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A Knight's Tale (Part 2A): Ranaku's Awakening (Spotlighted!)

Archive: 46 posts


PSN: Neverynnal


A Knight's Tale: Ranaku's Awakening is a continuation on the evil side of my series of Knight's Tale levels. The level is a medieval story-based tale about a dark knight's quest to awaken the demon-god Ranaku. You must traverse a temple of sorts and open the 4 chests laid throughout the level in order to summon the dark lord. There are puzzles, some tricky platforming and a "guardian" boss near the end of the level. Secrets are laid throughout, and the prizes that can be attained are, more than likely, desirable, rather than some boring enemy that you'll never use. I took a lot of pride in making this level as visually pleasing as possible, and I don't think you'll be disappointed after your finished.


I've put all my knowledge of the create mode tools to work in this level, and have worked diligently over the past 3 weeks, putting in over 70 hours (at least) of work into the level. I would really appreciate anyone willing to give the level a shot, and perhaps checking out the prequel before hand (for a better understanding of the saga).

Also, I've dumbed it down a bit, since no one could figure out the puzzle before the second tomb. However, figuring out this puzzle will reward the player with a ton of points. All you really need is an ear for notes and the short amount of time to get it done

I really, really need suggestions on this level though guys. I slaved at this level like I was getting paid $30/hour doing it and have been extremely disappointed with the feedback (or lack of thereof) so far. Sadly, I posted this level here over a week ago and did not get a single play from the community, which almost resulted me in finding a new place to call home. This is mainly because of the time I've taken to review others levels, while recieving nothing in return. Anyway, give it a shot and lemme know what you think whether it's negative or positive. Thankyou
2008-12-28 00:08:00

Author:
Neverynnal
Posts: 374


I will be checking this out tonight and you know the kind of feedback you can expect from me: honest and extensive lol. I will get back to you with my thoughts after playing, I am looking forward to it 2008-12-28 00:31:00

Author:
OCK
Posts: 1536


Nobody should be sleeping on this level... it truly defines the word epic, and is the apex of your work. I finally got to play through it, now with my stupidity being optional with the music puzzle. (I even knew what notes were which by ear, and just couldn't get it to click for some reason) - I regret that this part is changed out of necessity as it is such an awesome intro to a Zelda-esque adventure of mythological proportions and that foreboding tune is class. Alas, it detracts from nothing...

This is by far the most beautiful level I've found from these forums... not to sound egotistical, but I put it on par with [Sands of Time] for looks. The lighting is angelic... the intricate use of sticker/deco plating is off the meter and it's implementation is flawless. This environment feels mystical, dark, evil and alluring through it's luster and hint of soiled riches all at the same time.

The use of music here is fantastic... it fits every step of the way and changes precisely when needed. It's amazing that this level breathes so much personality that all 4 tracks can fit harmoniously within the mood and ambiance of the temple.

The chest/coffer and pedestal design is pure artwork. You know I love detail and craftsmanship like that. I love the scarabs as well, and their nest is a nice touch. This reminds me alot of the dank character and polish found in Act 2 of Diablo II.

Each area presents a unique challenge and mechanic that's both challenging, functional, and impressive. From the synchronized columns at the start set to flipper, to the leaps of faith, the raining fire, the free falling, the half-crescent wheel section, and the collapsing bridge that forces you to dart back in a mad panic (pure style... my personal favorite part).

The boss is really awesome. Probably my favorite multi-screen boss yet. Although he's a bit easy, his look is detailed and he fits the guardian role perfectly. My only recommendation is to put some sound effects of some sort on him to give it a little more oomph... especially when you enter inside. Maybe a series of thuds and creaks or something.

- one point my friend got stuck on the foreground glass at the freefall section and was forced to suicide. That was the only hitch I found. Another possible one is how when you activate the switch after the first instance of raining orange lights, the camera swings back and views the checkpoint forcing a dead player to respawn and then be lost as the camera swings back forcing a death.

Took me awhile to give this level the proper treatment, but it's definitely worth checking out for anybody that can get into the vibe. The friend I was playing with said to let you know he's hearting it too - within minutes he was like "it's awesome so far/who made this/what's this level called" every step of the way.

One more thing, the writing: it's great. Has a very olde English playwright feel to it and conveys the tale very well without getting too mired in text. I like the lexicon of it, and the general flow. I'm really enjoying where you're taking this series, and I'm glad you went for the dark side of the alternate timeline first.

(edit: what happened to [Bantuk's] Revenge? That was a pretty killer boss that just needed a little polish]
2008-12-28 01:30:00

Author:
Unknown User


Nobody should be sleeping on this level... it truly defines the word epic, and is the apex of your work. I finally got to play through it, now with my stupidity being optional with the music puzzle. (I even knew what notes were which by ear, and just couldn't get it to click for some reason) - I regret that this part is changed out of necessity as it is such an awesome intro to a Zelda-esque adventure of mythological proportions and that foreboding tune is class. Alas, it detracts from nothing...

Yeah like I told you, it wasn't your stupidity, but more of my lack of presentation and direction with the chandelier puzzle. I made it before the rest of the level and was left without room to properly implement it like I would have liked, but I urge anyone who gives the level a play to try it out and if you get frustrated to just move on and enjoy the rest of the level


This is by far the most beautiful level I've found from these forums... not to sound egotistical, but I put it on par with [Sands of Time] for looks. The lighting is angelic... the intricate use of sticker/deco plating is off the meter and it's implementation is flawless. This environment feels mystical, dark, evil and alluring through it's luster and hint of soiled riches all at the same time.

This means a lot coming from you, as you know how much I loved the look of your False Idols series. To be honest I learned a lot from playing your original Sands of Time level.



The use of music here is fantastic... it fits every step of the way and changes precisely when needed. It's amazing that this level breathes so much personality that all 4 tracks can fit harmoniously within the mood and ambiance of the temple.

This was one thing I was really concerned about. And I am absolutely thrilled that you liked the selections I used throughout the level.


The chest/coffer and pedestal design is pure artwork. You know I love detail and craftsmanship like that. I love the scarabs as well, and their nest is a nice touch. This reminds me alot of the dank character and polish found in Act 2 of Diablo II.

Most of the handcrafted designs I came up with are prizes that are hidden throughout the level itself. They are placed in areas that are not only hard to reach, but areas that give you the choice of whether to attain the item or not, so you don't have to fill your inventory with items you'd rather not have. I'm really glad you liked these things Ninja, as I hoped they would add a lot to the overall feel of the level.



