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Boss Battle 1: Gelulupas(Finished)

Archive: 66 posts


It's been released! Thanks to everyone who provided feedback from the beta! Also a big thanks to Randofu for creating Netty's Logic Lesson, which are where all the AND and OR switches I used are from.

Welcome to your first day on the job. You are Monster Hunter #128. Your first assignment is to take out a stray gelulupas who has gotten loose in Facility #16. Good luck.

This level is the first of many levels from me. It consists of purely a boss fight. No platforming or puzzle-solving, you get to jump straight to the action. It features several new ideas for user-created content, as follows:

Boss Stage - As stated above, you get to jump straight to the action. But, I might add that this is most likely the most complex user-created monster out there. If anyone thinks I'm wrong, feel free to show me a level with a more complex one. The monster alone, with all of the machines needed to make it work, takes up nearly half the thermometer.

Optional Prizes - This means all prizes. While I'm not quite done adding prizes in yet, so far every prize is optional, and this includes the prize you get for acing the level. How can the aced level prize be optional? you might ask. Well, ace it and find out.

Randomness - Every time you fight the monster, the attack pattern will be different. Every time.

Paintinator Utilization - Have fun shooting everything you can!

If that's not enough to make you want to play, then I don't know what will. However, that's not quite all I've got:

Development Area - If you can find it, then you will be treated with a behind-the-scenes look at the level.

Infinite Checkpoints - Hasn't been incorporated yet, but it will be as soon as I can figure it out.

Race! - Race to the highest score!

Copyable Level - The open level isn't copyable, but you may request to copy it here, and if I think you're trustworthy, I will give you a key to the copyable one.

Feedback4Feedback - This means if you give me some feedback, I will give you some in return. You must say more than "that was good/bad" tell me why you liked it or why you didn't like it, and how I could improve it. You must also tell me which level you want me to give feedback for.[/B]

Now, if that's not enough to make you play it, I don't think anything ever will be. Are you sure you've ever played a community level?

Edit: One more thing to make you want to play it. Video!

ruOvSEr4sYw
2008-12-29 03:29:00

Author:
BassDeluxe
Posts: 984


Hey, finally managed to get to play the level. Between all the power outages and server 403 errors, I thought I would never get to play online.

Good stuff overall, but of course, I think you want the bad/useful

At some point, something fell on the boss I think, and it crushed his head, so for the end of the battle I had to fight a headless boss and part of it had fallen down from its head and stayed on the ground. I'm not entirely sure I understand what happened, but I don't think I caused it, it seems more like something on the ceiling fell on it.

Another thing, I shot the boss all the way and it fell down and the door on the right opened, but the boss was still there on the ground. So I jumped on it and dragged it around a bit, then shot it a few more times and then it disappeared (or maybe it disappeared because I took its brain?), this seemed a bit odd.

I think the paintinator health meters on the walls should take a bit fewer hits, and the one on the boss definitely needs to take fewer hits, near the end it felt more like a chore than a challenge.

Speaking of challenge, I find that the rain of plasma balls, while intimidating, is much too easy to avoid. They always fire at the same spots and in the same time. If you had less plasma balls, but had them firing at random spots, I think this would definitely improve the challenge.

I would also suggest adding a camera zone just to zoom out the entire arena. I think we lose out on a lot of detail when we can barely see 3 feet in front of us with the default game view.

And last but not least, I think the boss would look a lot better if some parts of it were animated, such as the tail, legs and head. The boss looks really nice but it was a bit disappointing that it felt more like a statue than a living animal.

That's what I see and what I suggest anyway, hope it helps.
2008-12-29 21:17:00

Author:
Gilgamesh
Posts: 2536


At some point, something fell on the boss I think, and it crushed his head, so for the end of the battle I had to fight a headless boss and part of it had fallen down from its head and stayed on the ground. I'm not entirely sure I understand what happened, but I don't think I caused it, it seems more like something on the ceiling fell on it.

I'll have to look into that. Strange...What phase of the battle was it?


Another thing, I shot the boss all the way and it fell down and the door on the right opened, but the boss was still there on the ground. So I jumped on it and dragged it around a bit, then shot it a few more times and then it disappeared (or maybe it disappeared because I took its brain?), this seemed a bit odd.

This is intentional, but in the final version it'll be explained somewhat. Basically, you defeated the boss, but you get a choice as to whether or not you want to kill it off or not. If you shoot it one more time at that point, the brain will be popped.


I think the paintinator health meters on the walls should take a bit fewer hits, and the one on the boss definitely needs to take fewer hits, near the end it felt more like a chore than a challenge.

Alright, I'll lower them.


Speaking of challenge, I find that the rain of plasma balls, while intimidating, is much too easy to avoid. They always fire at the same spots and in the same time. If you had less plasma balls, but had them firing at random spots, I think this would definitely improve the challenge.

I feel the same way but wasn't sure others would. I'll look into doing this.


I would also suggest adding a camera zone just to zoom out the entire arena. I think we lose out on a lot of detail when we can barely see 3 feet in front of us with the default game view.

I was planning on doing this but I was going to wait for the polishing stage.


And last but not least, I think the boss would look a lot better if some parts of it were animated, such as the tail, legs and head. The boss looks really nice but it was a bit disappointing that it felt more like a statue than a living animal.

I'll try to do it but I'm not sure what part should be animated. The legs shouldn't just waggle around, right? Hmm...


That's what I see and what I suggest anyway, hope it helps.

Sure does, thanks.
2008-12-29 21:26:00

Author:
BassDeluxe
Posts: 984


I'll try to do it but I'm not sure what part should be animated. The legs shouldn't just waggle around, right? Hmm...

Well, the tail needs to be animated for sure, as does the neck and/or head. Just having some movement, even if it's barely noticeable, should make a world of difference. I would suggest editing a copy of the boss somewhere instead of directly editing the one in the level, this way you can experiment more freely and correct mistakes as you see them.
2008-12-29 21:33:00

Author:
Gilgamesh
Posts: 2536


And last but not least, I think the boss would look a lot better if some parts of it were animated, such as the tail, legs and head. The boss looks really nice but it was a bit disappointing that it felt more like a statue than a living animal.

That's what I see and what I suggest anyway, hope it helps.

That's pretty much what I was going to say... I know that the emitting of a complex moving object can really eat up space, but still. The visual design of the boss is very nice, and I compare it to a detailed ms paint drawing - the same way you construct using lines, so I know it wasn't easy to do. I like it alot. The spell casting was very neat, and did give a feeling of being overwhelmed by power. I think you should make the ring around the boss skinnier to look more like a simple barrier of force or energy - just a design suggestion.

Also - I didn't like not being able to see the boss. You should attach a wide camera zone to it, even on the emitters. Not having a camera creates challenge and makes the way he teleports and appears/disappears without notice more blatant, but you could do the camera and maybe up the ante on plasma balls to make up for it.

Not sure about the motif and textures, but the ride in is nice, the fireplace is a good starting point for a theme, and the double plank doors are awesome.
2008-12-30 01:56:00

Author:
Unknown User


That's pretty much what I was going to say... I know that the emitting of a complex moving object can really eat up space, but still. The visual design of the boss is very nice, and I compare it to a detailed ms paint drawing - the same way you construct using lines, so I know it wasn't easy to do. I like it alot. The spell casting was very neat, and did give a feeling of being overwhelmed by power. I think you should make the ring around the boss skinnier to look more like a simple barrier of force or energy - just a design suggestion.

Also - I didn't like not being able to see the boss. You should attach a wide camera zone to it, even on the emitters. Not having a camera creates challenge and makes the way he teleports and appears/disappears without notice more blatant, but you could do the camera and maybe up the ante on plasma balls to make up for it.

