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Dreamscape

Archive: 28 posts


Its my second published level, and as from the title, its main theme is about the dream realm. The whole level is divided into different sections so expect to see varying scenarios. There is a little story to this level to liven things up.

If you got the time and actually checked it out, I'd love to hear your comments on it. Thanks.
http://lbp.me/v/122je6

Here's some pics of the level:
http://ib.lbp.me/img/ft/f0b70c68bbeb76fefe1a6299215c186ddafe3304.jpg
http://i0.lbp.me/img/ft/e600a676e350739ea5531a373b1d6f427f76bafb.jpg
http://if.lbp.me/img/ft/d9fefa8a7672d2637cffa6d202d34b0a42efc365.jpg

Here's a video by Sackboy223 (note: the section before the haunted house is different from the video, I removed the MM trees and created my own. The endings are not included as not to spoil the surprise):

http://www.youtube.com/watch?v=h7nfgfchMgQ

Edit: Changed to F4F, will check out any level.
2011-06-25 06:43:00

Author:
romancrisis
Posts: 138


-Updated and fixed a lot of bugs.
-Here some more info on what's inside the level:
1) Dreamscape is mainly a platformer game with an easy-to-decent amount of difficulty (my opinion of course)
2) Some of the levels include a floating flower field, an area where you bounce around, and a haunted house
3) There is a character that will serve as your "guide" for this level.
2011-06-26 03:30:00

Author:
romancrisis
Posts: 138


Seeing as how I made a series called, The Dream Catcher, in LBP1, I feel obliged to check this out. 2011-06-26 03:51:00

Author:
CYMBOL
Posts: 1230


Cymbol, I tried your first Dream Catcher level and the visuals were outstanding. I tried a lot of LBP1 levels and of course the MM picks, but I gotta say your level has obviously a great amount of effort put into it because of the so much attention to detail that made the visuals a delight to see.2011-06-26 16:42:00

Author:
romancrisis
Posts: 138


Well, I checked it out. I think you had some decent ideas. There is room for improvement. The flower area was nice. One glitch in your level is the beginning. When everything disappeared I grabbed onto the bed and floated over to a ledge. Took me moment to realize i was running over the top of the level. Might want to destroy the bed too. Also, some stickers didn't cover the materials completely. The bouncing part was good for LBP1, but I got randomly killed a lot.

I couldn't finish the level cause the flying machine broke into pieces.

One thing I recommend that I've learned to do is to play your level over and over again. Then, invite friends to play. This not only gets you feedback, but allows you to see through the players eyes what might be hard, or confusing, or break when used by more than one player.

Looks like you're getting plays and positive feedback so far, so keep working to improve.

And thanks, for checking our my Dream Catcher level. It's old, but I'm still proud of it.
2011-06-27 01:37:00

Author:
CYMBOL
Posts: 1230


Wow thanks alot for your feedback.
Yeah, I've had some comments on the bouncing area causing some deaths on the small gaps. Im thinking of changing their shape to square to remove gaps. Still thinking about it though because it might lose its "bouncy" look.
It is unfortunate that the machine broke before you got to see the ending. Thanks for pointing those out. Maybe I'll try lowering the strength of the rockets.
I actually have a varied group of "testers". I have a 7 year-old nephew, some teenage buddies, and an older brother in his early 30s. They were all able to finish the level, although with some road bumps(similar to what you cited).

If you got the time I suggest you play till the end to finish the "story" in your chosen ending. That was a fun part for me.

Well anyways, thanks alot for testing my level. Appreciate it and Im going to heed your advice. Test and tweak some more.
2011-06-27 02:02:00

Author:
romancrisis
Posts: 138


Major Updates on the level:
-Fixed the bed going overboard.
-The bouncing area had a shape overhaul and now it has lesser chance of slipping through some small gaps (almost none).
-The flying machine is re-sized as to not break into pieces when it hits a wall.(Tested multiple times and so far, no flops)

Again, thank you Cymbol for pointing these out. And if anyone tries this level out, feedbacks are greatly appreciated.
2011-06-28 10:05:00

Author:
romancrisis
Posts: 138


I gave your level a try last night. Was able to complete it the first time through. Was thankful you put in the infinite lives check points. I never knew which of the three patch would be the one that moved me forward. I also liked that you had to go back, after hitting a button, to access the higher path by swinging on the masks. If you get a chance, please try my level, Are we there Yeti?. It is my first attempt, and I have yet to have anyone complete it. I only have one person who tests for me, and would like someone else to try it.2011-06-28 11:55:00

Author:
CommToad
Posts: 82


Thanks for taking your time to try my level. As for the three paths, the clue /hint was at the beginning of that place.

