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Caverns of the Lost

Archive: 86 posts


With this being my first level I am putting it up here and hope that others will play it and give me feedback so I can improve as a creator. Below are a few pictures and a summary below:

Level type: Platforming adventure, two part series
Average play time: 5-6 mintues (up to 10 minutes with more players)
Players: 1-3 players, more players more the fun (yet to test it with 4 players)
Collectables: Two special set pieces with logic for acing, mystic orbs of light for collecting all gifts
http://lbp.me/v/5dyg39

Exploring
http://i3.lbp.me/img/ft/463dbb1ee58cfab0ffcf3ee9e190902a5c22a4f2.jpg

Waterways
http://i5.lbp.me/img/ft/b653297bbe1cd26672377a45edcd1c524194f554.jpg

Platforms and bridges
http://id.lbp.me/img/ft/3adf573356165325947b52778b4984adffc5c505.jpg

Grapple hook and timing section
http://i0.lbp.me/img/ft/5500513ce1c26833bd655339944e3e8b0efc2ee1.jpg

Enjoy. I'm willing to do up to 10 F4Fs (maybe more since I'm a bit of a LBP addict).
2011-08-20 13:27:00

Author:
LittleBigDes
Posts: 920


looks cool ive queued it!
heres my level

http://lbp.me/v/4wr838
2011-08-20 13:47:00

Author:
YUBOY3
Posts: 116


looks cool ive queued it!
heres my level

http://lbp.me/v/4wr838

OK no problem, I'll queue it up for later.
2011-08-20 15:18:00

Author:
LittleBigDes
Posts: 920


I have your level queued!!! I wil give you feedback. My level is here: http://lbp.me/v/4wjqx-2011-08-20 16:13:00

Author:
Unknown User


I'll tell you, those other 2 posters seem like Bots. Or just 1 guy under 2 (Very similar) names. The same messages copy pasta'd on just about every thread. I'd wait for him to actually play your level, before returning the favour, TBH.

Anyhow, I played the level earlier today. I think I've said a fair few things while we went over the level in create mode a while ago, so I feel I may repeat myself a bit.
For a first level, you truly blow the vast majority of creators out of the water. Everything is so well presented, and most of the obstacles are either quite well thought out, or somewhat advanced for a new creator.
I'm glad to see you increased the size of the platforms I mentioned were an issue. Fiddly platform deaths are the fault of poor level design, not the player, and are best avoided at all costs, and the way things are now, it's great.
Thinking of platforms, I remember you mentioned the bit where the platforms move to the left, and you need to jump through crush-y things to get past the section, and that you'd slowed them down and altered the timing? A vast improvement. I think having played the level before made it a little easier than it would've otherwise been, so I'd say the difficulty balance was quite good.

The digital numbers indicating the higher scoring bubbles seemed a little unfitting. But that's a small point to bring up. Tiny. And I think it varies on your own style, I guess.

The waterfall bit with the falling bounce pads - I don't know if you removed the left platforms from the level deliberately or not, but I actually felt it was a little better this way. The platforms, although mandatory to get higher up, do get in the way alot, and I think opening up the left hand side was a great way to go.
Also, the camera is better now that you can actually see the 3rd rock.

I think a possible improvement for your next part, would be to look towards having a few puzzles here and there, or perhaps some sort of baddie in the level. Regardless of whether that be casual baddies, or a boss. But that's for another time.
2011-08-20 19:24:00

Author:
Ostler5000
Posts: 1017


I'll tell you, those other 2 posters seem like Bots. Or just 1 guy under 2 (Very similar) names. The same messages copy pasta'd on just about every thread. I'd wait for him to actually play your level, before returning the favour, TBH.


I noticed that after seeing a few other posts. Or they could both be friends, part of a clan or related. So we'll see, I'll keep an open mind. Although I think one of them has played my level according to my activity list on lbp.me.




For a first level, you truly blow the vast majority of creators out of the water. Everything is so well presented, and most of the obstacles are either quite well thought out, or somewhat advanced for a new creator.


I'm touched (runs off blushing in my Nike air maxs, see what I did there Osty, you know that joke about my shoes) I must say that I have learnt a lot on the way by creating this level. I promised myself to spend a lot more time doing it and learning. Hence why it's taken me until August to get up to a standard that I'm happy with as I'm a bit of a perfectionist and like things to be polished and always feel there's room for improvement. Also help from these forums and members like yourself has gone a long way towards polishing it up. So thank you. But as for being advanced... well I'm still learning and don't consider myself advanced just yet. Especially after the type of levels I've seen on the Mm picks.



I'm glad to see you increased the size of the platforms I mentioned were an issue. Fiddly platform deaths are the fault of poor level design, not the player, and are best avoided at all costs, and the way things are now, it's great.
Thinking of platforms, I remember you mentioned the bit where the platforms move to the left, and you need to jump through crush-y things to get past the section, and that you'd slowed them down and altered the timing? A vast improvement. I think having played the level before made it a little easier than it would've otherwise been, so I'd say the difficulty balance was quite good.


Ah yes I took your advice and suggestions on and did them. I slowed the platforms down by 0.2 in speed. Anything bigger, then this made the gap between each platform too big or meant speeding up the emitter. When thermo is tight I tried to keep this down so game play is smooth. As lag can make an extremely good level un-playable.




The digital numbers indicating the higher scoring bubbles seemed a little unfitting. But that's a small point to bring up. Tiny. And I think it varies on your own style, I guess.


HA HA this is exactly what I thought when I was designing it. I was going to use a proper font on the sign but this just ate up too much thermo. Then I tired taking a picture of the my chosen letter and numbers but this meant having a background on the sticker. However, I will revisit this and try again as I'm not 100% happy with it even though it's a tiny thing.



The waterfall bit with the falling bounce pads - I don't know if you removed the left platforms from the level deliberately or not, but I actually felt it was a little better this way. The platforms, although mandatory to get higher up, do get in the way alot, and I think opening up the left hand side was a great way to go.
Also, the camera is better now that you can actually see the 3rd rock.


I'm not sure about the left platforms that you're going on about but I may have used the corner editor to pull the left side back a bit. When I first built it I didn't have a clue what I was doing and still getting use to the grid and sizes of things in create mode. Hence why it may feel a bit tight at times. I tried increasing the jump height on the pads but this just sent your head crashing up into the next set of bounce pads. I will add this to my list to be revised.

I also added in another game camera that covers the top part of the waterfall for when players are within the zone.



I think a possible improvement for your next part, would be to look towards having a few puzzles here and there, or perhaps some sort of baddie in the level. Regardless of whether that be casual baddies, or a boss. But that's for another time.


Since my level ends on a bit of a cliff hangar (suggestion by pickled-punk) I do indeed have a puzzle in mind to implement. I also have a tiny baddy that I made but it's really not good. I'll show you next time you're over. Warning you may laugh it's that bad.

Again thank you for such good feedback.
2011-08-20 20:08:00

Author:
LittleBigDes
Posts: 920


Looks cool. Adding it to my queue and will give feedback later as well.

Could you F4F my newest level the calamitous clock: guardian of time? Thanks.
2011-08-21 01:24:00

Author:
shookie99
Posts: 447


Looks cool. Adding it to my queue and will give feedback later as well.

Could you F4F my newest level the calamitous clock: guardian of time? Thanks.