Not sure about the motif and textures, but the ride in is nice, the fireplace is a good starting point for a theme, and the double plank doors are awesome.

Thanks for the feedback. I'm actually about to add some sort of a camera system, since it is quite needed. And don't worry about my thermometer, I haven't even managed to fill it halfway yet.

And yes, the boss design was pretty tough. Small things are a lot harder to make detailed than big things, sadly. I may very well make the rings smaller - I didn't really think about those while I was making them.

I also think I've figured a good way to emit the plasma balls, let me know if something here wouldn't work. I was thinking I could have a gun type thing in the back layer constantly swiveling back and forth, and whenever the boss spawns, it would fire a few shots into the front layer. I can't spot anything wrong with that, so I think that's probably what I'll implement.

Oh, and on a side note, I just earned the celebrity trophy. Woo!
2008-12-30 02:14:00

Author:
BassDeluxe
Posts: 984


Oh, and on a side note, I just earned the celebrity trophy. Woo!

Gratz!

Alrighty, a quick review on your beta then:

Pros

-I loved the description even before the level started haha! Love the idea behind it and it would be a lot of fun to expand on!

-The animation on the boss was great. You put some really detailed work into it as mentioned above.

-I like how the beast has weakspots rather than being able to shoot him anywhere to hurt him. All the better that the weakspots were clearly shown with the lightning effect.

-Loved the randomness of the fight. Great work on this!

Cons

- As aformentioned, we need to be able to see the boss while in flight or it's completely non-epic. A good camera angle will fix this obviously.

- The one event where a ton of sponge drops onto the level, squishing the sackboy is really lacking. Maybe use colored sponge shot down with some linear velocity while having him shoot as well?

- The 2 side panels to take down his shield need to be more visible (camera angle), and personally I think you need to cut the amount of paint needed to destroy them in half. I could destroy the one shield before the fight began, and the other I could find a safe spot, chill out there and fire away. Finger was dead tired afterwards lol

- The checkpoint right before the door to the boss didn't work at the first few stages of the fight. Not sure if this is intentional or not, but I recommend you put a checkpoint closer to the fight if it is indeed intentional.

-When he's shooting the big balls of lightning, set the emitter so they disappear before the doors. I died a few times near the checkpoint because for some reason the doors stayed open and I got zapped upon respawning.


Other than that, you got something that could potentially be a lot of fun! Look forward to the final version
2008-12-30 05:48:00

Author:
Neverynnal
Posts: 374


- As aformentioned, we need to be able to see the boss while in flight or it's completely non-epic. A good camera angle will fix this obviously.

I've addressed this and if you play again(I've just republished), you can see it in effect.


- The one event where a ton of sponge drops onto the level, squishing the sackboy is really lacking. Maybe use colored sponge shot down with some linear velocity while having him shoot as well?

I don't quite understand what you mean. Having who shoot and why should the sponge be colored?


- The 2 side panels to take down his shield need to be more visible (camera angle), and personally I think you need to cut the amount of paint needed to destroy them in half. I could destroy the one shield before the fight began, and the other I could find a safe spot, chill out there and fire away. Finger was dead tired afterwards lol

That's in the level now. All of it Oh, and you're no longer able to destroy the left one before the fight starts.


- The checkpoint right before the door to the boss didn't work at the first few stages of the fight. Not sure if this is intentional or not, but I recommend you put a checkpoint closer to the fight if it is indeed intentional.

I think I've got it fixed now. Let me know if it still doesn't work(assuming you play again).


- When he's shooting the big balls of lightning, set the emitter so they disappear before the doors. I died a few times near the checkpoint because for some reason the doors stayed open and I got zapped upon respawning.

Alright.


Other than that, you got something that could potentially be a lot of fun! Look forward to the final version

Thanks!


Oh, and check out this weird glitch I got earlier. I was to exit, discard changes, and go back and fix everything, but it was really weird.

GTIISgmPw78
2008-12-30 06:08:00

Author:
BassDeluxe
Posts: 984


haha oh man if I had only waited a 15 minutes before playing this I would have played the updated version I'll be sure to play it again man, no worries. I'm glad you addressed some of the things mentioned!

As for the falling sponge...was it supposed to happen? You had an event, I believe, that had a whole avalanche of snowflake sponge fall on the playing area that would dissipate after about 3 seconds after hitting the ground. I found it more annoying than anything, but it didn't happen in my second play which I found really wierd. I hope you know what I'm talking about? lol

And that glitch happened to me after about 7 straight hours of straight creating...I have no idea what caused it
2008-12-30 06:36:00

Author:
Neverynnal
Posts: 374


Yeah, that was on purpose. The boss has three stages. The first stage has the falling snow. The second has a death ray. The third has the huge bubble things. Did you perhaps kill one of the generators before he got to the secondary attack the second time? That would cause the falling snow to not happen if you did.2008-12-30 06:38:00

Author:
BassDeluxe
Posts: 984


i played the level and my comments are very similar to the first responder , i wanted to post because of the glitch ! i have had that too ! mine was like half my boss was gone in perpetual smokyness or traces.. it wouldt stop and some stuff look like a chrome and gold plasma... similar to your bug ALSO after 7 or 8 hours of work...

is unplugging the ps3 from the net less buggy when creating ? i noticed the ps3 always sends your moves infos to the server...
2008-12-30 15:00:00

Author:
Dakurv
Posts: 28


Yeah, that was on purpose. The boss has three stages. The first stage has the falling snow. The second has a death ray. The third has the huge bubble things. Did you perhaps kill one of the generators before he got to the secondary attack the second time? That would cause the falling snow to not happen if you did.

Yeah that may have been the case man. I'll play it again today.

EDIT: Okay I played it again today and it's way better than when I played last night (before you made the changes.) Just a few things:

-The last stage is too easy. The plasma balls completely miss the sackboy as you shoot Gelulupas from below, making it an easy kill. Maybe have him moving around in camera range shooting his big plasma balls. If this makes it too difficult for people add another double checkpoint before the fight.

-I was thinking, and this is just my personal opinion, that a couple tiny rockets on the lowest boost would create a smoke around him as he moves around, giving it a real cool look. This could even substitute moving legs/head, and give it the illusion of flight. Just a personal suggestion and I'm sure you have your own ideas about what he should look like.

Altogether a really cool boss though! Great work Bass
2008-12-30 17:20:00

Author:
Neverynnal
Posts: 374


My level has been released! Make sure to check it out. The OP has been updated with the details.

And if anyone knows how to set up a good infinite checkpoint system, I'd greatly apreciate you telling me.


-The last stage is too easy. The plasma balls completely miss the sackboy as you shoot Gelulupas from below, making it an easy kill. Maybe have him moving around in camera range shooting his big plasma balls. If this makes it too difficult for people add another double checkpoint before the fight.

I've added another plasma ball in. It reduces the safe area's size considerably. Having him move around would be extremely super complicated.


-I was thinking, and this is just my personal opinion, that a couple tiny rockets on the lowest boost would create a smoke around him as he moves around, giving it a real cool look. This could even substitute moving legs/head, and give it the illusion of flight. Just a personal suggestion and I'm sure you have your own ideas about what he should look like.

I tried this today, and aside from breaking my level(quite literally), it didn't really look too good either. Thanks anyways.
2008-12-31 06:52:00

Author:
BassDeluxe
Posts: 984


Playing it right now BassDeluxe, I'll give you my feedback when I'm done, and since I don't really have a level I need feedback in return for. It's basically just feedback. No need for returning it...

