Home    LBP Showcase / Reviews / Recommendations    Level Showcase    Cool Levels
#1

MY First Platformer: Intoxication

Archive: 21 posts


Hi guys! I made my first platformer level and it's actually one of my best ( besides Soldier) levels I've made in a while. I hope you guys can check it out soon. If you guys like platformers with a mix of different gameplay elements, then you should try this out! It would be nice if you guys could give feedback on my other levels (in my signature) too.
http://lbp.me/v/09wy8g

EDIT: NOW with screen shots!
http://ib.lbp.me/img/ft/a6b9937d6348d5a996507dd24dff261fae6f32f5.jpg
http://ib.lbp.me/img/ft/5eb18e4661dde52a068ad359094871b75c33b903.jpg
http://i2.lbp.me/img/ft/c62192cca3e3e5e78b1d9dbd85ade8f83b63a1be.jpg
http://ie.lbp.me/img/ft/3aec82e012e94b5a708edf014d35681da02cad86.jpg
http://i0.lbp.me/img/ft/e806849cccb48672b95fb57cf1c7d34d50cffe58.jpg
http://ie.lbp.me/img/ft/6bed0eea31b7b4463a332674bb004679682c6168.jpg
http://ib.lbp.me/img/ft/bdb452c2438ad047c6f4d34a8d7027a98c38887f.jpg
http://i6.lbp.me/img/ft/966b80bf0fa72eb682bc15c13f9f15321aea61d5.jpg
http://id.lbp.me/img/ft/e3d9b87d5a6e454f969ae5ecc35dbf1c2891f9ca.jpg
http://i5.lbp.me/img/ft/8e5ba454384d4d19cbf51c08a4dec7f0ca5fa727.jpg
http://id.lbp.me/img/ft/c4db8b443b7b88154dd68fec9745f6d45dfb80f2.jpg
There! That's it! I hope this serves as eye candy for your eyes! It would be lovely if you can play the next time you sign on to PSN. Thank you for the constructive feedback people.
2011-05-17 04:30:00

Author:
LBP2_Tutorialist
Posts: 225


I'll check it out right now and leave you a review. F4F http://lbp.me/v/0em7gt2011-05-17 05:21:00

Author:
Unknown User


Fantastic level nice simple layout with great game play with lots to do! all simple yet fun. Nice variety of things to do and power ups to use which makes it all enjoyable. I liked the bounce pads lifting up and down near the circuit boards and the tower of whoop part with the rocket and sackbots near the end which was superb! The turning of the batteries part was a bit tricky, needed to be super duper quick to get past that.

The visuals are all nicely put together and designed very, very well, I like the hologram danger signs and mixture of materials such as the purple and green making the level look stunning, some areas are a bit dull with these huge blank walls, the tower of whoop part looked more filled in if you get what I mean... some lighting too would of giving the atmosphere a big impact is well.

But it's a lovely level thank you making this for us to play! I'd appreciate any feedback for this https://lbpcentral.lbp-hub.com/index.php?t=56607-Super-Afro-Samurai-Monkeys!-LBP2-Version-(With-vid) a sentence or even a word would do for me, good or bad. I'll repost some of this shortly on your level as a review.
2011-05-17 10:51:00

Author:
LordMagicPants
Posts: 187


Very nicely done! Especially for your first lv. you show lots of natural talent that will take you far lol. Lots of great and unique obstacles I liked in the beginning, but then the end seemed far too similar to the Tower of Whoop. That, to me, was the worst part of the lv. It lost its originality and became much more frustrating at that point. Also, the black part covering the electrified obstacles was horribly annoying. I really liked the design and detail you put into this. GREAT WORK ^_^
When you have time please play - http://lbp.me/v/x4gn9m and leave a review on the actual game (I'm more likely to see it there)
2011-05-17 18:13:00

Author:
VampyreKai
Posts: 34


Wow looks good gonna check it out and come back with a review.My level is in my sig 2011-05-17 18:59:00

Author:
Unknown User


Thanks for the constructive feed back. I will play all of your levels soon and take the time to really look around in each of them.2011-05-18 04:30:00

Author:
LBP2_Tutorialist
Posts: 225


Feedback:

Rated:

Positives:
+Theme of the level was pretty good
+The X thing over the jump pad was petty unique how u did that
+Tower of whoop ending
+Platforming was okay
+Visuals looked okay

