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Archive: 14 posts


Alright, my first level in the showcase, what to say, oh yes....

This is my first published level for LBP2, I have some LBP1 levels, but those aren't worth checking out. This is a platformer level (and we all like those ) and it has no story, other than getting past obstacles to get to the end. As I said before this is my first level, so rate it UP if you want to see more from me, and down if you want me to crawl back into the community to keep playing levels and not create anymore, no pressure. Alright, screenshot time;

http://i8.lbp.me/img/ft/b6876ad13e56a07ae1cee8802e755b82f5619300.png
http://i3.lbp.me/img/ft/043c0f731e55358e10441c7dc05c857f22e2c7e3.png
http://ia.lbp.me/img/ft/d1a20df875d3e718a6b95f4e1ee8ed4b82bb03b6.png

Hope you can play my level, an if you can, YAY
http://lbp.me/v/5k2md1
2012-01-26 19:23:00

Author:
Cobaltor
Posts: 222


ummmmm............ anyone there?2012-01-26 20:04:00

Author:
Cobaltor
Posts: 222


I have it Q'd Might have to wait untill I get my exams done to play it, however.

Can't wait to give it a go

[EDIT]: Hmm... Seems to be a problem with the LBP.me link, as you have chosen not to publish your Creator information to the web... Ill search it on LBP soon
{EDIT2]:
Alright, time finally allocated me to play your level in its entirety. I loved it!
The visuals were awesome and the gameplay was even better! The avalonian theme is present throughout, and the points in which the tubes take you up from underground is a nice touch.
Some quirks I have noticed, however, is that the camera angles can get quite awkward at moments in which precision is key. Not to mention that the camera angles can be misleading (The part in which you lower yourself down towards the electrified ground near the midst of the level has it looking too far upward, suddenly jeering down showing a small pipe entrance) I died multiple times because of this, but nothing too major.

I know this isnt a F4F thread, but i'd love to hear your opinion on my newest level, Vinewood Swamp.

Thanks for the fun level!
2012-01-26 20:26:00

Author:
grayspence
Posts: 1990


Ya, I'm pretty packed with exams also But my queue gets more massive as each day passes.2012-01-26 20:37:00

Author:
Cobaltor
Posts: 222


no double posting please. Got it in the queue, looks good.
to add pictures
1. go to the level's LBP.me page
2. go to photos and choose the pic(s) you want
3. click on the picture, then click on it again until it's the only thing on in the window
4. copy the URL in the address bar
5. come here to your thread and click on the "insert Image" tool http://www.lbpcentral.com/forums/LBPC-Style/editor/insertimage.png
6. a window will pop up, past the url in that box and click "OK"
7. then when you submit your post you should have something like this:

http://i4.lbp.me/img/ft/d741f2ae93d471c7fb9a0c9a9e797c52a65745df.jpg
2012-01-26 21:26:00

Author:
biorogue
Posts: 8424


Nice level, I have it queued up right now. But wait, haven't I already played this. Ahh, who cares. I wouldn't mind playing it again since it's such an awesome level. Great job Cobaltor.2012-01-27 18:55:00

Author:
Unknown User


Just finished this amazing looking level and I will say it is worth your time!

VISUALS:
The look of this level reminds me of a place somewhere in between Halo and Portal . I must say, it is done very well! I felt like I was on some kind of futuristic alien planet base because the execution of the look is fantastic. You did a really good job on the looks and overall feel of the level. It's simple look makes it seem so complicated and I like that.

GAMEPLAY:
The gameplay is pretty much a straight forward Platformer. There are some clever spots that make this thing flow really well. I do have to say that the difficulty was a bit of a rollercoaster. Some parts were pretty hard and some were real easy. But that did not ruin the experience it just kinda catches you off guard a bit.

FINAL THOUGHTS:
This is truly a very fun level and I think anyone would enjoy this. There are some cool camera tricks and lots of bouncing pads. Even though you won't find a whole lot of originality here, you will find a solid level that looks great and is very fun to play. I would recommend that you give this one a shot!

