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Fluffination - Creatinator Deathmatch

Archive: 15 posts


Before I go on, let me just say, this is in no way out-of-the-box or impressive. It's just designed to be lulzworthy with friends.

I quite like the Rocket Funland level from the Story Mode, but admittedly, I always feel the arena is a little too simple, and there's very little variety in terms of strategy or how you play.
I wanted to build a massive Rocket-Funland-esque arena, and let players come up with their own methods.

http://i7.lbp.me/img/ft/3e71655610d2afa0f1f250d3cfc5aacd79c2ee9a.jpg
Fluffination uses 6 different weapons, and each is used a little differently.
From left to right in the picture -
Red Plasma - A quick-fire Plasma ball with poor homing-abilities.
Blue Plasma - My 'anti-camping' weapon, Blue Plasma moves a little outward from the user, pauses, turns to locate an enemy Sackperson, and then moves extremely fast, again.
White Plasma - Again, another homing weapon, White Plasma fires really quickly, and follows players, and if there are no players, they follow each other, effectively forming a flying stream of death.
Rocket Launcher - The first weapon I made, the Rockets have minor homing abilities, and handle much like the ones from Rocket Funland.
Grenade Launcher - Grenades are for wimps. Do not use this.
And everyones favourite - The Flamethrower. Shouldn't need to explain how this works.


The arena itself is more than big-enough. The arena has 5 Checkpoints, and running from the far left to far right can take around a minute.
http://id.lbp.me/img/ft/60d55f2ea4486e2ac34feaaae8d98e5c13e1aebc.jpg
http://i3.lbp.me/img/ft/c43d4fe712a610b3bb822b95abfca8a7c16b6310.jpg

Plasma will not move through the 'solid' objects in this level, so players can take cover behind most objects. However, these fences will not stop Plasma, and allow for Plasma-users to take the upper hand!
http://ia.lbp.me/img/ft/b2a1cda2cdd3cf9f74933785a572dfa987bcde68.jpg

So, now you've read the basics, off you go into the Fluffination Arena!! Invite your friends and settle those scores!
http://i8.lbp.me/img/ft/f886e1a70f6c2bee0d16dd21b8f9598af2979ee4.jpg
http://lbp.me/v/074tkx
2011-05-17 22:12:00

Author:
Ostler5000
Posts: 1017


When I played this level, it reminded me of the addicting "Armor Mayhem" game on Armorgames.com. Loved it.2011-05-18 04:44:00

Author:
LBP2_Tutorialist
Posts: 225


That looks awesome, totally playing this2011-05-18 04:57:00

Author:
Unknown User


When I played this level, it reminded me of the addicting "Armor Mayhem" game on Armorgames.com. Loved it.

Hadn't heard of it before, but I took a quick look at it, and a few Youtube videos, and yeah - I sort of get the connection you're getting at.
That game actually looks sort of cool, might check it out properly later on.


That looks awesome, totally playing this

Thanks guys, I appreciate every play.
2011-05-18 20:13:00

Author:
Ostler5000
Posts: 1017


This reminds me of the XBLA game Small arms. Looks great, even the scope of the level and the different weapons could turn up some interesting stretegy and gameplay from players. I'll give this a go and get back to you.2011-05-19 16:52:00

Author:
LittleBigDes
Posts: 920


This reminds me of the XBLA game Small arms. Looks great, even the scope of the level and the different weapons could turn up some interesting stretegy and gameplay from players. I'll give this a go and get back to you.

Thanks for your comments in-game, I look forward to whatever you plan to bring up here, aswell.
Originally this level was just a time killer for me, but if people offer opinions, I'm more than happy to turn this into something more.

I did a couple of things today. Fixed a squint tower that's been annoying me for weeks, I think I've fixed the bizarre spawning issue that I've never seen, but heard about, and a few other small alterations here and there.
I'm thinking of lowering the Flamethrowers range, but I'm not sure.
2011-05-22 17:44:00

Author:
Ostler5000
Posts: 1017


Hi, I left some feedback on your level after playing it but thought I'd come on here and give you a bit more since I really like it but found it a bit un-playable.

I've not played it since you've tweaked the spawning issue. But I think it's to do with the game camera and the size of your level. It looked like my friend spawned way over on the right and I spawned way over on the left and the camera couldn't zoom out enough or take it all in so I was left behind off the screen and the countdown started and poof/pop I died. Because of the shear size of the level my friend spent a lot of the time trying to get to the middle or a save point so I could spawn back in. That wasted half of the time limit. Finally when we were both in the level it was severely lagging and weapons were very slow.

So to make it more playable may be you could bring the spawn points closer into the level but not so close that everybody keeps dying when they spawn back in from campers waiting there. Even though your size and design of the level is great, condensing it down a bit would put less strain on the camera and lag. This could possibly limit the problem with spawning off screen or you may have to tweak with the games camera settings and increase it's viewing area to the max. Although this may make all us sack people playing very small on screen. You'd have to test it out.