Hi shookie you're actually on my hearted list of players. So I'll definitely go over your level, but give me a day or two as I have a few to get through as well as helping a few friends out.
2011-08-21 01:36:00

Author:
LittleBigDes
Posts: 920


Hey thanks! And no problem at all, take whatever time you need.2011-08-21 01:50:00

Author:
shookie99
Posts: 447


looks pretty **** good. will queue it up and report back later...and yeah ostler5000 is right though. ive had a few people posting my on my threads before and they never actually play your level. fair enough..its just one guy but its the principal really.

the fact that this is your first level just goes to show that you didn't rush the level and took your time to make it a good one...the picture shows this much.

please try my latest when you get a chance. a sci-fi thriller. only beta phase published but its a good 8mins of cinematic gameplay. excellent reviews so far
F4F: https://lbpcentral.lbp-hub.com/index.php?t=61939-Space-Station-A.I-(BETA)
2011-08-21 10:22:00

Author:
wolfy_616
Posts: 202


Hey Des, as I said before I really enjoyed playing this and as others have already said, for a first level this is great! I have seen so many other people quickly rush a level out just to 'get out there' which is all well and good but those levels get lost VERY quickly with very few plays. It's good that you have taken your time to get all the elements right. I think you got the difficulty balanced well now after those couple of tweaks regarding platform speeds with enough variation in game-play to keep things interesting. I have played the level both on my own, with yourself and in a three and it seems to gain an extra 'chuckle' factor with 2 or 3. I love the look and feel you have created for the level, the decorations and effects are well suited, apart from the one possible exception already mentioned regarding the digital number font. The only other minor tweak I would suggest is reducing the pause in the speech at the start. Overall this is certainly an impressive first level and I think that if all the parts to the story are done as well as this it should build up as a very enjoyable experience.

If you want a hand creating some baddie logic you know where I am, and thanks to you for your design ideas in aid of my next endeavor!
2011-08-21 13:09:00

Author:
CloaknBlagger
Posts: 78


Tried it out again once you said you fixed the glitched area, and I had an amazing time.

Funny thing was, when I tried it for the second time, I just noticed that it glitched on me (on my first try ) not just on 1 area, but on another one as well. It was the area exactly before this area:http://i1.lbp.me/img/ft/091ca0e39dbc0211cb3f0556cb88740a263523f4.jpg

It was the section with the waterfall that supposed to emit the falling bounce pads. In my first time trying the level, there were no bounce pads, just those grabbable rocks and I was still able to swing my way up (it was definitely hard though).

Anyways, as I said before, I tried it again when you said you updated it, and encountered no more problems.

As for the design of the level, it had an alluring visual style that presented an artistic flair of the creator. It was also consistent and clean all throughout that showed keen detail for every section.

As for the gameplay, it had some varying platforming sections with a decent amount of difficulty. I had fun playing through these varied platformers.

All in all, it had an undeniable charm that made it a joy to experience. Also, kudos for the high amount of polish that this first level showed.

If you got the time, would you mind checking out and leaving feedback on my level? It's called Trial of the Goddess and it's also a story-based platformer. It's a LBP1 level though so don't expect much from it.

Here it is:
Thread (https://lbpcentral.lbp-hub.com/index.php?t=61847-Trial-of-the-Goddess) (more info and pics)
Link (http://lbp.me/v/592fsx)
2011-08-21 13:19:00

Author:
romancrisis
Posts: 138


Sure thing I'll check out this level des and give you feedback when I finish I also have another ecco level if you seen it or not here it is http://lbp.me/v/5dhfe2

Edit: I just finish playing it and its really cool level des everything looks good cant wait for next part.
2011-08-21 14:38:00

Author:
zerotiger99
Posts: 101


Hey, looks pretty cool, Queued

If you get the chance, here's my level: https://lbpcentral.lbp-hub.com/index.php?t=62094-A-Quest-for-Stratta-Various
2011-08-21 14:48:00

Author:
Alismadia
Posts: 77


Nice little platforming level you have here. The theme holds up throughout the level, and feels like it could be part of the story mode. The whole thing just works. And that is saying something! Good job. I cant really think uof anything that could be improved here. It looks nice, it plays nice, it sounds nice. and <3

For F4F, my lvl is in my sig requires 2 Players
2011-08-21 19:56:00

Author:
poorjack
Posts: 1806


I'm off to play this, if you want you can look through my library of levels and play one but I don't want anything in return as I haven't bothered to showcase any of them yet. 2011-08-21 20:24:00

Author:
Tecnoguy1
Posts: 206


Really beautiful maybe I gave it a try.2011-08-21 21:55:00

Author:
Erebus
Posts: 79


Okay I played it. What can I say, for your first level it was great. Very soothing and relaxing gameplay with visuals to match. Very beautiful by the way. The platforming was great and never frustrating. No bugs to report and I'm looking forward to the next installment. Keep up the good work.2011-08-21 22:26:00

Author:
shookie99
Posts: 447


Great effort for a first level. Visually stunning, great platforming; all in all, a solid level. Maybe it was just my impatience, but a few of the cameras seemed to linger a hair longer than necessary. Can't wait for part 2.

I know there's already been more than 10 replies, but if you need to take a break, check out my newest level, Asteroids!!! It's posted in the showcase as F4F. It's a 1-4 player asteroids-style survival shooter.
2011-08-22 03:18:00

Author:
Brannayen
Posts: 438


Tried it out again once you said you fixed the glitched area, and I had an amazing time.

Funny thing was, when I tried it for the second time, I just noticed that it glitched on me (on my first try ) not just on 1 area, but on another one as well. It was the area exactly before this area:http://i1.lbp.me/img/ft/091ca0e39dbc0211cb3f0556cb88740a263523f4.jpg

It was the section with the waterfall that supposed to emit the falling bounce pads. In my first time trying the level, there were no bounce pads, just those grabbable rocks and I was still able to swing my way up (it was definitely hard though).

Anyways, as I said before, I tried it again when you said you updated it, and encountered no more problems.


Whoa! What a difference a day makes, I am absolutely astounded by the feedback I've been given so far. Is media Molecule aware of these emitter glitches? Strange as it's worked throughout testing and playing. The two sections you mentioned are fixed, although I will be double checking to waterfall section as I haven't touched this area since publishing since it's been working when I've played it. Here's the pictures of these areas working:

Water crossing and spikes area:
http://farm7.static.flickr.com/6202/6068718539_1bfb97e72c.jpg (http://www.flickr.com/photos/littlebigdes/6068718539/)

Waterfall area:
http://farm7.static.flickr.com/6067/6069265650_3e0bd99748.jpg (http://www.flickr.com/photos/littlebigdes/6069265650/)

Thanks to everyone for such good feedback. Below is a list of things for me to do according to the feedback:


Change the digital numbers to more suit the level theme (minor but I'm not 100% ok with it myself)
Go over a few of the cut-scenes/cameras and tweak the duration where needed (the 1st one is a few seconds too long and maybe the other one that triggers the jump pads up to the last obstacle)
Double check the emitter glitches reported, especially the waterfall section (may be due to the way I set it up with a battery on a sequencer wired up to the emitter, as I couldn't get the timing exactly as I wanted it on the emitter setting alone or just a LBP glitch as before)
A list of F4F to do


I may not get to do these all today. But when I do I will post back.
2011-08-22 15:28:00

Author:
LittleBigDes
Posts: 920


Hey Des, as I said before I really enjoyed playing this and as others have already said, for a first level this is great! I have seen so many other people quickly rush a level out just to 'get out there' which is all well and good but those levels get lost VERY quickly with very few plays. It's good that you have taken your time to get all the elements right...


