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Lost Ages V

Archive: 32 posts


Courageous sackperson returns in the fifth installment of the Lost Ages series.
The chaotic portals of the Tower of Ages leave our protagonist adrift heading to an mysterious island.
Travel to the Aeronaut's Harbor and the Catacomb Aqueduct to unlock power ups.
Then use the Grabinator and Grapplenator together to ascend the Artisan's Tower.
Co-created with DarkSeraphim666 with an original track by duxy87.

http://img.photobucket.com/albums/v251/elahrairha/LAVcap1.jpg
http://img.photobucket.com/albums/v251/elahrairha/LAVcap2.jpg
http://img.photobucket.com/albums/v251/elahrairha/LAVcap6.jpg http://img.photobucket.com/albums/v251/elahrairha/LAVcap5.jpg
http://img.photobucket.com/albums/v251/elahrairha/LAVcap3.jpg http://img.photobucket.com/albums/v251/elahrairha/LAVcap4.jpg


http://www.youtube.com/watch?v=ycnNQYXCrzM&NR=1


http://www.youtube.com/watch?v=NyRBZOK8RD8

Disclaimers:
Seriously long. If you're familiar with the series, this one is 3 of those put together.
Single player only. Enforced. Does not work with more than one player, even if you do get past my bouncer.
^ although you might get some lols, the camera system will fail at some point. (i can almost guarantee.)
^^uses 100% movie cameras.
Its possible that you might get the grapplenator when you are quite some distance from where you started...
^please just strike an epic pose and enjoy the trip back to shore.
Boxes are heavy! Walk slowly to prevent gaining too much momentum.
Oh yeah, obnoxious camera angles to possibly an even greater magnitude due to new cameras.
http://lbp.me/v/1kw9kh
2011-06-17 00:24:00

Author:
Deftmute
Posts: 730


Looks cool. Qued. Can you please try one of the following.

"Give it All" by Rise Against
"Savior" by Rise Against
Switcheroo

yeeeah...none of them are getting plays so I'd appreciate at least SOMEONE viewing them XD.
2011-06-17 00:38:00

Author:
Nick930930
Posts: 878


level links were broken now they are fixed.2011-06-17 01:24:00

Author:
Deftmute
Posts: 730


QUEUED! looks fantastic!2011-06-17 01:26:00

Author:
Dan930930
Posts: 77


it has been unleashed. u should keep a list of every person who Actually finishes it. im sure the list wont be very long : D2011-06-17 08:12:00

Author:
DarkSeraphim666
Posts: 96


things are looking pretty bleak so far.
looks like people are going to the harbor and not being able to complete it.
only negative comments...
2011-06-17 14:55:00

Author:
Deftmute
Posts: 730


do they say wats preventing them?2011-06-18 00:14:00

Author:
DarkSeraphim666
Posts: 96


do they say wats preventing them?

I had a playthrough earlier and I really struggled in a couple of places, hope this helps a bit -

Left hand path - Theres a bit where you drop down a few platforms then jump over to a bounce pad on the left, which bounces you down to a bounce pad beneath you and then (i assume) over to a platform on the right. I must attempted have attempted that bit at least 30 times and still never made it, could never get the bounce right.

Right hand path - Theres a bit where you you platform behind two curtains that was harder than it needed to be because obviously you can't see where you are and getting the exact point where you can drop down a layer is guesswork, i'd tighten up the edges so a lot less of a faff. There's another curtain where it looks like you need to drop down but actually you have to realise you need to layer shift forward or you die. The other bit I had trouble with was the grappling hook section where there's three sponges suspended from a structure above, and at that point I called it a day because I'm hopeless at that kind of tricky grappling. The rare checkpoints kinda adds to the difficulty.

Its unforgiving for sure, but I wouldn't have suggested to change it unless you feel you want to, I know Lost Ages and knew what I was in for, I adored the second one and this looks like a worthy addition. I really was wanting to just get stuck into this level, but boy is it tough . Sorry if this is a bit abrupt Deft, just wanted to try and help you see where people might be having a hard time....
2011-06-18 00:45:00

Author:
julesyjules
Posts: 1156


somehow i didnt realize the curtain area was forcing a layer change into death...
i'm sure there are some easy tweaks that can at least fix that bit up.
there are also reports of lag.
i tried to clean up some of the angles to cut down on that but i dont know how much its working.

the trick to the grappling really is to get a good distance between you and the grapple point and then just hold about 45 degrees up and to the direction you want to swing...
this will launch you pretty high/far.
you probably already knew that though... please dont take this as some kind of defensive "learn to play" reaction.

