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'Snow Place Like Home

Archive: 28 posts


Hello there!

I've finally actually finished another level, huzzah! I started this a day before the Move Pack was released, so about 2 months ago? Something like that. It's a reimagining of an LBP1 level I was making, until the whole thing unglued itself. Which is a shame, as it was going well, but without that, I would have never made this, so I guess I'll be thankful.

The level is effectively two in one, as there are completly seperate paths for players with Move and players without. I wanted to make a Move level, but thought it was unfair to leave everyone else out, and here's the result.

So, without further ado, screenshots!

http://ic.lbp.me/img/ft/32cd34543eb840a22a36179a15b0809fd78a9b91.jpg
Brr, very chilly up this mountain...

http://if.lbp.me/img/ft/72feda76f4a1db312f0c8608f233521c3cdb01cb.jpg
Desicions desicions...

http://i7.lbp.me/img/ft/a17ccf12eb364bb4d5b848c1baa5be07bbb2509b.jpg
Some Move-based gameplay

http://if.lbp.me/img/ft/f9fbe6d060149245091db4d755293aca7c1ecc24.jpg
Some non-Move-based gameplay

And a video of the Non-move section!


http://www.youtube.com/watch?v=w1uiMyHnQd8&list=UU1IaWRpDWTOyPMnXicXxm7w&index=3&feature=plcp

So, um, yeah, play, and enjoy!

Big thanks to Valeview07 (who I believe is just called 'Valeview' here), for his graphical expertise and help, and Memodrix for recording the video

While I'll happily partake in as many F4F's as possible, the times I can go on the PS3 are slightly limited (that's why one level takes so long), so I may be a bit late on getting back to you.
Also, there's a hidden beaver sticker in the Move and non-Move path ;D
http://lbp.me/v/7ww5x6
2011-11-18 21:11:00

Author:
kirbyman62
Posts: 1893


I played this while back and didn't review it cause i didn't finish the level, i'll be happy to replay it soon but in the meantime could you play my level, The Island off Flu Street. Thanks if you do.2011-11-20 22:37:00

Author:
drei
Posts: 158


I appreciate making a level that doesn't exclude us non-move players, nice of you to incorporate both into a level. I really liked the design, and how it progressed. Some of my favorite things were the point bubbles that weren't directly on the path, the part where the ice breaks and leaves a hole to jump through, and the opening cut scene. However, there were a few thing that detracted from all of that. In a number of places, the opening you are supposed to move through was so small I wan't sure it was the correct path. I would search for other paths before I would try them. One was early in the level, for a path that took you to some prize bubbles. In another area, where you use the grappling hook after jumping up on 3 bounce pads, the player is completely out of view and I finally pressed the button to display my name to see where my sackboy was, then just started guessing at what direction to move until he reappeared on the screen. Another place of contention is the underwater maze (after getting the scuba gear. Even with the gear I died a few times here due to the narrowness of the path, I think. It would probably be good to widen it a little. Finally, the time I triggered one of the explosions, right next to the trigger, and died, the save point was back before the narrow tunnel I just described. Would have been better, in my opinion, to either move the trigger out of the blast area or add a save point after the narrow tunnel.

Hope this is helpful, please try my F4F level, Are We There Yeti? (http://lbp.me/v/z5y83j)
2011-11-21 11:54:00

Author:
CommToad
Posts: 82


I played this while back and didn't review it cause i didn't finish the level, i'll be happy to replay it soon but in the meantime could you play my level, The Island off Flu Street. Thanks if you do.

Sure thing, queue'd.


I appreciate making a level that doesn't exclude us non-move players, nice of you to incorporate both into a level. I really liked the design, and how it progressed. Some of my favorite things were the point bubbles that weren't directly on the path, the part where the ice breaks and leaves a hole to jump through, and the opening cut scene.

