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#1

An Unexpected Turn

Archive: 12 posts


I've republished this because a friend played it and he found nothing wrong. and because even when i found something wrong it was just a missing material towards the end and didn't effect the actual playthrough. i figured it might as well be up until i can find a permanent fix, the last one broke the level entirely but luckily i had it saved to my hard drive!
http://lbp.me/v/7pqrp7

http://i3.lbp.me/img/ft/5c3e10e1694b134c48fedb54ce9ed174f1086a53.jpg

http://i2.lbp.me/img/ft/b92d7813db0fffec74a19add8e0c9fb55587eb62.jpg

http://i6.lbp.me/img/ft/8b6127e09548c6c10354579124256350bec237f5.jpg
2011-11-10 21:36:00

Author:
GribbleGrunger
Posts: 3910


queued for later.2011-11-10 22:58:00

Author:
biorogue
Posts: 8424


lol. i see that Littlebigdes and Cymbol played it with the two of them together... it'll be interesting to see how THAT one worked out

stress test! you two are the salt of the earth. i really appreciate the help you've given me.

and thank you Ostler too!

just a thought. the log at the end of the level is three logs joined with the merge glitch... could that be the problem?
2011-11-10 23:35:00

Author:
GribbleGrunger
Posts: 3910


Hey, played it through with Des, no big issues except a little lag.

Anyway, it was a great first level. Some things could be fine tuned, but that will come in time. If you saw my first level you'd probably laugh, and I would too! There was a lot of dark matter if I remember correctly. . Well, in my defense, it was LBP1, and there were no tutorials to YouTube yet. Haha.

I thought it was well done, some nice areas of design and architecture.

As for constructive criticism, the only thing I would recommend is to not stray too far from your theme. The colored items and puzzles seemed a bit out of place. Perhaps change them to matching tribal symbols or something more fitting.

The merge glitch could be part of the issue (Des and I were walking on air at the end due to the glitch). The merge causes complexity issues, along with a high thermo, it may be the cause.

Anyway, good start. Good luck on your future levels.
2011-11-11 06:57:00

Author:
CYMBOL
Posts: 1230


Hi GribbleGrunger I pretty much have the same things to say as Cymbol. I must admit that I was pleasantly surprised when I entered your level and there are some really nice scenic views along the way. When I got to the bridge I had to stop, stand back and look at everything in awe. You've clearly put some effort into the visual side. You also have some nice gameplay variety mixed in with a puzzle.

But there are a few things that could be tuned up such as:

Using a shaft of light or some sort of visual cue to highlight the levers to be pulled. I honestly could not see them in corners and I found it too dark on my screen which left felling a bit lost and wondering what to do. For example in this image:
http://i6.lbp.me/img/fl/8b6127e09548c6c10354579124256350bec237f5.jpg
I cannot see the lever clearly at all to open the door. Again at the section with the two green squares the lever is hidden by shadows and darkness. A subtle hint or cue would help guide the player more clearly.

Another section that seemed a bit unfair was here:
http://ic.lbp.me/img/fl/33c811ec8288e8e45e5685b77d95ea1cb5320929.jpg
There's no indication that there is a set of spikes to avoid without prior knowledge or dying first or even dying a few times until you relaise that you have to use R1 to grab and shuffle along to top ledge. I think simply changing the material to something that looks grabble from your theme would help. Rather then having to put a big R1 sticker up. Also raising the spikes or changing the camera angle so a player can see them too. Players may feel a bit cheated there.

The neon used in the puzzle seemd a bit out of place so I definitely second what Cymbol said about it.

At the end of the level I was walking on thin air as your materials had dissapeared. You will need to free up some thermo and do some tweaking and I don't mind poping over to have a look at it with you. Strange thing is the first time I played it on my own the materials at the end dissaperead. But second time around they didn't.

Overall, it's a good first level and I was pleasantly surprised and I'm actually coming back to play it again and to look at things that could help your thermo.
2011-11-11 11:18:00

Author:
LittleBigDes
Posts: 920


Most things have already been said, but I thought this was superb for a first level.
I loved the metal bridge bit. I thought that was really scenic.

I did find one issue, that was was with your 3 sponges puzzle bit. I accidentally hopped up to grab the red one, from atop the green one, and wound up with the 2 sponges on the wrong sides of each other. Took me a few minutes to get the red one to move over the top of the green one again. While this is entirely player-caused error, it may be worth thinking up a system to resolve such issues if more dunces do this, or in future levels that use the same puzzle idea.
Unless this was perhaps deliberate, but I doubt it, as it was quite fiddly to fix myself.

