liked the points under the stars.

Cows look silly lol.

Flowers are pretty.

Enemies don't really fit the theme.

Good and evil avatars are just balls with eyes and a mouth. If they are supposed to be like fairies or something, then put a light on them or something (Red for evil, white for good).

Background once you get the magician is so bright and odd. I liked the shapes that are cut out though.

Went to the evil side this time. You have point bubbles in between the crushing, flaming blocks. You can't jump high enough for the top one.

The texture you chose to create the "No going back" block is taxi cab yellow. How about a falling rock or something?

I like the blood,but you might wanna use the fading sticker to blend it into the environment more naturally.

The boss was pretty fun and tough.

Blowing up the princess was fun.

The castle lacked character. It was just rectangles of jade. Try adding a guard tower, some dirt, maybe a different material, and some decorations like flags or something.

Oh yeah, this is probably the biggest one. Add some depth. What I mean by that is try adding in a difference of height in the other planes as well as adding some skinny shapes. Check out my level Temple of Sun and Moon and you'll see how the floor, the walls, and the ceiling are different in each of the three planes. Also, I have skinny blocks to create a cool effect of stalactites and stalagmites. I just adds some character to the level IMO.
2008-12-15 18:03:00

Author:
Voltiare
Posts: 646


Ah thanks Voltaire, so the main points revolve around a better atmosphere which I can do. I've been thinking about creating some new enemies at the start for awhile, maybe I'll do that today. And I'll play around with some different materials, see what I can make look better! Overall, very insightful on your part and I thank you for it!

Edit: Okay so I made a ton of changes to the levels...but not without some major pains along the way. I think I've officially reached the absolute maximum of the thermo, as my game imploded like 4x trying to fit a few of the elements that voltiare and ninja suggested.

I changed the lighting bigtime, and the levels looks way better because of it. I also spent some time creating my own baddie, only to have him completely destroy my level after I saved it...thank god I had it published and I could copy the level back into "My Levels". Man was I ever at a loss for awhile there...Anyway, so I added a baddie, some nice lighting, and I wanted to work on the ending and put up a guardtower with an archer shooting arrows and eventually getting blown to bits but the thermo simply wouldnt allow it, so I had to leave it as is. Ditto with adding different planes and such Voltiare. Every piece of level I try to fiddle with I recieve the good ol' "You cannot add stickers, objects, ect." message.

BUT, the level is much better for this guys, and I can't thank you enough for your input
2008-12-15 18:40:00

Author:
Neverynnal
Posts: 374


This is one of those levels that you have to play more than once. The concept is brilliant and it's nicely executed. The good path is more difficult surprisingly. =o

More eye candy would be nice, but the thermometer probably couldn't take it since you have 2 whole paths in one level. Great job Nev

5 stars and a heart.
2008-12-18 23:17:00

Author:
xbriandeadx
Posts: 134


Yeah man, the thermo exploded on me a few times and reset the PS3. I've tried to work in more sights and sounds, but it just isn't possible at this point. I made a few enemies after the level was built, put them in, and my whole level blew up on me. Probably better than the PS3 setting fire though

Yeah I figured the good path would be a little easier because of the "puzzle" (easily done if your not color blind) on the evil side. Requires some pretty sound maneuvering with a jetpack on. But yeah, other than that the evil side is pretty simple Easily tackled by any good platformer.

And lastly, thanks for the kind words man. Really glad you liked it considering your levels are beyond awesome. :hero:
2008-12-18 23:25:00

Author:
Neverynnal
Posts: 374


Yeah man, the thermo exploded on me a few times and reset the PS3. I've tried to work in more sights and sounds, but it just isn't possible at this point. I made a few enemies after the level was built, put them in, and my whole level blew up on me. Probably better than the PS3 setting fire though

Yeah I figured the good path would be a little easier because of the "puzzle" (easily done if your not color blind) on the evil side. Requires some pretty sound maneuvering with a jetpack on. But yeah, other than that the evil side is pretty simple Easily tackled by any good platformer.

