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Legend of a Hero - Miglioshin's Fantasy Adventure(ch.1 & ch.2) EX [NOW WITH VIDEO!!!]

Archive: 33 posts


EDIT #3 (I changed the levels title)

Hello guys, I need some feedback in theese levels:

Legnd of a Hero - Miglioshin's Fantasy Adventure (ch.1 and ch.2) EX

To be honest, the chapter 1 is a short intro (and an experiment) but the chapter 2 is longer and harder.
I tested and tested, but the feedback is better.

Thank you very much.

--------------------------------------------------------------------------
I'm adding some pics, the first three are from chapter 1 and the last two are from chapter 2.

I try to add a video I shot with my mobile phone...

YouTube - LBP - Legend of a Hero chapter 1 by Miglioshin
2009-01-03 11:16:00

Author:
Miglioshin
Posts: 336


Man, that is difficult. On my fifth attempt I freed the red crystal and made my way to the elevator that gives you 5 minutes of magic when you press the button. The pistons got out of wack and the elevator dissolved. I honestly didn't have the willpower to try again.

That aside, there is some really cool stuff. The trial of equilibrium was a nice touch and the trial of focus was a kind of luck/skill combination. The colors and sounds were creative. The enemies were well constructed and looked excellent for this type of level design. There was always an air of satisfaction every time I got to the next stage.

So, my only fear is that people will give low ratings to this level because it is not easy. I gave you 4 stars because I can see the thought that you put into it. The only problem is that most people aren't going to keep trying when there is an infinite number of easier levels to choose from. At the time of writing there were 38 plays and your name was the only one on the scoreboard.
2009-01-04 16:55:00

Author:
Unknown User


Man, that is difficult.

Really!?


On my fifth attempt I freed the red crystal and made my way to the elevator that gives you 5 minutes of magic when you press the button. The pistons got out of wack and the elevator dissolved. I honestly didn't have the willpower to try again.

Yeah, that elevator isn't a so brilliant idea, it took me an entire day only to work that badly... I published to lower the risk to lose the entire level you know.
I have to review that spot entirely.
Sometimes it does not respawn when you press the button, exactly when it is in the right part of the tower, maybe some parts are in the way of the emitter...


That aside, there is some really cool stuff. The trial of equilibrium was a nice touch and the trial of focus was a kind of luck/skill combination. The colors and sounds were creative. The enemies were well constructed and looked excellent for this type of level design. There was always an air of satisfaction every time I got to the next stage.

Thx, that was the point and maybe in some way I got to reach it.
With the new patch (1.08, when it will be released) I will surely make the third trial a lot easier.


So, my only fear is that people will give low ratings to this level because it is not easy. I gave you 4 stars because I can see the thought that you put into it. The only problem is that most people aren't going to keep trying when there is an infinite number of easier levels to choose from. At the time of writing there were 38 plays and your name was the only one on the scoreboard.

Yep...

Thank you so much for the accuracy of your response, it will be really usefull to me.
2009-01-04 17:27:00

Author:
Miglioshin
Posts: 336


I've just finished a run through of chapter 1. Here are my thoughts

Pros

+ Looks very good. The colours that you have used around the level are a nice contrast to the dark ground and details. The lightning outside the castle, and the background look great
+ The bridge reflection look well also
+Very well designed and put together

Cons

- I fell off the first plaforming part, with the emitted platforms I don't know how many times, sackboy is'nt easy to control and the platforms are small, I kept sliding off the ends or just not even making the jumps
- The winch, after the castle. Its hard to land on the plaform, you should maybe extend it a little
- I'm not a fan, personally, of swinging over gaps on grabbable materials on string.
- No real hazards, or ways of dying

I liked the level. It was thought out, looked great, nery stylish and played well.

**** and "beautiful" tag in game, hearted.

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

I've reposted chapter 2 thoughts below now the fixes have been made
2009-01-04 17:40:00

Author:
GruntosUK
Posts: 1754


I'm sorry for GrantosUK, because after the comment of reiverx I starded to work hard and quick (risking my sanity, profile, levels... but I published; working offline seems to solve this problem), cutting out the electric things on the trial of focus, trying to get a better elevator that lasts only 3 minutes (it seems now it works better than before, added also invisible pistons), enlarging the corridors of fire, adding a moving platform that help you out getting the blue crystal in the correct pit, cutting the spikes under the stairs of platforms and increasing the amount of seconds they stay outside the walls (exactly doubled), and a few more hints during the journey.