Negatives:
-None
2011-05-18 05:04:00

Author:
Sabre_
Posts: 653


Hi guys I have left a review on all of the levels you showed me. They were all nice! @Sabre_ I wasn't sure whether you wanted feed back for your three levels so I decided I shouldn't give you any unwanted feedback.2011-05-19 15:34:00

Author:
LBP2_Tutorialist
Posts: 225


I noticed this thread had 116 views but only 7 replies. I'll add this to my queue, but I think you'd get more responses if you sold it a little better by adding some screenshots.2011-05-19 16:42:00

Author:
biorogue
Posts: 8424


Thanks for the tip! I will do that.2011-05-20 04:02:00

Author:
LBP2_Tutorialist
Posts: 225


This is probably my first less the glowing feedback/review that I have given, but I do want to preface it with saying that I quite liked the stage.


As others have said; It is a nice concept, and has a solid well thought out platform elements that are designed to be challenging (and also a little sadistic, which bought a smile to my face because that's always fun).

Lets start with the level badge. It's a nice eye catching design with strong colours. But I was expecting to see green goo instead of pink. Not a huge deal just a little different to what I expected in the stage theme. The introductory text discusses problems to do with the moon exploding but the starting story seems a little disconnected from this.

The start has some great effects and is the beginning of a clearly well planned level. The first hazard is close by and clear, but it is a little difficult to see the bounce pad you are supposed to use. The level layer switching is a little off in some areas and I do encounter it a few more times, but again I stress this does not ruin the stage.

http://img683.imageshack.us/img683/3976/aphotol.jpg
There are jump pads behind me... but there are a little difficult to see because of the camera angle.

The first puzzle is fairly straight forward and gets you into the ideas and concepts of the level that are to come... (BTW you can see a movie camera on the wall if this is unintentional) I felt that the camera panned a little too quickly for the 'feel' of the music (great choice in music though), and again I ran into the layer issue when I threw the blob at the wall, no big deal, just the angle of the camera made me not notice I was in the wrong layer (I also felt a bit noobish at my mistake).

The first serious hazard over a fire pit that you need to traverse via moving bounce pads was great I really enjoyed the challenge the spacing between the jumps was great. Although I had to fall into the pit to see what was down there, as I couldn't really see it from safety. I thought it'd be a good idea to utilise the grapple hook you are carrying to grab the underside of the jump pad with some points down there... it would have been a cool find.

After this section there is a second fast camera pan that quickly shows what to do... there could have been a little delay as there was no chance to explore or think 'OK, now what?'. The cut scene when you turn on bounce pad is well timed as is the bounce into the point bubbles and onto the platform. But at this point I wasn't sure if I should jump off as there were no arrows (like earlier and later) and I had learnt my lesson not to jump off of stuff in the fire pit. If this jump was angled differently you could use it to glide over the platform and have an arc of points for a quick chain combo...

http://img837.imageshack.us/img837/5424/aphoto1t.jpg (http://imageshack.us/photo/my-images/837/aphoto1t.jpg/)
In this photo you can clearly see the safety on the other side, but it's not something that I saw the first play through.

http://img713.imageshack.us/img713/7200/aphoto2t.jpg (http://imageshack.us/photo/my-images/713/aphoto2t.jpg/)
This is what I saw in the first play... and wasn't sure where to go.

After the leap of faith the next section is a fantastic initially seemingly impossible series of moving jump pads that has some great jump spacing coupled with some devious and deceptive timing that has you tweaking your jump flight throughout the air to stay on track. I could have enjoyed a few more of these... (not too many more though!)

http://img827.imageshack.us/img827/9272/aphoto3.jpg (http://imageshack.us/photo/my-images/827/aphoto3.jpg/)
I don't think I made it this time.

The next part I thought you had to swing over the batteries, but ended up in the wall, the swing arc is the same as where the batteries go. I realised that I could ride the batteries, but still got caught in the opening one time.

The spike pit is horribly evil and I liked it. I walked straight into it the first time through! This is when I thought that it'd be cool to be rewarded if you managed to keep the previous power up. As an example a little alcove after the pit with point bubbles only accessible IF you managed to keep the grapple, or a heavy brick that you could only get past IF you survived with the grabinators. Just an idea here, but it would add to the replay value to try and get a good score.

