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The Asylum Platformer

Archive: 12 posts


A really fun level that me and 2 other mates created over a period of 1 week, spending over 24 hours in create mode!

The three of us noticed a slight lull in good platforming levels on lbp2 especially since the network went down .

We got back into this game and thought "Why not try to make a level of our own."
We made one rubbish level as a test run to try out all the mechanics and get ideas rolling on our level and ended up with the asylum platformer

It's a 3 stage level about an insane asylum which gets over taken by robots! it has two unique bosses to kill. and a bunch of great platforming stages including use of the grapling hook and multiple switches / swing balls.
The first part is the main asylum made by myself
Second part is the basement made by Matt
And third part is the clouds above the asylum made by Karl

We really hope you enjoy it and also are more than happy to play any levels of people who leave reviews or comments, we just have spent a lot of time on it and want people to enjoy it as much as we do!

Be great to hear from some of you on any feedback.
Enjoy
http://lbp.me/v/0tpxxf
2011-06-04 21:59:00

Author:
Unknown User


Didn't want to repost a new thread but wanted t update this to say we have been doing a lot of detailing in our levels as reviews have requested, so adding better backgrounds and floors/ceilings to help give the whole level some feel and to make you "ooo" and "ahh" every step of the way

We also added a tiny intro movie to set the scene for people.

Again enjoy.
2011-06-05 18:18:00

Author:
Unknown User


Queued! Always in the mood for something atmospheric and moody.2011-06-05 18:36:00

Author:
The Gentleman
Posts: 360


Thanks gentleman, we have added scoreboard for each individual level as many people weren't completing the whole 15 minute adventure which was quite frustrating.
But we have kept the level link in just beforehand so people know that there is more available in the story.

We all really want to keep creating and make some truly fantastic levels, we couldn't even create a door or anything at the start of this level and we really learnt a lot in the process. For a first level we think it is exceptional, especially considering what we have seen in our HOURS in the newest level section.

If you want any feedback on your level i am literally willing to leave anyone any feedback.
I have lots of spare time
2011-06-06 00:49:00

Author:
Unknown User


i really think you shouldn't make it copyable. the LBP community is a monster, and will do anything to get hearts. anyways, this goes into my queu. 2011-06-06 17:49:00

Author:
razalor
Posts: 23


This looks promising. Thank you for the good level description. Maybe add some photos to further persuade plays. Anyways, added to the queue2011-06-06 17:59:00

Author:
biorogue
Posts: 8424


Qued, but never mention "We would like to try for an MM pick" in your description. It will never get picked if you have that.

Could you play "Fortnight of Fright" (http://lbp.me/v/0xczdw)?
2011-06-06 18:59:00

Author:
onaga666
Posts: 293


I'm really sorry, but this level is just not very good.

There is no consistent overall visual theme. Just a bunch of stuff cobbled together. No consistency in materials, look, feel, objects used throughout. Overall it was just visually boring; no decoration, no real created objects.

Very, very minimal use of layer switching. Most of the game involved surfaces using all three layers, flat. This isn't much fun to play, and doesn't display a lot of creativity.

Many of the obstacles are unnecessarily twitchy. I'm thinking particularly of the multiple spinny things sending you up through a room with electrified walls, though many of the other obstacles are likewise way, way too detailed in where and how you need to approach them.

Given that in the first obstacle you can die by holding onto the spinning wheel too long and getting squished, there should be a checkpoint right before that room. Having to go back to the beginning, and endure the cutscene camera again is boring and frustrating. In addition, I can see there are four switches in the room.. but it doesn't look like they do much. I had thought at first maybe they'd release the trapped sackbots, or there was a specific order to do them in, or something. Not very exciting, I'm afraid, and that kind of carried through the rest of the game. When planning a level, things need to have an internal logic. For example, let's say you're releasing the trapped asylum employees there. Each switch lets one out... and then there are five switches you need to trigger at the same time to open the door; they do four of them for you. That sort of thing.

I eventually gave up in the second level, at the area where you grapple blue semicircles over fire obstacles. One fell off the wall, and I couldn't actually tell if it was meant to or not, as there seemed to be no other way forward. Going underneath was impossible, not enough room without getting burned, and no indication at all of which way to go. Swinging far out from the unbroken platform and trying to grapple didn't get me anywhere either.

Stairs are just annoying. Either make the stairs short enough in height (1x1 small grid square) that Sack will walk up them automatically, or make some fun jumpy platforms when you need people to move up. 4X4 block stairs are just boring and annoying to jump up quickly.

In addition, the opening of the game is unexciting; I find it very uncreative when people use the bare template/floor of a level as the beginning (or anywhere through) of a level, unless it is essential to the overall theme. As there doesn't really appear to be an overall theme, this doesn't really work.

Finally, the use of stock objects from LBP1 shows a basic lack of creativity. (I've been guilty of it too, don't get me wrong).

I'm sorry that this review is so overwhelmingly negative, I really am. I can see that you tried, you just kind of failed to hit the mark anywhere really.

Sorry. No feedback on my levels needed, they're ancient.
2011-06-07 05:36:00

Author:
roux-
Posts: 379


Seems to be cool! Queued!!! 2011-06-07 09:12:00

Author:
DizaumBR
Posts: 78


Roux.

Thanks a lot for the review, and i really mean it.

If people don't give an honest and brutal opinion sometimes, then no one ever gets better.

My brother will be sad to hear you didn't play through as a different person made each part of the level. I guess we didn't want the platforming to be too hard and the squishy glitch in that first room was unknown to us!
But it really came to the end of its tether that level it was our first one and really just a huge learning curve for us, we feel it's leaps and bounds above 90% of the poop that goes through that newest level section.

And it was a huge learning curve....i didn't know literaly how to do anything when i started that level but some of the mechanics we got grasp of are pretty handy.

We are entering a lbpc1 level in a few weeks for instance that has a 30 second intro video and uniquely designed objects and platforming sections, perhaps even a mini game if i can figure out how to do one .
But we only spent a week on the asylum and it's copyable because we just wanted people to play it, we don't need any recognition whatsoever!
Whereas our competition level we are spending 3 times as long on so high hopes

And ofc i'll play fortnight of fright tonight (RHYMES)
2011-06-07 09:48:00

Author:
Unknown User


I can see the effort you put into this level, but there were several things that put me off right off the bat:
-The design seemed slightly inconsistant, first it seemed fairly "churchish" with the stone and the candles, then as I walk in it becomes chrome and polished metal then there's flaking red shed wood. It's generally a better idea to have a theme then stick to it, at least try to make changes in aestetic less abrupt.
-It also looks alot better when you don't use the stock characters (like the scientist from the bunker levels in LBP1 at the beginning), try to design your own characters or alternatively use sackbots.
-Place your checkpoints better, the first platforming room (with the wheel and the 4 switches) I'd get squashed against the floor and start off at the begginning, wait for the movie camera to end then go try again (this happenned about 3-4 times).

Despite these flaws it is clear you made an effort with this level. It was worthwhile to play.

For F4F, could you feedback on my level "City of Disillusion - Part 1" please.
2011-06-07 11:53:00

Author:
The Gentleman
Posts: 360


Thanks for the feedback given but we don't require anymore. This was a level we thought we could do really well with but it has sort of become just our first true try-out.

We learnt a lot and ofc will be giving feedback tonight on any levels people have asked for it on .

We will be spending all our time now on our contest level so wont have much time to change the asylum, have fun playing it if you have just stumbled across this thread.

Thanks to everyone.
2011-06-07 14:00:00

Author:
Unknown User


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