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Sewer-Cider (Now Spotlighted! Woo!)

Archive: 32 posts


This is your basic platformer with a few puzzles thrown in along the way! It's fun, atmospheric and humourous, with a good dose of story too!

For anyone who's already played it, i've fixed the issues surrounding the "moving platforms" section, namely the problems that occurred with the checkpoints when more than one player was involved.

Also, some of you mentioned the freezing of the cutscene after the first section of the level; as far as I can tell, the problem is now fixed. I'm able to play it through and then go on to the next section every time, so I apologise for that!

Certain points have been signposted a lot better too.

I am thinking of making a menu screen, only so that if you've unlocked up to a certain point you can just go straight to it from there if you're playing again. Let me know what you think!

I've done my best to amend any bugs or glitches, but please let me know if you find anything wrong.

For the best experience, please play it from the Intro level:

https://lbpcentral.lbp-hub.com/index.php?t=64419-SewerCide-The-Descent-of-Larry-Slime

http://lbp.me/v/5tvx84
2011-10-16 10:27:00

Author:
RainbowtipsFort
Posts: 144


Looks Good!2011-10-16 15:07:00

Author:
Valeview
Posts: 1581


Yay I've found a friend from my PSN friends list on here. Good to see you've made it over here, so I'm adding in a few picks for you, to do your level a bit more justice:

http://i6.lbp.me/img/ft/ab6e83fa31a4cb3e0fa5f0f76323076a36cf0f0b.jpg

http://i4.lbp.me/img/ft/8d48a9834f4c866e90adf3c62f767a580765a261.jpg

http://i0.lbp.me/img/ft/750d6968e857deb89a1972bd207d82d94900c2cd.jpg
2011-10-17 12:51:00

Author:
LittleBigDes
Posts: 920


Awesome, thanks! I actually just sent you a friend request and message! Really appreciate the help!2011-10-17 12:52:00

Author:
RainbowtipsFort
Posts: 144


Isn't this your intro movie before the level?

SewerCide: The Descent Of Larry Slime (http://lbp.me/v/6jwgr1)
http://i2.lbp.me/img/bl/0f2cef3f31a00770c4b746e78ee288747e2b06c8.png

If so you may want to put that as your level as they're linked.
2011-10-17 13:02:00

Author:
LittleBigDes
Posts: 920


That's a good point. Thanks! I'm rubbish at this! lol2011-10-17 19:24:00

Author:
RainbowtipsFort
Posts: 144


Actually I think i'll leave them both up, as they appear as separate levels on my Earth.2011-10-20 08:00:00

Author:
RainbowtipsFort
Posts: 144


Have you fixed the issues I came across and messaged you about, before you joined the forums?


Checkpoint issue if 2 players are in the level
The cardboard roll puzzle & switches
Getting stuck at the top of conveyer belt at the end boss


If so let us know by replying here on your post. I'll give it another go.
2011-10-20 13:54:00

Author:
LittleBigDes
Posts: 920


Have you fixed the issues I came across and messaged you about, before you joined the forums?


Checkpoint issue if 2 players are in the level
The cardboard roll puzzle & switches
Getting stuck at the top of conveyer belt at the end boss


If so let us know by replying here on your post. I'll give it another go.

Yeah, i've basically fixed everything except getting stuck at the top with the end boss, which i'll fix tonight once the kids are in bed! Thanks again.

Also i've augmented that section slightly, hope you enjoy the new additions.
2011-10-20 15:30:00

Author:
RainbowtipsFort
Posts: 144


I played this last night and was thoroughly impressed. I was blown away with your contraptions as they look stunning. The gameplay rocked, the visuals rocked, the whole series was very fun to play. Outstanding job.2011-10-20 23:43:00

Author:
biorogue
Posts: 8424


Thanks a lot, biorogue! I'm always paranoid about what people think of my levels, so it's nice to hear positive feedback! Although the heart to play ratio could be better...ah well! So long as people enjoy it!2011-10-21 07:28:00

Author:
RainbowtipsFort
Posts: 144


I played this last night and was thoroughly impressed. I was blown away with your contraptions as they look stunning. The gameplay rocked, the visuals rocked, the whole series was very fun to play. Outstanding job.