The next obstacle is well timed but it seemed a little hard to press the disable button... it seemed a smidgen to high/close to danger. Although trying to press it that close to danger gave a nice tense feeling.

http://img200.imageshack.us/img200/9030/aphoto4w.jpg (http://imageshack.us/photo/my-images/200/aphoto4w.jpg/)
Seems just a little close to the danger.

The jump pad tower activation cut scene is well timed. And serves as a nice intro into the changing gameplay.

The Puzzle was a nice change but was pretty straight forward.

After this puzzle bit the drop down entry point seems to push you to the back layer instead of just falling into the hole. Again this is the layer switching thing that caused issues earlier. The jump pads over the electricity in this section has great jump spacing, but ends a little abruptly, one last pad into the roof/creationator power up an then onto race start would have been pretty cool.

This next section is what caused the most frustration, but not negative 'I HATE THIS' sort of stuff, just gah! that's not entirely fair.

The first main annoyance is that it is a race section, but I felt on several occasions that I was losing time not because of my skills but because of some badly placed/timed jumps.

The Bombs spawn should be addressed as it actually kept disappearing as I tried to slide it into place. The spawn button could do with a cool down and the emit lifetime could be longer. The disappearing bomb actually seemed a little random as sometimes I felt I rushed it into place and it disappeared, others felt like I took way too long but it still blew up.

http://img36.imageshack.us/img36/7176/aphoto5g.jpg (http://imageshack.us/photo/my-images/36/aphoto5g.jpg/)

The jump to the checkpoint in the tower seems a little off, I missed it the first time, but not through lack of skill. On a few other plays I would drop back down randomly like through the floor almost. This happened on several occasions in one play through.

http://img21.imageshack.us/img21/7582/aphoto6b.jpg (http://imageshack.us/photo/my-images/21/aphoto6b.jpg/)

The next section with the black outline was interesting idea but could do with some playing with to better show your location in it. It's difficult to be ready for first danger or judge you jumps. But I liked the concept.

The next rooms jump pads need a little better tweaking... there were a lot of missed a jumps from loss of inertia, and imperfect angles. Being pushed back to the start is frustrating but in a good challenging way, but when it seemed that this was happening through no fault of my own I was a little annoyed. Especially when I finaly got up the top and my sackboy didn't actually didn't auto move me inline with the last correct landing layer and I fell all the way back to the bottom.

When I finally got to the top I was killed by meteors once and another time by the space ship (I think... I was standing on its wing when it took off). It was a little unclear what to do, and then dying and ending up down the tower... not cool (it'd be OK if there was a skill in running past and avoiding the meteors, then ducking under cover.

I hope that my feedback is well received, it's not meant to be negative in anyway, just constructive... as I said I liked the stage and did play it several times. I just think that there is an opportunity to tweak the jumps a little more as well as tie in the Moon theme better at the start (including the badge colouring).

Overall I did really enjoy the obstacles and your concept and design is solid... also, I am second on the scoreboard! Always a good thing!

Looking forward to your next platform and let me know if you make any changes to this one! Feel free to try out my F4F Object and critique it all you want (not mandatory).
2011-05-20 10:45:00

Author:
Mr_Fusion
Posts: 1799


I think it's a solid first level, and it's miles ahead of my first platformer. One thing that I think could be improved was that there were a few times where you could see where the edges one section of the level ended and another began, maybe add some thin material in the same shape and glue it overtop. Sorry if that's a little ambiguous, but I'll steal one of Mr_Fusion's picture to show what I mean:
http://img200.imageshack.us/img200/9030/aphoto4w.jpg

The only other problem I had was some of the gameplay elements. At the very beginning of the level, after jumping over the block, I think you should put a check point there (right before the floating bounce pads). It's a turn off having to restart and go through throwing the blocks at the button again to reach the same area. The other area I had a problem with was the 2 rock platforms, one with a short bounce pad that you have to jump over. It was a little frustrating to get the perfect angle needed to make the jump, maybe lower that second platform by a little. Lastly, the tower of whoop section gave me a small problem at the part where the blocks with the bounce pads on them come out of the wall and bounce you to the platforms on the opposite side of the room. Sometimes they would come out of the wall way too early and bounce me to the other side of the room, but I would miss the platform, and other times they just wouldn't go off at all. Maybe fiddle around with the sensor settings and lower the platforms on the opposite sides.