So I think now it is easy and quick enough (I think) to meet the big public (I hope... let me know).
2009-01-04 19:39:00

Author:
Miglioshin
Posts: 336


I'm sorry for GrantosUK, because after the comment of reiverx I starded to work hard and quick (risking my sanity, profile, levels... but I published; working offline seems to solve this problem), cutting out the electric things on the trial of focus, trying to get a better elevator that lasts only 3 minutes (it seems now it works better than before, added also invisible pistons), enlarging the corridors of fire, adding a moving platform that help you out getting the blue crystal in the correct pit, cutting the spikes under the stairs of platforms and increasing the amount of seconds they stay outside the walls (exactly doubled), and a few more hints during the journey.

So I think now it is easy and quick enough (I think) to meet the big public (I hope... let me know).

No probs mate, I hearted the first so I have easy access to the second. I'll retry it
2009-01-04 19:57:00

Author:
GruntosUK
Posts: 1754


No probs mate, I hearted the first so I have easy access to the second. I'll retry it

Thank you very much mate.


Cons
-Why so many checkpoints in one spot? You have two or three double ones in most points

So I hoped to make the things easier, but i was wrong...



- More swinging parts, I don't like them.

De gustibus... I love them...



- Why did I need the sword?

To slam it on the filthy graveyard ground and exorcize the lost souls, and to destroy every surroundings in that area with a big flashy explosion, didn't you noticed? ;-)



- I got on the magic lift, pulled the lever to go up go to the top, hit the fire and died. There was no way to get the lift back, apart wait 5 minutes. I quit out here.

Poor me you are right...



I was getting through the level OK. I was on the last gem. Then I hit the game breaking event above, and was'nt prepared to wait 5 minutes for another lift to appear.

Again you are right, now is set to 3 minutes and you need about 2 to get normally in both the points of interest



It did look great, but it started to hurt my eyes.

Ehm... I'm sorry... try to readjust the colour setting on your tv ;-ppppp (lol, just kidding)



It definetly needs work to fix this, just take the firewall out, no chance of dying then.

Ehm... You're wrong. You always can be splattered against the ceiling...

Thank you so much for the accuracy of your feedback
2009-01-04 20:18:00

Author:
Miglioshin
Posts: 336


I'm gonna have a retry now mate. I never actually used the sword. Does it come later or have I missed out a large section?2009-01-04 20:53:00

Author:
GruntosUK
Posts: 1754


I'm gonna have a retry now mate. I never actually used the sword. Does it come later or have I missed out a large section?

No, you use it when you fall down from the heavens shrine and the sword touches the ground (but sometimes it breaks, it's glassy...)
2009-01-04 21:04:00

Author:
Miglioshin
Posts: 336


Btw i was your 30th heart

Pros:
+ I really really liked how the sackboy was all black and the backgournd was colorful.
+ The Lighting was superb
+The Zombies/creatures were well done, i liked that wolf one.
+ The story was good, maybe a little more text if your going for a story based level.(I suggest changing the name, it doesnt really give much to a random person to go on, maybe like "The Tales of the Dragon slayer" something that catching onesomes attention.)

Cons:
-The caves were honestly horrible (compared to the rest of level), there was too much back tracking and running without doing anything, the back ground color was a bad choice.

-The background colors in the temple/heaven didnt fit in, IMO the blue/mountian/clouds are better.

-one of the lifts, on 2 winches b4 the temple/heaven, when i jumped on it, it would swing and get stuck on legde, happened like 4 times.

-The clouds were a bit decieveing, imo they looked bigger then they were, so i fell off b/c i jumpped too soon/late.

I think that you should stick to the color scheme of the first chapter. I really liked that wizard/blue/magic stuff.

Chap 1 5/5 beatiful and a heart I like this one more
Chap 2 3/5 Good
2009-01-04 22:15:00

Author:
Marcus--Aurelius
Posts: 8


Btw i was your 30th heart

Thank you!



