Home    LBP Showcase / Reviews / Recommendations    Level Showcase
#1

a toxic platform rush ( update 2.0 ) final update

Archive: 15 posts


http://ib.lbp.me/img/ft/bbb20ed3d038b86c7380e5f712bb970a90c2f3e7.jpg hi im ( m13ar10w86 ) this is it its here the all new Toxic platform rush has been updated and is now in fully working order.travel through the toxic ruin of biofalls that has been abandond.grapple your way through swinging and bouncing through tubes and onto platform with extra little things to do.nice bright colours and 2 races to take part in.see were you can come on the leader bored. SPECIAL THANKS TO LITTLEBIGDES FOR HELP AND LEVEL TESTING. Hope to see you there and enjoy.http://id.lbp.me/img/ft/f5dabd2fdf4ad37a7d9ed5372fd19e3ab6127542.jpg
http://i0.lbp.me/img/ft/b2054f23351a576bbade6e9b16151a53877ea829.jpg
2012-01-27 10:47:00

Author:
Unknown User


Hi, sent you a message on how to get your level details up and images. Also your username and PSN name are not linked (are you using the same email address associated to your PSN ID? that may be it) so you may need to edit your profile so others can click on your username and find your details and levels on lbp.me website.2012-01-27 12:23:00

Author:
LittleBigDes
Posts: 920


you made a thread for this level yesterday. I left instructions in that thread of how to do it. You still are not giving us any information whatsoever as to how to find the level. I searched LBP.me for "A TOXIC PLATFORMIN RUSH" and it comes back with no results.

edit: I finally found it. http://i0.lbp.me/img/bl/a001c771b9d48c46c488f6c0aacfa19539861c7d.png (http://lbp.me/v/9g1x0w) http://lbp.me/v/9g1x0w
2012-01-27 13:35:00

Author:
biorogue
Posts: 8424


Played this recently and first off I must congratulate you on such a nice looking level. It reminds me of another level called Viohazard and your theme and colours look great:

http://i8.lbp.me/img/ft/818fa80b9b1bc720b581545661c0e0c2641df678.jpg

Your little toxic splats and green gel really make it pop from the background. This bit in particular looked and played really nice.

BUT as of yet I have not yayed it or even finished it and plan on coming back. The gameplay soon turned to frustration and was confusing at times. I found it way too dark in areas to see where I was going for example in this picture below it really is too dark. Everyone has a differet tv/monitor set up and different colour calibration and ranges of blacks, so this needs to be taken into consideration:

http://ib.lbp.me/img/ft/afb76dfb81bcb8a3258998a149424b1853e92e51.jpg

I also got stuck as there was no grappling hook at the checkpoint in the image above. The bounce pad didn't quite get me to where I needed to be and I couldn't see where I was going so I triggered my hook only to find that it actually grabbed the floor sending me to my death. This happened quite a few times in other areas where I would trigger the hook only to have grab the floor or something else that I was not aiming for. So you need to put a material tweaker on them and set it to non grabbable.

Your cut scene kept triggering which was a bit annoying. Mainly in this part here:

http://id.lbp.me/img/ft/0fd9bbf3616df2141311bf34c009ec15a284d17d.jpg

So I'd suggest hooking up the player sensor to a counter set to 1, which is then wired up to the cut scene so it only plays once. Same goes for other cut-scenes that only need to be played once.

There was a of lack of direction in areas and due to the darkness of the level and grapple areas being out of view it got confusing. For example here:

http://i3.lbp.me/img/ft/3833d282ea3a4730d1a1e310b7641f9fd8c9a302.jpg

You cannot see the green bit above to grapple onto in the image above.

http://i5.lbp.me/img/ft/a059b298cd3ea72f1795cac0963e1529585001ed.jpg

This camera angle in the picture above, definitely needs tweaking as it completely obscures your view and causes unnecessary death as you cannot judge the distance or where to go.