------------------------------

Ok, just finished the level. Took me two tries, got it on the second try after noticing I can go inside the holes the explosions make.

Anyways, wow, this is an awesome boss here BassDeluxe. I really like the speed the boss has, the emitting it into several places while shooting randomized plasma balls is definately a plus.

I really liked the fact that you give the player a sense of what he is suppose to do at the start, I immediately was told something was powering his sheild so I immediately knew to start shooting those two things on the sides. Bravo for that as well.

Some suggestions though, when you kill the boss, he sometimes ends up in an odd way, where it is impossible to kill or pass him. An easy fix is to have it so when the boss dies, A sponge comes down, if you don't want to fully kill the beast.

I was also like " Omg wow!" When I went to the top and saw the behind the scenes action. You really took time into making this boss and It sure as hell shows.

I really don't have any complaints, the boss was a bit difficult to kill after getting the sheild down but that's a plus in my book. Plus, having such an awesome boss, it should be hard!

Anyways, like I mentioned in my comment for the level.

5 Stars, Hearted both the level and you. Congrats on a wonderful boss! ( not really a level )
2008-12-31 07:41:00

Author:
Whalio Cappuccino
Posts: 5250


Thanks for all the positive feedback Whaaaaale.

That's a good idea with the sponge though, I may very well add that in tomorrow. It almost always is possible to get over the boss. Sometimes it requires WAY too much work though.

I still want to change that falling sponge section though. It just doesn't really feel right. Plus it's annoying. Problem is I really can't think of anything else. This level stole all my creative juices.

Edit: I just noticed what you meant by the holes the explosions make. That thought never occured to me during the level. That's brilliant thinking mate, and it removes the problem I had with the ending being a bit too hard.
2008-12-31 07:46:00

Author:
BassDeluxe
Posts: 984


Thanks for all the positive feedback Whaaaaale.

That's a good idea with the sponge though, I may very well add that in tomorrow. It almost always is possible to get over the boss. Sometimes it requires WAY too much work though.

I still want to change that falling sponge section though. It just doesn't really feel right. Plus it's annoying. Problem is I really can't think of anything else. This level stole all my creative juices.

Yeah, that really ruins it. Forgot to add that, I seriously freaked out when it happened and I thought I was suppose to like jump through and do something totally epic, but tends out that I got smushed and one of the platforms broke. What you can do is. Have it so the monster does some incredibley huge roar! Then a bunch of plasma balls just start flying down, and you have to take cover. You would need like 10 or so of those plasma shooting things on your ceiling though. Or something of that sort. I'm just trying to get your creative juices flowing.

If you don't mind me asking, why was that part even put in the level?
2008-12-31 07:49:00

Author:
Whalio Cappuccino
Posts: 5250


I put it in because at first I figured it'd be a good hazard, but then when it was implemented it wasn't really hazardous at all, and it was just annoying because it's too long. Problem is, I can't shorten it because doing so would change the entire fight. If I could, I'd like to substitute something in that makes good use of the platforms. I'm going to brainstorm while I go to sleep.

-------------

I've just updated the level. Here's the list of new things:

- Sponge swing to help you get over the boss after you defeat him.
- INFINITE CHECKPOINTS
- Decorated Scoreboard
- I achieved the maximum possible score. HAHA
2008-12-31 22:13:00

Author:
BassDeluxe
Posts: 984


Ok, I just finished playing it, and it was a great fight. I love the aesthetic, very otherworldly. It was tough, but I felt like I had accomplished something when I won, which is good.

Now I'll move on to my suggestions.

1. The infinite checkpoint seems kind of buggy. The first time I played the level I didn't know it was an infinite checkpoint, and I had to restart because one time I didn't activate the checkpoint when a new one was created. The second time I played, I made sure to run back and forth around the checkpoint to get it to work, but it would be nice if the player didn't have to think about it.

2. I agree the falling blocks are kind of lame. In fact the entire time the platforms are there, all I do is hide under them and shoot. Exchanging that part for something that actually required the player to get on top of the platforms would be cool. Maybe some fire or gas erupting from the ground or something.

3.The last section is very frustrating. When he is shooting all the little pellets from above, it is fun and doable. However, when he is shooting the large energy balls, it is either really easy, because you are in the safe spot, or impossible if you are not. There is no way to get to the safe spot without being there before he starts shooting this big balls, and this drove me nuts. Basically if you are not close enough to him to get shots off, there is no way to get closer until he goes up in the air again, so I would have to just wait it out which was kinda lame.

I hope all that made sense.
2008-12-31 22:41:00

Author:
Walter-Kovacs
Posts: 542


First of all, thanks for the great feedback.


1. The infinite checkpoint seems kind of buggy. The first time I played the level I didn't know it was an infinite checkpoint, and I had to restart because one time I didn't activate the checkpoint when a new one was created. The second time I played, I made sure to run back and forth around the checkpoint to get it to work, but it would be nice if the player didn't have to think about it.

I thought I had got it to work ok, but I guess not. I'll see what I can do.


2. I agree the falling blocks are kind of lame. In fact the entire time the platforms are there, all I do is hide under them and shoot. Exchanging that part for something that actually required the player to get on top of the platforms would be cool. Maybe some fire or gas erupting from the ground or something.

Here's what I was thinking for this section. First, a layer of gas would cover the bottom, so you would have to be on the platforms. Then, he would begin shooting at the two different platforms, about 10 plasma balls at one, then ten at the other. This way, you would have to move around. How does that sound?


3.The last section is very frustrating. When he is shooting all the little pellets from above, it is fun and doable. However, when he is shooting the large energy balls, it is either really easy, because you are in the safe spot, or impossible if you are not. There is no way to get to the safe spot without being there before he starts shooting this big balls, and this drove me nuts. Basically if you are not close enough to him to get shots off, there is no way to get closer until he goes up in the air again, so I would have to just wait it out which was kinda lame.

I'm probably gonna rework that section so you can get through, but it won't be easy.
2008-12-31 23:27:00

Author:
BassDeluxe
Posts: 984


My only qualm with having the floor covered with gas is the player has no way of seeing it coming. A queue of sorts would be neccessary. Plus if you die, you have to wait at the checkpoint for it to go away (just like the falling sponge). You could use the gas, just make sure it's possible to reach the platforms again if you die.

Also I was thinking...what about implementing a timer on the boss fight? It would be a great way of getting a point system going, because from what I saw from the last fight was no possible way of attaining points.

Since your participating in the F4F, could I get you to review Knight's Tale: Ranaku's Awakening? Thanks m8.
2008-12-31 23:49:00

Author:
Neverynnal
Posts: 374


My only qualm with having the floor covered with gas is the player has no way of seeing it coming. A queue of sorts would be neccessary. Plus if you die, you have to wait at the checkpoint for it to go away (just like the falling sponge). You could use the gas, just make sure it's possible to reach the platforms again if you die.

Also I was thinking...what about implementing a timer on the boss fight? It would be a great way of getting a point system going, because from what I saw from the last fight was no possible way of attaining points.

Agree on both points, timer would make it more re-playable.
2009-01-01 00:54:00

Author:
Walter-Kovacs
Posts: 542


If I did cover the floor with gas, I would have a way to get back, don't worry. I've already got it planned out in my head. As for showing them that it's coming, I was thinking I'd spawn a sign a few seconds before that tells them to jump to the middle platforms.

And there actually is a way to get points, but it's very limited. So long as you ace the level, the maximum is quite easy to get. A race is a great idea, I'll add that in.
2009-01-01 03:13:00

Author:
BassDeluxe
Posts: 984


Cool man! Can't wait to play the updated version tomorrow 2009-01-01 04:42:00

Author:
Neverynnal
Posts: 374


Well, I never said it'd be out tomorrow. But it might.

