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Wooden Essentials part 1 (Bugs Fixed) 1Player Only!

Archive: 13 posts


Hello everyone, It's been a loong time since I've posted anything here on lpbc. But, some of your guys may have tried this level, or seen it in a older post, But this is my most complex level ever, called Wooden Essentials, I've fixed all the bugs etc. and I think it's pretty much 100% bug free. Also, I fixed some design issues. Please try it out!
And remember, It's 1Player only!

Also, I have been really busy in school, but I'm working on part 2!
And many people have asked where they can find the keys to Metallic Essentials and Wild Essentials, but there isn't any keys, it's because they aren't released yet

http://ia.lbp.me/img/ft/f2a30865d0e6883ccc4548bea0984e09d6fac0c0.jpg

http://i5.lbp.me/img/ft/2a57bf40aff3eff46379062de1e7a2937188e1b2.jpg

http://ie.lbp.me/img/ft/b9ee7281c4a10a322790c3e8e874f851bda2ec1b.jpg
http://lbp.me/v/3j7mwh
2011-11-07 17:08:00

Author:
AcAnimate
Posts: 174


Looks like a really fun level, Q'd!2011-11-07 19:02:00

Author:
VenemoX
Posts: 197


This level was a lot of fun, a smooth, medium-to-hardish platforming ride through a spikey wooden complex. A grappling hook section works into a level of bouncepads and grabwheels to mix up the action for a bit, and I've never considered a bit of variety a bad thing in a level. Quite a few interesting layer-changing bits give the level a back-and-forth feeling, and parts requiring you to notice the R1 signs had me slapping myself for my ignorance.

The platforming itself works nice and smoothly, and each time I died I found I only had myself to blame. This level sends you up, down, left, and right in almost equal portions, and that sense of guessing what's next is nice. While not as frantic as some of the recent speedy-paced platformers I've seen, this level holds up well in it's fluidity and playability (1 player, at least). I can't speak for multiplayer, but the only time I got lag was at the beginning when the level zoomed out.

The decorations and general design of the level are great, reminding me a bit of some of the story levels. Careful placement of stickers and decorations was evident throughout, and a good sense of which materials to combine in the first place made it visually pleasing.

All around a solid, fun-to-play platforming level, this is one I'll be coming back to try and Ace at some point.
2011-11-08 00:57:00

Author:
EvilWuun
Posts: 152


All around a solid, fun-to-play platforming level, this is one I'll be coming back to try and Ace at some point.

Thanks alot, I'm glad you enjoyed my level, I enjoyed making it! and yeah, it lags a bit when it zooms out
And I forgot to change the description of the level, but it's 1Player only, more than one player could cause alot of lag!
2011-11-08 08:11:00

Author:
AcAnimate
Posts: 174


I played this a while ago and still have the prizes, they are well designed and actually make sense based on the level.

I thought it was great when I played it. Really well laid out and clear pathing through the spikes made it straight forward and not daunting, but still requiring you to pay attention.
2011-11-08 09:31:00

Author:
Mr_Fusion
Posts: 1799


Just played this...delicious! Definitely can't wait for part 2.2011-11-08 13:56:00

Author:
Unknown User


I played through this last night and really liked the visual theme and general set design. Everything is cleanly laid out with a heavy emphasis on blocky curves and lots of spikes. The very first section where you have to jump into channels that are surrounded by spikes on both sides sets the challenge bar a bit high for the very beginning of the level. Especially considering that a lot of the following sections are not as tricky as this very first part so the challenge curve is a bit wonky.

In general this level is pretty solid in terms of bugs and odd sections though I did have two particular problems playing through the level. The first is the section where you get the grapple power up for the first time. You have to bounce up and grab a circle grab pad so that you can swing over to the left and down a chute. My first playthrough it was very easy to grapple the switch handle rather than the circle pad up top.

Depending on how you jump and when you try to grapple the pad that handle gets selected over the top part so it was a bit tricky to get through this pat. The second time around I had the flow and timing down and this wasn't an issue but a new player may get hung up at this point like I did. Possibly some thin layer holo material that is set to be plasma-fied, invisible and quiet in between these two layers which openings where the player needs to layer shift would help keep the grapple well behaved.

The second problem I ran into happened identically both times I played the level. There is a part where you have the grapple, you go up a half circle of hamster tubing and you fall into the power up remover. There is a grabbable ball that pulls you up. Behind this is a wall section that moves to reveal a bounce pad. The very first time I use this bounce pad each time I played the level I died by getting squished between something.

Each time after dying I was able to get through this bouncepad part without any problems. Maybe the back wall or some bit is still moving when I hit the jump pad the first time around that is no longer in the way the second attempt?

Either way there are some good challenging bits in this level and a fair amount of re-playability for those wanting to compete on the score boards. Good work.