As for your level, I'll try it in just a bit.
2011-06-28 12:29:00

Author:
romancrisis
Posts: 138


Tried adding new pictures to my level. They are up there in my first post.2011-06-29 10:39:00

Author:
romancrisis
Posts: 138


Fixes and design changes:
-added a "safety net" in the bouncing area
-fixed some grammatical errors in some of the dialogues
-overall background change for the flower area, and added some decorations (I unlocked new ones from story mode)
-sackbuddy's appearance changed (flower area, and bouncing area)
2011-07-08 15:54:00

Author:
romancrisis
Posts: 138


Glitched at the very beginning, by falling to the far left, and getting "squished"

Really like the floating flowers design. Perhaps, instead of just spikes, maybe you can make a thorn bush?

The suspended furniture was coo,l in an eerie way.

Idea for the "Flying machine" in the bright lights dream: add different colored beams, assigned each trigger. Might give it a cool effect.

Cool ending. For some reason, it reminded me of the Matrix. I was expect some bearded man in a white suit show up.

PS - I updated my Terminator level, based on a couple of your suggestions.
2011-07-23 08:19:00

Author:
Unknown User


Thank you for trying it out. I'll try and fix that glitch in the beginning.

Your thorn bush idea, I like it and maybe I'll make one.

As for the flying machine, it actually had alot of light effects before, but I had to cut it down because of that cursed thermo. If I didn't remove the bizzare light effects, I wouldn't have an ending for this level (or a very abrupt one). Still lamenting about this fact.

And for the ending, my brother actually told me to put Morpheus or the architect in there as to add a Matrix reference but I wanted to try my own style as Im thinking of turning this into a series.

Well thanks again for your feedback and I'll just try again your level to see the new improvements.
2011-07-23 09:44:00

Author:
romancrisis
Posts: 138


Nice concept, and nice narrative, as always I liked the reflexive(?) ending, but I would recommend that even if the stage with the various paths is needed to be creepy, the fact that it didn't have music made it kinda dull.

Other than that was a pretty nice level, Awesome work.
2011-07-23 22:00:00

Author:
Unknown User


Thanks for trying it out. So are you suggesting I put up some music in the creepy house section? I actually tried it before, but it seemed to distract from the creepiness of the house. Well if you think I should add some music to it, what would you suggest to the fit the mood? The Wedding theme, perhaps?

Update on the level:
1) Fixed the glitch at the beginning (I added a check point there so if you get squished at the far left corner, you won't spawn in the third section already.
2) The bouncing betty area some changes (replaced spikes with gas, added a two layer background, added score bubbles on its last section)

Thank you again.
2011-07-23 22:19:00

Author:
romancrisis
Posts: 138


I played this fully for the first time yesterday. I like the overall concept of the level. However, I got annoyed and tired of the random rooms which kill you. (By the cabin-like area I mean)

Great stuff though!
2011-07-25 01:46:00

Author:
xRystar
Posts: 39


The wedding is a pretty good choice, you could tweak it so that only the voice and some percussion is sounding and it makes it pretty creepy, or you could try tweaking the wilderness theme, as it has potential of being creepy2011-07-25 01:58:00

Author:
Unknown User


xRystar, did you listen to the hints when you first entered the house? If you did, you wouldn't get killed by those traps. Although, it is also my fault as the hint is too subtle and the following clues aren't exactly that clear. Sorry about that, maybe I'll try making it more obvious.

Nyckolaz, I will try adding that wedding music or the wilderness theme (whichever fits better), and thanks for this suggestion.
2011-07-25 03:38:00

Author:
romancrisis
Posts: 138


xRystar, did you listen to the hints when you first entered the house? If you did, you wouldn't get killed by those traps. Although, it is also my fault as the hint is too subtle and the following clues aren't exactly that clear. Sorry about that, maybe I'll try making it more obvious.

Haha yeah, I ended going through every path, I always ended going through the 3, didn't notice the clue as to which was the less traveled by?
2011-07-25 22:41:00

Author:
Unknown User


Ok, I played this level and I was like WOW! Dude this is awesome!
Pros
-Top-of-the-notch finish.
-A degree of difficulty implemented.
-Nice overall clean feel as you make your way through the level.
Cons.
-I was on one part of the level where I had to restart because i tried to grab a flower and it was supposed to go directly vertical and it just kept shaking or it'll go up for a split second and come right back down. (llook like a kind of flower pot object) after the first flower fields.

Try my Levels:
"Epic Maze"
http://www.lbpcentral.com/forums/sho...0709-Epic-Maze
http://lbp.me/v/31gs7s

"******ed to Hell (Easy Mode)"
http://www.lbpcentral.com/forums/sho...ell-(easy-mode)
http://lbp.me/v/0q51y0
2011-07-29 10:09:00

Author:
Unknown User


@killa1b91. Thanks for checking out my level.
As for the that flower area, Im going to check that out and try to fix it.