I hope your correct as it was months in the making. Yet I still see loads of levels like, free girls costumes, stickers, free stuff, bomb survivals etc still getting a lot more attention.


I think you got the difficulty balanced well now after those couple of tweaks regarding platform speeds with enough variation in game-play to keep things interesting.


A part of my level planning and design is pacing. I follow these steps, where ever there's an obstacle it is followed by an easy exploration section or casual area, before and after. To ease the player in and so they're not thrown into a continuous run of obstacles and hazards. Best to cater for all different player skills rather then go all out hardcore on them as this can take the enjoyment out your level.

I've also taken your suggestions from you and others on.
2011-08-22 15:45:00

Author:
LittleBigDes
Posts: 920


Just to let everyone know that from the feedback, I have made a new improved bonus points sign. This will be updated/republished this week followed by the rest on my list in post number 20.

Before (top sign, with digital number stickers) and after (bottom signs, with hologram stickerd number) feedback:

http://farm7.static.flickr.com/6083/6075834665_560aa12d63_m.jpg (http://www.flickr.com/photos/littlebigdes/6075834665/)

Not only is this more thermo efficient, it also means that I can remove the LED lights used to light it up since the hologram number brightness can be tweaked up or down. Again being more thermo efficient.
2011-08-24 12:46:00

Author:
LittleBigDes
Posts: 920


Just played your level. It looks really beautiful and it's very fun to play, many different things in the level. Glad to see you've changed the digital numbers already, the yellow ones will go much better with the theme.

Didn't run into any problems with the platforms here, though it did take a few seconds for the ones at the waterfall to appear. Might be a good idea to let them appear a bit earlier so that you see them right away when you get to the waterfall cause I was wondering where to go next till the first platform appeared from the top.

For the rest I have nothing bad to say about this level, it's really great. Yay'ed and hearted it, can't wait for part 2!



Also if you're still doing F4F, could you try my level and leave some feedback please? The Secret Temple of Elements (https://lbpcentral.lbp-hub.com/index.php?t=61708-The-Secret-Temple-of-Elements)
2011-08-24 17:44:00

Author:
Firehuntah
Posts: 75


Really liked this level. Very nice visuals, good stickering & use of lighting. Well put together obstacles.
I really like how you integrated the sackbot at the end, makes a nice cliff-hanger for part 2.

Let me know when you're working on the sequel, I'll be happy to test it again.
2011-08-24 18:12:00

Author:
pickled-punk
Posts: 598


how did I miss this. looks great and putting into the queue now.2011-08-24 19:57:00

Author:
biorogue
Posts: 8424


Just played your level. It looks really beautiful and it's very fun to play, many different things in the level. Glad to see you've changed the digital numbers already, the yellow ones will go much better with the theme.

Didn't run into any problems with the platforms here, though it did take a few seconds for the ones at the waterfall to appear. Might be a good idea to let them appear a bit earlier so that you see them right away when you get to the waterfall cause I was wondering where to go next till the first platform appeared from the top.

For the rest I have nothing bad to say about this level, it's really great. Yay'ed and hearted it, can't wait for part 2!



Also if you're still doing F4F, could you try my level and leave some feedback please? The Secret Temple of Elements (https://lbpcentral.lbp-hub.com/index.php?t=61708-The-Secret-Temple-of-Elements)

Hi, nice to see you've found me on the forums. Since the waterfall height is quite high it takes time for the jump pad platform to travel from point A at the top, to point B at the bottom, if I increased the speed at which they are emitted or increased the speed at which they travel down, they would end up moving too fast. What I can do is increase the radius of the player sensor so that the bounce pad platforms are triggered sooner. So by the time to get that area they would have been moving.

Thanks for playing and for your feedback, I'll add your level to my queue.
2011-08-24 20:00:00

Author:
LittleBigDes
Posts: 920


how did I miss this. looks great and putting into the queue now.

Lol, I was wondering as you're usually quite quick on the forums. Thanks. I may not be able to do all the updates in post 20 until Friday due to work. But they're not major ones.
2011-08-24 20:03:00

Author:
LittleBigDes
Posts: 920


Really liked this level. Very nice visuals, good stickering & use of lighting. Well put together obstacles.
I really like how you integrated the sackbot at the end, makes a nice cliff-hanger for part 2.

Let me know when you're working on the sequel, I'll be happy to test it again.

I should start work on the 2nd part from this Monday coming. I already have two obstacles roughly done. Next is my learning curve with automated sackbots, action, recordings and AI. I've learnt a lot over the months from creating this level. Also the cliff-hangar part, without causing a spoiler, was partly down to you asking about the storyline and the missing sackbots. Thanks for your input.

Updates due in by the end of the week.
2011-08-24 20:18:00

Author:
LittleBigDes
Posts: 920


What I can do is increase the radius of the player sensor so that the bounce pad platforms are triggered sooner. So by the time to get that area they would have been moving.

Yeah that's what I meant, or just place the sensor earlier in the level. Have had problems with big radius sensors myself, they don't always seem to trigger so I'd just move the sensor.
2011-08-24 21:57:00

Author:
Firehuntah
Posts: 75


Yeah that's what I meant, or just place the sensor earlier in the level. Have had problems with big radius sensors myself, they don't always seem to trigger so I'd just move the sensor.

Funny you mentioned about big radius sensors. This must have been why one of my emitters stopped working in the 1st quoted picture in post number 20. I couldn't figure out why. So I wired it up to a counter and reduced the radius. Now it's all ok. Yet the emitters at the waterfall had a much smaller radius and still managed to stop working. Doesn't make sense. If the same happens again I'll just move it like you said. BUT so far so good, no bugs reported.
2011-08-24 23:25:00

Author:
LittleBigDes
Posts: 920


I just played this level and WOW! Its great and I can't wait for part 2. I loved the use of sound effects and music. The lighting on the level was kept the same and I never became bored. I loved your scenery all the way through out the level. You also kept the story simple which is always a good thing.

Please take the time to give feedback and play my level https://lbpcentral.lbp-hub.com/index.php?t=57250-SkateSchool-Take-Over-(PREVIEW)
2011-08-25 15:48:00

Author:
SkaterOllie795
Posts: 145


I just played this level and WOW! Its great and I can't wait for part 2. I loved the use of sound effects and music. The lighting on the level was kept the same and I never became bored. I loved your scenery all the way through out the level. You also kept the story simple which is always a good thing.

Please take the time to give feedback and play my level https://lbpcentral.lbp-hub.com/index.php?t=57250-SkateSchool-Take-Over-(PREVIEW)

Thanks. I chose a theme and colour scheme and stuck to it throughout creating the level. I also used tags and tag sensors wired up to sound effects to coincide with the movements of the obsticles. As I felt the sound they made alone were not dramatic enough. A few people have commented on this and left reviews.

I'll que your level but I won't be able to get to it until the weekend or Mon/Tues latest, since I have a bit of a back log to go through

UPDATES to my level due in by the end of the week & republishing.
2011-08-26 10:23:00

Author:
LittleBigDes
Posts: 920


Played this a few days ago and it's excellent.

it really harks back to the early days of LBP where you had to be good to finish the level, and I respect that, the power-ups are used effectively and the presentation is astounding.

