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#1

Facial Reconstruction

Archive: 17 posts


This level's been up for a good awhile, but I recently tried to flesh it out a little more and am much happier with the end results.

It's quite a different feeling and style from my other levels, but I tried to do something more light, humorous and fun. The main creative drive behind the level was to give the mechanics and objects a name and face... rather than just sitting there as a lifeless block with no purpose.

Fair warning though... this level's a little heavy on the hallucionogens, so don't expect any rhyme or reason. It's only a playground.
2008-12-16 06:22:00

Author:
Unknown User


sounds interesting.

this level is called 'Facial Reconstruction'?

by user? NinjaMicWZ?

i check it out later this week.
2008-12-16 09:48:00

Author:
yuukun_uk
Posts: 8


I gave this level a try today. It certainly was surreal. :eek:

I was playing online and had two random people join me. It sure works well as a wierd level on multiplayer, and it's a lot of fun.

You might want to consider redesigning the first face you make cry to have a smaller grab switch range, like break the piece down and put the grab switch only on the end. If you grab it at the back you can get flung to your death, through walls, or all sorts of other wierd things.

When I tried to start the dominos when I was just by myself, I just could not get them moving. You might want to consider some sort of hidden mechanism to give it a "push".

When we were 2/3rds through, we had a 3rd player come in, and that triggered the "chief's" talking head, even though we were well past him. You might want to check that.

It sure is different to your idol series though, it almost feels like a different creator!

If you want surreal multiplayer fun, this one certainly fits that role well.
2008-12-17 12:42:00

Author:
Elbee23
Posts: 1280


Yeah, that was a glitch I couldn't find a solution to... the face block can't be edited at all or the stickers disappear and placing them symmetrically on the top surface the way they are is nearly impossible. I've already had to redo it once...

...but I just found a solution. It may be punishment or an unneccesary death, but if the player doesn't think to hold on or let go when they're supposed to then they get what's coming to them lol - anyway, I just put a thin plank of red glass inside the wall behind the 2nd face block (the one that you glitchport through) and electrified it. Contact with it, no matter how fast results in death and sends the player back to the checkpoint attached to the 1st face block. Meaning they can't skip past the section of dialogue either.

That's exactly what I was going for though... a funhouse, that can be played by up to 4 people, in the style of Alice in Wonderland - except ridiculous.
2008-12-17 18:18:00

Author:
Unknown User


I tried this a couple of days ago and unfortunately did not get very far. After the 2nd face (the one that takes you up) I somehow fell off and since it does not respawn (and there was no checkpoint on it) I had to restart the level. I strongly suggest doing some tweaking here because when a player is forced to restart a level due to a design flaw it is never a good thing lol. I will try it again once some changes are made. I can tell you that I appreciate the originality but compared to your other work it definitely isn't the jewel in your crown I look forward to playing again soon.2008-12-20 01:34:00

Author:
OCK
Posts: 1536


I've been trying to wrap my head around that one since the inception of that segment as it took days of playtesting to get the process of launch and roll to function.

The key is just to not hold onto the 2nd face and allow it to spring you into the wheel - I'd recommend replaying it with that in mind and be patient for changes that may or may not come. It'd be a shame to miss out on the entire rest of the level for a minor flaw... it may not earn polish points, but it definitely doesn't warrant scrapping the entire project.

The spring action strong enough to launch the wheel's weight into a rolling position at the correct angle can only happen once as it never rests firmly back into place, so even with a respawning emitter for the wheel, it won't do any good. It can only be done with chains versus pistons and springs, or sprung bolts - they can't provide enough velocity and control to direct the wheel and the player launch.

I tried the option of attaching a checkpoint to the wheel itself by string or chain, but any change in weight causes the wheel to react differently and spring into walls and ceilings, or not at all. I am working on it as I write this and I believe I might have it in a correct position to maintain the trajectory and weight everytime without the anomaly of the physics engines throwing probability into it every other time... give it a try again when you get around to it, as it's quite a jam packed level.

EDIT: I've tested it over and over again, and it works even with 4 people running opposite directions in the wheel to alter it's momentum, or with people getting left behind to drag the camera the checkpoint is now fool proof. No matter what the player does to die, fall, or fail to enter the wheel they will respawn where the wheel goes. Of course if you miss the wheel you will have to suicide to respawn or quit out of confusion - can't be avoided for anybody that misses the launch into the wheel. The only consequence now, is not acing the level.
2008-12-20 03:57:00

Author:
Unknown User


OK so I had another fo at this. Let me begin by saying I ended up dying the EXACT SAME WAY as the first time I tried the level but no bother, I restarted. Then I made it all the way top the domino section and those viscious spikes really did a number on me. No problem I restarted. In other words I really gave the level a chance (don't worry, keep reading)

Pros:

- ORIGINALITY!!! I can honestly say this is one of the most original levels I have played in LBP. I don't want to spoil anything so everyone should just check it out for themselves.