Thanks


However, there were a few thing that detracted from all of that. In a number of places, the opening you are supposed to move through was so small I wan't sure it was the correct path. I would search for other paths before I would try them. One was early in the level, for a path that took you to some prize bubbles. In another area, where you use the grappling hook after jumping up on 3 bounce pads, the player is completely out of view and I finally pressed the button to display my name to see where my sackboy was, then just started guessing at what direction to move until he reappeared on the screen.

I'm not quite sure I know where you mean. I'll take a look.


Another place of contention is the underwater maze (after getting the scuba gear. Even with the gear I died a few times here due to the narrowness of the path, I think. It would probably be good to widen it a little. Finally, the time I triggered one of the explosions, right next to the trigger, and died, the save point was back before the narrow tunnel I just described. Would have been better, in my opinion, to either move the trigger out of the blast area or add a save point after the narrow tunnel.

The area is ment to be for non-Move players, so I have to make it more complex so that those with it drown, thoguh I'll try moving the switches (the switches have to be activated with the Move on the land, so this may be easier said than done).


Hope this is helpful, please try my F4F level, Are We There Yeti? (http://lbp.me/v/z5y83j)

Will do
2011-11-21 16:50:00

Author:
kirbyman62
Posts: 1893


If I have time tonight I will take a picture of the spot where I couldn't see my sackboy.2011-11-21 18:15:00

Author:
CommToad
Posts: 82


Hopefully fixed a few problems that people have mentioned (mainly the water), and one no-one has mentioned, but I imagine people had problems with it. As well as a few graphical updates.

The thermo really can't take much more, I found out if you turn the water on it's a few pixels away from overheating. I might remove the water section based on feedback and how much time I have generally.
2011-11-21 20:07:00

Author:
kirbyman62
Posts: 1893


Queued, I want to try it with the Move!! 2011-11-21 21:45:00

Author:
Unknown User


A couple of republishes today, nothing major. Copied the level to another space on my moon and started work on taking out the water, here's why:


http://img412.imageshack.us/img412/4913/thermobefore.jpg
Before water is added

http://img46.imageshack.us/img46/9026/thermoafter.jpg
After water is added (note it hasn't overheated)


So yeah, lots of wasted thermo on a bit I was never really happy with and have recieved negative feedback on. Any ideas in what could replace the non-Move path? Got plans for the Move one.
2011-11-22 20:11:00

Author:
kirbyman62
Posts: 1893


I played you level again, and it was much better. I didn't have any problems in that watery,snakey cave near the end of the level this time. Also, thanks for moving the explosion further away from the switch. I also noticed that in the place where I couldn't see my sackboy, that the background looked like it was giving a hint that there was a tunnel back there. Gave you a smiley face this time.2011-11-22 23:11:00

Author:
CommToad
Posts: 82


Already made a "review" on the game, and played today with the water on the Move variation.
The overall level is really good and I enjoyed it (the move logics are new for me), although there are some points that I got lost a while (where you have to take the jumps platform and put it on the part where there is the red button) and maybe you can put more in evidence.
If I'm not wrong there is also a point where the level design is a bit empty (where you have to rotate the cog).
However, many thanks for the level, something different and new is always very well accepted

And if you want to try my level and give me some feedback you will be greatly accepted!
2011-11-23 21:24:00

Author:
Unknown User


Just played this level and it is varied with good ideas.

VISUALS:
The level has nice material choices, and they are well corner-edited. It also has well-decorated stickers and decorations. I think more details in certain areas of the level should be added.

SOUND:
Great use of The Wilderness Interactive music.

GAMEPLAY:
I went through both routes and they are fun. The non-move route has some nifty use of grappling hook and explosives. The move route has great use of brain crane, too. I forgot what should be fixed, but this level has some great ideas.

OVERALL:
Two different gameplays of this level has good innovation and fun factor. A yay.

F4F Cybernetic Adventures Sigma
2011-11-24 00:15:00

Author:
JustinArt
Posts: 1314


Left a review on the level, but I'll also leave one here too.