on the other side, i dunno, i just walk off the one way (dont jump) hit the pads and then hold to the right...
i cant claim a 100% success rate, however.
2011-06-18 01:14:00

Author:
Deftmute
Posts: 730


There are very few level series that get me off the PC and immediately onto lbp. The Lost Ages series is most definitely one of them. I'll happily be playing this as soon I get the ps3 warmed up.2011-06-18 01:29:00

Author:
4wheel
Posts: 511


s
the trick to the grappling really is to get a good distance between you and the grapple point and then just hold about 45 degrees up and to the direction you want to swing...
this will launch you pretty high/far.
you probably already knew that though... please dont take this as some kind of defensive "learn to play" reaction.

on the other side, i dunno, i just walk off the one way (dont jump) hit the pads and then hold to the right...
i cant claim a 100% success rate, however.


Nah, course not, I just find the grappler hit & miss, and thats me being useless at it. I'll definitely be returning to the level to have another bash though, I remember getting so much satisfaction from finally hitting the scoreboard in LA II...
2011-06-18 01:45:00

Author:
julesyjules
Posts: 1156


I played this one yesterday. First off it's a wonderful level! The level design , aesthetics, and atmosphere are simply brilliant......

I do have some feedback though. My main issue is with the camera angles. They're OK in some spots, but in others they only make already tricky platforming seem even more tricky. The left path I did finish. There was some spots though where it just gets very frustrating. I had the most trouble with the tiny platforms. The problem I was having was with layer switching while trying to land a jump. There was also some places where I would fall down, but never died, so all I could see was the screen I was on. Not too big a deal since I could pop & re-spawn. Just wanted to mention it. There's a part where you have to throw the bounce pads. The checkpoint kept moving in and out for no reason, making it hard to get the bounce pad by it. You might want to have a look at that. On the left everything went OK till I got to the spot just past the tower, to a thing that emits a thread spool down a slide. The thing stopped emitting the spool, so I couldn't finish. I literally played this level for over 2 hours getting to that point, only to have it break, so I kind of have a bitter taste in my mouth, sorry, but I don't think I'll be back for a replay. I did love the atmosphere though. I just cant get past the frustration factor. Sorry.
2011-06-18 09:44:00

Author:
smasher
Posts: 641


wow, i'm really sorry about the game breaking screw up there...
that has happened exactly one time before and i was never able to figure it out or reproduce it...
2011-06-18 14:02:00

Author:
Deftmute
Posts: 730


http://i5.lbp.me/img/ft/a75690396d5f6b93fe2c5f98a65f2b2f131151a7.jpg

spring- posted this photo to the level...
it is very distressing.
looks like the in/out mover didnt move back in and trapped crates up in the dispenser.
this never happened during testing...
i can imagine this persons anger, they were only about 3 checkpoints from the end of the level.
anyone have any ideas what would cause the in/out mover to not trigger?
2011-06-19 14:06:00

Author:
Deftmute
Posts: 730


http://i5.lbp.me/img/ft/a75690396d5f6b93fe2c5f98a65f2b2f131151a7.jpg

spring- posted this photo to the level...
it is very distressing.
looks like the in/out mover didnt move back in and trapped crates up in the dispenser.
this never happened during testing...
i can imagine this persons anger, they were only about 3 checkpoints from the end of the level.
anyone have any ideas what would cause the in/out mover to not trigger?

In my experience when an in out mover doesn't work there's usually something blocking it from moving. Maybe he had that grab switch swinging around, and it somehow got up in front of the crate? I know it may seem unlikely, but you never know.
2011-06-19 21:39:00

Author:
smasher
Posts: 641


This level is out to get me. I played it again earlier, completed the left side path, and then had a very strange spawning issue some once I'd got the grabinator in the right hand path, i died grappling, and i simply didnt respawn, the camera moved to the spawn point and nada. I couldn't pop either, I've never come across that before. I dunno if it's got anything to do with using movie cameras, I couldn't work out what had triggered it. Anyway, I will return, I see completing this level as a badge of honour now,lol.

An issue you might want to fix is the once you get the grappler, there's a part where backtrack (but above the way you came) and you grapple the two bits of sponges above the bouncepads. Mistime this and you end up down by the bouncepads and triggering a spawn point from way earlier, it's a right pain in the ***.

