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#1

Heavy Metal (v.1.1.0)

Archive: 21 posts


Hello and welcome, my fellow sack folk, to my first real published level since LBP2's release (I assure you, many more are on the way).

This level has a little bit of everything, but primarily centering around platforming. The setting is a dark, damp, rusty factory the likes of which produces cogs from 100% recycled metal. As you explore deeper into the factory you'll face great peril, solve puzzles, and make a new friend to boot.

This is a collaborative effort by myself and Darthlink32 (http://lbp.me/u/Darthlink32), and it took countless hours of painstaking work. Please give detailed constructive criticism if desired.

Changelog:


Modified metal blocks to look much, much nicer
Added a sound effect to metal blocks upon impact
Smoothed out camera pans
Fixed a bug where the sackbot could backtrack far enough to not return to the player's position
Modified the "R1" hologram sticker in the trash compactor to be Move-Trigger friendly
Minor aesthetic modifications


Minor aesthetic modifications
Added visual queues to aid players in completing puzzles
Added a more robust palette of sound objects



Added hologram "water level" indicator to sackbot puzzle
Added toggle switch to sackbot water puzzle
Added a doorway to keep the sackbot from backtracking
Various visual improvements


Screen Shots:
http://i102.photobucket.com/albums/m88/justin11213/LittleBIGPlanet/APhoto_16.jpg

http://i102.photobucket.com/albums/m88/justin11213/LittleBIGPlanet/APhoto_14.jpg

http://i102.photobucket.com/albums/m88/justin11213/LittleBIGPlanet/APhoto_12.jpg

http://i102.photobucket.com/albums/m88/justin11213/LittleBIGPlanet/APhoto_10-1.jpg

http://i102.photobucket.com/albums/m88/justin11213/LittleBIGPlanet/APhoto_6-1.jpg

http://i102.photobucket.com/albums/m88/justin11213/LittleBIGPlanet/APhoto_4-1.jpg

http://i102.photobucket.com/albums/m88/justin11213/LittleBIGPlanet/APhoto_1-1.jpg

http://i102.photobucket.com/albums/m88/justin11213/LittleBIGPlanet/APhoto-1.jpg

http://lbp.me/v/0jb6ek
2011-05-26 08:48:00

Author:
xero
Posts: 2419


Looks interesting, will que it2011-05-26 12:09:00

Author:
Nick930930
Posts: 878


Visited your metal recycling plant today and totally enjoyed being squished, electrocuted and crushed.
I like that you need to use some thought and judgement in the platforming rather than just running and jumping, the section with the cogs ascending requires planning moves ahead, then into the compactor where split second timing is required to avoid being crushed along with all the recycled materials. The magnet lift was a very clever move dropping the player onto the convetor belt. The level had a factory of a better tomorrow feel about it in terms of gameplay (which is a great thing!...sick of all those Eve Asylum themed levels..).
I cdidn't manage to finish (major Playtard typing!)...I couldn't solve the block puzzle after you pull the plug out, I jumped, I threw, balanced, stacked....but couldn't make a stair to exit out of the four blocks even after 10 mins of trying.
Will return and replay as I was really enjoying myself.

F4F: https://lbpcentral.lbp-hub.com/index.php?t=57002-Ico-amp-the-Colossus
2011-05-26 14:10:00

Author:
EnochRoot
Posts: 533


Nice little platformer you have here xero11215 theres one problem though at the part where you carry the walki talkies to lure the sackbots to help you. A little way in where the cogs go into the machine and are packed i couldn't get any sackbots to come and press the four buttons so i was stuck. You may want to add something that tells you what to do.

The overall idea was good and some lighting effects were also good though i was disapointed that despite the levels name there was no heavy music but not a big problem. Being a metalworks some background sounds would also be good help the atmosphere. also add some more stickers and decorations like signs and vents and things to add to the whole industrial building look.

I did like the cog monsters they were good. Also enjoyed the giant magnetic lift and the conveyor belt. I'm sure with some more desighn this could become a very good level. Will play again sometime.

F4F https://lbpcentral.lbp-hub.com/index.php?t=56714-Heavy-Calibre-Frontal-Assault
2011-05-26 14:47:00

Author:
Lordwarblade
Posts: 761


Hey, this is a extremely fun level. Most of the level have a clear and precise flow and lots of original ideas. I have a very fun time playing. The only problem I had when sackbot helper did not want to come on call (after the pool), so I got stuck with no way out. I had to repeat and then everything was fine. Very enjoyable level.