I just updated again. I've improved the infinite checkpoint system, such that I am unable to get it to malfunction. But if it does mess up for anyone, let me know.

I also just added a race. It gives you a solid 5 minutes which should be enough.
2009-01-01 04:54:00

Author:
BassDeluxe
Posts: 984


Well, I tried this level again post beta...

I kind of missed the old quiet contemplation in the train ride. Ah well.

The speech bubbles near the fire do work well though. It explained the fight in a simple and appropriate way without giving away too much.

The inifite check point system did keep bugging up though. I had to restart 3 times because I did not trigger the checkpoint, meaning that I would have lost all my lives. I know it's meant to allow a skippable ace bubble (well, at least I think that's the reason why) but it's still frustrating having to run around for a few seconds to make sure the gate is active, and then when I miss it having to restart the whole thing again. I had the boss down to like 3 hits left when it happened once.

Snowflakecat has an infinite check point system. I haven't used it myself, but I hear it's quite a solid system.

Some other comments...

The random firing from above for the final stage just felt... well, cheap, to my medicore platforming skills. There would be a wall of random plasma shots, I would die, I would need to run around a bit to make sure the check points are on, then I would probably have to wait for his long plasma stream to stop before I could get back in again. It just made the fight feel a bit cheaper and slower than it needed to be. If there was some way to get cover from his shots or make them more predicatable for the final final part, it would feel a lot better in my opinion.

I remember in a beta post you saying you had rockets underneath the platform for atmospheric smoke. They do look a bit odd and out of place though, like the platforms need the rockets to hold themselves up, but this statment has no grounding in the reality of the sitation. It all felt... odd.

When I finally killed the boss, I grabbed the sponge to swing over him... but then I fell into the gap between the door and died. When I came back again I found that I could not shoot the boss to clear it and I could not grab the sponge again. I spent a good minute at it and finally managed to jump over the boss, but it would have been very frustrating indeed to finally kill the boss and get stuck like that. You might want to look at revisiting the sponge swing mechanism to prevent it getting stuck on the wrong side of the boss.

But once again, despite all these minor points, it still feels like a great, promising and challenging level. I look forward to what's next.
2009-01-01 05:04:00

Author:
Elbee23
Posts: 1280


I saw you playing the level Elbee. Unfortunately, you were playing before I republished with a better infinite checkpoint system. And btw, I based my system on snowflakecat's, but I couldn't use that exact system.

I don't think I'm going to change the random firing for the last stage though. It's quite possible to dodge them, I've done it quite a few times. I am going to fix the special attack for the final stage, though, so it will be navigable. Just don't expect it to be easy.

I'll look into fixing the sponge. I think, though, that instead of fixing that I'll just make it impossible to swing into the gap and die.

Thanks for all the feedback.
2009-01-01 05:21:00

Author:
BassDeluxe
Posts: 984


Hmm.. I was trying to beat your level just now.. You said you used an infinite checkpoints system, but it seems it doesn't work, I always have to restart after dying 2 times D=. I'll try again later, gotta go eat first.

Edit: Realized I had to activate the checkpoint again and finished it. But I think a lot of people won't realize there are infinite lives and give up. Maybe you could place the checkpoint in the air after being activated and emit a new one below, so it would get activated immidiately?

The boss was fun, but the last phases were a little overdone imo. The one shooting tons of small plasma balls was ok and it was possible to avoid them, however it was almost impossible to avoid the big plasma balls, unless I was not near the boss or behind some cover, which was luckily left from the previous phase. The number of hits it takes to defeat the boss was reasonable, but a few other weakspots would have been nice.
I think the number of blocks dropping down in the first phase could be reduced, as all you have to do is hide under one of the blocks and wait until it's over.
The rex-like laser beam was nice, though it caused a framerate drop for me, strangely only once. But it was easy to avoid it. I think you could make it sense the player with some thought (maybe even an enemy brain would work?), so it won't be too easy.
Also, I had a hard time "finishing off" the boss, making it fall down, but I got it after some time.

Overall it was a nice and fun boss level, I'll look forward to the next ones.

What I wondered.. what are and where do you find those paint-bubbles that drop at the scoreboard? Don't tell me they can activate the paint switch? That would be totally awesome and useful.
2009-01-01 15:25:00

Author:
Shiwayari
Posts: 167


Just finished playing your level, and first off great job.

Problems I had -

I enjoyed it fully, only problems I seemed to have was the infinite checkpoints not working correctly. Quickly learned I need to stick around a sec and activate it.... some may not catch on so quick and may get angry / frustrated at restarting after only a couple lives.

Also, the avalanche part... or whenever he decides to drop all the sponge on top of you, as cool as it was it got annoying very quick. A couple platforms got popped by it as well... was only one time I played it that it happend... but it did happen.

Suggestions -

I dont know how you would fix the infinite checkpoint and know you have tried, but you do need to do something about it.

The whole avalanche part.... maybe make the blocks themselves shootable with the paintinator so you can blast through. Could even make it where some are fire or electric etc... I like the idea if the gas coming up or something forcing the player onto the platforms as well.

The power generators for the shields. I know you point out that there is something that needs to be shot in the chat bubbles. Some may still be confused by it though, so you could add maybe a power cord going from the block to the ceiling. This would make it look like its actually powering the shields and not just a block in the wall.

Overall I really enjoyed the encounter. Very challenging, couldve been a little more level to go with it, but it didnt really matter with an epic fight like that heh. Can't wait to see what you brew up next.

Would appreciate it if you could let me know what you think about my level The Stone Temple. I just posted my F4F thread for it earlier today. Thanks!
2009-01-01 17:23:00

Author:
Doctor Ramatool
Posts: 189


That was pretty awesome, killed it on my first try but didnt really understand how I would kill him. And the boss was stuck at the edge. Must have fallen there from all the scenary destroyed by the bombs. But somehow I did not know how to get the doors open when he lay there. Well second try I got him and understood that I shouldve shot him in the back.

Well anyway make the "shields" more visible. Make them stand out more than they do now. The fight is already enough hard as it is. Make the paintswitches visible. Also when you destroyed his shields he is spamming plasma orbs. There is 1 safespot that I was lucky enough to find. I don't believe other people will be as lucky make it a little more survivable.

Anyways it was a very good fight and the whole teleporting was done awesomely. 5/5 and hearted!
2009-01-01 17:44:00

Author:
FriedSackboy
Posts: 19


Thanks for all the feedback guys. I think I'm just going to forgo infinite checkpoints and just place a whole load of double checkpoints next to each other.

I'm going to change that first attack and third attack sometime.Today or tomorrow, probably. When I do that I'll probably also make it so you can shoot the head or body to finish it off.

Power Generators - I'll add a cord, but I don't think I'll make the health bars visible. The generators already stand out a lot as is.

Shiwayari - I paused during create, picked up a paintinator, shot it, then captured the [paintball as an object. Yes, they can trigger paint switches.

FriedSackboy - If you stand on his back the doors should open.
2009-01-01 18:41:00

Author:
BassDeluxe
Posts: 984


IDK what you did for your level but i plan on checking it out i did a search last night but couldnt find it ill just search by username next time BUT this may help you out. its a link to a infinite life machine tutorial, its very nicely done step by step and with picutres! http://forums.lbpbuilder.com/viewtopic.php?id=1692009-01-01 19:00:00

Author:
Hamsalad
Posts: 2551


do you have a vid of this?2009-01-01 20:07:00

Author:
DRT99
Posts: 431


No I don't I was going to wait until I change those two attacks to take a video.