The whole level in general was really fun. The visuals were nice, although I would put a few more decorations or stickers in some parts. The puzzles were challenging and fun. The platforming part was was very tricky. The music fit well, and the I had the winter log cabin kind of feeling right when the level started. Great job!

Oh, and thanks for playing my level. I really appreciate it!
2011-11-25 17:52:00

Author:
FEAR
Posts: 337


Thanks for the plays so far everyone. My internet is really playing up, so F4Fs might take a little while longer than expected. I'll get onto it ASAP though.

Also, the water area has almost finished it's transformation into a less thermo-eating, more fun area. Huzzah!
2011-11-26 13:14:00

Author:
kirbyman62
Posts: 1893


Some good reviews in here. When your done taking out the water part and you have your final version, send me a PM and I'll give it a go.

If you have time and want to try one of my levels in return, you can play, The Explorers, its its the Cool Levels sub section in this forum.

Look forward to trying the final version.
2011-11-26 17:11:00

Author:
CYMBOL
Posts: 1230


Republished and the water is finally gone! I've worked on the visuals slightly but I'll do more in the upcoming days. I'm pretty usre I've mentioned around here that I'm awful at them, so any suggestions would be greatly appreciated 2011-11-26 21:02:00

Author:
kirbyman62
Posts: 1893


Okay, I've played your level, and it's really great!

The little intro cut scene was great, gave it a nice first impression!

After the fall there is a option to choose to play with move or normal controller, I really like that, makes the level playable for player who wants to play with move, and players that don't have a move. I played the part without a move, because sadly, I don't have a move (yet)'

The first obstacle / contraption is pretty standard, nothing new here, that isn't bad through, if the level should be 100% unique there wouldn't be anything left to create xD
The second obstacle (with the bombs) worked very well, But it happened that when I blew up the last piece of snow all the explosive exploded, also the ones right next to me, don't know if it's a bug or not, but it killed me maybe change it, or make the trigger further away from the drop zone ?

There were a obstacle where I had to fly down with a jetpack, then pull a switch that opened a door a little bit, then I had to fly up again to fly through the little opening, That was a good little puzzle kinda thing, but I wouldn't hurt making it a little challenging with some spikes or so.

At some point I had to drop a stone in a little wagon, then pull it back to hit a switch, at first I was a little confused so, I accidently dropped the rock next to the wagon. there were a little camera sequence when I dropped the rock, but the second time I dropped it the camera sequence didn't show.

I found one crashing bug (this forced me to replay the entire level) I had to jump to get a point bubble to get a little round sponge thing, then I had to throw it up to hit a button. I didn't hit that button in first try, so I was pretty much stuck :S

Overall it's a really enjoyable level, with a few bugs. but the rest of the level was really great, and a great design also, you kept the theme the entire level.
2011-11-27 21:46:00

Author:
AcAnimate
Posts: 174


Hey there, played it this afternoon.

I like the quick intro. The Move option is nice (since my Move wasn't charged).

Design:
I have to admit, I was a little confused. I fell under the house and found a level of wood and snow. I think it would have made more sense if the material was rock. And/or explain that they fell into an abandoned mining site or something.

On one part, there seemed to be some snow, but only in one spot. And, if that was snow, it seemed a bit big and clunky. You have the Move pack, so perhaps find some good stickers on the sticker material?

Overall, it could use some touchups, but it is obvious you put time into designing the level.

Puzzles:
Most were decent. Only issue is, sometimes cameras would show actions and sometimes not. I dragged a bomb to a blocked point, went back and pulled the lever and had no idea if it had worked til I went to the other side and checked - maybe zoom out since the two areas are connected by actions.

Unfortunately, I couldn't figure out what to do, the was a checkpoint up in a tiny rock, I went left and was behind a large white wall. I kept trying to jump, but wasn't moving. I couldn't find any way through. Down below I noticed brain cranes around, and was wondering if maybe I ended up somewhere I wasn't supposed to go.