Alas, I was unable to finish it due to lack of direction, it became confusing and certain areas were too dark to see where to go or what to do. After the puzzle where you get sent bouncing through tubes to different areas to pull levers and activate jump pads, I got stuck. My path was blocked. Maybe I did something out of turn or sequence or went somewhere I wasn't suppose to before something else triggered? I had to quit. Somehow I couldn't jump on the front most jump pad infront of me. This maybe a layer changing issue but I didn't take a picture of this area to show as I will give it another go.

So to summarise


Some areas are too dark, use ligting effects or change the levels darkness
Needs more direction
Grapple hook infront of checkpoint in the 2nd image
Grapple areas not always obvious or in view
Make the ground & other things around grapple points non-grabbable
Camera angle tweak shown in image 5th image


Overall it's an impressive effort and a great theme and really like the colour scheme and green that pops out. I do like your level but I haven't rated it, due to the fact that it needs more polish and I was unable to finish it, to be able to get a true feel for the level. So I'm hoping that you'll take my feedback onboard to make improvements so I can play it again. Visually I can tell you've spent a lot of time creating it. I'll be back to play it again so you're definitely doing something right

For such an unknown creator and someone new to this site it was a pleasant surprise when I entered it, but it just needs a few tweaks and a bit more polish.
2012-01-27 18:03:00

Author:
LittleBigDes
Posts: 920


Wow Des! That was better than Game Informer could have done.2012-01-27 18:12:00

Author:
biorogue
Posts: 8424


A very decent stage, although I could not finish it. The final room needs some work as it got extremely frustrating. I activated all of the bounce pads and could see where to go but could not get onto the layer with the final pad. I would get swung around and end up it the room with the switch and one way door that would no longer work, I tried to grab with the grapple but would grab the floor slime and get reeled into certain death and the single spawn point in the area meant that I had to travel through several rooms just to get back to where I needed to be.

Up until that point it was a fun stage, so a little tweaking and it'd be great.
2012-01-28 00:18:00

Author:
Mr_Fusion
Posts: 1799


Now That, is how you make a post. Good job man. Now, I'm intrigued, it looks great and makes me want to play it Naow!2012-01-28 01:52:00

Author:
biorogue
Posts: 8424


Hi again n thanx for playin an for the tips and comments.i have addressed problems and have now updated my publish.2012-01-28 02:43:00

Author:
Unknown User


Hi again n thanx for playin an for the tips and comments.i have addressed problems and have now updated my publish.

Great, it's quite an underplayed level at only 7 plays!? I'll give it another play since you've updated it.
2012-01-28 23:19:00

Author:
LittleBigDes
Posts: 920


Thanks.and hope its better for u this this.if you enjoy please try get word out for me thanks2012-01-29 00:38:00

Author:
Unknown User


I just played this level and it is unpolished yet fun level. Some opened layers such as a tool with wheel at the beginning are out of the way while trying to get through the areas. During the race, I went in a trash can and I couldn't get out, so I had to respawn in order to get out of it. I don't like the idea of putting the infinite checkpoint near the toxic at the end of the race. In an area where you bounce the pads to activate the middle bounce pad, you should somehow turn the two bounce pads off after the middle bounce pad is activated. After all the bounce pads are activated at the last race, I got stuck when I tried jumping up to the end of the level (I think it is, judging by the key I saw), but something blocked the pipe and I ended up in middle or back layer. I think the level needs to be fully tested before it's ready to be published (even when updating it), but it has some good ideas. Keep it up.
VISUALS: 4/5
SOUND: 4/5
GAMEPLAY: 3/5
OVERALL: A yay

F4F Cybernetic Adventures Omega
2012-01-29 23:47:00

Author:
JustinArt
Posts: 1314


...Some opened layers such as a tool with wheel at the beginning are out of the way while trying to get through the areas. During the race, I went in a trash can and I couldn't get out, so I had to respawn in order to get out of it.

...In an area where you bounce the pads to activate the middle bounce pad, you should somehow turn the two bounce pads off after the middle bounce pad is activated. After all the bounce pads are activated at the last race

...I think the level needs to be fully tested before it's ready to be published (even when updating it), but it has some good ideas. Keep it up.

F4F Cybernetic Adventures Omega

I'm not sure what happened to your level details but your images and badge aren't showing anymore.

Now that I've read JustinArt's feedback I have to second a few things he has mentioned that I forgot I came across.


