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(LBPC1) Metallic Sky-City

Archive: 7 posts


- Greetings LBP Community.

We ( xkjz3l and me ) have the proud to presents you our new level,its LBPC1 non-floor crown contest entry called " (LBPC1) Metallic Sky-City.This level was published in our account for our co-created levels called " FriendlyCreators ".

This level is pure platform with new look and fun gameplay,we recommend 1 play only for get a nice game experience.this is dome pictures about this level to give you an idea about what this level about.

http://i6.lbp.me/img/ft/316eb60841f0b8332a789b80504fb2c5185958ba.jpg

http://i6.lbp.me/img/ft/8d6734773e92f3f70953cf985225871ce224e668.jpg

http://i0.lbp.me/img/ft/0a06552150438671b0f714747f7bd85a16d109eb.jpg

http://i9.lbp.me/img/ft/dd9f7dc8d63a8d1175bd483fa3adf8c1d6dfb396.jpg

- This is all for now,we really hope you enjoy the level and have a nice day.
http://lbp.me/v/2edq5v
2011-06-29 15:02:00

Author:
Unknown User


Well I gave it a playthrough and I have to say that its pretty darn good. Very enjoyable.

Some brilliant ideas. I particularily liked the one from the first screenshot. Visuals are pretty wacky, still great and unique. Did a good job on the no floor theme. I found alot of entries just used endless amounts of bouncepads to fill the fact of no floor. Now there is a lot of bouncepads, but its very mixed up and original nonetheless.

Few issues were with the layers. Due to the complicated details you've used, I often got lost as to what platforms were traversable and what were not. Platforms I tried to land on were actually pieces of scenery and blocked with plasma hologram. This is the right thing to do to block them, but just what was before me wasn't always obvious, sometimes resulting in me falling to death.

Otherwise a fantastic level. Possible contender.
2011-06-29 22:28:00

Author:
KQuinn94Z
Posts: 1758


Well it was very fun, good ideas, and some great visuals too. I may not win because of this, but its worth it. 2011-06-29 23:34:00

Author:
iBubek
Posts: 682


wow, this looks amazing. queuing up and will play tonight.2011-06-29 23:51:00

Author:
biorogue
Posts: 8424


I don't know what it is but the best levels for the competition comes out closer to the deadline. I have to say that this is the better if not the best level I've seen so far. A much deserving win in my opinion. However, you guys have some pretty stiff competition with the likes of RTOODEE2, ASSASSINATORRFC, SE-MI92, and HOLGUIN86 to name a few. Now as the level goes, the gameplay was both fresh and exciting to play. How you guys managed to fit all that into this level without the thermo heating up is beyond me. The detail and use of stickers was perfectly used and not overbearing. Great job guys. I hope you guys win2011-06-30 17:53:00

Author:
tripple_sss
Posts: 250


Just played this level earlier and it is a very fun LBPC1 contest entry level.

VISUALS:
The level looks really polished. Also, the obstacles are nicely animated, and the UFO design looks really cool.

SOUND:
Good music choice for this level.

GAMEPLAY:
The platforming of this level is filled with great mechanical ideas, and it has not that much floors so it's great enough for this contest entry.

OVERALL:
Great job on this level. Good luck on the contest. A yay and heart.

F4F Cybernetic Adventures Gamma or Delta.
2011-07-01 03:16:00

Author:
JustinArt
Posts: 1314


IMO:
+ Rumble (dualshock controller) during the start of the level.
Not sure if this was intentional, but it is great.
I was loading this level, while reading through this thread, when the controller rumbled in my hand and said "Yo! The level's ready to play!"
+ Circular score bubble rotation with grapple combo is great. Not hard to get them all, but challenging enough to get a combo on them.

- In game instructions. Try to avoid this if possible, especially in a standard platformer. I didn't even need to release the grapple (a weapon remover did it for me).
Try moving around the geometry of the level so that it becomes intuitive for the player.

- If you are going to force the player out of grabbing, make sure they land safely.
I would extend that checkpoint platform a little to the right.

- The yellow sponges. Try to keep elements as consistent as possible. Some of your sponges were loose bolted, some motor bolted and some automatically released the player.
Perhaps you could keep the yellow outer colour, and change up the sticker in the middle to differentiate between the different types?

+ The elevator part has the best use of colour in the whole level. That combo is great, and level would have looked more professional if that colour palette/theme was used throughout. The other colours were a little too crazy in some parts.

- At the top of the elevator thing (@ checkpoint), the ones to the left are grabbable, but the ones to the right are not.

- Hmm. I think this "auto ungrab" is my new pet peeve. Basically I feel it takes control away from the player. There are definitely other ways to handle it.
This would be footnoted as a personal preference, but when it leads to cheap deaths it needs to be addressed.

- Bounce into (or at least near) the blue tube.
If you miss it, by hitting the top or bottom of it (which is out of the player's control due to angled bouncepads), there is no way to recover which leads to a cheap death.
It would be better if the player could reach the bouncepads to the left if they fell.

- Pinball section cutscene. Again, like the instructions, not needed imo.
The first thing the player is going to do is to grapple across, with no landing on the other side, they will go back for the bouncepads (and continue going for them), as the give out points! Smart idea!
+ Pinball section in general. Probably my favourite part. Surprising and fun! Good design (except for the cutscenes).
- Death after pinball counter is full!
Not fair as the player loses control because of the cutscene! (if player is not grabbing)

+ UFO antics.
+ Animated score bubbles. Nice touch, it adds to the fun and excitement.
+ Scoreboard reveal.


Few issues were with the layers. Due to the complicated details you've used, I often got lost as to what platforms were traversable and what were not. Platforms I tried to land on were actually pieces of scenery and blocked with plasma hologram. This is the right thing to do to block them, but just what was before me wasn't always obvious, sometimes resulting in me falling to death.
Yup. This was a problem also.

Gameplay was a little to fast paced during the last section (Fast gameplay needs clear design), I bypassed more than one group of bouncepads, but maybe this was a concious design choice for the weaker grapple players?
I doubt it as I am terrible with it, but was still going pretty fast.

No feedback required.
A level worth playing.
2011-07-23 10:49:00

Author:
midnight_heist
Posts: 2513


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