Updates on the level:
-I added more clues to make the "road less travelled by" more obvious (some more prize bubbles and directional arrows)

I hope no one gets lost now.
2011-07-30 08:49:00

Author:
romancrisis
Posts: 138


Hello! Tried your level! Very good level, liked the theme of it and especially the ending(s). I suppose the ending with the dream world wasn't supposed to really be an ending? You actally had to restart the level? Or did I miss something? It occurs to me that I didn't really go downstairs to check. If there were an ending there... In that case, add some arrows pointing down. And I really liked when you get dropped down in the white area.

I disagree with some of the earlier comments. If you get lost in the three path-room, then you're obviously not reading and/or thinking enough. As a seasoned puzzle player, I always think twice if there is a riddle. I immediately chose the correct path, as I figured the blue path would be the less traversed one, and I actually had to check the other two to see why I shouldn't have to go there. My point is, everyone should read the text in games and think about it, and that is just as much a matter of training as the other platforming stuff, so I say you keep it that way. But it's your decision of course.

The other comment is the one about the music in the cabin. I say there shouldn't be any music. The sounds already there are good enough as is, because the level itself is creepy enough. This is only my opinion though.

My commentary is about the overall design of the level. The shapes used in the entire level are kind of... square. In the lights level, the white level and the buildings level, namely the three last parts, the square design really works. The lights part just is that way, I really love that part. The simplicity of the white part really leaves you with the feeling that there's nothing left, and the buildings part is square, because it is a city. And there, the buildings aren't even standing up, so that also makes it work. And then there are the nice background of course. In the flowers level and the bouncy level, though, I think it would have profited with a more natural feel, as especially in the flower level, it just seems too square for my tastes. Maybe give the ground some unevenness and use all the layers to make landscape. After all nothing in nature is perfect, let nature have its imperfections. That's what makes it perfect.

Other than that, I really liked it. Hearted it of course.
2011-08-01 01:51:00

Author:
Unknown User


Oh, didn't see that you actually edited the signs in the road more obvious. Then it's fine I guess. I played it only half an hour ago, you see. 2011-08-01 01:53:00

Author:
Unknown User


@Kanefan. Thank you for checking it out and as for the dream ending, there is a scoreboard down there if you went down the stairs (although I agree with what you said about putting up arrows there too).

As for the music, my siblings also argued that I shouldn't put any music in that haunted area as no song actually fits with it and it might just ruin the mood. Well, Im still undecided if I should or shouldn't put up any music there.

The design of the level, being also square-looking, is a sign that I'm a complete amateur both in the artistic and technical aspect of it(not saying Im a pro in other areas). When I was creating the level, I was already aware of the corner editor but was afraid of using it as it always seemed to mess up my level. But now, I see that it is absolutely God-send when designing your level. I'd also like to follow your suggestions about adding more layers and mixing it up a bit, but that cursed thermo won't let me.

As I plan to make a sequel for this, I'll try to utilize all of the things I learned.

Well, thanks again for taking your time to post this feedback.
2011-08-02 14:14:00

Author:
romancrisis
Posts: 138


Updates to level:
-changed some lighting at the beginning of the level
-reduced unnecessary spikes and some objects to lower thermo
-made the placing of score bubbles a lot more neat
-change some complicated logic to simpler logic (the switch on the bouncing betty is now a 2way switch rather than a grabbable sponge hooked up to a permanent switch)

And as of now, this is a F4F thread, so I can definitely return any favor.

Hope you guys check it out.
2011-08-08 14:27:00

Author:
romancrisis
Posts: 138


Here you go! The video is still processing so you might not be able to view it yet
http://www.youtube.com/watch?v=h7nfgfchMgQ
2011-08-09 23:48:00

Author:
Unknown User


Hello romancrisis

Just played your level. Have to say well done on the level design (in terms of materials and contraptions) and the general concept of the level. I could suggest I minor improvement of slightly reducing the size of circular sponges that are used to hold the masks so that they are hidden (but big enough to grab onto) just make that section of the level a bit tidier. Overall you have made very good level.

If you have the time to check out my 1st published level. Both comments and feedback are welcome!

Forum Link here (https://lbpcentral.lbp-hub.com/index.php?t=61512-*The-Deadly-Assault-Course*-(1st-Published-Level))
2011-08-11 09:38:00

Author:
Unknown User


@Sackboy223. Thank you very much for the video. Really appreciate it.

Have some major updates on the level:
-fixed the dialogues(split them to 2-3 speech bubbles rather than 1 long speech bubble)
-added deadly gas in bouncing "betty area" as pointed out by timeslider to avoid getting stuck
-completely redid the area before the haunted house (removed the MM trees and made my own trees)

The video by Sackboy223 (note: as I have said, the area before the haunted house is different from this video, no more MM trees):


http://www.youtube.com/watch?v=h7nfgfchMgQ
2011-08-18 08:22:00

Author:
romancrisis
Posts: 138


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