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LittleBigKILLZONE MP Beta

Archive: 10 posts


http://lbp.me/v/es6f74

Overview:

For those of you who don't know (and I imagine there are many of you...), I'm currently in the process of creating a Killzone-themed group of levels intended to mimick the visceral gameplay and cinematic aesthetics of the original. (the Project Thread can be found here: https://lbpcentral.lbp-hub.com/index.php?t=67255-Little-Big-Killzone!!) But progress on these Story levels has been slow so far (due to time constraints) so, in order to prove that this project is still alive (as well as to give people a taste as to what the Gameplay feels like) I decided to release a Demo in the form of a 2v2 MP Deathmatch level. (NOTE: The Demo did not have nearly as much thought put into the design as the actual level, so expect a much more close attention to detail in the final thing)

Pictures:

ISA base:
http://i8.lbp.me/img/ft/39854d813434ccd7bbee991b166fe50bd6362284.jpg

Helghast base:
http://ia.lbp.me/img/ft/42a605a03f42d7e9d5e7b2079478844e42a88eb9.jpg

Combat:
http://i0.lbp.me/img/ft/0d0ad7168b435828749e491100d24af4090ee74d.jpg

Gameplay Info:

The Level features KZ-themed props, destructible objects (such as garbage bags and pallets), and Sackbots similar (but not identical) to those controlled in the main Story Missions. (the Primary Character Sackbot in the Story missions will include extra features, such as Melee and Grenade lobbing) The purpose is to give people a basic idea of what to expect from the final package, and to receive feedback regarding the changes which could be made to improve it.

:kz: :kz: :kz:

Depending on the popularity of this particular Demo, I may rebuild the MP system and add in more sophisticated Gameplay such as Grenades, Health Packs, a Class system, New Weapons, etc. But if the demand is not particularly high, I'll probably just focus my attention on working out the Story Missions instead.

Remember, this is a Feedback For Feedback level; so feel free to leave a link a level of yours in the comments below (after you have tried out mine and left a review)

I should also note that this is, in fact, my first ever Published level in LBP!!



My PSN ID is SkyHawk140

Feel free to Add me or send me a Message!
2012-03-12 07:47:00

Author:
Hawk14
Posts: 105


Thanks for the feedback on mine I'll check this out next time im on2012-03-13 00:52:00

Author:
artise
Posts: 353


Looks cool! I'll check it out right now. 2012-03-13 02:19:00

Author:
Skaterjoe14
Posts: 60


Firstly, I have never played Killzone so I can't give you feedback regarding the similarities of this (demo) level and the actual Killzone.
In saying that, the scenery was nice and easy on the eyes (although you did mention the actual story levels will be more detailed).

Regarding the combat, It has potential, but it would be good if you did included the 'Melee attack' and/or 'the Grenade' as it felt like I could just pump endless bullets into the other player without doing much else.

Maybe you could add a 'cool down' or 'clip' logic to the guns where you need time to reload so you can use the scenery to hide while "reloading"?
2012-03-13 06:24:00

Author:
Reyals
Posts: 9


Hi Hawk.

Ok, yeah nice looking play area, the characters look nice too.....BUT (You wanted feed back so feed back is what ya gonna get
..... The play area is REALLY small, very little to do but just mash the fire button. Reyals (above) made some great points that you could use to improve on. I can tell you've spent a lot of time in getting the look right, the theme, the stickers are all nice, but at the end of it, it just lacks the game play (sorry) ((Oh, and the guns spawn empty, how the heck do you fill them up to actually shoot??))

If you are having trouble working out the logic for more power ups, message me, I may be able to help.
Soo....I understand this is just a kinda 'demo', and please please DON'T take my criticisms to heart, they AREN'T meant to annoy you, they are there to help ok

Best of luck.
Shade_seeker

( F4F Pirates of the carob bean (https://lbpcentral.lbp-hub.com/index.php?t=68746-Pirates-of-the-Carob-bean-(An-RPG-puzzler)) )
2012-03-13 21:26:00

Author:
Shade_seeker
Posts: 328


Hi Hawk.