However, this won't stop me from trying it again, the size, design and detail of your level is impressive and I 'yayed' it.
2011-05-23 11:46:00

Author:
LittleBigDes
Posts: 920


Oh, I see. Local multiplayer. I did advise against local multiplayer in the level description. I'm well aware there are going to be problems with playing on one console.
I 'fixed' my checkpoints, thinking that emmited checkpoints had some sort of glitch. The reason I had planned to emmit checkpoints was due to the long-distance spawning you mentioned. My plan being that, I could make Checkpoints emmit/disappear as Sackpeople go too far away.
I'll add far more checkpoints, and have them disappear if nobody is close to them.

As for slow weapons, which ones, and how much do you reckon they need to be sped up?
The Red Plasma is a little, slow, yes. I reckon, now I think about it, I could just re-make it. The bizarre curved trails aren't that great an idea, anyways.
Blue Plasma should be fine. There's a pause, but that's deliberate.
White Plasma fires craploads at any one time, and it homes in, so I dunno about speeding it up. Opinion?
Grenades could use a lower fuse time, OR, I could swap them for a proximity weapon. That sounds sort of cool.
Rockets are relatively quick, and again, they home-in.
And the Flamethrower is fine, I believe.


Thanks again. Always happy to hear from players and make changes.
2011-05-23 12:16:00

Author:
Ostler5000
Posts: 1017


Sorry didn't see the part about local multiplayer, oops. We didn't get to test all the weapons due to the lag. But we did use the rockets and blue plasma which were slow. But this may have been the lag rather then the weapon being too slow. I will have to play it again but not on local multiplayer to get a true feel and test of it. I never knew you were emitting check points, very clever I'll give it another go later.2011-05-23 12:29:00

Author:
LittleBigDes
Posts: 920


I wasn't emmiting Checkpoints, but I had planned on doing so. With the local-multiplayer issue brought up, I'll see about finishing the idea I started.
And, local-multiplayer lag? How does that work? I've only ever experienced slowdown when playing online, that sounds a bit odd. Is there too much going on in the level? I try to make things look nice, but I'd rather have a working level than a level with too many pretty lights.
2011-05-23 12:37:00

Author:
Ostler5000
Posts: 1017


...
And, local-multiplayer lag? How does that work? I've only ever experienced slowdown when playing online, that sounds a bit odd. Is there too much going on in the level? I try to make things look nice, but I'd rather have a working level than a level with too many pretty lights.

The lag was strange, we also have a 30mg link that is 98-100% strong on connection and upload/download speeds. But locally shouldn't really interfere with it, could be the amount of things going on in the level but it would be a shame to compromise the design of the level for this. I'm guessing it would be a trial and error thing to try it out. Also it may be that PSN isn't fully running up to scratch as I noticed levels are taking a longer time to load.
2011-05-23 12:55:00

Author:
LittleBigDes
Posts: 920


Hmm. Well that's interesting. I'll leave the deco how it is, and if problems persist, I'll see if I can find the cause.

I am using alot of gas and smoke emmiters, so that's where I'd look first. I love smoke machines, shame about the game doesn't handle them overly well. The floating platforms use alot of smoke, so if slowdown picks up around them, I may be onto the source of the issue.

OK, I've just finished the Emmit-Checkpoints-based-on-player-proximity system, and re-published. I'll go over some weapon modications in my head, and do that later if it still seems like a good idea. Thanks for all your help, BTW.
2011-05-23 13:09:00

Author:
Ostler5000
Posts: 1017


WOW! This looks so awesome!
I don't know how to make levels look so cool. My levels looks too simple!

Will give this a shot!
2011-05-23 13:45:00

Author:
The Don
Posts: 50


Hmm. Well that's interesting. I'll leave the deco how it is, and if problems persist, I'll see if I can find the cause.

I am using alot of gas and smoke emmiters, so that's where I'd look first. I love smoke machines, shame about the game doesn't handle them overly well. The floating platforms use alot of smoke, so if slowdown picks up around them, I may be onto the source of the issue.

OK, I've just finished the Emmit-Checkpoints-based-on-player-proximity system, and re-published. I'll go over some weapon modications in my head, and do that later if it still seems like a good idea. Thanks for all your help, BTW.

I've gone back to play your Fluffination level since you've tweaked it and I've not been able to play it it in multiplayer online with other players as no one has been on it when I'm on. But I have noticed that is runs with a lot less lag then before. Shame I've not been able to get an all out 4 player deathmatch to play this to the max.
2011-06-02 12:01:00

Author:
LittleBigDes
Posts: 920


I've gone back to play your Fluffination level since you've tweaked it and I've not been able to play it it in multiplayer online with other players as no one has been on it when I'm on. But I have noticed that is runs with a lot less lag then before. Shame I've not been able to get an all out 4 player deathmatch to play this to the max.

Haha, me neither. I only ever tested this once it was finished with a few friends, but both were separate. In other words - I've only ever played with 2 people at a time, myself.
Hell - I even only ever tested the weapons in create mode on a dummy Sackperson.
If you'd like, I'll gladly join your party, if you'll have me. I don't particularly have alot of LBP friends. (2 to be precise, and another who shows up only when the planets enter the proper alignment)
Glad to group up, and also get an opportunity to see the level played with a full party, first hand.
2011-06-03 19:06:00

Author:
Ostler5000
Posts: 1017


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