Ah yes the contraptions... this stod out the most to me as soon as I came across the first obstacle. Looks like you used the merge technique and used it very well throughout your level. Visually it looks great. Now that you've made changes I'm going to give it another go.
2011-10-21 10:37:00

Author:
LittleBigDes
Posts: 920


Oh by the way I've forgotten to fix the mini-boss bit. Sorry!! I'll fix it soon though!2011-10-21 11:50:00

Author:
RainbowtipsFort
Posts: 144


I played this level a few hours ago and it is a blast.

VISUALS:
The details looked great, especially the opening with such awesome extra foreground layer. It even has such neat lighting and well made Non-playable characters.

SOUND:
Great sound usage that fitted well in this level.

GAMEPLAY:
The gameplay of this level is solid. It features some clever obstacles and fun puzzles. There's a problem involving after defeating the boss, but I'm sure you'll fix it soon and I made it to the top after ten respawns. Also, during the puzzle part where you move the microchips, some of them got stuck for a bit until I kept on moving up and down to get it loose.

OVERALL:
It's an awesome level with great visuals and great stuff. A yay, heart, and positive review.

F4F Cybernetic Adventures Sigma
2011-10-22 01:44:00

Author:
JustinArt
Posts: 1314


Thanks a lot JustinArt! I will have a look at those problems that you mentioned, although it's the first time anyone's said anything about the circuit chips getting stuck. Either way i'll look into it...glad you liked it!

Oh, and i've got your level queued, just need to find some time to play it!
2011-10-22 08:03:00

Author:
RainbowtipsFort
Posts: 144


I just have to agree with everyone else has said. This whole series from the movie intro to the train chase level is just a blast to play. The visuals are great, the gameplay is varied and interesting and the story is engaging too. Above all, it's exactly what playing LBP should be about - fun! Great job!

I too had the problem with the microchips sticking in the puzzle. I think it happens if you move them in a random order rather than starting from left to right. I also had the problem with the TV monitor cutscene that freezes when I first played but second time through, when I was linked in to the Sewer-Cider level from the movie intro, it all went smoothly.

Anyway, the series really is a must-play! Hope you get some more plays!
2011-10-22 08:34:00

Author:
shropshirelass
Posts: 1455


Wow, thanks again! I'm overwhelmed with all the love. I'll definitely look into the circuit board issue when I get the chance. Can't believe I missed it...2011-10-22 08:40:00

Author:
RainbowtipsFort
Posts: 144


Okay, hopefully the circuitboard problem has been resolved. I've made adjustments and play tested it and since then i've not experienced any sticking or anything, so please let me know how it goes! Oh, and the mini-boss bit has also been fixed!

Yay.
2011-10-23 09:33:00

Author:
RainbowtipsFort
Posts: 144


I'll be honest, i'm just posting here to get more views...2011-10-24 07:57:00

Author:
RainbowtipsFort
Posts: 144


I've recently played your levels too and I really liked them!
The visuals and the level design are great, the gameplay is fun too and you also have a good story! (The introduction was good too! )

BUT:

I didn't really like your train level. The scenery and the idea was very good but...I don't know, I just think using the Paintinator in LBP2 is kinda...cheap (and it's actually not that fun). And the turret boss was very annoying as he kills you the most time just as you get out of the checkpoint. I'd recommend you some safe points for cover.

I hope you can do something with my feedback! :3
2011-10-24 08:31:00

Author:
StarrKable
Posts: 196


Yeah, I do see what you mean. I guess the thing with the paintinator is a matter of opinion, but I just wanted to use it in what I hoped was a new way, like the bit when you pick up the baddie and he shoots the moving paint sensor, but I didn't think I overused it...but as far as the boss is concerned I will fix that.

Maybe trigger the checkpoint on the non-dangerous layer...?

Thanks for your honesty, I need it to improve!
2011-10-24 09:26:00

Author:
RainbowtipsFort
Posts: 144


[...]like the bit when you pick up the baddie and he shoots the moving paint sensor,[...]

Yeah, that was actually a good one!


Maybe trigger the checkpoint on the non-dangerous layer...?

That would be a good idea.
But I also think that you still need some cover. Even though sometimes he doesn't kill you instantly when you get out of the checkpoint it's very hard to dodge the plasma balls.


Thanks for your honesty, I need it to improve!

As I like to say:
Honest feedback is the best one! :3
And your welcome!