If you are able I'd appreciate feedback on my latest level, DarkHallow Homecoming for F4F. Link to the level is in my signature. Cheers.
2011-11-08 18:18:00

Author:
Trindall
Posts: 297


The first is the section where you get the grapple power up for the first time. You have to bounce up and grab a circle grab pad so that you can swing over to the left and down a chute. My first playthrough it was very easy to grapple the switch handle rather than the circle pad up top.

Depending on how you jump and when you try to grapple the pad that handle gets selected over the top part so it was a bit tricky to get through this pat. The second time around I had the flow and timing down and this wasn't an issue but a new player may get hung up at this point like I did. Possibly some thin layer holo material that is set to be plasma-fied, invisible and quiet in between these two layers which openings where the player needs to layer shift would help keep the grapple well behaved.

Yeah, I've noticed this problem myself, And I think I might have a solution for this, I'll update the level when I come home from school ;P



The second problem I ran into happened identically both times I played the level. There is a part where you have the grapple, you go up a half circle of hamster tubing and you fall into the power up remover. There is a grabbable ball that pulls you up. Behind this is a wall section that moves to reveal a bounce pad. The very first time I use this bounce pad each time I played the level I died by getting squished between something.

Each time after dying I was able to get through this bouncepad part without any problems. Maybe the back wall or some bit is still moving when I hit the jump pad the first time around that is no longer in the way the second attempt?

I have never noticed this problem, But I've try to fix it as well
And yes, of course I'll leave some feedback to your level, once I have time to play it !
2011-11-09 08:06:00

Author:
AcAnimate
Posts: 174


Just a heads up, I've found a bug I hadn't before, it's in the first room you have a photo posted of. I swung across the gap, bounced up and over the rounded lip, and missed the sponge, dying. When I popped out of the checkpoint, the sponge directly underneath the R1 sign pushed a layer forwards, and refuses to go back in. It's not a huge deal since one can just walk off either side of the piece of sponge to land on the ledge below, I just thought I'd mention it.

Edit: Upon further review; I see that the sponge is supposed to pop out, so technically it's not a bug or glitch. I just feel that if you die at that particular spot, the sponge should slide back into place to allow for repeated attempts of the same obstacle.
2011-11-09 20:42:00

Author:
EvilWuun
Posts: 152


Just a heads up, I've found a bug I hadn't before, it's in the first room you have a photo posted of. I swung across the gap, bounced up and over the rounded lip, and missed the sponge, dying. When I popped out of the checkpoint, the sponge directly underneath the R1 sign pushed a layer forwards, and refuses to go back in. It's not a huge deal since one can just walk off either side of the piece of sponge to land on the ledge below, I just thought I'd mention it.

Edit: Upon further review; I see that the sponge is supposed to pop out, so technically it's not a bug or glitch. I just feel that if you die at that particular spot, the sponge should slide back into place to allow for repeated attempts of the same obstacle.

Yeah, don't know why I didn't make that.. hmm, weird, but I'll do it as soon as possible
2011-11-09 22:11:00

Author:
AcAnimate
Posts: 174


Great job on this platforming level. It has some very nice ideas.

VISUALS:
The level has neat visuals thanks to corner edits and material usage.

SOUND:
Good sound usage and music choice.

GAMEPLAY:
The R1 button with the bounce pad activation is interesting, and the spinning sponge obstacles are very fun. It requires skills to try to win the race for points.

OVERALL:
A very fun platforming level with great obstacles. A yay and heart.

F4F Cybernetic Adventures Sigma
2011-11-13 23:55:00

Author:
JustinArt
Posts: 1314


Good level.

In terms of how it looks and how it plays, it seems quite similar to some of Riki Rikita's stuff. Would I be correct in assuming that you've been influenced by him somewhat?

I thought it was challenging, without ever getting frustrating - especially the race section, though I did fail miserably on that part.... I couldn't seem to get my angles right for the last swing
There was a few cruel moments with the spikes popping out of the wall, I found the spikes that you had to bounce over, a little difficult to get over.

Will definitely give part 2 a go.

My F4F level - BattleSnake 3000 - links in sig. Thanks.
2011-11-14 19:56:00

Author:
Ali_Star
Posts: 4085


In terms of how it looks and how it plays, it seems quite similar to some of Riki Rikita's stuff. Would I be correct in assuming that you've been influenced by him somewhat?.

Haha, you 100% correct sir
I have been friends with him over PSN a long tome before I started to make levels, then I realized that he made levels and was actually a well known creator, and I got inspired to make fast platforming with a big focus on visuals as well as gameplay. But I try to be unique as well and not copying any of his work

thanks for playing my level, I'm glad you enjoyed it
2011-11-15 08:48:00

Author:
AcAnimate
Posts: 174


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