Regarding some of Des' comments regarding lighting, I disagree, I didn't feel lighting wasn't so much the issue, as it was tiny handles that take a moment to spot. While I know that it's easy to struggle for space in areas, shrinking down levers is best done as little as possible, I believe.
Maybe with the bit where you have to grab the sponge on the roof though, I agree.


I thought your skipping puzzle was great! It fit the theme really well, and I can't say I've seen any puzzles similar to it. I say 'puzzle'. I guess it is sort of a puzzle, anyways...
I noticed, right before you get to the 3 sponges, you've got a stairway of really tiny steps, good move not adding more steps on the way back up, though. That would've been irritating, so good choice.
No fiddly platforming! Huzzah! I felt all of your jumps and platforms and such took Sackboys lack of traction and floaty jumping into consideration, a talent a great many platformer creators are yet to learn. My pet peeves are platforms that are so small Sackboy slides right off, and jumps that border on the impossible.
There were a few small-ish platforms, but they didn't have any hazards that would cause the player to feel a need to rush along them, which is fine.


And that's all I got. I hope you delve into Create mode again soon. Laters.
2011-11-11 12:13:00

Author:
Ostler5000
Posts: 1017


THANK YOU FELLAS!!!

i changed the overhead sponge to white but it still didn't show up that well. i've even put a light underneath it to make it easier to see. perhaps i should adjust the camera angle instead. i actually deliberately aimed it down so you couldn't see the mess i'd made of the spikes lol. that'll teach me. i am going to remove the jagged front thin layer too, it wasn't a good idea and was there only to give the impression that is what kills you, not the spikes.

will change the colour of the switches to see if that will help there and resize. the sponge problem is one of two major flaws that i'm racking my brain to solve. i thought of a see-saw solution but unless you actually make that mistake it would look a bit incongruous. it IS an error though and i have to solve it. i'm going to replace the glitched log with a little bridge to see if that helps and remove some of the vines from the background too. I have definitely gone overboard with the decorations and stickers lol. it's also good to hear that even with two players it didn't break too badly.

you are right about the sponge and the neon material. the trouble is, now that i've done it and designed things around it, it's going to be difficult to change. oh well, i'm really chuffed that people actually liked it! i just wanted something out that represented promise, which i believe i have (fingers crossed).

thanks again fellas and i will be checking your levels out later again, especially Ostler. for some reason my queue didn't show your name last night and i forgot entirely after playing CYMBOL's bounce pad level. oh yeah, how do i unlock the other levels CYMBOL? i wanted to play more but i couldn't. i'm also going to swing round to your level again Des.

oh yeah, one other thing. i just realised that i wanted to put more score bubbles in but i don't feel i can now as it would be unfair to those who are already on my score board. there are some quite well hidden bubbles though and i can see some people haven't found them
2011-11-11 13:25:00

Author:
GribbleGrunger
Posts: 3910


Thanks for trying some of my levels. The only actual "level" I have is Jumper. The others were just fun side projects while I hid from the task of creating a real level, haha. I hope to release my next level, The Explorers, in about a week.

Those locked levels are levels in progress. I put them on my earth as a back up. That way, even if my PS3 crashes, I have a copy. And, its nice cause you can send friends keys so only they can play it. That's what the lockbox is above my profile pic. I give people a code, and it gives them access to try locked levels which aren't ready for the public.

Anyway, thanks again for trying my levels. And congrats on getting through making your first level!
2011-11-11 15:32:00

Author:
CYMBOL
Posts: 1230


out of interest how long does it take for this site to update the hearts stats. i have 5 now and it still shows 2. i want them i tell you!!!

edit: Goodness gracious me! Spaff played my level and hearted it. God, am i sad or what
2011-11-11 22:57:00

Author:
GribbleGrunger
Posts: 3910


i've cut back on some of the detail in the hope it solves the issues2011-11-13 06:08:00

Author:
GribbleGrunger
Posts: 3910


put an extra checkpoint after the lift
fixed crossing the blocks by making them all the same
couldn't fix the missing material at the end, but it seems that some don't get the problem

edit: will republish as soon as PSN is back up. darn it!
2011-11-20 11:40:00

Author:
GribbleGrunger
Posts: 3910


Queued, I really like the level design!
Just a question, where can you find the grass decorations? (are them from lbp1?)
2011-11-21 21:47:00

Author:
Unknown User


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