Other than that, great job! I liked the green/blue background choice, the color scheme was nice and fit the level well. There was a good use of decorations / stickers too that spiced up the visuals, especially the mini cutscene at the end with the rocket going off to the moon. There was a good variety in platforming too, and each section of the level felt unique and I loved the tower of whoop ending. Overall it's a good level, and a great first level! Good job on this

F4F: https://lbpcentral.lbp-hub.com/index.php?t=56614-Enigmatic-Music-Pack
2011-05-20 18:28:00

Author:
roflwaffle
Posts: 69


sure! i will update it asap.2011-05-21 15:29:00

Author:
LBP2_Tutorialist
Posts: 225


sure! i will update it asap.

Let me know. I'll be happy to play it again (gotta keep my score on that leader board).
2011-05-22 07:37:00

Author:
Mr_Fusion
Posts: 1799


I have updated the level guys! So you can check it out again if you like.2011-05-27 21:37:00

Author:
LBP2_Tutorialist
Posts: 225


Thanks for letting me know about the update. The tweaks you have added have really helped! I think the grapple bonus is great! I actually died on my second attempt and realised that I couldn't get all the bubbles and restarted!

The different colour glass (pink not black) in the tower sits better with your theme and is easier to navigate so a big plus there!

I got super, super frustrated with the jump pads in the next room as I could not make the last jump. I then noticed the swing point and felt a little foolish.

Nice updates overall and I think that it has some good re-playability and I hope the little additions and feedback you got will help with future platform levels.
2011-05-29 12:39:00

Author:
Mr_Fusion
Posts: 1799


Nice use of all the power ups thought using water to set off a bomb was pretty clever and I wish you used that more. The whoop based part went amazingly well and I had minimal problems except on the part with the diagonal bonce pads but that just might be my lack of gaming skillz. The ending was also a little bit weird but hey I was cool with it. The begining is probley where I would say the level was at its greatest though.2011-05-29 14:01:00

Author:
Unknown User


Played it. Gave it a smiley . I played through it once, got to the end with very little frustration. Meaning nothing in the level was built in a way that caused unwarranted death or anything to break.

The theme of the level is pretty cool. Good color scheme, solid throughout the whole level. definitely above par on the visuals

Flashing danger signs, arrows and other holographic icons were placed strategically so I wouldn't get lost or face unfair death.The use of the grappling hook alongside bounce pads was well thought out and created good obstacles.

Sometimes, when I tried to go through an obstacle, I was like Whaa?? but then I figured out how to get through it eventually, other people may tell you to make things easier, but I would ignore such nit picking, someone who is actively thinking while playing this level wouldn't find the obstacles to be too difficult.

Only things I can really say should be fixed or at least considered. There are parts of the level where sackboy has to change layers so the player can progress, unfortunately, some of these parts are not constructed for the smoothest game play possible. Not really a major concern, but its something to think about. Have some friends test those parts of the level for you, you'll see what i mean.

I enjoyed this level, I'll play it again, maybe I can improve my score.
Don't worry about giving me feedback, I only have like one level anyways
Great job for your first platformer, be sure to make more, I'd definately play them.
2011-05-29 16:59:00

Author:
Unknown User


Played this level today and was really impressed with the platforming elements present. Good combinations of grapple, bounce pads and switches throughout. I particularily liked the variety in bouncepad implementation varying from subtle little boosts, to giant directional thrusts and in some places used as impediments, great thinking.
The visuals are very clean and polished, liked the way you added variety in material palette giving an original look whereas just using the factory materials would have detracted from this element. The green check reminded me of sonic for some reason. Liked the rocket/sackbot detail at the finish board too.
Good level.

F4F: https://lbpcentral.lbp-hub.com/index.php?t=57002-Ico-amp-the-Colossus
2011-05-30 16:58:00

Author:
EnochRoot
Posts: 533


Hi

I played the level. It has some good potential i liked the colored tiles that lite up when you walk on them. I couldn't finish the level unfortunately as i find all the jumping and stuff difficult in platformers.It took me months to get to the last stage of LBP 1 and i still can't finish it. I bet you get something nice for finishing it.

I will try to play this level again sometime and attempt to make it to the end. Once again good level.
2011-06-01 07:08:00

Author:
Lordwarblade
Posts: 761


it is something nice... sort of. But it not at the end of the level. it's hidden. 2011-06-02 00:11:00

Author:
LBP2_Tutorialist
Posts: 225


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.