The boss is really awesome. Probably my favorite multi-screen boss yet. Although he's a bit easy, his look is detailed and he fits the guardian role perfectly. My only recommendation is to put some sound effects of some sort on him to give it a little more oomph... especially when you enter inside. Maybe a series of thuds and creaks or something.

I will implement these sounds. Great idea man.


- one point my friend got stuck on the foreground glass at the freefall section and was forced to suicide. That was the only hitch I found. Another possible one is how when you activate the switch after the first instance of raining orange lights, the camera swings back and views the checkpoint forcing a dead player to respawn and then be lost as the camera swings back forcing a death.

Ahh yeah. I never even thought about the possibility of that camera angle bringing a dead player back to life and then forcing an auto-death. I'll have to fix this somehow...


Took me awhile to give this level the proper treatment, but it's definitely worth checking out for anybody that can get into the vibe. The friend I was playing with said to let you know he's hearting it too - within minutes he was like "it's awesome so far/who made this/what's this level called" every step of the way.

One more thing, the writing: it's great. Has a very olde English playwright feel to it and conveys the tale very well without getting too mired in text. I like the lexicon of it, and the general flow. I'm really enjoying where you're taking this series, and I'm glad you went for the dark side of the alternate timeline first.

Thanks so so much for the feedback man. I honestly can't thank you enough and I'm really happy you enjoyed the level and provided these great suggestions for me.



(edit: what happened to [Bantuk's] Revenge? That was a pretty killer boss that just needed a little polish]

Yeah...after the last patch the boss broke on me. For some reason he wouldn't die anymore after killing all the brains so I unpublished the level and I plan on working on it again in the coming weeks.
2008-12-28 02:14:00

Author:
Neverynnal
Posts: 374


That sucks... this p[atch has been both bad and good. Ever since X Mas when the servers exploded and the MGS expansion dropped, I've been having terrible problems. At one point, right after I finished my Metal Slug level, I tried to publish it like fives times and couldn't, and then after I tried to go into the file to edit or play on my OWN moon OFFLINE it kept saying "failed to load level" like it was moderated or corrupt or something. I thought I lost everything... luckily it worked itself out when I restarted a few times and logged back on.

Also just about 30 mins ago, I went to edit the level again after publishing a new fix, only to find out that it had somehow reverted to the unfixed version from yesterday - I had to redo every change I had made again.

I'm having problems with prize glitches on the MGS levels too. I collect 3 prizes, and get 100% and nothing happens - then I go to try and get them again, and they're already gotten (changed to point bubbles) but still won't add to the inventory list or give me the all gifts prize. I don't know what's happening with this game lately, but I hope they work it out... almost losing entire months work of levels is definitely not good for us.
2008-12-28 02:26:00

Author:
Unknown User


Wow, great level man.

The pacing was perfect, the textures were great, lighting was great. The best part about the entire experience though is that, somehow, I always knew what to do, I could tell what was grabbable and what wasn't.. and what would kill me and what wouldn't.

Usually I don't finish levels because they annoy me, or use the same basic graphics set... but this one never annoyed me and I actually wanted to see the ending.

Graphics- 10/10
Presentation - 10/10
Gameplay 8/10 (a little easy)
Overall: 9/10!

Good job man.. it's a shame only freaking 18 people have played at the time of this review. LBPcentral makes a big deal about being active and all that.. but then when someone posts a level the creator rarely get responses.... I posted and I have yet to have anyone review my levels.

I reviewed your level cause it obviously took a lot of work! Good job and I await your next level!
2008-12-28 04:52:00

Author:
Snowspot
Posts: 265


Hey man I just finished this nad have the 2nd highest score I have to say that Ninja covered pretty much everything I wanted to say so my feedback won't be as extensive as usual but here are my thoughts anyway:

First of all I love all the custom creations you have here. You know I am obsessed with making everything custom so it is always refreshing when another creator puts the same amount of thought and care into their levels. My favorite creation is the altar and the book, pure genius man. It is one of those rare things where I play the level and say to myself "man, I wish I had made that" lol. The lighting here is pheonomenal. You clearly took a lot of time making sure it was just right and I can assure you it is. I love the story and I wish more people had rich narratives in their levels (I don't need to explain myself here lol). It was definitely RPG-esque and trust me, that's a compliment. The boss was a double edged sword. I love the look but I don't like the "character". It looks like some regular guy off the street but maybe I missed something in the narrative explaining this? I also liked how you travelled through his body. It reminded me a little bit about this other epic boss I recently fought *wink*.

I did not find the level to be much of a challenge but on the plus side that means it's accessible to everyone. A couple of more suggestions:

- One of your enemies has a visible magnetic switch.

- Decorate your scorboard.

- And.... oops, those are all my suggestions!!!

This level is a highly polished work of art that everyone needs to check out. I have your Sin City level hearted and you have just earned another one with this level! 5 stars and thank you for putting out another high quality level. One final thing I would like to address:


This is by far the most beautiful level I've found from these forums...

* goes off into a corner and begins weeping * (just kidding )
2008-12-28 06:25:00

Author:
OCK
Posts: 1536


I'm sure your next will up the ante again, OCK - or someone will... Legion was pretty impressive when I first saw it, and every few weeks somebody does something more outrageous than the last time I said "most [insert adjective] ever." I'm prone to hyperbole heh

Levels like Little Dead Space and Sackboy's Inferno are probably my favorite levels in terms of visuals and style, but they're not from this site. The gold and lighting in this level really reminded me of the original SoT before I revamped all the textures.
2008-12-28 07:05:00

Author:
Unknown User


Hi Neverynnal!

I just played your level. I liked a lot the atmosphere of your level with a very good use of the lightings. The visuals quality of your work have been described in previous comments, so i will only focus on two suggestions

- I was stuck two time: I couldn't finish the level the two times i played it because i was totally stuck. I my first play, i falt after the first red sponge that bring me upthere. However, the red sponge never came back (it was stuck up, and i stuck down). Restart level. On my second play, i was stuck at the second red sponge. There is at this level a big shape of glass that normally disappear (when you fall in the skull head "abyss"). It initially did, but i died on a skullhead, i respawned at the previous checkpoint and the bloc of glass was here again, but it never disappeared...Suicide...
I think you could find a way to avoid such problems. It seems to be more a design level issue that a mechanism issue. I think your red sponge is set on "direction" with a grab detector. But perhaps modifying the teardrop shape of the sponge could be sufficient.