I just updated again. I really think I've fixed the problem with the infinite checkpoints. If it continues to be a problem, I'll just put a bunch of checkpoints there.

I tried the power cord thing, but it looked bad, so I just made the paint switches visible.

I also added a platform that makes it impossible to fall off the right side after killing the boss.
2009-01-01 20:43:00

Author:
BassDeluxe
Posts: 984


Ahh, thats too bad the power cord didnt work out... dont know if you already know but went back to play the level again and noticed I was able to shoot the generator for the second shield and destroy it before the fight had even started. I'm going to guess you didnt heh.2009-01-02 00:57:00

Author:
Doctor Ramatool
Posts: 189


I guess you arced it over his back? I guess I'll add a wall there too.2009-01-02 01:01:00

Author:
BassDeluxe
Posts: 984


no no no... right when you enter his room I turned around and shot at the bottom right corner of the second generator... could sneak some hits in at one spot. I didnt try the over his back bit though heh... might work too 2009-01-02 01:08:00

Author:
Doctor Ramatool
Posts: 189


Oh, right. Well, I just now republished. I lengthened the existing blockade and added a new one on the other generator.2009-01-02 01:09:00

Author:
BassDeluxe
Posts: 984


Pros
-Awsome level design

-The little things like the lights and the infinite lives

-The dificult but fun gameplay. Everytime i died i just got more determined to go dominate that thing and when i finished i felt complete

Cons
-The only thing that really annoyed me was that stupid door. it would go up and then i would get squished.

But other than that awsome level
2009-01-02 02:44:00

Author:
Sonic5411
Posts: 712


Hey I'm giving you feedback because you gave feedback for my levels

I really liked the start of this but it quickly became confusing. At the beginning I knew to shoot the two things on the sides but after that I wasn't really clear on what to do. After I shot the shields, something fell out of the sky on me and then I started being bombarded with huge plasma balls. After a while, a message popped up telling me to "finish it off"... and I didn't know what to do and there was no way to continue :-/

Did I do something wrong?
2009-01-02 06:23:00

Author:
Snowspot
Posts: 265


Hi BassDeluxe,

I had the chance to play your level last night.
It is a short level and its purpose is to propose an epic boss battle. I loved a lot the main concept of the boss fight. Some more comments:

PRO:
- Your Starting area: I liked your title screen. I think it add a lot to the feeling of the players when they start the level. I also did screen titles in my last levels (SPaceOpera and my last project).
- Lighting: I liked a lot the way you took to with the lights spots in order to simulate the impact point of missiles.
-Boss variability: Your boss attacks seems realy randomized, at least at the start of the fight (see suggests to read more about this point).
- Good use of the paintinator: these last time, we saw a lot of useless level online using paintinator in a wrong way. You're level is typically part of the ones that perfectly use the paintinator. Congratulation for that!


SUGGESTION:
The fight was, at least for my play, very very long. I think the first part was perfect, until all the plateform was exploded. At this point, the boss enter in a repetitive sequence: small balls, big balls, sb, bb.... I didn't find a way to avoid the BB when you are at the complete left of the stage, at the checkpoint level and lost A LOT OF LIVES HERE. You must wait all the BB disappear to pass, avoid SB and shoot the boss himself. Neverthless, I found the second part of the fight less interesting that the first. I think that you could simply add a way to avoid the BB (even if it is quite hard to do it, if you wan't your level became too easy).

Finally, i found your level very original and enjoyed a lot fighting your Gelulupas. 5 stars and Hearted.
I'm now very anxious to see your "Boss Battle 2" next project
2009-01-02 09:33:00

Author:
Takelow
Posts: 1355


Well, I gave your level another go. Let me make some more comments.

The new check point system worked perfectly. Every time I died, it activated perfectly without any issue whatsoever. I would consider it "fixed".

I noticed the paint switches on the shield generator. It seemed a bit odd, on reflection I think it might be because I think they were still there when the shield things popped. I can see in recent feedback it was recommended, however. You could consider perhaps a large spot light to shine an obvious light beam onto them until they pop. Have an inverted permanent switch system which turns the light off when the section is done.

The final section has a different giant plasma ball system. I can see them in a set pattern, but I can't work out how to get past them. That's not too bad a thing in and of itself, but now there is a low flying plasma ball starting behind where the boss is, and it greatly reduces the amount of "safe areas" there are to stand in and shoot at him. From what I worked out, you kind of need to stand in a rutt in the snow, but that seems very difficult and not obvious at all. I'd consider removing or changing that low flying ball.

Finally, the boss bugged out on me... twice. I was in the last stage, trying to work things out, and all of a sudden I got the speech bubble appearing "You may choose to finish him off" or whatever it was. Well, I hadn't really shot him all that much directly. Anyway, as I continued on, I noticed he was still there for the big plasma ball section. I finally walked out what had happened. For some reason his main body where the paint switch was had popped, but his head and the rest of him was still there. I could not finish the level at this point, the doors would not open and he was still trying to kill me.

When I retried, well, I was in the last stage again, and this time the whole body of the boss just popped. Nothing was left, no speech bubble fired. The stage was empty and the door would not open.

I do shoot upwards sometimes though in frustration. I don't know if this is breaking the fight or something else is going on.

I must say though that the camera angles are a lot better now though. You can see the boss more when he is flying above you, which helps things make a lot more sense.

I see you are part of the F4F system. I noticed some feedback on the digestion level, but I was wondering if you could playtest the TSR level I have. I'm still revamping it, but any feedback would be appreciated.
2009-01-02 12:07:00

Author:
Elbee23
Posts: 1280


Hey I'm giving you feedback because you gave feedback for my levels

I really liked the start of this but it quickly became confusing. At the beginning I knew to shoot the two things on the sides but after that I wasn't really clear on what to do. After I shot the shields, something fell out of the sky on me and then I started being bombarded with huge plasma balls. After a while, a message popped up telling me to "finish it off"... and I didn't know what to do and there was no way to continue :-/

Did I do something wrong?

Was he still trying to kill you when that happened? That should have been the end, and if you shoot him again he's dead. Alternatively, you could have just walked to the right and the door would have opened.


PRO:
- Your Starting area: I liked your title screen. I think it add a lot to the feeling of the players when they strats the level. I also did screen titles in my last levels (SPaceOpera and my last project).
- Lighting: I liked a lot the way you took to with the lights spots in order to simulate the impact point of missiles.
-Boss variability: Your boss attacks seems realy randomized, at least at the strat of the fight (see suggests to read more about this point).
- Good use of the paintinator: these last time, we saw a lot of useless level online using paintinator in a wrong way. You're level is typically part of the ones that perfectly use the paintinator. Congratulation for that!

Thanks!


SUGGESTION:
The fight was, at least for my play, very very long. I think the first part was perfect, until all the plateform was exploded. At this point, the boss enter in a repetitive sequence: small balls, big balls, sb, bb.... I didn't find a way to avoid the BB when you are at the complete left of the stage, at the checkpoint level and lost A LOT OF LIVES HERE. You must wait all the BB disappear to pass, avoid SB and shoot the boss himself. Neverthless, I found the second part of the fight less interesting that the first. I think that you could simply add a way to avoid the BB (even if it is quite hard to do it, if you wan't your level became too easy).

I'm going to rework that whole section today.


Finally, i found your level very original and enjoyed a lot fighting your Gelulupas. 5 stars and Hearted.
I'm now very anxious to see your "Boss Battle 2" next project

Thanks. The next one should be epic, I have it planned out in my head. But it's actually going to be Boss Battle 0.