- Gameplay. I have played a lot of levels so anytime I level can show me things I have not seen before it instantly gets points for that. Your level showed me a number of things I have not seen before. Favorite part? The dominoes (also a source of frustration, see below).

- The visuals are really a double-edged sword. On one hand you really did not use to many different materials and the whole level structure is lacking color. BUT, you more then made up for it with all the wonderful faces you created throughout the level. I was impressed and I genuinely mean that.

- SFX are used liberally and they fit the quirky atmosphere you have created, well done.

- Fun factor. I never fely bored and always wanted to see what you came up with next.

- There are a couple of really funny speech bubbles (my favorite were the two "kids" that jump on your head lol).


Cons/Suggestions:

- More color please. Although I loved the faces I think with a bit more color the level could really pop.

- The dominoes. Those spikes were punishing man. You have to keep in mind that becasue the dominoes are on an angle the way you walk through that entire section is really affected by it. At times I kept getting stuck and the spikes would come down with furious anger on my head, I was not happy. I must say that after my third restart I made it past that section with my last life. If I did not make it through I probably would not have tried again and my words here would probably be different. In other words, I think some tweaking is necessary.

- It could be that I am missing but I still don't get all this talk of "the hammer". Did I miss a speech bubble explaining this? Also some of the humor just isn't my style such as the farting/burping sound effects but I am sure there are others who appreciate that.


Overall this was a really fun level that everyone should check out. HEARTED! Good job Ninja
2008-12-21 13:28:00

Author:
OCK
Posts: 1536


Updated this level today and completely revamped the visuals, and tweaked a few bits... the video review is there, but it doesn't look like that anymore. Any thoughts on the new look, if it's better than the old, or no?2009-05-17 19:53:00

Author:
Unknown User


Updated this level today and completely revamped the visuals, and tweaked a few bits... the video review is there, but it doesn't look like that anymore. Any thoughts on the new look, if it's better than the old, or no?

My Thoughts about it was just like what i told you Ninja, that the old version was better and it felt more suitable to your level. but even then the level still kept its humor and entertainment factor.

I recommend this to any of those who hasnt played this yet. You'll sure to have fun.

Suggestion:

Why not try a different Color Correction? Because at its current state, it kinda magnifies the brightness of the red and white stripes of the level, and it does seem distracting when i played it just awhile ago.
2009-05-18 01:12:00

Author:
graygoose
Posts: 371


I absolutely love the makeover and think it's much improved over the original's visuals. The changes make the level very stylish, but at the same time, it maintains the creepy, wacky factor. I like it!2009-05-18 01:54:00

Author:
mrsupercomputer
Posts: 1335


Never played the original, but the new one was pretty good, bizzare and entertaining.
Overall rating 7/10
Entertaining, something many levels aren't.
2009-05-18 02:32:00

Author:
Silverleon
Posts: 6707


Well i watched the video...and i was too busy listening to his opinions about "subjects" and laughing insanely.

Ill play it tommorrow if i have time =P
2009-05-18 02:59:00

Author:
King_Tubb
Posts: 435


Oh yeah! The ultimate "wow.... I can't believe someone thought of this!" level.... updated! If it got trippier from the last time I played it, I'm gonna need to put some sunglasses on my sack boy on the way in! Dude.... :S2009-05-18 18:47:00

Author:
CCubbage
Posts: 4430


Awesome. Will check out your changes. I liked this one alot the first time around, can't wait to see what you've done.2009-05-18 19:05:00

Author:
Jaeyden
Posts: 564


Alright, I reneged on the sin city-esque color correction and went a little more plain, but still eye popping with the new texture set I changed to last time. I also managed to free up 4 bars of therm today (can't believe that one small bit took up so much) and lengthened the level by at least 40% more with tons of variety, to stay in line with the rest of the level. Lots of point combo possibilities lined up now... I think I still have a half a block left, that I might tack on more with.2009-05-23 19:46:00

Author:
Unknown User


Updated again?
Cool, i'll be checking it out later.
2009-05-23 19:53:00

Author:
Silverleon
Posts: 6707


Sorry to be a buzzkill, but since this level is almost 6 months old, it deserves a new showcase thread - especially since you've made significant updates since. Locked.2009-05-23 23:22:00

Author:
ConfusedCartman
Posts: 3729


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