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Fumigated Factory

Archive: 11 posts


This is a relatively difficult single-player platforming level with a silhouette-oriented artistic style. This aesthetic does not work in LBP2 and it is therefore strongly recommended that this level be played in LBP1.

The factory features a series of tricky jumps that require players to learn timing and boost themselves off elements of the hazards. Experience suggests that many sacks will find this exercise frustrating: my sincerest apologies to those that do! For those that enjoy a few deaths on the way to finding a rhythm, however, I hope that this industrial setting can occupy you for several minutes.

I have received a few comments suggesting that aspects of the level are impossible but I've done about thirty successful test runs of the level in its current state. Again, I apologize if the difficulty seems unreasonable. It is ultimately my hope to meet other creators with a similar taste for harder platformers so that we might exchange trials and hone our leaping skills!

Thank you for your time and consideration.
http://lbp.me/v/3zfmw6
2011-08-01 01:43:00

Author:
Uncuddly
Posts: 237


I played this level the other day and quite enjoyed it. The black and grey look was really well done which made it stand out. The small enemies were really good as well. The one problem i had though was the fact that many of the jumps were too far apart it was extremly hard at certain times to make a lot of the jumps which did get a little frustrating.

If you have LBP2 then please review this one
https://lbpcentral.lbp-hub.com/index.php?t=60729-Deadville-Horde-Mode

If not then this one is LBP 1
https://lbpcentral.lbp-hub.com/index.php?t=56714-Heavy-Calibre-Frontal-Assault
2011-08-03 11:34:00

Author:
Lordwarblade
Posts: 761


First thing I gotta say is that it definitely is possible to do, in fact, once you see how to do it, it becomes fairly easy. I didn't ace it, but I didn't spend forever and a half on it either.
On the note of acing the level, this might not be possible because at the part with the jumping creatures, when you grab the switch a creature jumps right into the space blocking your escape and killing you. This happened both times I played. It might be that I didnt let go of the switch fast enough to get below the creature but I decided to still point that out.
Additionally, at the part where you use the creature brains to pop you over an electrified field, I left my system and didn't pause, when I came back I noticed no creatures were spawning, making it impossible to progress. Either a creature got flipped over and blocked the rest(except they dont have infinite life do they?) or you have the max emitted set to finite amount.
As for the difficulty of the level, like I said, once you see how to do it, it becomes as simple as, "stand here, wait..jump, done" I think you do a good job of balancing it out though. The visuals were nice, the chaaracter humorous, and the sound was good. Overall I think this was definitely worth a heart.
2011-08-03 18:21:00

Author:
xxMATEOSxx
Posts: 1787


On the note of acing the level, this might not be possible because at the part with the jumping creatures, when you grab the switch a creature jumps right into the space blocking your escape and killing you. This happened both times I played. It might be that I didnt let go of the switch fast enough to get below the creature but I decided to still point that out.

That's one of the things that got me as well. I'm not very good at jumping though so i might have to play again to see if i can do better.
2011-08-03 21:12:00

Author:
Lordwarblade
Posts: 761


Thank you very much for the feedback, I'm glad things went fairly well for both of you.

@Lordwarblade I don't have LBP2 yet, but I'll get to your LBP1 level at the earliest opportunity and catch up on the other when I finally upgrade.

@xxMATEOSxx I'm glad you were able to "see through" the difficulty. Some of the challenges are meant to test the player's perception rather than pure reflexes. In particular, the last segment of the chute has been called impossible but is very easy once you've had a good look at it.

The switch over the jumping enemies, on the other hand, is meant to require nearly-perfect timing. The critters jump directly at the switch so you have to jump over one as it's descending, pull the lever, and drop to avoid the next guy. I figured this was fair since it's likely you'll stop the spawner whether you survive or not. As far as acing the level goes, I've managed to ace each segment individually in testing and nearly aced the whole thing last weekend. I got excited at the last jump on the lower left path, though, and ruined the run when I should have been home free!

I'll have to investigate that spawning problem. I've left the level running a few times without consequence and the creatures die after a certain amount of time so they shouldn't be able to block the emitter. Maybe they had some kind of self-perpetuating traffic jam. Hmm.

Again, thanks to both of you for the feedback, I'll return the favor as soon as possible.
2011-08-03 21:59:00

Author:
Uncuddly
Posts: 237


I will deffinatly try this one out! Please play the level in my sig. Thanks in advance! 2011-08-04 00:03:00

Author:
Unknown User


@Mattoosie Thanks for the interest, but I don't have LBP2 so I won't be able to try your level for the time being. Sorry!

Regarding the creature spawning problem mentioned above, I've confirmed that the emitters are set to produce an infinite number of guys. I've left the game running with the level active while tending to forum business for at least half an hour and they're still marching right along. I'm not sure how to address a problem that I can't reproduce. Except to chalk it up as a freak occurrence and hope it never happens again, of course!
2011-08-04 02:44:00

Author:
Uncuddly
Posts: 237


Thats probably the case2011-08-05 18:42:00

Author:
xxMATEOSxx
Posts: 1787


Tonight (today?) I started into LBP2 for the first time and tested this level in that environment. Unfortunately, the LBP2 engine completely sabotages the experience. I'm embarrassed that anybody had to look at the level with LBP2's lighting. The presentation is greatly diminished.

So, while the level can be fully completed in LBP2, I would strongly discourage anyone from playing it that way. LBP1 or don't bother. I've half a mind to delete the thing rather than allow LBP2 players to stumble upon it in this state!
2011-08-06 09:06:00

Author:
Uncuddly
Posts: 237


Hello!

Played your level, and I really liked it! It was really hard of course, but it wasn't badly tested hard, it was finely-tuned hard, if you know what I mean. You have to make out a perfect timing and/or strategy to clear it to the next checkpoint. I really liked the design as well, I love the silhouette style. Your contraptions are just amazing. If I didn't know any better, I would say this is a professional's work!

I have one thing though. IMO, it was a bit too long! Maybe I just used forever on all the parts, so the time used became a lot, but I just felt like it went on for ages. I understand that might be hard to do anything about now, so just keep in mind the lengths of your levels in the future.

I have a level as well! It's currently in the process of applying constructive critique, but play it sometime, will ya? https://lbpcentral.lbp-hub.com/index.php?t=61065-Road-to-the-Trendy-Discotheque
2011-08-09 20:22:00

Author:
Unknown User


Thank you for the feedback. I have already posted regarding your Discotheque but I will be happy to have another go when you've finished updating it!

The perceived length of the level is something about which I had been curious. I'm glad to get some feedback on that point even if you felt the experience was overlong. When planning the level I imagined it as four distinct zones each with four particular problems. In other words, the idea was for sixteen challenges from start to finish. The lines between them got pretty muddy over time and the final obstacle in the lower right path had to be cut for thermo reasons, but I felt it was a pretty good quantity of gameplay to seek.

Maybe it's too much, though, or perhaps it is better to have optional paths containing some of the trickier business. As it stands, this level's bonus areas aren't very threatening. In retrospect, bonus areas should probably be the most brutal of them all!

Thanks for providing some food for thought!
2011-08-09 22:17:00

Author:
Uncuddly
Posts: 237


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