Bear in mind that if you want to use Infinite-life checkpoints just download the creator's pack on the store, it's free and has a few other cool things besides.
2011-08-27 21:48:00

Author:
Tecnoguy1
Posts: 206


Just to let everyone know the changes below have been done:



Change the digital numbers to more suit the level theme (minor but I'm not 100% ok with it myself)
Go over a few of the cut-scenes/cameras and tweak the duration where needed (the 1st one is a few seconds too long and maybe the other one that triggers the jump pads up to the last obstacle)
Double check the emitter glitches reported, especially the waterfall section (may be due to the way I set it up with a battery on a sequencer wired up to the emitter, as I couldn't get the timing exactly as I wanted it on the emitter setting alone or just a LBP glitch as before)



BUT since doing so the level has now overheated, including all copies on my moon. It's still playable, but for now 1—2 players is highly recommended, as 3—4 players may cause lag. So I will be working on this to bring the thermo down and make it more multiplayer friendly from next week. It seems that the new signs have pushed it over the edge.



Played this a few days ago and it's excellent.

it really harks back to the early days of LBP where you had to be good to finish the level, and I respect that, the power-ups are used effectively and the presentation is astounding.

Bear in mind that if you want to use Infinite-life checkpoints just download the creator's pack on the store, it's free and has a few other cool things besides.

Thanks for playing. I wasn't intentionally going back to the game-play/difficulty of LBP1. You're the 2nd person to mention infinite checkpoints. I do indeed have that creator pack from the day it was released and have used double life checkpoints throughout my level until the end, where there is an infinite life checkpoint so you can get to the end scene.

I guess the use of infinite checkpoints varies from creator to creator. I do believe that it is balanced and that there should be some degree of challenge. I myself can ace it without any problems but this is biased, since I'm the creator. It's definitely not a hardcore level. However, there is one area that I was thinking about that may need an infinite life checkpoint here:

http://farm7.static.flickr.com/6202/6068718539_1bfb97e72c.jpg (http://www.flickr.com/photos/littlebigdes/6068718539/)

This bit can be tricky and from observing others play, this tends to be where people die. But saying that I've played with and observed others that have done it in one go without any problems. So it varies from player to player. I've noticed those that slow down, don't rush ahead, wait and observe the obstacle seem to get across in one go or after a few goes. Timing is key, from when you jump onto the moving platform then jump again to get over the spikes. But I will review this.

Thanks for the nice words on my presentation and I'm glad you liked it. I have a keen eye for design (part of my job/career that I do). From your review I see you noticed the way I used sound in my level. I felt this enhanced the experience, was done on purpose. As stated above, the new changes from the F4F has now overheated it but I'll be sorting this out next week. I'm thinking hard about destroying sections from the start that cannot be back tracked to, and emitting other sections towards the end before the player gets to it. To free up memory and thermo.
2011-08-28 01:08:00

Author:
LittleBigDes
Posts: 920


Letting everyone Know that I republished my level last night. I've made a few improvements to the thermo and added in an infinite life check point before this obstacle, since it's the trickiest part (for those that like pictures):

http://i1.lbp.me/img/fl/091ca0e39dbc0211cb3f0556cb88740a263523f4.jpg

Changed two checkpoints from standard ones to double life check points. Makes it a bit more multiplayer friendly, as additional playerscan increase the risk of using up more lives:

http://id.lbp.me/img/fl/3adf573356165325947b52778b4984adffc5c505.jpg

and here:

http://i5.lbp.me/img/fl/465c0c5fb3ec98457bfbfc07e6842e2cb5fd0adb.jpg

It should now be more multiplayer friendly (your connection type & other factors also play a part that I cannot control) with less thermo (set things to destroy at certain parts to free up thermo) . Although I'm still working on bringing the thermo down more by finding a few rogue materials left behind in my level, such as dark matter, basic cardboard and glass. I can't seem to find them anywhere in my level. Once I do this should bring down the thermo a tiny bit more.

Enjoy.
2011-08-31 10:59:00

Author:
LittleBigDes
Posts: 920


I played this level days ago and this is what i tough.

- The decoration use was really beautiful and well placed.
- The environment was epic and i really had the feeling of being in a cavern.
- I remember a part where you had to grab a thing underwater and place it somewhere to open something or whatever happened after ( i don't remember much ). It wasn't really visible and we didn't have any notification we actually had to do that.
2011-09-01 21:44:00

Author:
Sport_dude
Posts: 622


I played this level days ago and this is what i tough.

- The decoration use was really beautiful and well placed.
- The environment was epic and i really had the feeling of being in a cavern.
- I remember a part where you had to grab a thing underwater and place it somewhere to open something or whatever happened after ( i don't remember much ). It wasn't really visible and we didn't have any notification we actually had to do that.

Thanks for playing and the feedback. It was last updated Tuesday so you may not have seen the improvements made. The part you're going on about is the underwater puzzle section. There is actually 3 visual cues, yellow arrow showing you where to go, LED lights on the stationary platform that correspond to the same set of LED lights underwater with only one of them not active, as well as a risk incentive of bubbles on the other side. With an obsticle in between. It's a very basic puzzle and a common structure of a platform > element of risk > a destination to get to > obsticle inbetween> risk incentive > trigger to activate the platform to get to the destination. But all feedback is taken on board. So when I do my next update I will make the trigger more visible as the air bubbles underwater can obscure it and may place a few more score bubbles as another risk incentive underwater. So thanks for bringing it up.
2011-09-02 10:44:00

Author:
LittleBigDes
Posts: 920


OK, I just finished playing this level & I was pleased with what I saw. In terms of the visuals, they were outstanding. It was really designed well, you should be pleased with that. However it seems all that decorating angered the thermo which created lag during the waterfall part but I suppose that can't be helped. The storyline also adds extra depth to the level instead of it just being a regular level. After playing that I will definitely play part 2. Very good level2011-09-02 11:21:00

Author:
bdT96000
Posts: 25


OK, I just finished playing this level & I was pleased with what I saw. In terms of the visuals, they were outstanding. It was really designed well, you should be pleased with that. However it seems all that decorating angered the thermo which created lag during the waterfall part but I suppose that can't be helped. The storyline also adds extra depth to the level instead of it just being a regular level. After playing that I will definitely play part 2. Very good level

Thanks. Lag is a strange thing, I've played on my own with no lag at all then played with others with no lag. Only to play it again on my own or with the same person, then get a bit a lag. So it varies and you also have to bare in mind that many other factors contribute to this that cannot be controlled and are out of your hands, servers, latency etc, as well as your own ISP connection. But I've learnt a lot from doing this level. As well as a few tricks and thermo handling on the way. The thermo at that section is just below 4 sections/notchs from the top so about 3/4 full and not maxed out. But I'm working on it.

I will creating part 2 from next week, there's still loads to learn and there's always room for improvement. So thanks for playing.
2011-09-02 14:37:00

Author:
LittleBigDes
Posts: 920


Thanks for the positive review of Cybernetic Adventures Zeta. It's a pretty good level.

VISUALS:
The cave design looks neatly polished, and the Sackbots with the wind-up head are well made.

SOUND:
Good cave adjustments of all sounds.

GAMEPLAY:
The platforming is fun. Although the grappling hook part with the waterfall could use better jump of the bounce pads or area to grapple, it's enjoyable. The smoke emitter underwater should have something better to see like a lighting or an object.

OVERALL:
A good cavern level with solid visuals and fun gameplay. A yay.
2011-09-03 17:35:00

Author:
JustinArt
Posts: 1314


Thanks for the positive review of Cybernetic Adventures Zeta. It's a pretty good level.

...

GAMEPLAY:
The platforming is fun. Although the grappling hook part with the waterfall could use better jump of the bounce pads or area to grapple, it's enjoyable. The smoke emitter underwater should have something better to see like a lighting or an object.