Anyhow, I really love the whole vibe of the level, there's some really great ideas in here. A create question Deft, when you're building, do you ever consider giving the player a little more help in regards to the camera angles? Is it a stylistic choice or to make things harder? I guess the same thing goes for the 'absolutely no room for error' platforming, do you set out to make it as hard as you can or are you just making it to your own skill level?
2011-06-20 00:04:00

Author:
julesyjules
Posts: 1156


Maybe he had that grab switch swinging around, and it somehow got up in front of the crate?

That must be it. As unlikely as it seems, it appears to be the only possibility.


i died grappling, and i simply didnt respawn, the camera moved to the spawn point and nada. I couldn't pop either, I've never come across that before. I dunno if it's got anything to do with using movie cameras, I couldn't work out what had triggered it. Anyway, I will return, I see completing this level as a badge of honour now,lol.

This is an issue that i know the cause of but thought i had eliminated...
Basically, if the activated checkpoint is not visible in the movie camera, you will not spawn.
What mustve happened is another checkpoint was activated without the camera priority being switched.
There is supposed to be logic that detects when you die and reverts to the camera pointing at your checkpoint.
The same sensor that activates a checkpoint should also switch priority to that camera as well,
but my system is shoddy and its possible (although i had thought quite improbable) that two could be activated at the same time.
it appears that what i will need to do is remove the 1 shot counter based switches i'm using now with a selector based system.
or figure out all the holes back to old checkpoints and seal em. (that was the original plan, which i failed at. lol)



An issue you might want to fix is the once you get the grappler, there's a part where backtrack (but above the way you came) and you grapple the two bits of sponges above the bouncepads. Mistime this and you end up down by the bouncepads and triggering a spawn point from way earlier, it's a right pain in the ***.

o.O you got me there. i hadnt considered falling down under to that checkpoint.
i usually just jump the first hole and run along the deck (using the bouncepads up there) and then off the upper deck.
are you swinging on the uh what would you call em, balloons? are they just considered balloons? theres some airship trivia for ya.
but ya, i should maybe do something about that... if i can think of something... the whole moving around thing is bothersome.


A create question Deft, when you're building, do you ever consider giving the player a little more help in regards to the camera angles? Is it a stylistic choice or to make things harder? I guess the same thing goes for the 'absolutely no room for error' platforming, do you set out to make it as hard as you can or are you just making it to your own skill level?

heh, a lot of the really wild angles are mostly because i'm trying to keep both the start of a big jump and the landing spot on the same screen.
sometimes, though, it is definitely to tweak the difficulty. some of those areas would be simple if you could look at them right.
I dont really strive to make them unforgivingly difficult.
I think its a combination of building to my skill level (which isnt really highest tier) and not really knowing what i'm doing.
I have a very hard time seeing things from other perspectives. as a result i often dont make the best judgments in dealing with other people.
I think that comes through in my work a bit.

an interesting side note on that, DarkSeraphim666 has platinum trophies for every game he owns as far as i know. He really is upper tier.
sometimes i'd have to stop and be like "whoa i think we're going overboard." while he was still zipping through test models with ease, lol.

edit: holy cow that turned into a wall of text.

edit again: i just found another picture from spring-
http://i9.lbp.me/img/ft/e191c3b5983cfbdf52629d79e06930f10e94f52d.jpg
looks like she was able to make it though on another play.
thats an awesome thing to see to end my day.
2011-06-20 03:50:00

Author:
Deftmute
Posts: 730


it appears that what i will need to do is remove the 1 shot counter based switches i'm using now with a selector based system.
or figure out all the holes back to old checkpoints and seal em. (that was the original plan, which i failed at. lol)

It was the checkpoint just before you get the grapplehook, i got it, swung across the balloons and fell down.


i should maybe do something about that... if i can think of something... the whole moving around thing is bothersome.

You could destroy most of the spawnpoints once the player passes the next one. Actually that might solve both those issues.....?
2011-06-20 09:55:00

Author:
julesyjules
Posts: 1156


this level looks so good! like literally beuatiful, and i like the use of movie cams, its pretty original (i havent seen them used like this before)

unfortunately i didnt manage to complete it before ragequitting giving up, but im definitwely gonna have another go when i have some more spare time on my hands.
2011-06-20 14:43:00

Author:
Skalio-
Posts: 920


I was slowly getting through the right side level when I fell and landed at the ending. Check it out because It made me feel like I was cheating and others may feel the same way.2011-06-20 15:52:00

Author:
austimerr
Posts: 385


I was slowly getting through the right side level when I fell and landed at the ending. Check it out because It made me feel like I was cheating and others may feel the same way.