Cons:
-The caves were honestly horrible (compared to the rest of level), there was too much back tracking and running without doing anything, the back ground color was a bad choice.

Hhhmmm...Interesting and appreciated, do I have to think at something quicker?



-The background colors in the temple/heaven didnt fit in, IMO the blue/mountian/clouds are better.

I agree, but they are really expensive in terms of memory, just think that the meter of the first chapter is full!
For the shrine, maybe the same color for all the rooms will work better, with some briks and statue or something that way?



-one of the lifts, on 2 winches b4 the temple/heaven, when i jumped on it, it would swing and get stuck on legde, happened like 4 times.

Yes, yes, yes, a jump straight up in the air will make it unstuck...
Have you been killed?
It happens sometimes...



-The clouds were a bit decieveing, imo they looked bigger then they were, so i fell off b/c i jumpped too soon/late.

Hhhmmm... I have to seroiusly think about that...



I think that you should stick to the color scheme of the first chapter.

So do I, but to save memory I created clouds directly with the dark material, instead of creating a big thin layer of glass and sticker it... (in fact were the carved stars in it that sucked memory away, not the layer itself...).

Thank you so much you were very helpful.
2009-01-04 22:38:00

Author:
Miglioshin
Posts: 336


I got to the green crystal and decided to push it down the shaft so it would be waiting for me near those disappearing platforms [near the falling gas] while /i went to collect the bubbles in the tower.
Turns out, with some extremely [un]lucky timing, the crystal fell and broke the bottom disappearing platform, making it so once I got back down, I couldn't get back up. Of course, I noticed this when I went down.
I lost the will power to finish the level. D:
I don't think you can fix that, but it was kinda funny.
The levels were very well made and had a nice atmosphere. The monsters/characters were well made and fit in perfectly. I especially liked the constellations wolf.

5/5 and hearted.
2009-01-05 04:12:00

Author:
whatisnarwhal
Posts: 164


I've only played part one atm.

You have a very pleasing theme. It's honestly a fairy tale come to life. It's charming, elegant, and just magical. Stuff like lightning and the magician disappearing were just awesome. I have no idea on how you did that, Terrific. The gameplay itself was simple yet effective. There's nothing that jumped out as incredible or bad, but it's just part 1 anyway.

I don't know if you'll get moderated or not for the "To Hell" part. Also, the "out of memory" line took me right out of the level mentally. It didn't ruin the setting for me personally, but it sure didn't help. Also, when the monster retreats, it should say "scared" and not "scarred".

I'll look into chapter 2 tomorrow.
2009-01-05 05:34:00

Author:
Unknown User


I got to the green crystal and decided to push it down the shaft so it would be waiting for me near those disappearing platforms [near the falling gas] while /i went to collect the bubbles in the tower.

Same thing I do when I replay the level, but I go down with the crystal to be sure it won't break.
Better to let it go down the (middle) right tunnel where you re-entered the cave to go to the wolf shrine (that is a MGS sticker...?_? without the constellation of course...)



Turns out, with some extremely [un]lucky timing, the crystal fell and broke the bottom disappearing platform, making it so once I got back down, I couldn't get back up. Of course, I noticed this when I went down.
I lost the will power to finish the level. D:

And the ability too... without restarting the level...



I don't think you can fix that, but it was kinda funny.
The levels were very well made and had a nice atmosphere. The monsters/characters were well made and fit in perfectly. I especially liked the constellations wolf.

Maybe I can... I'm thinking of a softer material like sponge or floating glued to the floor...

Thank you for the patience and the accuracy of your post.
2009-01-05 07:45:00

Author:
Miglioshin
Posts: 336


Stuff like lightning and the magician disappearing were just awesome. I have no idea on how you did that, Terrific.


Ok, pals, this is for anyone interested in it (lightning and stuff like that).