I think there is room for improvement here. I can see you put time and thought into your level. Just remember, each level is a learning experience to make an even better level the next time.

If you ever need a beta tester for you next level, just let me know.
2011-11-27 23:28:00

Author:
CYMBOL
Posts: 1230


The level is effectively two in one, as there are completly seperate paths for players with Move and players without. I wanted to make a Move level, but thought it was unfair to leave everyone else out, and here's the result.2011-11-28 03:58:00

Author:
Unknown User


Okay, I've played your level, and it's really great!

The little intro cut scene was great, gave it a nice first impression!

Thany you



The second obstacle (with the bombs) worked very well, But it happened that when I blew up the last piece of snow all the explosive exploded, also the ones right next to me, don't know if it's a bug or not, but it killed me maybe change it, or make the trigger further away from the drop zone ?

That was the intention to simply set them all off, but I could give it some tinkering.


There were a obstacle where I had to fly down with a jetpack, then pull a switch that opened a door a little bit, then I had to fly up again to fly through the little opening, That was a good little puzzle kinda thing, but I wouldn't hurt making it a little challenging with some spikes or so.

OK, I'll give that a try. I found it hard enough because the bounce pads were left on and they kept moving you about, but I turned them off and never filled it in with a new challenge.


At some point I had to drop a stone in a little wagon, then pull it back to hit a switch, at first I was a little confused so, I accidently dropped the rock next to the wagon. there were a little camera sequence when I dropped the rock, but the second time I dropped it the camera sequence didn't show.

I thought playign the cutscene everytime would get tiring, but I can change that if you wish.


I found one crashing bug (this forced me to replay the entire level) I had to jump to get a point bubble to get a little round sponge thing, then I had to throw it up to hit a button. I didn't hit that button in first try, so I was pretty much stuck :S

Sorry about that. That was in the newest area which I didn't test a great deal, but that never happened to me so I presumed everything was fine. Thanks for letting me know.


Overall it's a really enjoyable level, with a few bugs. but the rest of the level was really great, and a great design also, you kept the theme the entire level.

Thanks




Design:
I have to admit, I was a little confused. I fell under the house and found a level of wood and snow. I think it would have made more sense if the material was rock. And/or explain that they fell into an abandoned mining site or something.

I was going to add some story about a little tribe that lived there but never had the time or space to put it in. Didn't think it'd be a huge problem as it's just a platformer, but maybe I'll add a sign or something saying abandoned mine ahead or something, thanks.


On one part, there seemed to be some snow, but only in one spot. And, if that was snow, it seemed a bit big and clunky. You have the Move pack, so perhaps find some good stickers on the sticker material?

Not entirely sure what you mean, but I'll take a look.


Overall, it could use some touchups, but it is obvious you put time into designing the level.

Visuals have never been my speciality, but I'll give it a try.


Puzzles:
Most were decent. Only issue is, sometimes cameras would show actions and sometimes not. I dragged a bomb to a blocked point, went back and pulled the lever and had no idea if it had worked til I went to the other side and checked - maybe zoom out since the two areas are connected by actions.

Will do.


Unfortunately, I couldn't figure out what to do, the was a checkpoint up in a tiny rock, I went left and was behind a large white wall. I kept trying to jump, but wasn't moving. I couldn't find any way through. Down below I noticed brain cranes around, and was wondering if maybe I ended up somewhere I wasn't supposed to go.

I'm not entirely sure where you mean, I'll take a look.


I think there is room for improvement here. I can see you put time and thought into your level. Just remember, each level is a learning experience to make an even better level the next time.

Thanks


If you ever need a beta tester for you next level, just let me know.

I may have to take you up on that offer someday ;D


The level is effectively two in one, as there are completly seperate paths for players with Move and players without. I wanted to make a Move level, but thought it was unfair to leave everyone else out, and here's the result.