yeah thats not good... where were you when you fell? cuz that level actually ends with a big drop/controlled fall.
2011-06-20 17:03:00

Author:
Deftmute
Posts: 730


I dont know where I exactly fell but it didnt seem like it was supposed to happen because it was when I missed a platform or something like that.
BTW I beat this beast of a level in just under 5 hours, 2 of playtime and 3 of a break between the challenge. Either I am terrible or this is like the longest level in LBP history.
But it was a great feeling getting to the top of that tower!
2011-06-20 23:19:00

Author:
austimerr
Posts: 385


lol im glad Some people are at least beating and no i dont think its you, cus even having been part of the creation, i still probably would take longer than an hour on a good day.

congrats to the epic people who've completed it. no easy task
2011-06-21 08:07:00

Author:
DarkSeraphim666
Posts: 96


http://i5.lbp.me/img/ft/a75690396d5f6b93fe2c5f98a65f2b2f131151a7.jpg

spring- posted this photo to the level...
it is very distressing.
looks like the in/out mover didnt move back in and trapped crates up in the dispenser.
this never happened during testing...
i can imagine this persons anger, they were only about 3 checkpoints from the end of the level.
anyone have any ideas what would cause the in/out mover to not trigger?

Hello deftmute! Glad I haven't played this yet. Spring- is a friend of mine. She plays in the pro platforming community. I saw her playing it day before yesterday in a 3 or 4 player party dont remember, then saw her solo, and the first thing I thought is I have to play that soon. I love the series though I still need to go and clear a couple I have never played. I posted in your thread for IV. I liked the 3 ive played, though only 2 I did solo.

I will go and play this after MM is done resetting scoreboards in a couple of weeks. As for the in/out fix I am unsure since I have never played it yet to see how it works. Anyways, let me know if you find a fix for it bcuz I'm really looking forward to playing this. Looks like fun. ^^
2011-06-21 08:30:00

Author:
Hana_Kami
Posts: 393


Great, tough level. Neat atmosphere & architecture like a mix between Piranesi & de Chirico.

I like the extreme camera angles, it adds to the point that sackboy is just a puny insect braving these forlorn ruins. But in same places it gets a bit unfair. Like the place where you backtrack across the top of the airships, after having acquired the grapplehook. When running back, you lose sight of sackboy, only to have him drop near the spikes with the jumppads adjacent. Maybe tweak the camera a bit here, to let us know what we're jumping into.




Another hole: I dropped down just after swinging from the top of the burning tower (the tower with upside down bells with the fire in them). Fell, and must have triggered a savepoint. Camera swung up, and I couldn't respawn, just as Julesyjules described.

Another thing: the right level-link didn't work at first. Only after some walking past it, repeatedly pushing triangle, did it function.

Sofar I've only attempted the grapplinghook-side of things, but I'll be back for more exploration soon.
2011-06-21 19:56:00

Author:
pickled-punk
Posts: 598


i will probably be doing some more intense tuning soon... I've been working for the employers the last few.2011-06-21 21:04:00

Author:
Deftmute
Posts: 730


I don't know that I have over an hour to spend playing a level (mostly cause I tend to only spend a few minutes at a time away from create.) But plan to check this out.


Were you able to correct the issues you've found recently? If so, I'll try and give it a go soon.
2011-06-21 21:37:00

Author:
CYMBOL
Posts: 1230


I just beat it in around an hour-ish, def jus set a personal reccord for it.2011-06-22 02:58:00

Author:
DarkSeraphim666
Posts: 96


http://i9.lbp.me/img/ft/e599aebb22744298410ae113b4c957ff1cbeb2a2.jpg
visible... player... sensor...
*twitch*

deftmute flies into a rage and destroys half of spiceland.

please just tell me everythings still on the grid...
even if its a lie.

@cymbol: some issues resolved. major tuning to occur 06/22.
2011-06-22 03:40:00

Author:
Deftmute
Posts: 730


hahahahah i knew that picture would get u boiling and an easily correctable thing, thats why i took the pic lol2011-06-22 22:56:00

Author:
DarkSeraphim666
Posts: 96


I feel inadequate being directly linked to the first Lost Ages to not make the Spotlight : (
Honorable mention is better than nothing I suppose.
2011-06-26 08:05:00

Author:
DarkSeraphim666
Posts: 96


well, it looks like smasher may have been the only one on the crew to play it and it did break on him.
also the length as well as more competition.
before, there were less good creators and my niche pieces were probably put in as filler.
2011-06-26 14:09:00

Author:
Deftmute
Posts: 730


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