-The template itself is (obviously) handmade and the material is glass.
-There are some white and dark smooth blue stickers applied.
-Also the electric danger is active.
-Then you have to set an emitter with frequency 0.1 secs and maximum number of objects emitted like 8 or 10, and the duration of the object emitted to 0.1 secs (or 0.2 max if you want a longer effect but you have to adjust the other setting as well), so the effect will last at least (lol) 1 sec.
-This works really better in silhouette designed level AND in darker areas due to the smoke emitted by the disappearing object, it will ruin all the effect...
(see the floating musical notes in chapter 2)
-Apply also a sound emitter (glued to a vanishing thin layer, that will disappear after the sound or it will continuosly re-play when you get near again) and a player sensor that activates the whole thing et voil?... done.



I don't know if you'll get moderated or not for the "To Hell" part. Also, the "out of memory" line took me right out of the level mentally. It didn't ruin the setting for me personally, but it sure didn't help. Also, when the monster retreats, it should say "scared" and not "scarred".


I will think of something about the out of memory line, it was there only as a warning that the level is so short not for my will...

Thank you very much also for the 'scared' part... lol (I really need someone who tell me if I made some grammar mistakes, I'm serious)
2009-01-05 08:01:00

Author:
Miglioshin
Posts: 336


Hey I started playing chapter two and I loved the style and gameplay, I didnt however finish the level as I was a bit pushed for time and the level broke on me so I couldnt complete it.

I just did the trial where you have to swing across and avoid the fire going up and down and grabbed the grab lift but swung left as i did it, this broke the lift and I couldnt get any higher!

I can only imagine the 3 stars you have been given so far are out of frustration, I had to play a couple of times as I kept dying but I did find the level very rewarding and well done.

Ill give you a more comprehensive list of things when i play it fully but in the meantime have heartel level and you and given 5 stars

PS, I was also going to say that the smoke behind the creatures should have been black but then realised you cant emit coloured smoke any longer
2009-01-05 08:02:00

Author:
turnipeater
Posts: 83


Cons:
-The caves were honestly horrible (compared to the rest of level), there was too much back tracking and running without doing anything, the back ground color was a bad choice.

Following your suggestions I dediced to completely restyle them, now are different color depending on how deep/high you are from bottom red to top light blue passing through green and decorated a little with a giant skull with gleaming eyes, some skeletons hands near the red crystal, added an enemy in the very first descending tunnel and some rocky thing hanging from the ceilings which the english name I don't know... (Italian = stalattiti).
Added some prize points emitted in the spot where the retreived crystal has to be placed (20 bubbles for each crystal).



-The background colors in the temple/heaven didnt fit in, IMO the blue/mountian/clouds are better.

Same here, now the inside of the heavens shrine matches more with heaven itself with a light blue sky filled with clouds, raimbows leading your way and a giant smiling sun, creating contrast with the dark spooky atmosphere outside the shrine.
I also managed to create a sticker of the sword surrounded by lightnings and placed behind the heavens bell.

Hope it looks more colorful and fits better now.

Too bad I'm always in a rush since I knew the data corruption bug, so it happened (yes MM, I JUST WROTE HAPPENED!!!!!!!!!!) I released a heavily bugged version for three times in a row!!!!!

Hope none of you have played the bugged versions that lasted online for quite an hour... ?_____?

Thank you so much for the suggestions.
-------------------------------------------------------------------------------------------
EDIT:
I also fixed some major bugs like the blue gem getting lost forever and straightened and enlarged a little bit more the tunnels of fire due to a strange behaviour of the lift I couldn't fix in any way.

In a certain point (always the same spot with the same behaviour --> 10/10) where you had to go right, pulling the switch to right you were slammed (always!) on the LEFT wall. (!?)

Moreover it seems that reducing the strenght of the pistons to 5 have significantly reduced the chanches of breaking events. (Why does things break down in LBP? Why don't MM fix it? I HATE this bug...)

Latest news:
Now that I am near 100 plays and the level is a lot easier than the first release most of the player managed to get to the blue crystal, discovering another bug that i promptly fixed switching the position of the crystal, so now you will lose it forever only if you really want to...
(And now I'm thinking of my first idea that was to bring back the blue with the magic lift!!)

Also fixed the lower breaking platform event under a falling gem, used another material which english name I don't know (the grabbable one that is not sponge).

Thrown all the three crystals down the pit and no platforms broken down (5/5).