OVERALL:
A good cavern level with solid visuals and fun gameplay. A yay.

I spent ages tweaking different bounce heights from the bounce pads. Not enough height and you couldn't grapple high enough. Too much height and poor little sack persons head goes flying up into the next set of bounce pads. So I settled for something in between that's do-able and still enjoyable. But all feedback taken on board so I'll add this in when I address my level next week.

At the waterfall bit I did indeed have a few smoke machines and lights below. But this caused a slow down/lag so I had to do without. So I went for a happy medium between a smoother gameplay experience and yet still being visually pleasing and not compromising my theme/style. Creating my first level has taught me a lot for when I do part two.

Thanks for playing and the good feedback.
2011-09-03 19:54:00

Author:
LittleBigDes
Posts: 920


So many levels with "Caverns" in the title!!!

I'll give this a go and some feedback in a bit, have a go at mine if you'd like (:

(Link in the sig)
2011-09-05 12:13:00

Author:
JonnysToyRobot
Posts: 324


So many levels with "Caverns" in the title!!!

I'll give this a go and some feedback in a bit, have a go at mine if you'd like (:

(Link in the sig)

LOL guess what I already had your level in my queue before you posted this.

2011-09-05 12:59:00

Author:
LittleBigDes
Posts: 920


LOL guess what I already had your level in my queue before you posted this.



Awetheeerrm

Anyway feedback.

Pros: Really well made, well stickered and well lighted. Looked great.

Cons: Not much going on audio wise. Would have loved custom music and more ambient sound effects going on than just wind. Also, there wasn't much gameplay we haven't seen before, personally I'm a bit of a junkie for original stuff and didn't find *too* much to gawp at.

Overall it was a brilliant level though, looking forward to part 2. Are you planning to do some sackbot helper stuff with it? If you do and get stuck I have some experience with it so could be able to help.

Any feedback for me? (:

EDIT: Simultaneous feedback ftw.
2011-09-05 13:39:00

Author:
JonnysToyRobot
Posts: 324


Awetheeerrm

Anyway feedback.

Pros: Really well made, well stickered and well lighted. Looked great.

Cons: Not much going on audio wise. Would have loved custom music and more ambient sound effects going on than just wind. Also, there wasn't much gameplay we haven't seen before, personally I'm a bit of a junkie for original stuff and didn't find *too* much to gawp at.

Overall it was a brilliant level though, looking forward to part 2. Are you planning to do some sackbot helper stuff with it? If you do and get stuck I have some experience with it so could be able to help.

Any feedback for me? (:

EDIT: Simultaneous feedback ftw.

Yeah I know what you're saying. I was still learning when doing it but I have learnt a lot from it. I plan on more variation in part two, although with over 5 million levels gameplay and obstacles are bound to be similar I kept things solid and familiar gameplay wise since it's my first. But it has a mixture of jumping, bouncing, grappling, pulling levers, dodging and timing skills, so I think variation wise it's not too bad. But plan on expanding on what I do have from part one, into part two. So thanks.

I did search around for custom sound tracks but couldn't find any that suited it so stuck to one in game. Although I did use audio to emphasise movement in obstacles, which a few people have liked/mentioned, but it's not a new thing. UPDATE: I'm not sure how far you got but there is added ambiance and sound fx at various sections other than wind, such as at the waterfall and river areas, as well as the last obstacle with falling rocks and sound fx that coordinates with the movements of the obstacle. I've had some good feedback about that.

I haven't quite got into the swing of things with part two yet and will be doing sackbot helper things at some point so thanks. BTW your level looks really good visually. So thanks for playing, all feedback is taken on board. It's great to hear from all sides.

LOL we must have been on at the same time as I've already left some feedback both on the forums and the level itself.
2011-09-05 13:57:00

Author:
LittleBigDes
Posts: 920


Got a chance to play your level today and really enjoyed it. The decoration and theme of the level are great, very mystical. I can tell you put a lot of time into it. I also like the golden score bubbles as a little extra incentive to explore. Since I played the level after you updated, I didn't see the digital x2000 until I read through this thread. The hologram numbers look much more professional and fit better. I really like how serious you take the feedback and apply it to your level! Overall, an incredible level for your first outing.

Constructive criticism:
-As Ostler mentioned earlier, I would love to see a good puzzle or two in the sequel.
http://i1.lbp.me/img/fl/091ca0e39dbc0211cb3f0556cb88740a263523f4.jpg
-In this section, I didn't see the spikes until I was right on top of them. (And though I'm sure it was player error, maybe you can find a way to make the danger look more dangerous in the future).

Nice job, I'll keep my eye out for the sequel!
2011-09-07 21:32:00

Author:
Unknown User


Got a chance to play your level today and really enjoyed it...

Constructive criticism:
-As Ostler mentioned earlier, I would love to see a good puzzle or two in the sequel.
http://i1.lbp.me/img/fl/091ca0e39dbc0211cb3f0556cb88740a263523f4.jpg
-In this section, I didn't see the spikes until I was right on top of them. (And though I'm sure it was player error, maybe you can find a way to make the danger look more dangerous in the future).

Nice job, I'll keep my eye out for the sequel!

Ha ha funny you mention that section. When building it, it would not allow me to stick on any LED lights since it's a thin layer. Then when I put a light on the end of the bit holding the spikes, it just fell off. So what I may do is choose a bright sticker to put on the spike bit instead.

I haven't forgotten about your F4F, I liked it enough to play it a few times and it's hearted so I can come back for more. I'll get to it tomorrow, so thanks for playing.

UPDATE: Since update 1.06 has been released the thermo in my level has increased slightly. So you may not be able to invite other players at the beginning of the level. However, once inside the cave the thermo will go down. You can check my 'in level comments' for updates.
2011-09-08 00:57:00

Author:
LittleBigDes
Posts: 920


Looks awesome,queued2011-09-10 21:24:00

Author:
Screenhogs
Posts: 21


I really really loved that level.
Everything was really well made, the plaforms, the graphics.
It looks really nice and you have a very good use of the three layers.
The music fits well with the design.

Very good job here.
Can't wait to see next part !!!!

To answer your question about my level (sackraider 3 - Part 2)
In the place where there are 4 lights to match with the cristals, you only found 3 of the lights.
In the middle, there are two that are easy to find.
Two others are on the corner of the place and can be reached by grabbing the circle thing.

You had a problem with the grappling hook, I fixed it too
2011-09-12 17:00:00

Author:
Maxouze
Posts: 96


The design of this level is full of beauty and awesomeness.
Level's lenght is long enough to enjoy and difficulty is challenging enough.
The cast's designs looked little odd if I take really close look on 'em, but I don't want to be very picky person. :o

Fantastic Job, Des! I'll be waiting for the next part!
2011-09-15 11:35:00

Author:
Coconuts
Posts: 384


I really really loved that level.
Everything was really well made, the plaforms, the graphics.
It looks really nice and you have a very good use of the three layers.
The music fits well with the design.

Very good job here.
Can't wait to see next part !!!!

To answer your question about my level (sackraider 3 - Part 2)
In the place where there are 4 lights to match with the cristals, you only found 3 of the lights.
In the middle, there are two that are easy to find.
Two others are on the corner of the place and can be reached by grabbing the circle thing.