If you have 5 minutes, please play my versus level Mad house (https://lbpcentral.lbp-hub.com/index.php?t=56662-Mad-House) LBP.me (http://lbp.me/v/z4bz-y)
2011-05-26 17:34:00

Author:
goranilic
Posts: 332


I cdidn't manage to finish (major Playtard typing!)...I couldn't solve the block puzzle after you pull the plug out, I jumped, I threw, balanced, stacked....but couldn't make a stair to exit out of the four blocks even after 10 mins of trying.[/url]

Ah, I see! If you still haven't figured it out, the button that the sackbot presses to lower the water acts as a toggle...

Nice little platformer you have here xero11215 theres one problem though at the part where you carry the walki talkies to lure the sackbots to help you. A little way in where the cogs go into the machine and are packed i couldn't get any sackbots to come and press the four buttons so i was stuck. You may want to add something that tells you what to do.

The only problem I had when sackbot helper did not want to come on call (after the pool)level Strange! I thought I had fixed that completely. Looks like I'll have to do some additional testing and tweaking.


The overall idea was good and some lighting effects were also good though i was disapointed that despite the levels name there was no heavy music but not a big problem. Being a metalworks some background sounds would also be good help the atmosphere. also add some more stickers and decorations like signs and vents and things to add to the whole industrial building look. Indeed. Eventually Darthlink32 and I completely maxed out our themo, so we tried to focus on getting it finished and aesthetics got left in the dust. When I go back and fix the bugs I'll see how much sounds and decorations I can squeeze into the overflowing thermo!

Thanks for the helpful feedback everyone, I'll get back to you on your F4F requests ASAP!
2011-05-26 21:22:00

Author:
xero
Posts: 2419


I loved this level, but it definitely has potential for more. I loved the walkie-talkie mechanic...this has so much potential for puzzles that I wish I would have seen more of it. The theming of the scenery was great. The music you used fit-just add some sound effects to it. Overall, great job.2011-05-27 00:15:00

Author:
SongfireVarda
Posts: 24


This level was great fun to play through. The full variety of different gameplay sections is great.

The three lasers early on are visually stunning, made me wonder if you could make the yellow-hot metal lethalized and make sackboy hop like fire. I always love playing a level that sends me to my moon to experiment.

I spent a lot of time messing with the four boxes also, it all became clear afterward when I knew they floated. Maybe just moving that beautiful full/empty sign closer to the switch would be enough, or putting a toggle switch symbol on the button. I was trying to make a tower of them in the center of the room, and cross without water lol.

The transition between the (brilliant) magnet crane and the conveyor was a little confusing, I think I just kept dying every time.

The claw on the winch is pretty easy to get hooked and then you have to die to proceed.

The sackbot gets in a layer other than the back one, and is unable to follow. That's only if you keep the radio on while leaving the cage. A barrier to keep the bot from backtracking or keeping the walkie-talkie from leaving the cage would be a pretty quick fix.

Under the scoreboard you might extend the right edge of the level to complete the illusion that the cogs are going somewhere.

Cutscenes were very nicely done, with good angles and not too long or too short.

Take this rather long list with a grain of salt, most people aren't trying to purposely break stuff like i was. Thank you for making this level, you are definitely creators busy making lbp a better place.
2011-05-27 18:34:00

Author:
Unknown User


-Hello,I played it and its really a good level,well use of stickers and items on the level,I liked specially walkie-talkie tool,and these sackbot which follow it.definitively is an original idea,the bad thing of this level in my opinion its sometimes could be confusing,but an excellent level overall.Great work on this.
-If you have time,please could you play and let a feedback in the thread of my level? Its on cool pages here on Little Big Planet Central.the level is called " High Tech Cave 3 ".Thanks you and have a good day.

Greetings for all.
2011-05-27 20:46:00

Author:
Unknown User


I made a few modifications to the level to make things a little more intuitive. Details in changelog on the first post. Still working on F4F requests.2011-05-29 02:18:00

Author:
xero
Posts: 2419


Nice level. I see some progress in this level.

VISUALS:
Your visuals seemed to improve since the levels I played, red balloons and lost treasure. It has good usage of materials and decorating. I think you should use some corner editing in some areas of the level.

SOUND:
Great usage of Victoria's Lab interactive music and the sound of the music player secrets.

GAMEPLAY:
The platforming obstacles are fun and has good use of bounce pads, sackbots, and grabinator. The part where you hold the radio to move the sackbot is clever, but I think you should somehow make the grabbable blocks wider. Also, the conveyer belt should have better camera angles.

OVERALL:
Good job on this one. Keep it up. A yay vote.

F4F Cybernetic Adventures Delta
2011-05-29 18:52:00

Author:
JustinArt
Posts: 1314


Thanks for the feedback!2011-09-01 00:42:00

Author:
xero
Posts: 2419


Queueing this right now. Looks awesome!2011-09-01 01:30:00

Author:
InfiniteTwilight
Posts: 159


I recently made some aesthetic changes in an attempt to help guide players in solving the puzzles (specifically the block arranging puzzle). The solution should be a little more clear now.