That was the intention, thanks for playing

EDIT: Fixed most of the issues mentioned. Only two I couldn't get were the ones I said I didn't understand from CYMBOL, I had a look and am still confused, would you care going into more detail? Also added a bit to the graphics.
2011-11-28 08:26:00

Author:
kirbyman62
Posts: 1893


Sorry, I don't have the brain crane!

Other than that, what I saw was some great visuals.

Great cinematics, and a cute little house!
2011-11-29 22:52:00

Author:
xtremesackboy
Posts: 479


Sorry, I don't have the brain crane!

Other than that, what I saw was some great visuals.

Great cinematics, and a cute little house!

You can play it without Move, just go right and there's a non-Move path
2011-11-30 09:01:00

Author:
kirbyman62
Posts: 1893


Turns outthere was an issue meaning the player couldn't ge tpast the bomb section in the non-Move area. This has now been fixed, sorry to anyone who experienced problems with it 2011-12-02 20:14:00

Author:
kirbyman62
Posts: 1893


OK, I've played the level (I don't have move, by the way) a couple of times now.

Visually, I liked it. I'm not quite sure what you were aiming for with the visuals, but to me the level looked quite stark, and had that patchwork look that lbp does very well. If you were going for a more realistic look then some more detail could be a good idea. I also liked the use of the lbp1 wilderness theme music. It's always been one of my favourite pieces of lbp music, and definitely fits with the level.

Gameplay-wise, I thought that there were some really good ideas but the execution could do with a little work. Sometimes, the gameplay felt a little claustrophobic, which was frustrating at points. Some of the platforming was also a little too precise in my opinion, and the jump on that platform above the spike-conveyor-belt thingy was a bit tricky.

Also, I once somehow broke the jetpack puzzle. I killed myself on a spike when going back up on the bounce pads, and the bounce pads wouldn't reactivate when I started the timer for the door again, leaving me stranded at the bottom which meant I had to kill myself to get back to the top. I'm not sure how I ended up doing that, but maybe you should make the logic there a little more fool-proof.

Overall, I liked it, but I think it could do with some work. I felt that, although the ideas were good, it was unnecessarily frustrating at points due to the tight spaces and occasional precision platforming. Definitely a promising level though.

This may only apply to the non-move side though, I can't comment on the move half.

By the way, this might be a stupid question but how did you get the 2-way switch to reset itself on the jetpack puzzle?
2011-12-03 22:33:00

Author:
Unknown User


OK, I've played the level (I don't have move, by the way) a couple of times now.

Wow, thanks for the speedy reply


Visually, I liked it. I'm not quite sure what you were aiming for with the visuals, but to me the level looked quite stark, and had that patchwork look that lbp does very well. If you were going for a more realistic look then some more detail could be a good idea. I also liked the use of the lbp1 wilderness theme music. It's always been one of my favourite pieces of lbp music, and definitely fits with the level.

I've honestly no idea where I'm 'going' with it, I just put whatever I feel like in xD


Gameplay-wise, I thought that there were some really good ideas but the execution could do with a little work. Sometimes, the gameplay felt a little claustrophobic, which was frustrating at points. Some of the platforming was also a little too precise in my opinion, and the jump on that platform above the spike-conveyor-belt thingy was a bit tricky.

I'll take a look, and make the jump easier. I struggle with it myself.


Also, I once somehow broke the jetpack puzzle. I killed myself on a spike when going back up on the bounce pads, and the bounce pads wouldn't reactivate when I started the timer for the door again, leaving me stranded at the bottom which meant I had to kill myself to get back to the top. I'm not sure how I ended up doing that, but maybe you should make the logic there a little more fool-proof.

I've done a lot of editing to that section so it probably hasn't come out right, thanks for alerting me, I'll take a look.


Overall, I liked it, but I think it could do with some work. I felt that, although the ideas were good, it was unnecessarily frustrating at points due to the tight spaces and occasional precision platforming. Definitely a promising level though.

This may only apply to the non-move side though, I can't comment on the move half.

