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Morph Temple

Archive: 18 posts


Hi, I'm kinda new to LBPC. Well I worked hard on this one, tried to test new stuff and I'm getting used to using logic and stuff.

The level is the introduction to the ''transformation'' concept I'm working on, hope you like it and give me some useful feedback as I'm in need of it
http://lbp.me/v/3sxt80
2011-07-22 20:50:00

Author:
Unknown User


cool, got it in the queue2011-07-22 21:23:00

Author:
biorogue
Posts: 8424


Very cool and original concept with the transformation. I would like to see maybe a little bit more plot to go with such a great gameplay concept. Perhaps a preview of a nemesis or an artifact that needs to be found. Doesn't have to be deep.

Good aesthetics, particularly, the waving palm trees.

Music: I like some variety of music in levels, but I think this one had a few too many musical transitions in it. I would suggest keeping it to just a handful. Also, in other platformer games, whenever a character entered a "super" mode (i.e. sonic and mario) they had unique music played when in those modes. That might be hard to implement, as I believe music is only triggered by proximity.

At the first bridge you encounter, I would easily fall through the bridge, just by walking along. No problems with the second bridge.

I suggest lowering the "red floaty stairs" just a tad. I had a hard time jumping on top of the first one.

Overall, a good level with a great concept! Looking forward to seeing future levels! (Note: Played this with LBP1)

If you want to return feedback, please play Terminator: Future Wars (https://lbpcentral.lbp-hub.com/index.php?t=59882-Terminator-Future-Wars&p=892948#post892948)
2011-07-22 23:50:00

Author:
Unknown User


Thanks for your feed back, now that you say so, I might have placed too many music boxes, is that when I was planning it I though it would be little slower or longer, but at the end it ended being pretty short and there seems to be many songs in it. Now I'm torn between which of my sagas to continue 2011-07-23 00:02:00

Author:
Unknown User


Just tried it this out and I gotta say, the visuals and the atmosphere were amazing. It really made it feel like a temple I'd like to explore.I agree with hockeysteve, those palm trees were very pleasant to the eyes.

The overall platforming and semi-puzzles it had were also fun to play as it fit quite well with the temple theme. The jade mode, in particular, was interesting and would like to see more of this on your next level.

I had a problem with the level though, I encountered some glitches that made me restart the level 4 times:
1)The elevator section which goes down to the first jade puzzle got stuck near the beginning and I wasn't able to get it because of the glass being in the way.
2)This also happened again when I was going to move up from the jade room where it stayed at a point where I can't get it because of the glass being on the way again.
3) In the jade room after I triggered the red switches, the pillar that closes once you enter the room disappeared. I hadn't noticed this until I fell down and was at the bottom of the stage.
4) After I triggered the red switches (this time I jumped from the hole on the floor), I went back up and there was still something blocking my way.

Just to note, I played from LBP2 and this might be the cause (even happened to my level). The good thing was that the visuals were outstanding that it made me want to reach the end despite a few restarts.

If you got the time, I have another level (before I made Sinner's Redemption) which had some plays but quite a few feedbacks. If you want to check it out, here it is:
Title: Dreamscape
Thread: https://lbpcentral.lbp-hub.com/index.php?t=58814-Dreamscape
Link: http://lbp.me/v/122je6

Thank for your time.
2011-07-23 01:47:00

Author:
romancrisis
Posts: 138


Oh god, it's great you ppl have found all those glitches, **** I'm always having problem with that ****ed elevator First people jumped down without reaching the bottom, which was why I made the glass door
Thanks, that makes 6 bugs to fix. And sure I'll check Dreamscape, I was planning on doing so anyways

EDIT: Well, weren't much of glitches, fixed the bridges and the res ''stairs'', it indeed seems that problems with the elevator were cause of LBP2
2011-07-23 02:19:00

Author:
Unknown User


I thought those bugs only occurred in LBP2. Well, good to be of some help.2011-07-23 02:27:00

Author:
romancrisis
Posts: 138


Mann it looked nice but I couldnt complete it cause I cant access the door right after the elavator fix that ASAP. anyway had nice visuals.