Btw: I think your levels deserve more plays!
2011-10-24 14:32:00

Author:
StarrKable
Posts: 196


That would be a good idea.
But I also think that you still need some cover. Even though sometimes he doesn't kill you instantly when you get out of the checkpoint it's very hard to dodge the plasma
balls

Perhaps then just a change of camera angles just so it's easier to differentiate between when you're on the dangerous or the non-dangerous layer. I don't think it really needs a cover system, but if this is the general consensus then i'll implement one for sure!



As I like to say:
Honest feedback is the best one! :3
And your welcome!

Btw: I think your levels deserve more plays!

Thank you for all your kind words! They're much appreciated!
2011-10-25 08:39:00

Author:
RainbowtipsFort
Posts: 144


Went back and played your level series last night. After all the updates you've done it's a lot better.

For example here:
http://i2.lbp.me/img/ft/d9215e90443fb66e2dc4dcaa33892642f7f345e1.jpg
I never knew you could actually grab those, with it being a contraption made of metal it was a bit counter-intuiative. The R1 stickers help.

I see you've cut out a layer behind the switches:
http://i3.lbp.me/img/ft/673cc61d5cd4e42355028b65dfc885fe0b1a4e68.jpg
This improved the gameplay as you can now go behind the switches and walk past without accidetally brushing past them and changing them. Also the checkpoint and elevator issue is gone since you put a timer on it and another checkpoint above.

My only critism is with the checkpoint at the train level with the boss, I put this down in more detail in your Sewer Cide Train post. Since your updates it's a lot better, your level series is a must play. Has humour, mystery, action, platforming, a bit of puzzle solving along the way and a storyline to back it all up. Being new it can be hard to get noticed but everyone has to start somewhere, and this is definitely a good start. So I hope you get more plays and attention from the community.

<3
2011-10-27 10:59:00

Author:
LittleBigDes
Posts: 920


Okay, i've made yet MORE adjustments to certain details, some practical, others aesthetic and not overly obvious either. Also I think i've overcome the Train Boss issue. Let me know what ya think!2011-10-27 12:52:00

Author:
RainbowtipsFort
Posts: 144


Gonna give it a try again! :>2011-10-27 13:35:00

Author:
StarrKable
Posts: 196


Gonna give it a try again! :>

Let me know when you do!
2011-11-05 01:22:00

Author:
RainbowtipsFort
Posts: 144


Same goes for you, bud! 2011-11-05 09:47:00

Author:
StarrKable
Posts: 196


I was excited when I started playing this level. The lighting, decoration, design, everything looks great. I really liked the door mechanism near the beginning, nice design on that! Unfortunately, I didn't get far due to my low tolerance for swift motion, specifically the camera angle changes. They were going fast enough that I was getting a little sick. But, that is my shortcoming, not yours.

If you get a chance, check out my F4F level, "Are We There Yeti?". (http://lbp.me/v/z5y83j)
2011-11-11 15:47:00

Author:
CommToad
Posts: 82


I was excited when I started playing this level. The lighting, decoration, design, everything looks great. I really liked the door mechanism near the beginning, nice design on that! Unfortunately, I didn't get far due to my low tolerance for swift motion, specifically the camera angle changes. They were going fast enough that I was getting a little sick. But, that is my shortcoming, not yours.

If you get a chance, check out my F4F level, "Are We There Yeti?". (http://lbp.me/v/z5y83j)

Ah, do you mean at the moving bounce pad section? If so i've been meaning to change that, so thanks for reminding me! If not, then please let me know so I can change it; if it annoys you then it'll probably annoy others! I'm willing to adapt...
2011-11-11 22:26:00

Author:
RainbowtipsFort
Posts: 144


Ah, do you mean at the moving bounce pad section? If so i've been meaning to change that, so thanks for reminding me! If not, then please let me know so I can change it; if it annoys you then it'll probably annoy others! I'm willing to adapt...

I'll give it another try and let you know.
2011-11-20 19:02:00

Author:
CommToad
Posts: 82


The location I had a problem with the camera's panning speed was the bounce pads after the spot where I died so many times (bounce pads that moved up and down and were electric on one side) that you had a mechanism that came out and made a nice smooth walkway with the caption "Stop dieing so much". I was going up to the platforn that had the grappling hook. My problem was/is that I kept/keep landing on the slippery slope and falling back down. So, fairly early in the level.2011-11-20 19:49:00

Author:
CommToad
Posts: 82


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