This level in particular now is three times better and playable than before and that's all thanks to you guys!!!!

THANK YOU.
2009-01-05 20:11:00

Author:
Miglioshin
Posts: 336


Hey I keep playing your level, Im liking the new changes however I have still not completed the level due to not having enough time/not being able to! I'll list a few things I keep noticing

-It's not obvious to wait for the bird to come down at the start as i keep trying to jump onto clouds below when they arent actually platforms!

-The first elevator is sometimes difficult to use as it swings about and gets caught, maybe using a piston would work better?

-The platform challenge at the start can be a bit too hard, maybe tightening the bolts would make it easier (especially making them all the same tightness as at the moment it seems as if some are really wobbley and other arent, would be nice to get a bit of consistancy!

-I dropped the blue gem into the bit where the platforms you drive come from and couldnt get it out! arrrrgh! lol, maybe put in something to stop this from happening (block off this part of the level when the blue key gets nearer? or could make it so the moving platform isnt in a dip and you have to jump to get on.)

Overall though I think the level is getting there, Ill complete it soon just dont have the time! lol

EDIT

I completed it!! very rewarding and couldnt find any problems other than the above, the only thing is its not very obvious what you have to do in caves, maybe put some dissolve arrows that dissappear when you get each crystal so you know where to go for each?
2009-01-06 18:39:00

Author:
turnipeater
Posts: 83


-It's not obvious to wait for the bird to come down at the start as i keep trying to jump onto clouds below when they arent actually platforms!


Ok, now I have enlarged the right side a bit, deleted the 2 lower clouds near the last platform, raised the times the notes appears and added a short message that tells you are summoning the Heavens Bird.



-The first elevator is sometimes difficult to use as it swings about and gets caught, maybe using a piston would work better?


Indeed... I added an invisible piston with 0 strenght just tho keep the platform not swinging



-The platform challenge at the start can be a bit too hard, maybe tightening the bolts would make it easier (especially making them all the same tightness as at the moment it seems as if some are really wobbley and other arent, would be nice to get a bit of consistancy!


You are right but they are actually all the same strenght (9.0) except for the two whose jump was nearly impossible without glueing them.



-I dropped the blue gem into the bit where the platforms you drive come from and couldnt get it out! arrrrgh! lol, maybe put in something to stop this from happening (block off this part of the level when the blue key gets nearer? or could make it so the moving platform isnt in a dip and you have to jump to get on.)


Ok, maybe you played just before I switched the position of the blue crystal from the left to the right platform.



I completed it!! very rewarding and couldnt find any problems other than the above, the only thing is its not very obvious what you have to do in caves, maybe put some dissolve arrows that dissappear when you get each crystal so you know where to go for each?

Congrats!
I added a second message in the wolf shrine that tells you the crystals are hidden in the caves and guarded by the dark inhabitants of the mountain.
I find pointless to hide something just for leading players with arrows... don't you agree?
Maybe it is not the quickiest level on the net, but that's the point, I love long plays (also with some backtracking) and to explore levels instead of having a run through it; I'm trying to offer a level longer than 2 minutes without (if I manage to) make the players yawn... lol

Thank you again for your 'replys and replays' ;-)
2009-01-07 16:12:00

Author:
Miglioshin
Posts: 336


These are some visually stunning levels. I grabbed the wand for my costume just because it glows so nicely in this level!

The first level is easy, but a great introduction ... the second I became too frustrated to finish.

I do like the visual improvements you made with the trials. The way the spikes pop up in the trial of equilibrium is great! But the deadly gas in other parts is really hard to see. The bell is just beautifully done, including the visuals around it.

On my first play through of the 2nd level, I gave up because I couldn't figure out where to go after freeing the red crystal. Plus I tried to drag it around, which I guess isn't the goal, because I couldn't get it off the platform. I kinda figured there were four raised spots in front of the wolf that the crystals should be dragged to ... but that must not be the case. I gave up after I couldn't figure out what to do there.

On my second play through, there were score bubbles by the wolf after the red crystal was free, which let me know something good had happened. And after several minutes wandering around, I finally found the hoist which had become available.