At the start when you grapple over I also got stuck in a trash can and could not come out. This forced me to pop myself as there was no way out to progress.

The bounce pads section where you bounce across from one to the other to activate the middle was very hard to control your movement to land on the middle one. If you don't want to de-actvate the other pads as you need movement from them you could always trigger and string or winch to drop down with a grabable material to grab onto so you can drop down to the middle bound pad

You definitely need to get this level fully tested by others. I'm yet to give it another go but will do soon since you've updated it. But these points are still valid since JustinArt played it after your update and I forgot to mention them in my long feedback.


It's still a good level, just needs a few tweaks and polish to make it even better then what it is.

Almost forgot: F4F Caverns of the Lost (part 1) (https://lbpcentral.lbp-hub.com/index.php?t=62046-Caverns-of-the-Lost&p=913071)
2012-01-30 12:11:00

Author:
LittleBigDes
Posts: 920


I played this level and I was unable to finish. The thing is I felt I was close to finishing, so that was frustrating.

VISUALS:
I really liked the way this level looked. It had a creepy feel and the atmosphere was very distinct. At first glance it just seems to be a confusing art style, but you will quickly see what the creator is trying to do and it works pretty good. I do have to say that I think the visuals are the best part of this level.

GAMEPLAY:
This is the area where I think this level needs more work. Some parts were just confusing and some were just plain frustrating. The part where the player spawns right in front of poisonous sludge was not cool. But by far the part that frustrated me the most was the part where I felt I was close to the end (not sure if I was because I couldn't finish) and I kept bouncing through tubes which took me back to where I started. it was like an endless loop that I could not figure out.

FINAL THOUGHTS:
I think this level has a lot of potential, but I think some more work needs to be put into the gameplay. This is not a bad level by any means, it's just a lopsided one. Visuals are great and the gameplay is so so. If they were a bit more balanced I think you could have something that is real good.

RATING:
Visuals: 4.5 Stars
Gameplay: 3 Stars
Overall: 3.5 Stars

VERDICT:
Good Job!

F4F - The House of 1000 Skulls
2012-01-30 16:17:00

Author:
xiSiCx
Posts: 125


Finally I've given it another go. It's a lot better then before but still needs tweaking and polishing:


I played this level and I was unable to finish. The thing is I felt I was close to finishing, so that was frustrating.

GAMEPLAY:
This is the area where I think this level needs more work. Some parts were just confusing and some were just plain frustrating. The part where the player spawns right in front of poisonous sludge was not cool.


http://i8.lbp.me/img/ft/e286d1cbd6288d5c8d4446fa10bc78354f6ccadb.jpg

Having the toxic slime so close to the infinite spawn point is a big NO NO. Not only does it kill you instantly if you enter it slightly off, you are also sent into it by the bounce pad from the tube on the left. You have little if no control over that. So that an death here seems cheap and unfair.


But by far the part that frustrated me the most was the part where I felt I was close to the end (not sure if I was because I couldn't finish) and I kept bouncing through tubes which took me back to where I started. it was like an endless loop that I could not figure out...

http://ie.lbp.me/img/ft/b6eb1a03e12822b50a60b0001b156575a18bba01.jpg

That last bounce pad, the biggest one in the front most layer, top right, just did not send me high enough. Yet I could see the scoreboard was so close when it sent me upwards. Frustrating as I could see the end but could not get to it as the bounce pad height is not enough.

Maybe I could jump into you pod and give it a run through so you see how someone else plays your level as it definitely needs testing before you republish it again. One thing I learnt from my 1st level is that no one will have prior knowledge of your level or what to do as they did not create it. So visual cues, pace and gameplay needs to be tested and tested again. It added an extra 1-2 weeks on my level before I was happy enough to publish it. So I'll pop by and help test.

So as most have said it's a good level it just needs a bit more work on the gameplay.
2012-01-30 19:23:00

Author:
LittleBigDes
Posts: 920


This level is now in fully working order and is now much easyier to find your way round.certain bounce pads turn off now when there supposed too. It all works2012-02-09 21:07:00

Author:
Unknown User


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.