- I didn't liked so much your beetle enemies. They are simple (what is not a problem per se), but I thought that they didn't fit with the overall quality of the level and in need of some more details.

Finally, even without my name on the scoreboard yet, i loved this level and recommand to play it at all the members. Good work. 5 stars, Hearted!

I will look your other levels such as Sin city, now
2008-12-28 10:11:00

Author:
Takelow
Posts: 1355


Wow, great level man.

The pacing was perfect, the textures were great, lighting was great. The best part about the entire experience though is that, somehow, I always knew what to do, I could tell what was grabbable and what wasn't.. and what would kill me and what wouldn't.

Usually I don't finish levels because they annoy me, or use the same basic graphics set... but this one never annoyed me and I actually wanted to see the ending.

Graphics- 10/10
Presentation - 10/10
Gameplay 8/10 (a little easy)
Overall: 9/10!


Thanks a lot for the kind words man. You said that you actually wanted to see the end. This is something I really wanted to achieve. I strived to make it as appealing as possible with the visuals and plot, while providing some platforming challenge. I'm really happy you enjoyed it man, and your kind words mean the world.


Good job man.. it's a shame only freaking 18 people have played at the time of this review. LBPcentral makes a big deal about being active and all that.. but then when someone posts a level the creator rarely get responses.... I posted and I have yet to have anyone review my levels.

I reviewed your level cause it obviously took a lot of work! Good job and I await your next level!

I will be sure to check out your level/s man. PM me a link to your thread or just the level name itself and I'll check it out as soon as my stupid Internet connection/PSN connection works again. Having some serious issues as of late. But once again, thanks for taking the time to review my level, and I'll be sure to pay your level the same courteosy.


First of all I love all the custom creations you have here. You know I am obsessed with making everything custom so it is always refreshing when another creator puts the same amount of thought and care into their levels. My favorite creation is the altar and the book, pure genius man. It is one of those rare things where I play the level and say to myself "man, I wish I had made that" lol. The lighting here is pheonomenal. You clearly took a lot of time making sure it was just right and I can assure you it is. I love the story and I wish more people had rich narratives in their levels (I don't need to explain myself here lol). It was definitely RPG-esque and trust me, that's a compliment.

Yeah, I take a lot of pride in my custom content, just as yourself OCK. I believe the entire level is all custom, just like your level, The Legion.


The boss was a double edged sword. I love the look but I don't like the "character". It looks like some regular guy off the street but maybe I missed something in the narrative explaining this? I also liked how you travelled through his body. It reminded me a little bit about this other epic boss I recently fought *wink*.

Well I was looking for a "stone guardian" look. I do think I can expand on the story a bit here and I will. He's a guardian left by the paladins to guard the last tomb of Ranaku. I mentioned it briefly in the book left shortly before the boss but did not expand much on it. I may have to do this. And if you think the travelling inside a boss is a new thing, you should have seen my Knight's Tale: Wrath of Bantuk level before the patch blew it up. While it's the same idea as The Legion, I assure you that I didn't copy. However, your level was still a huge influence on my level, as I played it first when I was about half done. The flow of your level is really what sets it apart in my opinion and I did try and accomplish much of the same.


I did not find the level to be much of a challenge but on the plus side that means it's accessible to everyone. A couple of more suggestions:

- One of your enemies has a visible magnetic switch.

- Decorate your scorboard.

- And.... oops, those are all my suggestions!!!

Thanks for these suggestions OCK The lack of them is probably a good thing and I'll definitely fix what you mentioned if the thermo allows it! :eek:


This level is a highly polished work of art that everyone needs to check out. I have your Sin City level hearted and you have just earned another one with this level! 5 stars and thank you for putting out another high quality level.

Thankyou OCK hearts and stars coming from one of the best creators on these forums means I'm on the right track





- I was stuck two time: I couldn't finish the level the two times i played it because i was totally stuck. I my first play, i falt after the first red sponge that bring me upthere. However, the red sponge never came back (it was stuck up, and i stuck down). Restart level. On my second play, i was stuck at the second red sponge. There is at this level a big shape of glass that normally disappear (when you fall in the skull head "abyss"). It initially did, but i died on a skullhead, i respawned at the previous checkpoint and the bloc of glass was here again, but it never disappeared...Suicide...
I think you could find a way to avoid such problems. It seems to be more a design level issue that a mechanism issue. I think your red sponge is set on "direction" with a grab detector. But perhaps modifying the teardrop shape of the sponge could be sufficient.

That's the darndest thing man. I tested out those sponges on grab switches a million times and found they always came back. I knew it was potentially a problem, but I was hoping it wasn't going to be an issue. I'll have to address this. Thankyou Takelow



- I didn't liked so much your beetle enemies. They are simple (what is not a problem per se), but I thought that they didn't fit with the overall quality of the level and in need of some more details.

Yeah, your right. The scarabs are incredibly simple. Sadly with the amount of texture/detail throughout the level it's impossible to implement detailed enemies; especially detailed enemies on an emitter (like the scarabs and their nest.)


Finally, even without my name on the scoreboard yet, i loved this level and recommand to play it at all the members. Good work. 5 stars, Hearted!

Thanks and I hope your next playthrough takes you all the way to the end. Sorry for some of the mishaps! <3
2008-12-28 17:56:00

Author:
Neverynnal
Posts: 374


Well I was looking for a "stone guardian" look. I do think I can expand on the story a bit here and I will. He's a guardian left by the paladins to guard the last tomb of Ranaku. I mentioned it briefly in the book left shortly before the boss but did not expand much on it. I may have to do this. And if you think the travelling inside a boss is a new thing, you should have seen my Knight's Tale: Wrath of Bantuk level before the patch blew it up. While it's the same idea as The Legion, I assure you that I didn't copy.

Trust me, I know you didn't copy lol


However, your level was still a huge influence on my level, as I played it first when I was about half done. The flow of your level is really what sets it apart in my opinion and I did try and accomplish much of the same.

I am honored


Thanks for these suggestions OCK The lack of them is probably a good thing and I'll definitely fix what you mentioned if the thermo allows it!

Yeah the lack of suggestion is a very good thing lol. It just goes to show how polished your level is, great work once again!
2008-12-31 01:17:00

Author:
OCK
Posts: 1536


I knew it was potentially a problem, but I was hoping it wasn't going to be an issue.