And lastly, thanks for the kind words man. Really glad you liked it considering your levels are beyond awesome. :hero:

Thanks nev

I just played through again (evil path) and wanted to suggest that you may want to add a few more checkpoints in areas where they are spread widely apart. I mean if you can, because of the exploding thermometer and all ;p

This inspires me to do a multi-path level for sure. The only downside is that I would probably have to take out a ton of visuals. I wouldn't like that too much, because obviously from my series, that's one of the main focuses.
2008-12-18 23:57:00

Author:
xbriandeadx
Posts: 134


If you take a look at Tekno Fortress by Aeroblue, you'll find a nice multi-path level with fantastic visuals. Aero really made it work, and it's where I got the inspiration to create a multi-path level myself.

About adding checkpoints. If I remember correctly I got a ton of em on the evil side. The only place I can think of adding one (maybe) is after the first tunnel. I'll look into it more thoroughly though thanks man
2008-12-19 02:01:00

Author:
Neverynnal
Posts: 374


Just played through and lol that was great.... loved the ending.

Things I liked about it -

-Some original enemies... always a plus.

-Multi-path and well done ( though I've only tried the evil side so far )

-I like the idea of the good and evil heads... that was just cool lol.

-Boss fight felt like a good fit for the level, wasnt too easy either.

-Liked how you hid some of those score bubbles.

-Enjoyed all the platforming... only had problems with one little bit.

Some problems I had with it -

-The bit with the jetpack and you have to sort out the three colors.... it may have just been my eyes or tv but I was having problems seeing where the fire would stick out from the wall... just seemed to blend in too good. I almost lost all my lives ><

Suggestions -

-Maybe just make a thin layer of fire around the block.. or add some decorations or something to make the wall / rotating platform a little less blended with the background. Or change the background that would work... as I said before though its probably just my tv / eyes. Could have been you left it that way to make it more challenging... I dont know... only problem I had with the whole level though heh.

-That horse at the end.... stick a lance on that bad boy and make him run into something and make it go dead. Would be a cool little addition I think.

I know you said you wanted the second part reviewed... and I'll get to it later today probably... just felt like writing one up for this one since I enjoyed it. Hearted it and you, 5 stars. Nice work!
2009-01-05 17:18:00

Author:
Doctor Ramatool
Posts: 189


Just played through and lol that was great.... loved the ending.

Things I liked about it -

-Some original enemies... always a plus.

-Multi-path and well done ( though I've only tried the evil side so far )

-I like the idea of the good and evil heads... that was just cool lol.

-Boss fight felt like a good fit for the level, wasnt too easy either.

-Liked how you hid some of those score bubbles.

-Enjoyed all the platforming... only had problems with one little bit.

Thanks man I encourage you to try the "good" side as well. It's personally my favorite of the 2 sides, although I really like the ending on the evil side




Some problems I had with it -

-The bit with the jetpack and you have to sort out the three colors.... it may have just been my eyes or tv but I was having problems seeing where the fire would stick out from the wall... just seemed to blend in too good. I almost lost all my lives ><

Aye, this part is really tough if you have a glare on your TV, or your TV's brightness is set to low. I want to address this because it's the biggest problem area for most people it seems. I think the large majority pick the evil side as well so it's probably a good idea to rework it Thanks!

Suggestions -


-That horse at the end.... stick a lance on that bad boy and make him run into something and make it go dead. Would be a cool little addition I think.

Yeah the horse is way ugly and I personally hate myself for putting him in the level period. Sadly, the thermo is maxed and adding anything makes my PS3 go blam (almost literally) Thankyou for the suggestion though m8.


I know you said you wanted the second part reviewed... and I'll get to it later today probably... just felt like writing one up for this one since I enjoyed it. Hearted it and you, 5 stars. Nice work!