Well, I gave your level another go. Let me make some more comments.

The new check point system worked perfectly. Every time I died, it activated perfectly without any issue whatsoever. I would consider it "fixed".

Great, thanks for letting me know.


I noticed the paint switches on the shield generator. It seemed a bit odd, on reflection I think it might be because I think they were still there when the shield things popped. I can see in recent feedback it was recommended, however. You could consider perhaps a large spot light to shine an obvious light beam onto them until they pop. Have an inverted permanent switch system which turns the light off when the section is done.

I'll try that I see how it looks.


The final section has a different giant plasma ball system. I can see them in a set pattern, but I can't work out how to get past them. That's not too bad a thing in and of itself, but now there is a low flying plasma ball starting behind where the boss is, and it greatly reduces the amount of "safe areas" there are to stand in and shoot at him. From what I worked out, you kind of need to stand in a rutt in the snow, but that seems very difficult and not obvious at all. I'd consider removing or changing that low flying ball.

I'm reworking that section today.


Finally, the boss bugged out on me... twice. I was in the last stage, trying to work things out, and all of a sudden I got the speech bubble appearing "You may choose to finish him off" or whatever it was. Well, I hadn't really shot him all that much directly. Anyway, as I continued on, I noticed he was still there for the big plasma ball section. I finally walked out what had happened. For some reason his main body where the paint switch was had popped, but his head and the rest of him was still there. I could not finish the level at this point, the doors would not open and he was still trying to kill me.

Hmm...that's odd. I'll see if I can figure out what's wrong there. If all else fails I suppose turning his body to metal would help.


I see you are part of the F4F system. I noticed some feedback on the digestion level, but I was wondering if you could playtest the TSR level I have. I'm still revamping it, but any feedback would be appreciated.

Yeah, I'll check it out. Thanks for all the feedback!
2009-01-02 18:55:00

Author:
BassDeluxe
Posts: 984


Let's get to the meat of this thing.

First off. Awesome use of logic. I was in wonderland looking at your diagrams and thinking of all the things going on in that fight. I'm clapping a bravo right now. I only wish I could manage to get a complex fight like that into my stages!

The infinite checkpoint worked great for me although I don't think I ever died more than 3 or 4 times. It looks like it was based off of Clipper_US's design maybe? It's a good solid IC system. I'm not gonna rehash what other have said in the thread cause you're obviously aware of those things and working on em. What I'd like to do is brainstorm a little for you.

I don't think you have anything in the first thin layer do you? Why not cover the rockets to make only the smoke show for your effect....actually now that I think about it do you have anything in any of the thin planes? You don't even need to use material in the thin plane if you don't want, a sticker from the decorations menu would do the trick without complicating things.

I think the sponge should change to either dissolve material with hidden paint switches on it or if you want to keep the sponge add a tiny protected brain connected to a paint switch set to one shot. Put that paintinator to work!

An easy solution to the floor trap/using the platforms issue would be to make the floor open up in the center and slowly move to the left and right? Exposing a fire pit maybe and forcing the player to get up on a platform?

Have you thought about what dynamic moving platforms might add instead of stationary ones?

You said it in your OP - This is the most complex boss fight anyone has made. It's got EPIC written all over it. Loved it and can't wait to see where it goes from here.
2009-01-03 00:01:00

Author:
Jaeyden
Posts: 564


I think the sponge should change to either dissolve material with hidden paint switches on it or if you want to keep the sponge add a tiny protected brain connected to a paint switch set to one shot. Put that paintinator to work!

Yeah that's a great idea! Blasting through the dissolve as it falls would be amazing
2009-01-03 00:42:00

Author:
Neverynnal
Posts: 374


Firstly thanks for give some much needed feedback on my level. cheers

I must say I thourghly enjoy play this level.

Pros:


I like the intro, set the scene without too much fluff.

Inifinite checkpoint meant I'd have to go through the intro more times than necessary.

The attack sequence always kept on your toes.

Had me coming back for more. As of typing #4


Cons:


I fell through the gap between the hatch door and the main arena floor, far too many times. Which led to second gripe.

The large plasma balls were difficult to avoid on the leftside of the arena. Especially when you have jump a little gap

Only once out of the many times I've completed the level was I able to finish off the beast. Though I did manage to shoot its tail off once.


Also not really a con, but once after a small plasma sequence and the boss drops down, most of the level crushed/dissolved itself leaving a random selection of level bits. Wierd :eek:
2009-01-03 02:00:00

Author:
staticvoid
Posts: 37


The infinite checkpoint worked great for me although I don't think I ever died more than 3 or 4 times. It looks like it was based off of Clipper_US's design maybe? It's a good solid IC system. I'm not gonna rehash what other have said in the thread cause you're obviously aware of those things and working on em. What I'd like to do is brainstorm a little for you.

I used snowflakecat's system and the link hamsalad posted to make the system I'm using. Though it's quite possible it resembles that guy's system.


I don't think you have anything in the first thin layer do you? Why not cover the rockets to make only the smoke show for your effect....actually now that I think about it do you have anything in any of the thin planes? You don't even need to use material in the thin plane if you don't want, a sticker from the decorations menu would do the trick without complicating things.

Well, there are some small things in the thin layers, but the main reason I avoided them was because the bosses legs are there, so putting something in the thin layer that could be in his way has potential to mess the fight up.

But something by the rockets wouldn't be in his way, so I'll try that out.


I think the sponge should change to either dissolve material with hidden paint switches on it or if you want to keep the sponge add a tiny protected brain connected to a paint switch set to one shot. Put that paintinator to work!

Hmm...interesting idea. If I don't go with the other idea I have, I'll use this.


An easy solution to the floor trap/using the platforms issue would be to make the floor open up in the center and slowly move to the left and right? Exposing a fire pit maybe and forcing the player to get up on a platform?

I don't think I'll implement this one as I might have to rework the whole arena. Well not for the moving platforms. The reason I don't want to do moving platforms is because the fight is dificult enough as is and I don't want to infuriate the player too much. It's a good idea for a future battle though.


You said it in your OP - This is the most complex boss fight anyone has made. It's got EPIC written all over it. Loved it and can't wait to see where it goes from here.

Thanks!
2009-01-03 02:13:00

Author:
BassDeluxe
Posts: 984


Hey, just played your level and I have to say it is very nice, no glitches or anything when I played and looks like you put a lot of time into it! I found it quite difficult until I realised what I needed to do (should read speech bubbles more!) but once I realised it was ok, definitely glad to have infinite lives!!

The only thing I can think is that the bit when you have to stay underneath the Gelulupas seems a bit easy, would be cool to make it more about dodging plasma, on the other hand its nice to have the variety I guess!

Also, how did you get the paintballs at the end?
2009-01-03 09:10:00

Author:
turnipeater
Posts: 83


The only thing I can think is that the bit when you have to stay underneath the Gelulupas seems a bit easy, would be cool to make it more about dodging plasma, on the other hand its nice to have the variety I guess!

Ah, that's the problem! See, if I put a plasma ball under him, then the section becomes too hard. But if I don't players can camp there without first working their way through the plasma. I'm torn on what to do.


Also, how did you get the paintballs at the end?

Pause>Shoot paintinator>capture paintball as object

---------------

I tried my idea for the first stage attack out today, and I don't think it's going to work. When I try to make the bottom area uninhabitable, I have to emit something to do so. But if the player is in the way of the object, it won't emit. So, I think what I'll do instead is decrease the falling snow and put paint switches on them that will cause them to dissolve. Might put spikes on them as well.