Don't get me wrong: i'm french and my english not so good. When i wrote "issue", i would like to wrote "problem".
2008-12-31 09:50:00

Author:
Takelow
Posts: 1355


You want suggestions? That's a dangerous thing to ask of me.2008-12-31 09:53:00

Author:
Unknown User


haha of course I want suggestions Just keep it constructive and I don't care if it's negative. Just make sure to post the things that you liked as well 2008-12-31 17:26:00

Author:
Neverynnal
Posts: 374


If I HAD to think of a suggestion, aesthetically would be to put some invisible moving objects in the fog around the glass tunnel that takes you up that way there's something swishing around in it to give it a swirly effect, and chop up it's shape to make it look less rigid and passive - maybe change the sides of the tunnel itself to skinny dark matter instead of glass... I think that would look seriously cool, like you're so close to death and moving through the fog gracefully as it reaches for you like tendrils (ala the black goo in the new Prince of Persia).2008-12-31 18:23:00

Author:
Unknown User


Yeah that's exactly the effect I was looking for. I wanted it to look like you were being dragged into a death pit of fog. The only reason it's glass is because it slides. Once the sponge gets to the top, I want it to be able to reach the bottom again just incase people don't get the checkpoint at the top and they fall down.

And what exactly do you mean by "invisible moving objects"? I'm not quite sure how to get the fog swirling, so instead I tried multicoloring it in different layers in order to give it a different look. Lemme know!
2008-12-31 18:59:00

Author:
Neverynnal
Posts: 374


When solid objects collide with smog/fog it pushes it and moves through it, causing it to spread and react a little. You could attach a skinny piece of rubber (invisiblesize ) to a piston set to 0 (close to invisible) attached to another piece of invisible dark matter to move up and down through the fog outside the glass. It would push through the fog and keep it moving. You could do that with several copies of it and have all of it swirling around that way - of course I'm not sure how visible the effect would be, but since you have grey and blue, they should compliment each other's colors and highlight the movement so it's visible. It could probably done with small rubber wheels set to spin as well...

I've just noticed it while creating sometimes, and thought it might enhance that area. I guess it's such a short section that it wouldn't even be noticed, but if there's room for it, it could make a detail that makes it stand out even if the player doesn't consciously notice it.
2008-12-31 19:32:00

Author:
Unknown User


Alright so I'm taking part in the F4F system and I'll give goodfeedback to the first 7 people who give me some constructive feedback.2008-12-31 23:16:00

Author:
Neverynnal
Posts: 374


Alright so I'm taking part in the F4F system and I'll give goodfeedback to the first 7 people who give me some constructive feedback.

Might want to update your OP with this information too. I'll play your level and give you feedback, but it's going to be for free since I don't have any levels I want feedback for. But not right now, I'm hungry.
2008-12-31 23:43:00

Author:
Whalio Cappuccino
Posts: 5250


Sounds awesome, I loved your first one and this one sounds really good. I can't believe you got no plays for a week. I will check it out and give you good feedback. Probably tomorrow morning.2008-12-31 23:58:00

Author:
Hexagohn
Posts: 335


Ok, just finished playing both the first part, both Good and Evil. Must say I was pretty impressed, nice job it was really fun. Difficulty was spot on. Not too easy, or hard. And the replayability is there.

But... This thread isn't for that level, so I'll begin with Part 2A.
----------------

Well, you can tell from the very start that you have improved a lot when it comes down to detail. This level has a lot of it, the lighting is really superb, I was a bit nervous when I noticed a lot of the level is dark, because lightning can get pretty annoying in those types of levels. But this level had the lightning perfect, there was only a few times when it was completely dark, but that was for about half a second, when a new light would turn on.

The story on this level is pretty good too, you basically have to find all the (tombs? I' guessing?) and free Ranaku, which by the way, was done really well. Bravo for that.

The difficulty is also pretty well done. It obviously amps up a notch every time you free a little more of Ranaku's spirit or power or whatever it is.

One suggestion I have for the spinning circles which you can enter and get the bubbles. The first one is a bit too close to the gas, my feet sometimes barely hit the gas and I was to die, easy fix though. Either, move the circle up a notch, or remove a bit of the gas.

Another suggestion, I... really didn't see that many puzzles, maybe you want to stick with platforming and that's ok, but replayability takes a big role and with puzzles that have to do with stickers and such will amp up the replay value enormously...

The boss, was alright. He wasn't that difficult but then again it's towards the end of the level and you don't want anyone to die there, because frankly, a lot of people would quit if they were to die there.

Overall, I really liked the level. I can't say much about changing it in terms of flaws because I didn't see much except the one or two suggestions I made.

Great atmosphere, great lightining, great story, and overall Great Level!

5 Stars and hearted both this and your first level. Plus the creator. Congrats.
2009-01-01 01:05:00

Author:
Whalio Cappuccino
Posts: 5250


Another suggestion, I... really didn't see that many puzzles, maybe you want to stick with platforming and that's ok, but replayability takes a big role and with puzzles that have to do with stickers and such will amp up the replay value enormously...[/B]

I don't know, I kind of find stickers annoying, I don't want to go into my pop-it menu while playing, I just wanna play. FOr me, having to use stickers takes me out of the experience.. then again, I never care about getting points or finding secret places or anything, I'd rather just focus on the main quest.

Dunno why I'm saying this, just offering a differing opinion cause I've played this level too and I thought it played out great and, to me, stickers would not make it much better.
2009-01-01 01:12:00

Author:
Snowspot
Posts: 265


I don't know, I kind of find stickers annoying, I don't want to go into my pop-it menu while playing, I just wanna play. FOr me, having to use stickers takes me out of the experience.. then again, I never care about getting points or finding secret places or anything, I'd rather just focus on the main quest.

Dunno why I'm saying this, just offering a differing opinion cause I've played this level too and I thought it played out great and, to me, stickers would not make it much better.

Well, I don't mean stickers exactly, it was just an example, x2 sections and x4 sections would also add replayability, but then again it seems as though this level was meant for 1 player. If so then just scrap what I said.
2009-01-01 02:20:00

Author:
Whalio Cappuccino
Posts: 5250


Well, you can tell from the very start that you have improved a lot when it comes down to detail. This level has a lot of it, the lighting is really superb, I was a bit nervous when I noticed a lot of the level is dark, because lightning can get pretty annoying in those types of levels. But this level had the lightning perfect, there was only a few times when it was completely dark, but that was for about half a second, when a new light would turn on.