Thanks


By the way, this might be a stupid question but how did you get the 2-way switch to reset itself on the jetpack puzzle?

Not a stupid question at all, it isn't obvious just by looking. Get some elastic or spring (I prefer elastic, I find spring to irritating to get it right), and attach one end to the switch and the other to the wall/floor/whatever. Then when the switch is pulled, it stretches the elastic and the elastic springs the switch back when you let go. I'm not very good at explaining with words, let me draw a diagram.

http://img210.imageshack.us/img210/9100/buttonelastic.png

Actually, that probably didn't help at all xD
2011-12-04 11:55:00

Author:
kirbyman62
Posts: 1893


Went over and did a big-ish scenery update with the stuff from the Festive Goodies

http://i4.lbp.me/img/ft/6e4027f2e6e72631d90a6099d3fa6ad05eb0a950.jpg

http://i8.lbp.me/img/ft/3f8055fc8a539004afb9ffed3d985c8932548a6d.jpg

http://i9.lbp.me/img/ft/ad96f6e7580e42b3cca8ab6cadb8d65e70a0a352.jpg

Nothing major, but I'll do a bit more tomorrow.
2011-12-23 21:09:00

Author:
kirbyman62
Posts: 1893


Hey, I'm kinda überlate in returning your feedback but here we go!

As I said in the review I left ingame, overall I had great fun with this one! I really enjoyed the puzzles and the use you made of the Grabinator and Grappler, and overall think it was quite challenging and entertaining!
Even though I saw a lot of people saying in the reviews that you needed to put more work on the visuals, it was good looking enough for me! Maybe it's because I've only seen the new version (after the big-ish update you mentioned above).

One little suggestion I have is on the part where there's a jetpack, a bunch of jumppads and a switch, and you have to go down with the jet, lose the jetpack to turn on the switch, then go up with the jumppads to take the jet again to proceed on the lower right (I know it's a messy description, sorry for that but my english sucks!).
Turns out if you die on the spikes and jumppads part (after turning the switch), you just respawn at the checkpoint, which is up there right beside the jetpack, eliminating the need to do the jumps right. It happened to me and I felt like "Yeah I cheated this thing right!".

Overall, great work!! =D YAY + s2 from me!
2012-01-13 22:52:00

Author:
Unknown User


Hey, I'm kinda überlate in returning your feedback but here we go!

So much so I've no idea who you are xD

Thanks anyway though


As I said in the review I left ingame, overall I had great fun with this one! I really enjoyed the puzzles and the use you made of the Grabinator and Grappler, and overall think it was quite challenging and entertaining!
Even though I saw a lot of people saying in the reviews that you needed to put more work on the visuals, it was good looking enough for me! Maybe it's because I've only seen the new version (after the big-ish update you mentioned above).

Why thanks


One little suggestion I have is on the part where there's a jetpack, a bunch of jumppads and a switch, and you have to go down with the jet, lose the jetpack to turn on the switch, then go up with the jumppads to take the jet again to proceed on the lower right (I know it's a messy description, sorry for that but my english sucks!).

It's fine, I know where you mean.


Turns out if you die on the spikes and jumppads part (after turning the switch), you just respawn at the checkpoint, which is up there right beside the jetpack, eliminating the need to do the jumps right. It happened to me and I felt like "Yeah I cheated this thing right!".

Ah, ok. I'll move the checkpoint.


Overall, great work!! =D YAY + s2 from me!

Thanks!

EDIT: Ah yes, I remember you now.
2012-01-21 13:13:00

Author:
kirbyman62
Posts: 1893


Thanks to the ever-so-lovely Memodrix, the non-Move section has now been captured in video form


http://www.youtube.com/watch?v=w1uiMyHnQd8&list=UU1IaWRpDWTOyPMnXicXxm7w&index=3&feature=plcp
2012-02-12 15:23:00

Author:
kirbyman62
Posts: 1893


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