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#1

new beyond imagination

Archive: 8 posts


i have added a new boss on it

I really wanted this to be worth playing, so if you find glitches tell me i will listen to you and appreciate it.



http://i0.lbp.me/img/fl/25086f0fd1b1d419a251029985ab373ac4991e06.jpg

http://i2.lbp.me/img/fl/2a24887dc8c26c9e189c20a7210133aa87ff26f8.jpg
http://lbp.me/v/5ws-jw
2011-09-01 00:46:00

Author:
Unknown User


How come you've made another level but with a different boss? I thought F4F was to improve and build upon your level from the feedback given. I haven't got round to playing your previous one again properly since I got to a spike area with a jump pad that kept killing me all the time, kept sending me into the spikes. Seemed like you had a low gravity setting at this area which gave me little or no control BUT more likely lag and lack of space and camera angle making it harder then it should be. Now it's locked. Might have been better to update the boss in your original level with the same title, that was up for F4F rather then create a new one (keep all the feedback and updates to follow, under that one post). Also you've had to start again to get your plays and hearts from before . But I'm sure you have your reasons.

Just a small point in your level title you have '(whith new boss)', I know it's just a minor spelling mistake but it should read (with new boss). Since it's already published I'm not sure if you can change the title as this may create a new level without any plays etc. Just helps with polishing it up and how it looks to people that come across it and read it.

I'll add this one to my queue and thanks for the review and playing my level. Hopefully I'll get round to this one tonight or tommorow. Your atmosphere and entrance to the level was impressive.
2011-09-01 10:29:00

Author:
LittleBigDes
Posts: 920


I played this level and it looked really awesome.

VISUALS:
The environment details looked really cool as it is filled with clever lighting, well made flowers, and an wicked boss battle.

SOUND:
Great sequenced musics and good music choices.

GAMEPLAY:
The platforming is clever. But because of certain camera angles, a few obstacles are somewhat confusing (i.e. the swinging spiked woods at the start of the sublevel). There's also a lag around the main level's second to last hazardous flower. The boss battle is awesome, but the second phase should have a more accurate grab kill.

OVERALL:
It's an level that's worth playing thanks to intriguing visuals and fun gameplay. A yay. By the way, I noticed that both the old and new boss versions had the same main level. You should somehow make players choose between the old and new boss at the end of the main level.

F4F Cybernetic Adventures Zeta
2011-09-03 17:54:00

Author:
JustinArt
Posts: 1314


Looks amazing! I'll try it, please play my RelicWars trailer, in return for my play.
http://lbp.me/v/5zk7sw
2011-09-03 17:58:00

Author:
Unknown User


Level queued up!
I'll post a review after trying it.
Please try mine : http://lbp.me/v/5k3-t5.
Thanks
2011-09-03 21:31:00

Author:
Maxouze
Posts: 96


I played this level and it looked really awesome.

VISUALS:
The environment details looked really cool as it is filled with clever lighting, well made flowers, and an wicked boss battle.

SOUND:
Great sequenced musics and good music choices.

GAMEPLAY:
The platforming is clever. But because of certain camera angles, a few obstacles are somewhat confusing (i.e. the swinging spiked woods at the start of the sublevel). There's also a lag around the main level's second to last hazardous flower. The boss battle is awesome, but the second phase should have a more accurate grab kill.

OVERALL:
It's an level that's worth playing thanks to intriguing visuals and fun gameplay. A yay. By the way, I noticed that both the old and new boss versions had the same main level. You should somehow make players choose between the old and new boss at the end of the main level.

F4F Cybernetic Adventures Zeta

I agree with Justin, your level is visually pleasing with attention to detail throughout. However, your camera angles made it more difficult then it should be. Camera angles at certain parts make it harder to judge distances and where to go. Which can be annoying to the player. I found this out myself when doing my own level and watching others play. So I would flatten out the angles a bit. For example at the start with the flower bounce pads, a few times it sent me into the water and below the round spinning material to grab, killing me, without me actually doing anything other then jumping on the pad.