EDIT: Update 1.1.0 live. Check the OP for changelog information.
2011-09-12 21:53:00

Author:
xero
Posts: 2419


This was a really fun level! It was nicely polished, as well.2011-09-12 22:50:00

Author:
InfiniteTwilight
Posts: 159


Lvl added to my queue.
I'll post a review here after I have played it

Could you please try my levels :
Sackraider Apophis's Scepter - Part 1 (http://lbp.me/v/5k3-t5)
Sackraider Apophis's Scepter - Part 1 (http://lbp.me/v/56w0gw)
And leave me feedback here (https://lbpcentral.lbp-hub.com/index.php?t=63006-Sackraider-3-Apophis-s-scepter-Part-2)?

Thx
2011-09-13 16:45:00

Author:
Maxouze
Posts: 96


Hi I just played your level.
It is really cool.
I loved the graphics of your recycling factory.
This was really fun to see the thing being packaged and created ^^
The platformer part is well done and cool to play.

But I had a problem with the puzzles in the water with the boxes.
It took me more than 10 minutes to understand what to do.
I didn't know that the sacbot would take the water down.
You should add something to help the player understand what to do here because I think a lot of people wouldn't stay here a long time to find the clue.

Very good job here.
2011-09-16 16:55:00

Author:
Maxouze
Posts: 96


Thanks for the feedback Maxouze!

When the level was first published, the box puzzle gave many players a lot of trouble, so I incorporated several steps to ensure that the players understood what to do. I added a visible toggle chip, a visual cue showing the varying water levels, and a dotted outline that fades in and out to show exactly where the boxes are supposed to be placed. I was sure there was no way that it would no longer be a problem, but perhaps it still needs to be modified.

I'm working on your level now, I'll post feedback ASAP.
2011-09-16 19:10:00

Author:
xero
Posts: 2419


Played this level yesterday and I enjoyed. The begining was really confusing. Is it possible to get our of the compacter? What was R1 supposed to do. It didn't seem to be doing anything when I pressed it. Other than that the begining was very nice. I enjoyed the feel of being of a conveyer belt, going to my doom
The part after that was kind of annoying, but really cool to be in the inner workings of the factory. I think it would be better if the cogs were grabbable.
I really liked the part where you have a transmitter that get's the sackbot to follow you, it was very original. Especially that you had to grab it to make it transmit.
At the part where you had to move the blocks around to get across, I had no idea that the button would toggle the water up and down (until I read one of the comments here). Both times I played it I just stacked all four blocks up on top of each other, right in the middle, and I could jump across. I would suggest making it more obvious that the button is a toggle.
Visuals were quite good, but layers could be used a bit better. There was a lot of the time when there was three thick layers used when there could be one.
Overall this was a good level, although short.

As this is an F4F thread, I woud like feedback on my level:
F4F Thread (https://lbpcentral.lbp-hub.com/index.php?t=62613-(LBPC3)-Mansion-of-Music)
LBP.ME (http://lbp.me/v/46dncz)
2011-09-25 21:03:00

Author:
BobtheYoungFish
Posts: 56


Played this level yesterday and I enjoyed. The begining was really confusing. Is it possible to get our of the compacter? What was R1 supposed to do. It didn't seem to be doing anything when I pressed it. Other than that the begining was very nice. I enjoyed the feel of being of a conveyer belt, going to my doom
R1 grabs any metal objects in the compactor. The objective is to ride the metal on its journey to the conveyor.


The part after that was kind of annoying, but really cool to be in the inner workings of the factory. I think it would be better if the cogs were grabbable. That's a great idea. I should've done this from the beginning!


At the part where you had to move the blocks around to get across, I had no idea that the button would toggle the water up and down (until I read one of the comments here). Both times I played it I just stacked all four blocks up on top of each other, right in the middle, and I could jump across. I would suggest making it more obvious that the button is a toggle.
I did everything I could to make it as obvious as possible--there's a visible toggle switch, a water level indicator, and a dotted-line guide to show you the configuration the boxes need to be in!

Thanks for the feedback, I'll fulfill your F4F request soon.
2011-09-26 02:07:00

Author:
xero
Posts: 2419


I did everything I could to make it as obvious as possible--there's a visible toggle switch, a water level indicator, and a dotted-line guide to show you the configuration the boxes need to be in!

I'll have to play this again to try and find an idea of what you could do...
There was one other thing that I forgot to mention. This level is linked to another unrelated (I know it's a hub) level. It is really annoying to be forced to play an unrelated level without wanting to.
2011-09-26 03:42:00

Author:
BobtheYoungFish
Posts: 56


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