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Sewer-Cide Train

Archive: 13 posts


The second part in the Sewer-Cide series; this part sees you chasing Professor Slime across a train, and this time you've got a gun...well...a paint gun, but a gun nonetheless. Designed primarily for 1 Player, although hasn't been tested with more.

It's short but I think it's fun, and as of yet i've not encountered any bugs or glitches in the logic. Please notify me if you do!

For the best experience please play from the Intro level:
https://lbpcentral.lbp-hub.com/index.php?t=64419-SewerCide-The-Descent-of-Larry-Slime

http://lbp.me/v/65-dx6
http://i6.lbp.me/img/ft/aa6bd5535a05f272fd9077008d23eb5b675cae13.jpg
http://i2.lbp.me/img/ft/942bb4791a1461ceedf7616d714ddd3ba0537a66.jpg
2011-10-18 21:46:00

Author:
RainbowtipsFort
Posts: 144


PLEASE SOMEONE FEED ME BACK!!!! (sobs) Ahem...sorry. Honestly, I don't mind...2011-10-21 08:06:00

Author:
RainbowtipsFort
Posts: 144


PLEASE SOMEONE FEED ME BACK!!!! (sobs) Ahem...sorry. Honestly, I don't mind...

LOL, don't worry I bet people have this in their queue to play over the weekend and will get back to you (hopefully), as it's been in my queue since you published it I actually have a bit of backlog so not taking on as much as I used to, but it's in my list.
2011-10-21 10:31:00

Author:
LittleBigDes
Posts: 920


Well that's good to hear! I think before I publish the final part of this series i'm gonna have to hype it up and try and get it in the cool levels section! We'll see...2011-10-21 11:46:00

Author:
RainbowtipsFort
Posts: 144


Finally got round to it last night, seems best as a 1-2 player max levels, so you should probably limit the max players to 2 in the level settings.

Also, I'm still quite surprised when I play your levels for someone that's new to it all, you're level definitely don't show it. It seems you've got more plays on your previous Sewer Cider level on it own rather then people getting to it from the intro movie and setting. So you may want to put a bit in your description about to get the best experience and full story please play 'SewerCide: The Descent Of Larry Slime' as this where it all began.

I really liked this level, especially the sense of speed and urgency that it gave. The opening scene was done really well, the chase scene was engagaing. Had some very clever usage of the baddies and the paintinator and a nice touch with the lamps:

http://i6.lbp.me/img/ft/aa6bd5535a05f272fd9077008d23eb5b675cae13.jpg

When I got to here:

http://i2.lbp.me/img/ft/942bb4791a1461ceedf7616d714ddd3ba0537a66.jpg

I was like seriously and you say you're new?! Very well done. I'm going to have to ask how did you do that and create the speed in the level. Was it emitted sections moving or was the train actually moving?


UPDATE: Slight problem at the checkpoint in the image above. Everytime I spawned at the checkpoint I was immediately targeted so got caught in constant loop of spawn killing. So you may want to put a drop down door in front of it to open with a timer to open after a player has spawned, to give enough time for you to land and get the paintinator. Or tweak the range of the targetting. Also a slight layer changing issue when I tried to jump onto the enemy side I just fell past the platform instead onto it. It's minor, but you may want to have a look into it.

Can't wait to see what's next in your series.
2011-10-22 12:25:00

Author:
LittleBigDes
Posts: 920


Thanks for all the kind words! Actually, although i'm new, before I bought the game I was watching tutorials on youtube, namely on the lbplanetorials channel by comphermc, who I believe is one of the staff here at lbpc. It's really all you need for understanding the logic in lbp2! The logic that governed the "speed" in the level came from those same tutorials, and well done on the guess that they were emitted parts, although I guess it's kind of obvious. Still, i'm pleased with the end result!
Seriously, if you've got the time check out comphers' lbplanetorials, they're awesome! I wouldn't be bothering to make levels if it wasn't for these tutorials!
2011-10-22 16:19:00

Author:
RainbowtipsFort
Posts: 144


LBD, I hope you don't mind but i've used your pics to put up on this page! I know they're already in the posts but I thought if they show up in the description then so much the better!2011-10-22 22:52:00

Author:
RainbowtipsFort
Posts: 144


Thanks for all the kind words! Actually, although i'm new, before I bought the game I was watching tutorials on youtube, namely on the lbplanetorials channel by comphermc, who I believe is one of the staff here at lbpc. It's really all you need for understanding the logic in lbp2! The logic that governed the "speed" in the level came from those same tutorials, and well done on the guess that they were emitted parts, although I guess it's kind of obvious. Still, i'm pleased with the end result!
Seriously, if you've got the time check out comphers' lbplanetorials, they're awesome! I wouldn't be bothering to make levels if it wasn't for these tutorials!

You must be talking about the 'LBP2-Torials 08: Infinite Scrolling and Wireless Signals'


LBD, I hope you don't mind but i've used your pics to put up on this page! I know they're already in the posts but I thought if they show up in the description then so much the better!

That's what they're there for. I uploaded them so others can see them too.
2011-10-23 01:12:00

Author:
LittleBigDes
Posts: 920


You must be talking about the 'LBP2-Torials 08: Infinite Scrolling and Wireless Signals'

That's the one! I've just lapped up everything he's uploaded, it's all good!
2011-10-23 09:28:00

Author:
RainbowtipsFort
Posts: 144


Okay, i've adjusted the camera angle on the boss section so it's easier to see which layer you're on, and I will when I get the chance add some cover, not because the level needs it but because I think it would be a good psychological indicator as to where you're supposed to be to get out of the way. I hope the new adjustments improve the gameplay!2011-10-27 07:51:00

Author:
RainbowtipsFort
Posts: 144


Okay, i've adjusted the camera angle on the boss section so it's easier to see which layer you're on, and I will when I get the chance add some cover, not because the level needs it but because I think it would be a good psychological indicator as to where you're supposed to be to get out of the way. I hope the new adjustments improve the gameplay!

The camera change has definitely helped. When I jumped off either layer to the enemy's side, instead off falling past the nearest layer in the middle to my death, the game engine actually put me on other layer. It was easier to gage which layer I was on and if I needed to switch to one or the other. But I'm still having the same problems at the checkpoint. A timed barrier infront of the checkpoint or logic for death detction which has a timer that stops the plasmer shoots for 1 or 2 seconds allwoing you spawn safely and get the paintinator? Or tweak the shoots range?
2011-10-27 10:30:00

Author:
LittleBigDes
Posts: 920


I'm still having the same problems at the checkpoint. A timed barrier infront of the checkpoint or logic for death detction which has a timer that stops the plasmer shoots for 1 or 2 seconds allwoing you spawn safely and get the paintinator? Or tweak the shoots range?

Darn that pesky checkpoint. I'm NOT GOING TO LET IT BEAT ME!! Actually, there's a fairly simple solution I can think of straight away; just put a small piece of thin material between the dangerous and non-dangerous layer and just stick the checkpoint to that. Although I'm rather keen on the idea of switching the Plasma balls off when the player's been killed...glad to hear the camera change has made a small difference though!
2011-10-27 11:03:00

Author:
RainbowtipsFort
Posts: 144


Okay, the Boss issues have been fixed as far as I can tell. I've put some cover there and the checkpoint delivers you out of harms' way. Phew!2011-10-27 12:56:00

Author:
RainbowtipsFort
Posts: 144


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