Another example is here:

http://ic.lbp.me/img/fl/f2c46483c3d369ef8db9d61ae66179470d5613d3.jpg

The angle obscures the distance and once or twice my grapple hook hooked onto the material to the right of me instead of the left where I was aiming, ultimately killing me. Also after this, the next jump pad further to the left, constantly sent me into the spikes. I say constantly since it was around 10 times+. This actually made me quit your first version of the level as this happened more then 10 times. Lag may have also contributed to this too. So it may be helpful to open up this area a bit more to allow for this, so players have more space and can move over the spikes more freely. It seemed just by chance that I managed to get over it.

Again at this part as Justin stated:

http://id.lbp.me/img/fl/d1d7ba77a14c65fdba77a0e7b571395b0d490d9b.jpg

This part was incredibly frustrating but I persevered. The angle obscured the distances to jump and got in the way of changing layers. This made it a lot harder than it should be. Also every time I stepped to get closer to the swinging spikes to make a jump for it or go under it, the floor would set on fire, every single time I tried. Then I thought may be it's a glitch, it's broken or there's a pattern in the music or lights going on or off. BUT no matter how many times I tried to get closer or jump over or go under, the floor would set on fire. It felt as if it was purposely setting me up to be killed. Like putting a hidden jump pad before a player and spikes above. Leaving no control or warning. What was I doing wrong? What did I miss? It felt very unfair and players are not privy to your thought process or how you set it up. So you need to be more obvious from a players point of view and flatten out the angle a bit. I found this out by testing my own level and watching how others play. What you may be able to get through in a matter of seconds may not be the same for others since they did not create it. Testing also highlighted areas that more direction or tweaking for a better experience. If you need an extra tester in any projects, I'd gladly help.

The boss fight was really good. However the grab kill switch (again stated by Justin) was not obvious since the lever looks like the scenery and background. So I ended up doing the jump shoot process longer then I should have. This may actually confuse other players and lead to others not completing your level or boss. From briefly looking at your comments on the level it looks as if it already has. I would make the switch more obvious or change the colour of the lever or put it somewhere that the player will be able to see it more accurately.

I'm not sure if this is suppose to happen:

http://i9.lbp.me/img/fl/4c90782e5d13cc76608d0d0c38115409f8881691.jpg

From the bounce pad before the moving spikes, I some how got put above the obstacle. Ultimately passing it by as I was able to walk along the top of it.

Overall, it's worth playing. The visuals and striking colours, depth and lighting gives a great ambience to your level. The atmosphere, use of decorations and music enhances this even more. Gameplay wise the areas I stated above could do with more tweaking to give a better gameplay experience. Even with those areas mentioned it got a yay and a heart. Your effort shows and it looks great. However, I would definitely play it again once tweaked.

<3
2011-09-04 01:27:00

Author:
LittleBigDes
Posts: 920


Looks awesome! Queuein it!2011-09-04 16:14:00

Author:
Unknown User


I played this level and it looked really awesome.

VISUALS:
The environment details looked really cool as it is filled with clever lighting, well made flowers, and an wicked boss battle.

SOUND:
Great sequenced musics and good music choices.

GAMEPLAY:
The platforming is clever. But because of certain camera angles, a few obstacles are somewhat confusing (i.e. the swinging spiked woods at the start of the sublevel). There's also a lag around the main level's second to last hazardous flower. The boss battle is awesome, but the second phase should have a more accurate grab kill.

OVERALL:
It's an level that's worth playing thanks to intriguing visuals and fun gameplay. A yay. By the way, I noticed that both the old and new boss versions had the same main level. You should somehow make players choose between the old and new boss at the end of the main level.

F4F Cybernetic Adventures Zeta



thx for your help i have aded bounce pads on the sublevel have fix light on the boss so you see what to do now you can also choose boss fight now. thx again. play your level soon.
2011-09-05 12:38:00

Author:
Unknown User


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