When you get the time try my level A NOT So Simple Platformer. THX
2011-07-24 02:04:00

Author:
Unknown User


I really liked the level, but I agree with DazedFury, I can't get past the elevator. There are two possible routes, upstairs and downstairs, but both are blocked. I love the concept though.

Did you make the whole level from scratch? Really good job!
2011-07-24 15:35:00

Author:
Unknown User


Did you guys played the level with LBP2? Maybe that's why its glitching a bit. Anyways I'll take a look at it but if its a LBP2 bug there isn't much I can do 2011-07-25 03:10:00

Author:
Unknown User


I had this same problem with my levels being played in LBP2. There were numerous glitches in them and the only way to fix (as I have tried) would be to get a copy of LBP2 and test it there. You could just put in your level description that there maybe glitches in your level when played in LBP2, that's what I did.2011-07-25 03:34:00

Author:
romancrisis
Posts: 138


I played this level, and I loved the beginning of it. The palm trees werte magnificent. However, I gave up after I got stuck. I was at the part where numerous different coloured lights flash and there is a speech bubble about some sort of "orange" thing. Maybe I'm an idiot and didn't figure something simple out, or it was a bug. You tell me. 2011-07-26 01:32:00

Author:
xRystar
Posts: 39


Omg I can't believe a had such a lame problem, also blame not being able to play for a couple days, 'k the wall that was blocking the path after the lights is fixed :S
Can't believe I didn't notice the dissolve switch was missing.

Thanks for pointing it out, now fixed
2011-07-26 22:10:00

Author:
Unknown User


Queued! Feedback later.2011-07-28 00:02:00

Author:
Unknown User


Dude this was WICKED!!! I'm sorry but I didn't notice too many music changes. I was so in shock how awesome this level is. This is a great refresher from all the clones in LBP1.
Pros
-Awesome transition from no fog to fog and vice verse
-Material used fits the story and overall them of the level
Cons
-Only problem I had was with the swinging sponges. Seemed to disappear as I reached for the next one. Eventually worked out though.

Try my Levels:
"Epic Maze"
https://lbpcentral.lbp-hub.com/index.php?t=60709-Epic-Maze
http://lbp.me/v/31gs7s

"******ed to Hell (Easy Mode)"
https://lbpcentral.lbp-hub.com/index.php?t=60710-Damed-to-Hell-(easy-mode)
http://lbp.me/v/0q51y0
2011-07-29 09:27:00

Author:
Unknown User


There were so many unique elements in this level (at least I had never seen them before) that I was hooked from the start. The idea of the "emitted" swinging sponges was wonderful, gives you enough time to reach the next one with a small margin for error. The environment changes were incredible, really gave a great feel to the level overall. Anxiously awaiting the sequel.2011-07-30 12:33:00

Author:
CommToad
Posts: 82


I finally finished it. I really liked it! It was a cool level, and that's a good feat. To make a really cool level. And it was a bit challenging at the end as well, I like that. Anyway, I agree with that there are too many musical shifts. You don't need to shift to the savannah theme at the end for example. I'm now going to play Dragon's Den tomorrow after a good night's sleep. 2011-08-01 02:14:00

Author:
Unknown User


You've done very well with the aesthetics here and the lighting transitions for the jade switches are pretty neat. The emitted red platforms work very well if you get right to work swinging/jumping, but if you dawdle it becomes hard to predict when they'll respawn and send you falling. Maybe rig some kind of sound effect that indicates when the summoned pieces are about to vanish? It's a pretty minor issue, but it also might be interesting to have a "tick-tock-tick-tock, hurry up before the platforms despawn" phenomenon as often seen with switches in platformers.

On another very minor note, the rising walls at the end will fall back down if Sackboy wanders over to the far edge of the finish area. He can jump up onto the left wall but the scoreboard prevents him from going over it.

Looking forward to the next part!
2011-08-01 03:07:00

Author:
Uncuddly
Posts: 237


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