---------------

I've just added a major update.

- The snow is shootable during the avalanche bit now. It's actually pretty fun. The reason I didn't implement my other idea is because it was easily thwarted by the player and there was no workaround for that.(Thanks Jaeydan

- There is very little gap between the door and the platform now. You can run straight across now.(Thanks staticvoid)

- Spotlights on the generators. They are now very easy to see and if you can't figure out that you need to shoot them, then...Also, I made the paint switches invisible again.

- I added the winter background. I had been meaning to do this, and in the beginning it did have that background, but I unapplied it once and forgot to reapply it. This also gave the level a night feel to it which helps the spotlights stand out.

- NEW HIGH SCORE!
2009-01-04 05:16:00

Author:
BassDeluxe
Posts: 984


I played last night. Remind me to give feedback because I gotta go now.2009-01-04 10:55:00

Author:
moleynator
Posts: 2914


Hi,

You gave my level a try, here is the feedback


Boss Battle 1: Gelulepas

+ Very easy to find on search because of the boss's name, inputted text, it popped straight up
+ I liked the start, the airship looked good, and the opening glass doors were a nice touch
+ The boss looks good, he's extremely well built.
+ The level is designed ok, not a great amount of detail
+ The indication on what to do for his sheilds was well done.
+ I found the pictures at the end that shows the mechanisms at the end. That looked mind boggling. Great job

- I found it hard, very hard. I'm not the best LBP'er in the world, but it was difficult. Frustrating at times.

*** and "difficult" left in game.

A little to difficult for my tastes. I died loads of times, either due to being crushed by the snow, the bullets, or the bombs at the end once the sheilds are down. It was very very well done though, and people that like a challenging boss will love it.
2009-01-04 18:50:00

Author:
GruntosUK
Posts: 1754


I hope you're still participating in the F4F system...
It doesn't matter i'll give you some feedback anyway

+ The overall look of the level is very good, it's very polished, and really thought out. I guess thats one thing that happens when you're only creating a boss. So you've more time polishing the place around. (it's good really )

+ It's a good challenge i don't think it's too hard.

+And man the bleu rays pointing at one spot and then shooting bombs, are cOOOOOLLL! Really i was intrigued by this o_O

I don't think there are any downsides, actually.
Although there's one thing that isn't a downside but just a minor fix would probable solve it. It's possible to stand behind the boss and then shoot the bleu generator-thing, without being shot. Maybe this was your intention... i don't know.

So these where my thoughts
2009-01-04 20:11:00

Author:
Yarbone
Posts: 3036


Awesome, awesome.

I am 100% happier with the final product. It looks so much better and plays so much better, and just feels awesome. The camera's better, the textures are better, it's more balanced and intuitive, the boss moves, the environment destructs, the boss does more, and there's a race. Finally got around to playing the finished version, and it, as a stand alone boss, is probably my 2nd favorite, only behind the Little Big Phantasy dragon. hoooooooooooo! @ the pics of the switch arrangements... much respect for that. I didn't realize how much went it to this.

I died a couple times, and plan on trying to ace it with a good time when I get some free time.

I like the intro text at the beginning, that really brightened that segment up and gave life to a small level. Nice paintball drop at the end too, with all the diff colors and the big plop... same thing I did in the paintball rifle demo.
2009-01-04 22:37:00

Author:
Unknown User


I hope you're still participating in the F4F system...
It doesn't matter i'll give you some feedback anyway

+ The overall look of the level is very good, it's very polished, and really thought out. I guess thats one thing that happens when you're only creating a boss. So you've more time polishing the place around. (it's good really )

+ It's a good challenge i don't think it's too hard.

+And man the bleu rays pointing at one spot and then shooting bombs, are cOOOOOLLL! Really i was intrigued by this o_O

I don't think there are any downsides, actually.
Although there's one thing that isn't a downside but just a minor fix would probable solve it. It's possible to stand behind the boss and then shoot the bleu generator-thing, without being shot. Maybe this was your intention... i don't know.

So these where my thoughts

I'm still in F4F, yes. And I'm planning to have the next one have a much better intro sequence to build up to the boss rather than just a fight. If you've played part 2 of SuperPhillip's 1-1 Central City, something like that is what I'm referring to.

And, no, I wasn't intending for people to stand behind the boss and shoot the generator, I'll fix that in a bit.


Awesome, awesome.

I am 100% happier with the final product. It looks so much better and plays so much better, and just feels awesome. The camera's better, the textures are better, it's more balanced and intuitive, the boss moves, the environment destructs, the boss does more, and there's a race. Finally got around to playing the finished version, and it, as a stand alone boss, is probably my 2nd favorite, only behind the Little Big Phantasy dragon. hoooooooooooo! @ the pics of the switch arrangements... much respect for that. I didn't realize how much went it to this.

I died a couple times, and plan on trying to ace it with a good time when I get some free time.

I like the intro text at the beginning, that really brightened that segment up and gave life to a small level. Nice paintball drop at the end too, with all the diff colors and the big plop... same thing I did in the paintball rifle demo.

Thanks for all the positive feedback. I can only hope that my next one will take the #1 space lol. And if you ace it, I'm pretty sure you'll be the first after myself to do so.

And as for the paintball drop, I swear I didn't copy that. I did copy your technique for capturing paintballs though.
2009-01-04 22:48:00

Author:
BassDeluxe
Posts: 984


I know. I'm just glad people are using the paintball... I like how it was used for an attack too - that was awesome, and it is the first time I've seen an attack from an enemy actually look like a magical energy blast. If I hadn't put it out there, someone else would have eventually.

I didn't add the paintball drops to the paintball rifle demo til the next day, probably after you already played it, when it was only a gun and a box and a goal. I just went through and changed the look of the level, made it look more polished and did that with a few minor changes, and added some points because I didn't want people playing it and thinking I didn't know how to make levels look nice. Yours is still different, mine is just red balls dropping continiously in one plane synchronized .1 apart - I like yours better, actually.
2009-01-04 23:05:00

Author:
Unknown User


This is definitely the best boss fight I've seen in LBP yet!

In particular I love that effect when the beams join and make the large explosion. Overall great fun, including shooting the falling snow. It's difficult but not frustrating, excellent work.
2009-01-04 23:29:00

Author:
Foofles
Posts: 2278


Is it possible to move the first checkpoint underneath one of the platforms in the boss battle? It's annoying dying, and having to wait for that door to open over and over. 2009-01-05 00:03:00

Author:
Unknown User


I just played it. First off, I loved it... it has the feel of those boss battles from back in the 16-bit era. No real comments for the first play-through except that the boss is too high when he's disappearing and reappearing above you.

I decided to have another go through and a couple of friends decided to come into the game with me. Suddenly things started going wrong left and right. This map isn't multiplayer friendly just yet.

First and foremost...there's no respawn inside the arena! If one of us died we had to wait until all three died to get the portal back and keep fighting.

I think the primary problem is the door...it's a little jacked and there should be some way to open it if you don't make it out into the main arena. For example, on the stage where the boss is firing those huge energy balls from right to left, we all spawned but to avoid getting hit we had to hold back a bit. As a result, the door closes and can't be opened again which always trapped at least one player behind it. That's a problem because the screen won't scroll to the right because of the trapped player, resulting in the other two not being able to see what they're firing at.

I think that the respawn portal should be more like the Collector battle in the story mode.

All in all, it's fantastic though. I was really impressed!
2009-01-05 00:28:00

Author:
Chazprime
Posts: 587


Ok, I think I played the version before you updated. I was still amazed at the detail put into it.