Yeah I really wanted to perfect the lighting in this level. I've had the same problem in some levels where it's just too dark and frustrating to get around. I think I probably used around 500 lights throughout the level to give it the proper effect that I wanted, and I'm really glad you liked it Whaaaaale Thanks!


One suggestion I have for the spinning circles which you can enter and get the bubbles. The first one is a bit too close to the gas, my feet sometimes barely hit the gas and I was to die, easy fix though. Either, move the circle up a notch, or remove a bit of the gas.

Ahh thanks man! Totally thought I cleaned that part up. It's hit and miss because some of the dark matter I used went invisible after I erased some of it. So it's pretty much invisible gas. Such a pain! I'll address this


Another suggestion, I... really didn't see that many puzzles, maybe you want to stick with platforming and that's ok, but replayability takes a big role and with puzzles that have to do with stickers and such will amp up the replay value enormously...

Yeah well I had a puzzle at that start that was mandatory for you to continue. I'm not sure if you did the chandelier/music part of it, but everyone was having problems getting through so I just implemented it as a bonus puzzle for points. Your right though...puzzles do add replayability.



Great atmosphere, great lightining, great story, and overall Great Level!

5 Stars and hearted both this and your first level. Plus the creator. Congrats.

Thanks Whale! Really appreciate you checking it out for me


EDIT: And yeah the level was made for one-player. Most of mine are, which has been a problem for me. I'm going to try and make the next one more of a multiplayer friendly level.
2009-01-01 02:20:00

Author:
Neverynnal
Posts: 374


Hmm...I'm just going to write down my thoughts as I play, right? So here we go.

- The crypts(?) are pretty cool looking, but it's none too obvious how or if you can open them. First time through I didn't open the first one at all.

- Some of the prize bubbles from the song dropped down before I started moving the last chandelier.

- If you go all the way to the wall by the second crypt thing, the lights turn off.

- The little spirit thing is very cool.

- Falling bridge was also very cool.

- It seems odd that the thing that tries to discourage you from continuing tells you that the scarab's eyes will lead you to him.

- Boss looks like a normal guy :/

- Boss is fun to fight.

- Difficulty seems very balanced.

- Lolwut? #1 score?

-5 stars, hearted level and you. Though I hearted the level and you a while back.
2009-01-01 21:42:00

Author:
BassDeluxe
Posts: 984


- The crypts(?) are pretty cool looking, but it's none too obvious how or if you can open them. First time through I didn't open the first one at all.

Yeah...the rest of the tombs that are opened let you into the next area. All except the first one, in which it was an afterthought unfortunately.


- - Some of the prize bubbles from the song dropped down before I started moving the last chandelier.

I'll definitely have to address this. Thankyou


- - If you go all the way to the wall by the second crypt thing, the lights turn off.

Another fix I need to make Thanks again!



- - The little spirit thing is very cool.

- Falling bridge was also very cool.

Thankyou. The bridge I am pretty proud of, as it took a lot of tinkering to get just right.


- - It seems odd that the thing that tries to discourage you from continuing tells you that the scarab's eyes will lead you to him.

Oh god I know...I want to provide a hint for the player so they know what to do, but I can't think of a way to do this effectively. Any ideas?


- - Boss looks like a normal guy :/

Hmmm, what do you think I could do to change this? Like I wanted him to be a stone guardian, but me drawing anything that resembles a human = epic fail.


- - Boss is fun to fight.

- Difficulty seems very balanced.

- Lolwut? #1 score?

-5 stars, hearted level and you. Though I hearted the level and you a while back.

Thanks a lot for taking the time to look at my level Bass And the reason you got the top score is probably because no one does the freaking chandelier puzzle that I slaved over. No biggie though Thanks again!
2009-01-01 23:07:00

Author:
Neverynnal
Posts: 374


Just finished and I'm very glad I payed it. I could tell from the minute I started that a lot of time went into it. I went in looking for items to constructively criticize for you Neverynnal but I just really couldn't find much. It's plays beautifully, the music and lighting are top notch. It feels big from the moment you start to the moment it ends. The artwork is fantastic and fits the level perfectly. What else is there to say except 5 stars!

Play wise, the first time through I encountered what Takelow did, where I died by a small gas death and the tear sponge did not come back down but I'm sure your working on a fix for that.

Second time through when I got to the top and made the gold thing appear I was confused what to do, because it's Aztec gold which isn't a grabable material. So, I thought I had to hold on to the sponge (which fits perfectly inside the half-circle) and got squished. I realized I could grab it right after that.

As far as suggestions all I can really think of is a little more on the side of decorating. If you've got thermo-space I think that some Torn cloth from the thin items section of objects would look really nice blown up and glued to some of the walls. You can put a sticker on it and make it match your motif. Also I think it's a great touch to decorate your spawn points.

That's it. What a great level, awesome work and can't wait to play the next one.
2009-01-02 02:35:00

Author:
Jaeyden
Posts: 564


Just finished and I'm very glad I payed it. I could tell from the minute I started that a lot of time went into it. I went in looking for items to constructively criticize for you Neverynnal but I just really couldn't find much. It's plays beautifully, the music and lighting are top notch. It feels big from the moment you start to the moment it ends. The artwork is fantastic and fits the level perfectly. What else is there to say except 5 stars!

Play wise, the first time through I encountered what Takelow did, where I died by a small gas death and the tear sponge did not come back down but I'm sure your working on a fix for that.

Second time through when I got to the top and made the gold thing appear I was confused what to do, because it's Aztec gold which isn't a grabable material. So, I thought I had to hold on to the sponge (which fits perfectly inside the half-circle) and got squished. I realized I could grab it right after that.

As far as suggestions all I can really think of is a little more on the side of decorating. If you've got thermo-space I think that some Torn cloth from the thin items section of objects would look really nice blown up and glued to some of the walls. You can put a sticker on it and make it match your motif. Also I think it's a great touch to decorate your spawn points.

That's it. What a great level, awesome work and can't wait to play the next one.

Thanks so much for playing Jaeyden and I'm thrilled that you liked it

Ah ****, that sponge didn't come back down again eh? Did it get stuck at the top or what happened exactly? I really need to get a fix for this because it seems to be a big issue. Thanks man.

