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(MGS3) Metal Gear Solid 3 - Part I

Archive: 4 posts


Hello there, I'm new here.

I just got LBP from the PSN "pick a free game" and I started making a tribute to the MGS franchise.

I have just finished the first part covering Virtuous Mission and I want to you guys to check it out and see if I should continue creating the other parts (its sure gave me really trouble, and its really time consuming).

So, if you played MGS3 play my level. http://lbp.me/v/6x-mpx

If you didnt play it, I am not sure if you are gonna like it since there are lots of references.

Bye.
http://lbp.me/v/6x-mpx
2011-10-09 21:59:00

Author:
Unknown User


MGS3 was awesome so I'm definitely intrigued. I'm querying it up and I'll get some feedback in this weekend.2011-10-15 04:56:00

Author:
xxMATEOSxx
Posts: 1787


Definetly have to try this out . Queud Up !!2011-10-15 05:14:00

Author:
Unknown User


Ok, so this was a fairly impressive level. Let's take this thing from the beginning.
First off, the interior of the plane looked really good. There was definitely a good sense for visual detail throughout the level. The door opening was also a nice touch.
The opening text might have been better coming from a radio or something rather than empty space. I know in the game this is not the case but just in my opinion it gives the speech tail a bit of consistency. The othe part is maybe make the door open by proximity switch rather than timer. That way if people skip through all of the text they can just move along with the level.
Next is something that I don't know if its on purpse or not. When performing the alo jump, you can fall off the level into the water. If you land close enough to the cliff but still fall off you can see the light as well. Maybe you can use some dark matter to force the person to land correctly and prevent that if needed. Also, any large swaths of yellow gas can look better with small layer of black gas or whatever color matches your scene.
Once again, the enviorments are highly detailed throughout th level. You make good use of material to create a nice jungle scene. I particularly like how you incorporated elemenets of the original game throughout the level, even something as small as going under the tree. The crocs tails was a nice touch.
Next we hit the bridge. I did not duplicate it on another playthrough, but on my second run I accidentally activated the Volgin scene. I'm not sure how except that I was jumping near the bbeginning of the bridge. Like I said, I didn't get it to repeat on my next playthrough.
Next for the bridge is that its a little annoying to cross. A lot of user bridges of that style are like that but not being able to run across is a little annoying. I don't know if you did that on purpose because in game you can fall off of the bridge. If you did, my opinion on the subject is that its one thing that didn't need to be incorporated in here.
I like the characters you use, the mechanics for the soldiers are nice, along with the whole line of sight, spotted bit. You kept it simple and it worked to your advantage.
The one character who lacked visual quality was Sokolov. Basically, not having his whole body stickered greatly reduces the appeal. Nothing ruins visuals quiet like visible dissolve.
Next was Ocelots entrance. I like how you did the whole scene with him taking out the guards, that was some nice scenework. The only reference for him I would have removed is the whole gun jamming bit. I know the level is meant for people who played the game and they do discuss that in MGS3, but that line had no context in what the player can see here. Maybe instead of mentioning how he loaded it by hand, maybe just say that he would be better off with something like a revolver, etc.
I wish I actually got to fight the Ocelot unit, a quick battle would have been ideal. It's kind of anti-climatic when your just standing there and poof, their knockked out. Also, are you supposed to be able to walk past Ocelot.
Have I mentioned your characters and enviorment are pretty cool. I like how you did the whole Volgin and the boss on the bridge, as well as the pain coming in. That was a good scene as well. This is definitely one of the better uses of sackboy cutout characters.
The dissolving plank on the bridge was painfully obvious. Maybe instead of dissolve with a sticker, use the actual bridge material with an invisible rod attached to dissolve offscreen. That way, when the dissolve offscreen disappears, the plank will fall with the character and you'll maintain visual consistency.
Finally, I like the ending with the rescue balloon for the scoreboard, although a nuclear explosion was noticibly missed. Remember the Alamo.
Well there we go, one of the most detailed suggetion/feedbacks I have done. Looking this over now and...two more things. I did not test for it but something that would be cool is a reward system for not killing anyone or being spotted would be an excellent addition to any MGS level. Also, maybe if you are seen it would be cool if the soldier gets backup from the sky or something.
There you have it. Overall, I think this is a solid (ha) level with a lot of potential as a series. Visually, it is good with minor flaws, gameplay likewise. Some of the writing could be worked so that people who haven't played the game can enjoy it too. Nice work on, I believe you said this was your first level. Keep it up.

Jeeze this is long
2011-10-16 03:43:00

Author:
xxMATEOSxx
Posts: 1787


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