You had a problem with the grappling hook, I fixed it too


The design of this level is full of beauty and awesomeness.
Level's lenght is long enough to enjoy and difficulty is challenging enough.
The cast's designs looked little odd if I take really close look on 'em, but I don't want to be very picky person. :o

Fantastic Job, Des! I'll be waiting for the next part!

Thanks for the feedback. As for the cast's design, I did have a bigger story planned out but had to cut it due to thermo and put it into the level description instead.

I'll let you know when part two is out. It may be a while as I haven't quite got back into the swing of creating. But I do have 2-3 obstacles roughly done to be placed and worked on. Sometimes I think I may have overdosed on too much LBP. :eek:
2011-09-15 17:23:00

Author:
LittleBigDes
Posts: 920


have queued and will give it a go next time I'm on which will prob be the next few hours or so. Could you give my level The Final Fanboy Hub a go and let me know whatcha think?2011-09-17 03:31:00

Author:
shotgun_69
Posts: 157


This level is a really well designed platformer with some very slick puzzles, the jump pad puzzle has got a good balance of being challenging but not cheep which is hard to do, The visuals have a wonderful biological neon vibe to them with some very pretty backgrounds to go with them. Please let me know when part 2 is out as this seems like a series which will keep growing and growing.2011-09-17 06:04:00

Author:
shotgun_69
Posts: 157


have queued and will give it a go next time I'm on which will prob be the next few hours or so. Could you give my level The Final Fanboy Hub a go and let me know whatcha think?

No problem, I'll queue it up. The word 'fanboy' tends to put people off as most people don't like fanboys. BUT I'll keep an open mind and give it a go, especially since you've not had many plays.


This level is a really well designed platformer with some very slick puzzles, the jump pad puzzle has got a good balance of being challenging but not cheep which is hard to do, The visuals have a wonderful biological neon vibe to them with some very pretty backgrounds to go with them. Please let me know when part 2 is out as this seems like a series which will keep growing and growing.

Thanks for the feedback. I'll let you know when part two is out.
2011-09-18 18:52:00

Author:
LittleBigDes
Posts: 920


Yeah the name took me a while to come up with and I've been worried about it putting people off but as the story develops to starts to make sense... I hope lol2011-09-19 00:30:00

Author:
shotgun_69
Posts: 157


Hey, that was really cool, and insane considering it's your first level!!!
We must expect lots of great stuff from you
2011-09-25 07:42:00

Author:
OmegaSlayer
Posts: 5112


Hey, that was really cool, and insane considering it's your first level!!!
We must expect lots of great stuff from you

Thanks OmegaSlayer, I saw your review so thanks for playing and your kind words: O___O Your first level!? We surely have to wait big things from you! Very cleverly crafted! Cheers!

Your smily made me laugh, looks like a surprised face.
2011-09-26 11:03:00

Author:
LittleBigDes
Posts: 920


Hello,this level looks really amazing,I go put in my queue now and play it later.2011-09-30 21:23:00

Author:
Unknown User


This is a really beautiful level,well use of hologram and light-shadow effect that give this level a mistical touch,and its very fun also.Its a worth to play level,great work!.2011-09-30 23:40:00

Author:
Unknown User


I queued your level and play it as soon as I get the chance! :>
(And then I'll make a feedback! )
2011-10-01 15:34:00

Author:
StarrKable
Posts: 196


This is a really beautiful level,well use of hologram and light-shadow effect that give this level a mistical touch,and its very fun also.Its a worth to play level,great work!.

It's always nice seeing a hearted creator on my list play my level. The hologram decoration was done with a custom sticker. Which was against a black background and stickered onto hologram. Here's a close up:

http://farm7.static.flickr.com/6001/6203578000_74f3a1c335.jpg (http://www.flickr.com/photos/littlebigdes/6203578000/)

I'm coming back to play your level again by the way


I queued your level and play it as soon as I get the chance! :>
(And then I'll make a feedback! )

Thanks. I'll check yours out later. Your level titles are intriguing.
2011-10-02 13:07:00

Author:
LittleBigDes
Posts: 920


Thanks. I'll check yours out later. Your level titles are intriguing.

Ha ha, thanks!

So, I just played your level and...it was great!
Very beautiful scenery, awesome gameplay! And I also liked how the sounds are damped!
I also didn't find any bugs or stuff...Great work! Can't wait for part 2!
2011-10-02 15:38:00

Author:
StarrKable
Posts: 196


Ha ha, thanks!

So, I just played your level and...it was great!
Very beautiful scenery, awesome gameplay! And I also liked how the sounds are damped!
I also didn't find any bugs or stuff...Great work! Can't wait for part 2!

Thanks, I spent quite a bit of time on the scenery. The first part of the cave went through 4 different re-designs until I was happy. I've started part 2 now, it's been a bit slow (helping others etc) but I'm getting back into it now.
2011-10-10 17:13:00

Author:
LittleBigDes
Posts: 920


I'll try it out.
(p.s. those pics make you look like a natural!)
2011-10-15 23:17:00

Author:
Xtrahuman
Posts: 431


Hi.

Played your level t'other day. Not much to say other than what's already been said. A good alround platformer. I liked the way the background layer would move when you pressed a switch. Simple but effective.

Only (small) negative was that I didn't think the Royksopp song worked for this level. That's a minor complaint though.

If you could find time to play my latest level (4th one down in my sig) that'd be lovely. Cheers.
2011-10-28 10:49:00

Author:
Ali_Star
Posts: 4085


Hi.

Played your level t'other day. Not much to say other than what's already been said. A good alround platformer. I liked the way the background layer would move when you pressed a switch. Simple but effective.

Only (small) negative was that I didn't think the Royksopp song worked for this level. That's a minor complaint though.

If you could find time to play my latest level (4th one down in my sig) that'd be lovely. Cheers.

Thanks Ali_Star, I know what you mean about the music. I was playing around with idea of getting custom music for it. But since it's my first level I decided not to and it had been in the making for over 5 months so I wanted to get it published without adding too much time to it yet again as it was starting to drag on. I'd seen other cave levels using the Royksopp song and I only actually think the start of the song suits it. I mixed it up with some ambience sounds and one of the Pirate s of the Caribbean pack songs. But with my second part under-way I may indeed have some custom music for the end section. But I cannot create music at all so, I'm awful but I have a few creators in mind for a later date.

Thanks for playing and rating it. It's appreciated.
2011-10-30 13:33:00

Author:
LittleBigDes
Posts: 920


Des...I haven't had a chance to play Caverns Of The Lost yet, but I have heard, "through the grapevine" , that it is great, and I plan to get to it today without fail.

From the pics, it's very obvious you have an extreme eye for detail. I personally love great visuals in a level and the statement it makes about the creator's perspective.

Annndddd...this level definitely needs way more plays. Let's see what we can do about that.
2011-10-30 14:41:00

Author:
RickRock_777
Posts: 1567


I've got a question:

What kind of background did you use? (With these mountain like things.)
2011-10-30 19:10:00

Author:
StarrKable
Posts: 196


I've got a question:

What kind of background did you use? (With these mountain like things.)

It's the cave background from the Monsters level kit (http://www.littlebigplanet.com/en/game_guide/ps3/downloadable_content/monsters_level_kit/).
2011-10-30 21:10:00

Author:
LittleBigDes
Posts: 920


Des...I haven't had a chance to play Caverns Of The Lost yet, but I have heard, "through the grapevine" , that it is great, and I plan to get to it today without fail.

From the pics, it's very obvious you have an extreme eye for detail. I personally love great visuals in a level and the statement it makes about the creator's perspective.