And yeah, I made the hang glider when the cow glitch was still in operation. Could make metal grabbable, stone dissolvable, ect. I could see how it would throw a person off though

And unfortunately the thermo is completely maxed to the nuts. I can't add things in terms of deco, but rather make small fixes like the sponge. I will be incorporating much of these suggestions in the next part in my series though

Thanks again Jaeyden! :hero:
2009-01-02 05:14:00

Author:
Neverynnal
Posts: 374


Hmmm, what do you think I could do to change this? Like I wanted him to be a stone guardian, but me drawing anything that resembles a human = epic fail.

Hmm, well definitely remove the hair. Then, try to make the face as flat as possible. Personally, when I make a boss, I try to find a picture to base it on first, so I don't epic fail later. I always do epic fail if I don't have a picture.
2009-01-02 05:23:00

Author:
BassDeluxe
Posts: 984


Yeah thats a really good tip Bass. I so wish I had a laptop that I could drag over to the PS3. I'm without a printer as well so

But you gave me a good idea on how to remodel the boss. Thanks bud <3
2009-01-02 06:17:00

Author:
Neverynnal
Posts: 374


I really loved the lighting and atmosphere. This is surly a 4-5 star level and really shows that a lot of time went into it. I can't believe you have so few hearts on this level.

Pros:

Lighting
Music - top notch
Platforming was good and balanced - Loved the semi-circles with bubbles in them and the falling bridge.
Narrative was better than average.
The music puzzle was good but I'm a die hard Ocarina of time fan so the kiddies might not have the patience for it.
I really liked the crypts. The design was excellent.

Cons:

Some areas of the level didn't seem as detailed as others.
The part were you grab onto the sponge and slide up the glass through the fog could be improved by maybe adding lighting effects and sound effects. It really is a big part of the level and narrative.
The boss needs to be more epic and looks a little boring but the difficulty is spot on.


Glitches:

If you go all the way to the wall by the second crypt thing, the lights turn off and I got stuck under it.
When I grabbed onto the sponge that moves through the fog I was squished between the glass and sponge.
2009-01-03 16:16:00

Author:
Psybex
Posts: 32


I really loved the lighting and atmosphere. This is surly a 4-5 star level and really shows that a lot of time went into it. I can't believe you have so few hearts on this level.


Yeah I'm trying to figure out the same thing Psybex. Not that my level is drop-dead amazing or anything, but I think it deserves a bit better than what it's recieving. Thankyou for your kind words


Pros:

Lighting
Music - top notch
Platforming was good and balanced - Loved the semi-circles with bubbles in them and the falling bridge.
Narrative was better than average.
The music puzzle was good but I'm a die hard Ocarina of time fan so the kiddies might not have the patience for it.
I really liked the crypts. The design was excellent.


Yeah the music puzzle was initially intended to be the only way you could progress through, but I had to change that since no one could get it. Understandably though, some people don't have the patience. I'm glad you tried it out




Cons:

Some areas of the level didn't seem as detailed as others.
The part were you grab onto the sponge and slide up the glass through the fog could be improved by maybe adding lighting effects and sound effects. It really is a big part of the level and narrative.
The boss needs to be more epic and looks a little boring but the difficulty is spot on.


Hmm I like the idea of adding sound and lighting effects in the fog where your getting dragged up. The reason for lack of detail (more-so towards the end) is I ran out of thermo space 3/4 through. This accounts for the boss and a few rooms before it.


Glitches:

If you go all the way to the wall by the second crypt thing, the lights turn off and I got stuck under it.
When I grabbed onto the sponge that moves through the fog I was squished between the glass and sponge.


Thought I fixed that crypt issue. Guess I'm gonna have to check it out again. Thanks for everything m8!
2009-01-03 19:16:00

Author:
Neverynnal
Posts: 374


Try rounding the corners of the glass tube, and extending a piece of glass a little bit past the tube so that the player can't accidentally go on the other side of the glass. That did actually happen to me one time on 2 players.

Like an L with a round corner basically... a backwards J, whatever, you know what I mean lol

I thought of a solution for the thing not coming back down too - you could set it to emit on a sensor switch at the bottom with an infinite lifetime and 1 at a time.... the whole winch, a base that can be contained inside a cube in the wall at the top when it emits, and the sponge. You could probably, in pause mode, set the object at the length and angle you want so that the tear drop lands inside the glass when it appears, then capture, and then just place it with the emitter target.

Everytime the player falls or somehow dies and reappears at the checkpoint, the sensor switch should activate the emitter and make a new one that still functions the way it used to. Hopefully this makes sense, can fit, or actually works... just an idea.

****_
***|[]| = place holder cube at top with hole for winch base to emit into
****/
***/
**/ = winch
*O = sponge
*x = sensor switch
2009-01-03 20:16:00

Author:
Unknown User


Yeah man that makes a lot of sense. Such a royal pain setting up emitters with winches and such though. I may implement this or make it fail-safe in another way. Thanks for the idea man 2009-01-03 23:04:00

Author:
Neverynnal
Posts: 374


I just finished playing your level. It took me a few tries since I was so distracted by the beautiful lighting, and I didn't realize those spinning things with the glass inside were grabbable. I was getting very frustrated! But once I realized I could grab them, I got to experience the whole level, and I'm glad I did. I played your first level prior to this one, and I really enjoyed that one as well! By far, one of the best levels I've ever seen, and certainly the most aesthetically pleasing. Great job.2009-01-04 02:06:00

Author:
njd09
Posts: 11


I just finished playing your level. It took me a few tries since I was so distracted by the beautiful lighting, and I didn't realize those spinning things with the glass inside were grabbable. I was getting very frustrated! But once I realized I could grab them, I got to experience the whole level, and I'm glad I did. I played your first level prior to this one, and I really enjoyed that one as well! By far, one of the best levels I've ever seen, and certainly the most aesthetically pleasing. Great job.


Thankyou very much njd09 for the kind words I worked extremely hard on providing a really eye-catching levelm and I'm glad you liked it! Welcome to the forums as well!
2009-01-04 03:30:00

Author:
Neverynnal
Posts: 374


Sorry on the delay on my feedback but my other name was banned so it took me a bit longer to get to my post.

Right from the start you created a great atmosphere when you are walking past those columns. I could tell this was gonna be a good map. The music is spot on, I actually stayed humming the tune from the beginning even after I finished playing. The story is good. Liked the way the ghost (which was very nicely done with the red gas) always refers to you as "dark knight." It just adds something to it. Your created objects are great, the book, the chest, nice touches.

The piston part at the start was original. Most of the pistons are normal but some of 'em are set to flipper that shoot you up into the spikes above. Haven't seen that done before, original.