RATING:
Visuals: 5 Stars
Gameplay: 3.5 Stars
Overall: 4.5 Stars

VERDICT:
Fantastic Job!
2012-01-27 20:56:00

Author:
xiSiCx
Posts: 125


Ya I liked it on the whole there were a few areas or frustration based around reaction time. In a few sections you fling the player off on a crazy rude but do not give enough notice of impending doom, it hit a few electrified areas and it sort of felt like I had to wait of the screen to catch up.

I really liked the final bounce bad tracking puzzle but the entrance into that area is a fairly awkward layer switch and if you die you have to go through the layer switch again. Also the final puzzle felt a little confined and the design of the room resulted in me getting pulled into the scenery when I used a bounce pad to try and throw the blocks.

You aesthetic choices are really nice as it the presentation.
2012-01-27 22:19:00

Author:
Mr_Fusion
Posts: 1799


Thanks for all of the feedback! I'll be sure to address and fix the issues that were addressed once I have some time.2012-01-28 17:04:00

Author:
Cobaltor
Posts: 222


I remember playing this a ways back, and enjoyed it then and enjoyed it now. It's a fun level that has a good design and good gameplay. There's barely any downtime as there is always something to do other than running to the next obstacle. There is a nice blend of platformings mechanics which help lend to a good experience. Great job on this.2012-01-29 01:42:00

Author:
biorogue
Posts: 8424


I remember playing this a ways back, and enjoyed it then and enjoyed it now. It's a fun level that has a good design and good gameplay. There's barely any downtime as there is always something to do other than running to the next obstacle. There is a nice blend of platformings mechanics which help lend to a good experience. Great job on this.

Thanks biorogue, it's comments and feedback like that which really motivate me to keep creating (but constructive criticism doesn't hurt either).
2012-01-29 03:02:00

Author:
Cobaltor
Posts: 222


Ya I liked it on the whole there were a few areas or frustration based around reaction time. In a few sections you fling the player off on a crazy rude but do not give enough notice of impending doom, it hit a few electrified areas and it sort of felt like I had to wait of the screen to catch up.

I really liked the final bounce bad tracking puzzle but the entrance into that area is a fairly awkward layer switch and if you die you have to go through the layer switch again. Also the final puzzle felt a little confined and the design of the room resulted in me getting pulled into the scenery when I used a bounce pad to try and throw the blocks.

You aesthetic choices are really nice as it the presentation.

Sorry about the double posting, but I gotta ask, what exactly did you mean Mr_Fusion, when you were talking about the awkward layer switching?
2012-01-29 18:40:00

Author:
Cobaltor
Posts: 222


Sorry about the double posting, but I gotta ask, what exactly did you mean Mr_Fusion, when you were talking about the awkward layer switching?

Ummm you have a check point that has a wall nearby. You have to go in one layer to walk around it through a very short corridor and then you switch back into the front layer to jump and have the bounce pad follow you.

It's very likely you could die and you go back to the checkpoint. Naturally you want to run back to where you were. However if you do this you hit the wall. Due to the angled shape and slightly raised back corridor you don't auto layer switch. Same can be said trying to leave the corridor.

If you die again and again these series of jumps are very annoying as there is no benifit or reward. In the eyes of a player that has just failed a section it becomes a menial task that could feel like an unfair punishment for failure.

A gpod way to test a section after a checkpoint is just spawn and hold right, if the player doesn't naturally get back to the first hazard then it could be annoying.
2012-01-30 07:28:00

Author:
Mr_Fusion
Posts: 1799


Ummm you have a check point that has a wall nearby. You have to go in one layer to walk around it through a very short corridor and then you switch back into the front layer to jump and have the bounce pad follow you.

It's very likely you could die and you go back to the checkpoint. Naturally you want to run back to where you were. However if you do this you hit the wall. Due to the angled shape and slightly raised back corridor you don't auto layer switch. Same can be said trying to leave the corridor.

If you die again and again these series of jumps are very annoying as there is no benifit or reward. In the eyes of a player that has just failed a section it becomes a menial task that could feel like an unfair punishment for failure.

A gpod way to test a section after a checkpoint is just spawn and hold right, if the player doesn't naturally get back to the first hazard then it could be annoying.

Thanks, I'll be sure to fix this by tomorrow.
2012-01-30 19:14:00

Author:
Cobaltor
Posts: 222


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