Annndddd...this level definitely needs way more plays. Let's see what we can do about that.

The grapevine:blush: wow I must be doing right then. Thanks Rick, no rush really. But any plays etc are appreciated.

UPDATE: I will be updating it since the update 1.06 from Mm has caused the thermo to increase and one or two people have experienced framerate/lag issues. Also lag etc has many factors that can contribute to it, not just a persons connection, wired or wireless, NAT type etc the list goes on. It's strange as when I've played it, even with the odd friend I've not had a problem. But then again my set at for online at home is very good. So, although I'm aware that this may not entirely be my level's fault, I will be slicing up sections so they become less complex.
2011-10-30 21:12:00

Author:
LittleBigDes
Posts: 920


Ahhh, ok thank you! 2011-10-30 21:12:00

Author:
StarrKable
Posts: 196


Let me start off to say that i loved your level. I personally miss creative platforming in the LBP community. You presented your level with a relaxing and amazing art style, from the glowing flowers to the shapes of the platforms. you created something different from the next person. I actually played it 2 times, and i hardly ever play any level 2 times. Even landed first on the scoreboards. I was very impressed of your camera work. It was very smooth and fluent. Gave it a and a <3. Keep up the good work mate !2011-11-03 21:43:00

Author:
Shadenmonk
Posts: 61


Let me start off to say that i loved your level. I personally miss creative platforming in the LBP community. You presented your level with a relaxing and amazing art style, from the glowing flowers to the shapes of the platforms. you created something different from the next person. I actually played it 2 times, and i hardly ever play any level 2 times. Even landed first on the scoreboards. I was very impressed of your camera work. It was very smooth and fluent. Gave it a and a <3. Keep up the good work mate !

Why thank you Shadenmonk. I was equally impressed with your levels presentation and details that I played. I choose an art style an colour palette and stuck to it throughout. It will be continued in part two. I put up a sneak peek of the opening scene to part two here, in post number 26:

https://lbpcentral.lbp-hub.com/index.php?t=61107-Caverns-of-the-Lost-part-1-in-the-making-UPDATE-part-2/page2

Sometimes I update my Flickr (http://www.flickr.com/photos/littlebigdes/) account with images so you can check that out from the link below in my signature. Once part two is nearing it's fine tuning and polishing stage I will be putting it up the Ideas and Projects forums, as may need some feedback on it and I'm sure I'll get stuck on something along the way.
2011-11-04 13:04:00

Author:
LittleBigDes
Posts: 920


Great detail in designing this level. The atmosphere was great for a cave. I couldn't get all of the 2,000 point bubbles, but those are a nice addition. Give you a little bonus to try for. Looking forward to part 2.

Please try part 1 of my level, Are We There Yeti? (http://lbp.me/v/z5y83j)
2011-11-06 14:59:00

Author:
CommToad
Posts: 82


Do you still do the F4F?2012-04-21 11:58:00

Author:
liamdaniels
Posts: 85


Do you still do the F4F?

Yes I'm still doing F4F, but not necessarily looking for feedback on this level as much since I'm busy making part 2. Also I feel a bit bad asking for feedback on my level in return, especially if the level I've played hasn't got a lot of plays or hearts. Whereas my level already has a good amount of plays and hearts. But I still give feedback when I can.
2012-04-22 01:20:00

Author:
LittleBigDes
Posts: 920


Yes I'm still doing F4F, but not necessarily looking for feedback on this level as much since I'm busy making part 2. Also I feel a bit bad asking for feedback on my level in return, especially if the level I've played hasn't got a lot of plays or hearts. Whereas my level already has a good amount of plays and hearts. But I still give feedback when I can.

Well, if you're not borthered about me showing a level in progress, I could give feedback on part 2? I imagine it'd be a bit more constuctive than giving you feedback on part 1. But if it's not fit for playing - or if you simply don't want me seeing the magic behind the scenes xD - then I understand, and I'll just give feedback on the first.

I have just shy of 100 plays - but I think that's just about fair for the amount of effort I put into it (though I wish more than 9 would've finished it). I already have alot of feedback, so once I get your's, I'm gunna collate all of the feedback into one update
2012-04-22 08:06:00

Author:
liamdaniels
Posts: 85


Part 2 isn't really fit for playing, there's a bug or two & sections not complete. Plus the opening scene may not make sense to you if you haven't played part 1, since there's a storyline. So you're welcome to play part 1 if you want.

I'll take a look at yours anyway as I see you're not a very well known creator & don't have a lot of plays.
2012-04-22 11:49:00

Author:
LittleBigDes
Posts: 920


This really is a very nice level, it's got the cool atmosphere running throughout the level. I have to admit i died quite a few times throughout the level, but that could be because i was quite intoxicated when i played it (which was about 5 minutes ago). Great job, you should keep creating levels like these!2012-05-30 22:46:00

Author:
Deurklink1
Posts: 346


I have not read all the other feedback for this level so I am sorry if I am repeating. I started reading feedback and decided to play the level first to avoid confusion. A well made and very detailed level that deserves praise. You have created a great organic environment. You incorporated the wooden platforms and and metal screen in a manner that is believable and did not take away from the caves.

I did not find much that was to my disliking. If there was more of a sense of danger and urgency the level would be even better than it already is. With cut scenes and obsticals that you have to wait on, the pace of the game is slowed down. This is more of a statement of personal preference than anything else. I have always like the fast paced platormers best. This is a great level that has had much effort put into it and has been polished with lots of work. Good Job!
2012-06-09 00:48:00

Author:
Unknown User


This really is a very nice level, it's got the cool atmosphere running throughout the level. I have to admit i died quite a few times throughout the level, but that could be because i was quite intoxicated when i played it (which was about 5 minutes ago). Great job, you should keep creating levels like these!


I have not read all the other feedback for this level so I am sorry if I am repeating. I started reading feedback and decided to play the level first to avoid confusion. A well made and very detailed level that deserves praise. You have created a great organic environment. You incorporated the wooden platforms and and metal screen in a manner that is believable and did not take away from the caves.

I did not find much that was to my disliking. If there was more of a sense of danger and urgency the level would be even better than it already is. With cut scenes and obsticals that you have to wait on, the pace of the game is slowed down. This is more of a statement of personal preference than anything else. I have always like the fast paced platormers best. This is a great level that has had much effort put into it and has been polished with lots of work. Good Job!

Hi thanks, to be honest I've not been expecting any feedback on my level since it's been out for so long. But it's a nice surprise when I do. So thank you for your input. The cut scenes were tweaked a long time ago. Something I'm still new too but creating my first level has taught me a lot.

I've been working on part two on and off for a long time. Too long in fact that's it's a bit embarrassing. I've also been catching up with other games so I'm yet to get back into the swing of my next follow up level. But it is 60% in place. There's a slight bug in it and a lot of sackbot logic to work with. So here's a sneak peek at a little demo test area I did, my first go at automating a sackbot:

http://farm7.staticflickr.com/6032/6282914965_12e839fa42_z.jpg (http://www.flickr.com/photos/littlebigdes/6282914965/)
Tinkering with sackbots (http://www.flickr.com/photos/littlebigdes/6282914965/)

Another one of my wondering what to do next with my part two level:

http://farm8.staticflickr.com/7189/6959611607_b96cbd8995_z.jpg (http://www.flickr.com/photos/littlebigdes/6959611607/)
Bridge, switch.. what shall I do? (http://www.flickr.com/photos/littlebigdes/6959611607/)

I haven't made any updates to my level but I plan on clearing up a few possible areas that could be a bit laggy by setting up a few areas to destroy as the player progresses through and to get rid of a few stray materials taking up thermo, before I publish part two.
2012-06-09 14:46:00

Author:
LittleBigDes
Posts: 920


You've got a very fun level to play with this one. I normally loathe the the grappling hook but you utilized it nicely. The visuals of the level were very well crafted and maintained a solid theme through and through. I would recommend that you possibly put some arrows or different colored lights to help guide players with what to do in the area with the floating key and blinking buoy. I first thought I was supposed to use it as a platform to jump onto so I let it float to the top...took a few tries to get it back down and where it's supposed to be. My other concern is with the costume choice on the Sackbots... I like the hats but the futuristic clothing doesn't really fit with the natural feeling of the level. I dunno. Just my opinion so take it as you want. All in all though its a great level.