The musical note section was confusing to me. I loved the tune. I figured I had to recreate that tune on the right there but I didn't know exactly what to do. I moved the 4 chandeliers to the same positions as the 4 notes that were on the wall. Couldn't figure it out. The good thing about that part was even though I didn't have to do it, I wanted to! I thought it was cool and very Zelda-like, made me want to complete it. But I didn't.

The 2nd chest I came across (the one where the floor dissolves) I got stuck underneath and had to kill myself to get out.

My favorite part was the spinning cressant moon stage, believe it or not. I had fun trying to get a x2 multiplier with the 8 point bubbles inside.

The broken bridge had a great atmosphere all it's own. But that magic mouth telling you that the bridge seems impassable was put at a great spot and made that bridge section more enjoyable. Without that magic mouth, it would've been just another falling bridge section.

The one section I didn't like was the boss. He just didn't match the awesomeness of the rest of the level. He seemed like Joe the plumber or some regular dude. When I was inside his body, he was stationary and I didn't feel like I was inside a menacing "boss" at all. Some movement would've been nicer but overall the boss just didn't do the rest of your map justice.

The one thing that surprised me was the length of your map. It kept going and going. I loved it! I was saying, I would've maxed out my thermometer right here, but you kept it going. What is your secret?

Great map bro and I could tell you were setting up your story for the remaining maps to come. Good stuff!
2009-01-09 18:45:00

Author:
d BAG
Posts: 17


Sorry on the delay on my feedback but my other name was banned so it took me a bit longer to get to my post.

Right from the start you created a great atmosphere when you are walking past those columns. I could tell this was gonna be a good map. The music is spot on, I actually stayed humming the tune from the beginning even after I finished playing. The story is good. Liked the way the ghost (which was very nicely done with the red gas) always refers to you as "dark knight." It just adds something to it. Your created objects are great, the book, the chest, nice touches.

The piston part at the start was original. Most of the pistons are normal but some of 'em are set to flipper that shoot you up into the spikes above. Haven't seen that done before, original.

The musical note section was confusing to me. I loved the tune. I figured I had to recreate that tune on the right there but I didn't know exactly what to do. I moved the 4 chandeliers to the same positions as the 4 notes that were on the wall. Couldn't figure it out. The good thing about that part was even though I didn't have to do it, I wanted to! I thought it was cool and very Zelda-like, made me want to complete it. But I didn't.

The 2nd chest I came across (the one where the floor dissolves) I got stuck underneath and had to kill myself to get out.

My favorite part was the spinning cressant moon stage, believe it or not. I had fun trying to get a x2 multiplier with the 8 point bubbles inside.

The broken bridge had a great atmosphere all it's own. But that magic mouth telling you that the bridge seems impassable was put at a great spot and made that bridge section more enjoyable. Without that magic mouth, it would've been just another falling bridge section.

The one section I didn't like was the boss. He just didn't match the awesomeness of the rest of the level. He seemed like Joe the plumber or some regular dude. When I was inside his body, he was stationary and I didn't feel like I was inside a menacing "boss" at all. Some movement would've been nicer but overall the boss just didn't do the rest of your map justice.

The one thing that surprised me was the length of your map. It kept going and going. I loved it! I was saying, I would've maxed out my thermometer right here, but you kept it going. What is your secret?

Great map bro and I could tell you were setting up your story for the remaining maps to come. Good stuff!

Thanks a lot for the feedback D bag I'm glad you liked the little things in the level that, I think, made it stand out a bit more than my others. And yeah the crescent moon part slowly but surely has become my favorite part of the map as well. It just looks really neat, and almost unintentionally so

To be honest, my creature creation is horrid. I love making levels, but absolutely hate making creatures. The boss is lame I know, so I tried to make him nice to look at, but not overly hard. Another reason the boss is lacking is my thermo was exploding by about that time and I still had the last tomb to do.

The trick to the thermo is to stick to a pallette of about 2-4 materials throughout the entire map. Also keep all shapes as simple as possible, especially the ones that the player can't see. Making your own wall decos (such as my scarabs) eat up a ton of thermo. I think my wall scarabs too up nearly 1/4 of my thermo alone! Also there was a lack of enemies throughout the level, and anything living will also boil your thermo over the edge. Hope this helped and I'm glad you enjoyed the level!
2009-01-09 19:04:00

Author:
Neverynnal
Posts: 374


Oh my God. Honestly Neverynnal, slap me please. I'm such an idiot for not playing this level sooner. Well, I guess I have a reason for that... I didn't exactly love the first part of the series. I felt it didn't have enough detail. But this, this is something else.

I loved how you portrayed the spirit of Ranaku with the gas and how you had to pull the tops off the rectangular boxes to make him stronger. The lighting was spot on - you put them in all the right places. I loved the platforming sections, it must of required a lot of playtesting to get everything spot on

The story is great, I liked how that ghost, or whatever it was, was telling you to turn back whereas Ranaku was pushing you on... Only one thing though: I'm guessing it's called Part 2A because this is the evil path and you're currently working on the good path?

Overall, I loved the level. I gave it 5 stars and a heart! Keep up the good work!
2009-01-13 11:51:00

Author:
Unknown User


Thanks a lot Creative While the first part of the series was too long to add a ton of detail to it, I made sure to make up for it in this level. I'm glad you liked how Ranaku was portrayed as it took a lot of work to get those emitters to work perfectly right. I'm also thrilled you liked the platforming sections as I haven't had a lot of feedback concerning them.

And yes it's Part 2A because I'll be working on the "good" side of the saga next. I already had a level up for the good side, but apparently it was too difficult (and somewhat buggy), so I completely scrapped the 40 hours of work that went into it..hah!

Thanks for the feedback! Do you have a level that I can take a look at Creative?
2009-01-13 18:36:00

Author:
Neverynnal
Posts: 374


Oooh played both of them maybe 2 weeks ago?

The story was great ^^"
LBP needs more story levels !!! Go Go Go!

Im lovin it!

Oooh but there were some parts of 2A that was a tad too difficult >,< forgot what area it is ... will back track next time I turn on the PS3 xD
2009-01-13 21:28:00

Author:
Senrir
Posts: 126


Hmm I'm thinking it was probably the spinning crescents? I was thinking about revising that section a little bit, but I personally love it too much to change it now. It's quite easy if you remember they are completely grabbable If not that part then let me know which it is 2009-01-14 05:35:00

Author:
Neverynnal
Posts: 374


Thanks a lot Creative While the first part of the series was too long to add a ton of detail to it, I made sure to make up for it in this level. I'm glad you liked how Ranaku was portrayed as it took a lot of work to get those emitters to work perfectly right. I'm also thrilled you liked the platforming sections as I haven't had a lot of feedback concerning them.