Thanks a lot Appreciate the kind words.
2009-01-05 17:29:00

Author:
Neverynnal
Posts: 374


Hey, nice level!

- I liked the intro with the house, the castle and the way it starts slowly then continue to get harder as you advance.
- Great idea with the good and bad path.
- Good pacing, always something to do.

Most things have already been discussed,
so i'll continue with some suggestions :

- The material under the switch for the bridge is grabable and I had to jump to grab the switch and not the floor.
- One of your text bubble after the castle pop in at the same time that I was jumping over the fire and I died.
- The boss on the bad side, I was not sure where I had to bring the star key to continue the level.
- The volcano killed me. Maybe it's just me, but that part seems harder than the rest of the level because there's a lot of things happening at the same time.
- Also, it feels like the end of the level was less detailled than the begining.

I got disconnected from the servers and I tried to restart the game, but now I get the 403 error from the LBP servers. I will retry tomorrow the good side, and maybe the next part!

I hope it helps!
2009-01-06 01:36:00

Author:
JackBurton25
Posts: 116


Ok, I gave this a try just a moment ago.

This was quite nice, and very pretty. Well designed stage, and it's really not often I see a level with any sort of story to it at all. I'd rather like to see more stages do this. Of course, they should also increase the text limit for the talky....things.

I think the only issues I really had were 2 things; 1, at a couple of points the camera angle makes it a bit hard to tell what plane Im on exactly. 2, for the good-side boss, I was able to totally avoid his attacks entirely by just standing sorta behind a bit, and grabbing the thing from there to fly up and bop him.

I dont think I noticed any other problems at all.

Good job on this one I keep wondering how you make these so blasted pretty, lol.
2009-01-27 09:37:00

Author:
Bridget
Posts: 334


Yeah the bosses are quite lacklustre, especially the good side boss imo. I initially had the good side boss dropping bombs instead of lightning but it didn't really fit the level all too well. In hind sight I wish I made the room on one plane to make the bolts a bit more effective, but oh well

But I do appreciate the nice feedback Bridget and I recommend you try out the 2nd part of the tale A Knight's Tale: Ranaku's Awakening. It's a continuation on the evil side of the saga. Thanks again! (Link in sig)
2009-01-27 23:12:00

Author:
Neverynnal
Posts: 374


I've played this level tonight so here's some of my impressions:

Pros:

-The level is solid. It's rare you're stuck or don't know what to do.
-The chose your path thing makes it original.
-The choice at the princess. Loved that.
-Custom ennemis.
-Nice little secrets along the way.

Cons:

-Graphics could have been more polished.
-I did get stuck at some point -- see down there the pic.
-The light boss was a bit dull.
-You can see the bottom of the level and outside the level. This doesn't help immersion.


I've been stucked here. Beware those triangle shapes, they are annoying.

http://i454.photobucket.com/albums/qq262/RangerX_photos/stuck.jpg

A suggestion for polishing your level would be to really hide anything the player isn't supposed to see. Here's an example of a place I felt it lacked "immersion".

http://i454.photobucket.com/albums/qq262/RangerX_photos/SeeOutsideTheLevel.jpg


I liked this level enough to heart it and I will definetely play the second part. Keep up the good work. Don't fear taking time on the graphics

.
2009-01-31 04:00:00

Author:
RangerZero
Posts: 3901


Yeah...I had to cut out a lot of the siding to make room for some extra thermo because it's on the verge of exploding at the moment. This is quite an old level now and I haven't modified it for probably 2 months, but I really appreciate you checking it out and providing feedback m8. Thanks! 2009-01-31 09:57:00

Author:
Neverynnal
Posts: 374


Yeah I knew it was a bit old but since I was to play the sequel I decided to give feedback anyways. I'll write up on part 2 soon. 2009-01-31 18:58:00

Author:
RangerZero
Posts: 3901


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