Pros

. Lots of lives
. The creature looks amazing.
. The ending is good when you get to decide to kill it or not.
. The lights where the explosives go are spectacular!
. The story is short, but is perfect for the level as there is one objective- kill the beast.
. Great use of paintinator.

Cons

. As stated before, it is not great for multiplayer until you can all get through the gate. Makes the camera a
2009-01-05 23:55:00

Author:
moleynator
Posts: 2914


Mod merge please. I hit the psp text limit.

...Makes the camera angle worse.
. As the platforms exploded, they often blocked off the path to the beast. We couldnt go behind the broken platforms to shoot because we would die straight away.
. The falling sponge. It just stopped my gameplay til it was gone.
. It takes a long time to kill.
. There was only two things to do- shoot and dodge. You could have varied the gameplay a little. Maybe some different ways of injuring it.

Overall, I thoroughly enjoyed pl
2009-01-06 00:06:00

Author:
moleynator
Posts: 2914


Same as above please.

...playing. It is a great concept and pulled off brilliantly. I gave it ***** and plan on hearting it.

I cant wait to see the next bosses.
2009-01-06 00:08:00

Author:
moleynator
Posts: 2914


+ Real cool boss.
+ Random attack routines, nice touch.
+ I played it several times trying to get the highscore. (now I'm 3rd)
+ OMG! So many switches and wires!

- I had a bug where the floor exploded and I could not jump over the debris after killing the boss. I had to restart the level.
- Once you know the pattern, you can find a place to shoot the first left and right target easily. Maybe the floor could always move from left to right slowly, so you constantly need to re-ajust your aim. That way, it could take less shots but it would be more challenging to hit the targets and dodge the bullets.
- The level in general could be more detailled.

I know it's a bit late for all the suggestions since the thread title is (Finished). Anyway, really nice work!

If you have some time, I would like to have your feedback
on a level I published this week-end. The link is in my signature.

Thanks!
2009-01-06 07:42:00

Author:
JackBurton25
Posts: 116


Thanks for all the feedback guys. I'm not going to be making any major changes to the level now, but I'll still make small ones. Oh, and the thread title said finished when I took it out of beta. That doesn't mean I won't still change it at all.

About the checkpoint - I'm not going to move it because it could cause some serious problems. Plus, if you respawned and immediately died(like during the final secondary attack) you would be pretty mad. In the future I will keep this in mind though.

chazprime - as for your problem with the checkpoint where one player alone couldn't open the door, I'll check to see if the switch requires all. If not, I've no idea what the problem is there.

I'm not going to make the stage move around any. The first two stages are easier than the last for a reason. You can be hit pretty much anywhere, it'll still give most a good challenge. Making the stage move has the potential to cause problems and frustration.

JackBurton - I'll try out your level in a bit

-------------------

I've added a video of the level into the first post.

-------------------

My Xbox 360 got the RRoD! Wee! Just thought you all might want to know.
2009-01-08 23:54:00

Author:
BassDeluxe
Posts: 984


Very nice level BassDeluxe! ^^ btw, i too enjoy making bosses

Pros

+i like the fact that the attacks are randomized, its a very nice touch, and keeps you on your toes.

+all the hidden things you can find / get is nice, i've yet to ace the level, but im curious to see how you made acing the level prize still optional, ill be back on it again tonight to try and see ^^

+the boss itself looks pretty sweet, and its obvious the fight took alot of switches to get working succesfully.

+the whole fight itself looks good, but not really mind blowing, but the one thing i continue to love the look of, is when all the lights come in to focus on the same spot and drop bombs from there, it looks freakin awesome!

Cons

-occasionally you can just get in just the right spot, and wail away on one of the switches with the paintinator without fear of dying, but it doesnt happen often so its all good.

-The ending of the boss fight kind of dissapointed me, the whole fight was awesome and epic, but then the end was just the boss falling down and giving you a talk to, maybe something more epic like a huge explosion or something? lol

Overall though, very, very good. 5 stars and a heart looking forward to your future work ^^

Feedback 4 Feedback

I'd appreciate if youd take a look at my newest level called "The Facility" and leave feedback for me. There's a link in my sig. But if you dont have the time, its all good :]

And you dont need to leave feedback, or check it out even, just if you want to since you seem to have an interest in boss fights. My "Area 52 - Live or die..." level has a boss fight at the end which has recieved pretty much nothing but compliments, its no where near as complicated as your boss fight, but looks real good. "The Facility" also has two boss fights in it, and I'd specifically like to hear your thoughts on them ^^

anyways, great level, and im really looking forward to more levels from you
2009-01-09 17:16:00

Author:
Xx_FAF_Sniper_xX
Posts: 67


chazprime - as for your problem with the checkpoint where one player alone couldn't open the door, I'll check to see if the switch requires all. If not, I've no idea what the problem is there.

It may be on require all, but it is difficult for both players to get through. It might be positioned wrongly or has a very small radius.
2009-01-09 18:51:00

Author:
moleynator
Posts: 2914


Hey, just checked this out. Here are my thoughts.

Pros-I'm a big boss buff so the concept was right up my alley

The attack patterns were cool and the patterns were predictable, but not too easy. Once you experienced a few of each phase you could memorize and attack accordingly.

Cons-it would have been nice to have a level leading up to this, but I suppose that wasn't the point.

The boss design (this is me being picky, don't take it too seriously) reminded me too much of a pokemon creature.

Other than that, it was a good experience. I don't know if I'd play it again, once you beat it you pretty much saw everything it had to offer but I would totally recommend that people try this at least once. It's worth it just to see the amount of gizmos and gadgets it takes to operate the thing.
I also participate in F4F. I have a thread up for ROBO-RAMPAGE X by Dimo1138 in the showcase. Cool level, thanks for letting me kill your creation!
2009-01-09 20:46:00

Author:
Dimo1138
Posts: 179


Finally got around to playing this too. I think I shouldn't have watched the video fist though, kinda took a bit fo the awesomeness away >_<

Anyway, great boss fight. I do believe that this is the moxt complex creature out there so far. What I liked the most is that you used some of its attacks to change the battleground, and used those changes as part of the following phase. Something like this simply shows that there's a very solid concept behind the whole process, and I really appreciate that in a level.

Seeing the boss teleport around and fire plasma balls was cool and a pretty neat standard attack. Nothing to complain about here really, I also liked how the attack was initially harmless because of all the cover, but later got more dangerous when said cover was blown away.

The falling rocks - They looked really cool, but gameplay-wise, they were pretty boring. I don't know if they can squish you if you aren't under some cover, but I just waited them out and kept shooting them with the paintinator for a too long time. Maybe that's just me, but even in the earlier phases of the battle I'd prefer some more dangerous attacks, and less static periods of waiting.

Moving on, I liked the death lasers, although the concept amazed me even more when I first saw it utilized in in the original Metal Gear fight. However, as I mentioned before - They way you sued them to set the stage for the coming phase was really awesome.

When the Gelulupas shot the huge plasma balls, I knew it was gonna be the finale. Sadly, after I got through the barrage by using the newly created holes as cover, it got a matter of standing at one spot and holding down the shot button. I don't think he can hit you when you stand right before him, so I just stood there and fired at Gelulupas until it died. Meh, I expected a bit more for the final showdown.

Overall, a really great boss, well planned and definitely complex. The battle wasn't quite as exciting as I hoped to be, but I'm sure your next level will be even better, so I'm definitely looking forward to it =)

I'd also appreciate it if you took some time to look at my "Timeless Village" - there's an appropriate F4F thread. I hope you like puzzlers and a good story ^^
2009-02-10 19:52:00

Author:
Serpit
Posts: 68


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