As for the F4F... If you're still doing it, could please check out my thread (https://lbpcentral.lbp-hub.com/index.php?t=72941-Metal-Gear-Sackboy-Unraveling-Stitches&p=1031982#post1031982) and give one (or both) of my levels a try? I'd certainly appreciate any comments and/or concerns with it/them. Random fact: Act 1 is my first level (you had mentioned that this is yours).

Cheers!
2012-08-08 21:27:00

Author:
Unknown User


You've got a very fun level to play with this one. I normally loathe the the grappling hook but you utilized it nicely. The visuals of the level were very well crafted and maintained a solid theme through and through. I would recommend that you possibly put some arrows or different colored lights to help guide players with what to do in the area with the floating key and blinking buoy. I first thought I was supposed to use it as a platform to jump onto so I let it float to the top...took a few tries to get it back down and where it's supposed to be. My other concern is with the costume choice on the Sackbots... I like the hats but the futuristic clothing doesn't really fit with the natural feeling of the level. I dunno. Just my opinion so take it as you want. All in all though its a great level.

As for the F4F... If you're still doing it, could please check out my thread (https://lbpcentral.lbp-hub.com/index.php?t=72941-Metal-Gear-Sackboy-Unraveling-Stitches&p=1031982#post1031982) and give one (or both) of my levels a try? I'd certainly appreciate any comments and/or concerns with it/them. Random fact: Act 1 is my first level (you had mentioned that this is yours).

Cheers!

Thanks for the feedback. The odd one or two have been a bit puzzled in the water buoy hazard. However, I do use the blue coloured circular LED lights throughout the level's theme as a sort of visual cue (bottom left of the picture). There is an arrow pointing down hinting where to go below the double checkpoint (towards top left):

http://i4.lbp.me/img/ft/564eedf5f4f0681d3d20a81d09bf661c5f36f82f.jpg

I didn't want to be too obvious and easy and was trying to get the player to explore. But now that you're not the first person to highlight that area I will be changing it as I can see how it's a bit open. May put an outline sticker in the shape of the key so it's more obvious to players that something is missing.

The character costumes was a snippet from another idea I had about Robots in space going on vacation on Earth. Then their children getting lost in a cave. So it ended up being Caverns of the Lost and the costume remained.

But your feedback is welcome, so thanks and I'll check yours out over the weekend.

UPDATE: I can't view your profile or levels on lbp.me or even add them to my queue for later. It's totally up to you but to be more visible to the huge community out there it may be best to change your privacy setting on lbp.me. I can still find you from my pod but it will be a lot easier for others utilise lbp.me to queue your level and play it. Yet somehow I can get your level from your signature, strange? Maybe you've just hidden your profile and not your levels? Nevermind, I've got it for later. What the... just under 50 plays, that just won't do!?
2012-08-09 00:07:00

Author:
LittleBigDes
Posts: 920


I didn't want to be too obvious and easy and was trying to get the player to explore. But now that you're not the first person to highlight that area I will be changing it as I can see how it's a bit open. May put an outline sticker in the shape of the key so it's more obvious to players that something is missing.

I know what you mean about too obvious... I have a rather easy puzzle in my Act 1 level that I received some concerns regarding players not knowing what to do... I threw in a cinematic scene to help the player figure it out... I'm not fond of it but if it helps I'll leave it.



I can't view your profile or levels on lbp.me or even add them to my queue for later. It's totally up to you but to be more visible to the huge community out there it may be best to change your privacy setting on lbp.me. I can still find you from my pod but it will be a lot easier for others utilise lbp.me to queue your level and play it. Yet somehow I can get your level from your signature, strange? Maybe you've just hidden your profile and not your levels? Nevermind, I've got it for later. What the... just under 50 plays, that just won't do!?

Yeah... My profile is private and the levels are public... I don't really have any personal info on the profile so I don't really see the need to keep it private. I'll fix that no prob. The (now) 57 plays is a bit disheartening.... But then again, its my first level and I'm sure people have had enough of the MGS theme... I still enjoyed making it. I really want my second level to get some plays... Its a bit more challenging but I feel its ten times better than Act 1... I do appreciate your offer to check out my levels.... Here's the link to my thread (https://lbpcentral.lbp-hub.com/index.php?t=72941-Metal-Gear-Sackboy-Unraveling-Stitches) once again just in case.

Cheers!
2012-08-09 18:16:00

Author:
Unknown User


Wow! How this gem has remained hidden from me for the past three years, I'll never know. I enjoyed the little objective/story behind the level that made the journey sensible without being intrusive. I can't wait for Part 2! The visuals were great too--the hologram and LED lights came together in a way so visually pleasing. The gameplay was a perfect medium difficulty throughout, which is what I assume you were going for. Not exactly an authority on platformers here (i.e. I've never made one before lol), but I noticed that on the part where you have to jump between two platforms that sink while avoiding falling fireballs, the platforms don't seem to sink on impact. Instead they start sinking a half second before I touch them. Was this intentional? Or was there something wrong on my end? Not really a problem, more just curious 2014-09-01 23:56:00

Author:
Rainbro Dash
Posts: 121


Wow! How this gem has remained hidden from me for the past three years, I'll never know. I enjoyed the little objective/story behind the level that made the journey sensible without being intrusive. I can't wait for Part 2! The visuals were great too--the hologram and LED lights came together in a way so visually pleasing. The gameplay was a perfect medium difficulty throughout, which is what I assume you were going for. Not exactly an authority on platformers here (i.e. I've never made one before lol), but I noticed that on the part where you have to jump between two platforms that sink while avoiding falling fireballs, the platforms don't seem to sink on impact. Instead they start sinking a half second before I touch them. Was this intentional? Or was there something wrong on my end? Not really a problem, more just curious

Hi Rainbro Dash I should have said that there's no need to do F4F on my level, as it's been out for a very long time and it's only my first one. I've also been away from LBP for over a year and in that time I've become a mum so it's been very hard for me to find time to complete my part 2 level. But it is in progress as I recently debugged an obstacle in it with help from Ostler5000 who's also on here. To prove it here's a shot of that area:

https://pbs.twimg.com/media/Bv4oV4DIAAA0_x0.jpg:large

As for the platforms sinking just before you touch them, I'll have to check them when I publish my part 2 level. It may be that there was a problem with the impact sensor so I put a radius sensor instead. But I'll definitely bare that in mind when I republish it updated for part 2.

Thanks for the F4F but you didn't have to, as I'm quite happy playing other peoples levels and helping. Especially those that are new to creating like myself through to those that deserve more plays and attention from the community.
2014-09-02 10:24:00

Author:
LittleBigDes
Posts: 920


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