And yes it's Part 2A because I'll be working on the "good" side of the saga next. I already had a level up for the good side, but apparently it was too difficult (and somewhat buggy), so I completely scrapped the 40 hours of work that went into it..hah!

Thanks for the feedback! Do you have a level that I can take a look at Creative?
Haha, no problem man! No, I don't have a level up yet... I'm working on a project though which I have a lot of ideas for ^_^
2009-01-14 11:12:00

Author:
Unknown User


Pros:

- Huge improvement from the first level of the 'series'.
- Length, I really appreciate it when the experience of a level is more than a minute or two.
- Really nice lighting and atmosphere. Really had a good tomb feel to it, I was probably most impressed with the lighting. Really like the use of mostly red/warm and then the blue for the areas w/ text.
- Had some impressive moments. One being when you had the wide camera angle and falling lights for the first time. That section felt really good for a tomb level because it's reminiscent of other games like Tomb Raider when you discover something cool looking and the camera pans out and shows you the new area.
- I really like the appearing floors, red scarab part. Kinda like the 'have faith' section in the first level.

Cons/Potential Changes:

- I thought it seemed awkward to have the clue for the song puzzle after you passed the puzzle. I think it would flow better to have the the song before the actual puzzle so you don't have to run back to the puzzle or fiddle around with it before you even know what you have to do. Probably would be a pain to change though ...
- I also think you should have some way of signifying that you have gotten the puzzle correct. Maybe a sound or emit a mouth and put in a camera angle to show the bubbles, because I didn't notice any sign of the puzzle being correct after I completed it.
- SO MAD ABOUT THE LIGHTS KILLING ME >_< I got pretty upset when I found out that the falling lights could kill you when going up the steps. I must have just been lucky to avoid them the first couple times ... I was just mad because I hadn't died before then. Not really a problem though.
- "Yes Yes Push on death knight" Huh? what's that mean? I was confused when I read this section, later the Boss called me death knight, so apparently that's what things in this tomb call you, but I didn't know that the first time. Not sure if I missed something earlier or not but maybe make it more clear that it's referring to you.
- Screechy noises on the boss got annoying in a hurry. Not sure if you can just have it make the noise once or twice instead of continually doing it.
- Having to open the chest after beating the boss to get into the final area was problematic for me. I only opened it slightly and jumped in to get the points but the door didn't open so I ran around for awhile trying to figure out why I couldn't continue. Until I finally pulled the top further away from the chest and it opened.


Anyway, really impressive level I must say. Overall I didn't have any major problems with it just little nit picky things, 5 stars from me.
2009-01-16 00:47:00

Author:
Coreymill
Posts: 85


Pros:

- Huge improvement from the first level of the 'series'.
- Length, I really appreciate it when the experience of a level is more than a minute or two.
- Really nice lighting and atmosphere. Really had a good tomb feel to it, I was probably most impressed with the lighting. Really like the use of mostly red/warm and then the blue for the areas w/ text.
- Had some impressive moments. One being when you had the wide camera angle and falling lights for the first time. That section felt really good for a tomb level because it's reminiscent of other games like Tomb Raider when you discover something cool looking and the camera pans out and shows you the new area.
- I really like the appearing floors, red scarab part. Kinda like the 'have faith' section in the first level.

I'm glad you appreciated the aesthetic touch I put on the level! Thanks a ton for checking it out man, and I'm glad you enjoyed it



- I thought it seemed awkward to have the clue for the song puzzle after you passed the puzzle. I think it would flow better to have the the song before the actual puzzle so you don't have to run back to the puzzle or fiddle around with it before you even know what you have to do. Probably would be a pain to change though ...


I totally agree with you when you said it should be before the chandeliers, but the text and everything else came after it was built and I was out of room It was a big learning process for me, and I could completely rework the area but I'm afraid that if I did so the level itself would break. That room in particular especially (considering the aesthetic touch I gave it). I loved my puzzle...but my presentation was crap. I'll address this in any future levels. Luckily it doesn't play a huge part in the story, so you can bypass it without issue.


[-Screechy noises on the boss got annoying in a hurry. Not sure if you can just have it make the noise once or twice instead of continually doing it.
- Having to open the chest after beating the boss to get into the final area was problematic for me. I only opened it slightly and jumped in to get the points but the door didn't open so I ran around for awhile trying to figure out why I couldn't continue. Until I finally pulled the top further away from the chest and it opened.

Hmm seems I have to make that fix with the last tomb. Thanks man Also, about the noises on the boss, I'll check it out and possibly address this although I haven't recieved any previous negative feedback regarding it.
2009-01-16 06:23:00

Author:
Neverynnal
Posts: 374


Ok this one is ridiculously better looking that all your other levels. It also feels more polished and solid. Congrats and keep up your good work.

Some stuff that catched my attention:

- Love you bubble tombs that you open the lid.
- It's cool to "read a book" instead of having some text outta nowhere.
- You grabable wheels are cool. I like to go inside them to get the bubbles.

http://i454.photobucket.com/albums/qq262/RangerX_photos/nicewheels.jpg


I had some problems too...

- This one is more like a suggestion to avoid cheap deaths. You know those pillars that projects you on the ceiling so you spike yourself?

http://i454.photobucket.com/albums/qq262/RangerX_photos/pillars.jpg

I've totally been had. Not because I didn't see the movement of the collumn and missed my jumps but because I didn't have the reflex to know it was harmfull. I would suggest to give a visual hint of some kind to the player so he can tell there's danger.
Now the "how" would be yours to find but what i'd personally do is make the spike or some part of the spikes visible. You could also change the color of the lights that are on the dangerous pillars.

- Second thing is that right now i'm stucked. I really feel like I suck at the game now because there's nothing grabable in that room, the hanging sack doesn't bring me anywhere and I can't go back from the room so either there's a bug or I really didn't get what i'm supposed to do...

Here's the room.

http://i454.photobucket.com/albums/qq262/RangerX_photos/donapostknowwhattodo.jpg


.
2009-02-01 04:30:00

Author:
RangerZero
Posts: 3901


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