Ok, yeah nice looking play area, the characters look nice too.....BUT (You wanted feed back so feed back is what ya gonna get
..... The play area is REALLY small, very little to do but just mash the fire button. Reyals (above) made some great points that you could use to improve on. I can tell you've spent a lot of time in getting the look right, the theme, the stickers are all nice, but at the end of it, it just lacks the game play (sorry) ((Oh, and the guns spawn empty, how the heck do you fill them up to actually shoot??))

If you are having trouble working out the logic for more power ups, message me, I may be able to help.
Soo....I understand this is just a kinda 'demo', and please please DON'T take my criticisms to heart, they AREN'T meant to annoy you, they are there to help ok

Best of luck.
Shade_seeker

( F4F Pirates of the carob bean (https://lbpcentral.lbp-hub.com/index.php?t=68746-Pirates-of-the-Carob-bean-(An-RPG-puzzler)) )lol that's fine this is just the kind of thing I'm looking for, actually!

I'd like to clarify a couple of things for you, though.
First of all, the map size was made small on purpose; in order to be able to support 4 people playing on the same screen. (Because Split-Screen for Local Versus levels is not supported in LBP2)

Secondly, about the guns - they don't actually start out empty... you just need to be holding the analog stick in the direction you want to fire as you press R1. (I should probably have included that as a Note in the description...)

To understand why, you should know that an invisible rotating emitter (which follows the sackbot) is responsible for the bullet objects, and it is aimed by the analog stick and tweaked so that the bullet objects appear to be emitting from the barrel of the gun. And originally, when the player releases the analog stick, it would (thanks to a gyroscope) snap towards the right. The problem with this is that there was no way to predict whether the sackbot would be facing left or right! so at times, when the analog stick was released, the player would be facing left... which would result in bullets being emitted in the wrong direction if the player fired.

So the clearest solution to me was to require that the analog stick be held down in order for the weapon to fire (as this guarantee's that both the Player and Rotating Emitter are facing in the same direction) ... And it'll probably stay that way until I'm able to work out something that takes into account the direction the sackbot is facing when inactive.

Does that all make sense...?

Oh and as far as new features, I am currently working with another creator in order to implement a dynamic ammo/reload system; so you don't need to worry about that. Another possible power-up I may include soon are health packs.. and possibly new weapons aswell.

BTW (for the record), I probably spent somewhere around 30 mins, tops on the design of the level... xD
This was because most of the props (such as the crates, pallets and garbage bags) I had created a long time ago for use in other levels. So all I had to do from there was add lights and plaster the walls with stickers from the Killzone Packs.

But anyways, thanks for the feedback! And I'l be sure to try your level out soon, too
2012-03-14 04:48:00

Author:
Hawk14
Posts: 105


Everything looks and controls great but the play space is quite limited, as you mentioned this is intentional it can't really be considered a negative I guess. But it sort of does feel like it's just a stand and fire sort of deal. As a demo of the potential level this may mean it misses the mark slightly, but not overly so.2012-03-16 11:18:00

Author:
Mr_Fusion
Posts: 1799


Alright everyone, thank you for all your support! I just wanted to announce that I'm still working on Version 2, and it should include some more in-depth Gameplay 2012-03-20 22:19:00

Author:
Hawk14
Posts: 105


Everything looks and controls great but the play space is quite limited, as you mentioned this is intentional it can't really be considered a negative I guess. But it sort of does feel like it's just a stand and fire sort of deal. As a demo of the potential level this may mean it misses the mark slightly, but not overly so.Yeah I agree that it lacks substance at the moment, but in later versions I plan to address this... lately though I've been more focused on the SP levels.2012-08-11 02:00:00

Author:
Hawk14
Posts: 105


If people enjoy this little teaser then I might find a way to integrate it into the final level as a side-option or Easter Egg. 2012-08-31 00:09:00

Author:
Hawk14
Posts: 105


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