Once I had the crystal from the top of the tower, it wasn't clear what I should do. Carry it to the wolf? Leave it? I carried it back, but did not know if that did any good. The crystals are almost too heavy to move, so I kinda thought maybe I was not supposed to take them anywhere.

The tunnel above the skull room with the super-evil (but very clever) fire pit challenge, the one that drops you out above the mill again - let's just say that made me very unhappy. I did not want to have to go back and re-do the fire pit!

The way you carried out the magic lift is neat. The background for that area is very interesting, and in particular the area where the pattern first begins. If you made it more clear that the switch halfway through controlled the path available, that would be very helpful.

And finally ... the blue crystal fell down into the firepit, where I could not retrieve it. I tried going back to the wolf, but nothing happened. So I ended up with a green and yellow crystal at the wolf's feet, and no way to move the other two.

I hope this feedback is helpful, because I think these are some really great levels thus far.
2009-01-08 03:33:00

Author:
Trystian
Posts: 59


These are some visually stunning levels. I grabbed the wand for my costume just because it glows so nicely in this level!


TY, I'm doing my best with that.
Didn't you selected also gleaming eyes for your sackboy?



The first level is easy, but a great introduction...


And that's the point.



But the deadly gas in other parts is really hard to see.


I tried out all the colors, but it seems the gas near spinning object glitches a bit and it's been scrambled around.
Maybe with the new background a black gas will be more seeable (never thought of that until now...)



On my first play through of the 2nd level, I gave up because I couldn't figure out where to go after freeing the red crystal. Plus I tried to drag it around, which I guess isn't the goal, because I couldn't get it off the platform. I kinda figured there were four raised spots in front of the wolf that the crystals should be dragged to ... but that must not be the case. I gave up after I couldn't figure out what to do there.


Why you thought that it was not the case to drag crystals to the wolf shrine after you have been told to offer them to it???

Maybe it is not immediate to drag red crystal out, I might do something about that.



On my second play through, there were score bubbles by the wolf after the red crystal was free, which let me know something good had happened. And after several minutes wandering around, I finally found the hoist which had become available.


I initially thought of lower the hoist quicker than now, but I'm afraid it could stuck in the crossing paths...



The tunnel above the skull room with the super-evil (but very clever) fire pit challenge, the one that drops you out above the mill again - let's just say that made me very unhappy. I did not want to have to go back and re-do the fire pit!


I admit it can be a little deceiving but you weren't actually dropped near/above the mill, but in an outside area in left side of the mountain, near a green tower that hides the... green... crystal.

Actually you have to challenge the fire pit at least 2 times, that's the reason of the three doubled checkpoints.



The way you carried out the magic lift is neat. The background for that area is very interesting, and in particular the area where the pattern first begins. If you made it more clear that the switch halfway through controlled the path available, that would be very helpful.


Just to be clear... I do not want to use arrows, they do not belongs to the enviroment, so... any suggestions on how I can make such the thing you pointed out?



And finally ... the blue crystal fell down into the firepit, where I could not retrieve it. I tried going back to the wolf, but nothing happened. So I ended up with a green and yellow crystal at the wolf's feet, and no way to move the other two.


That's because you tried to drag it onto the magic lift?
Where it placed left or right when you played?
It's important because if it where placed right I would know how it can be end up lost again...



I hope this feedback is helpful, because I think these are some really great levels thus far.

Such kind of feedbacks like this are always really helpful, thank you.
2009-01-08 08:08:00

Author:
Miglioshin
Posts: 336


Okay, so here's my take on your level:

It's very fun and very cool looking. I really liked Ch.1, but since you said it's not a real level, we'll skip that. Ch.2 Was really a fantastic adventure. You go to heaven, go to hell, do all kinds of awesome stuff. I really liked the temple, but I really didn't like the caves section. I don't know why, but I didn't like having to go back up everytime I got a crystal. It really started to bug me, and became quite a chore. It's still probably one of the best levels I've ever played though. The lightning is a great effect, and I'm sure when everybody saw that, they were saying "How the @#$% did he do that?!?"

What I didn't like:
It's a great level, but I thought it was a bit too long, not really an issue though. Like I( said, I hated having to go back and forth in the caves section, and it was fun the first time, but the third time it was really just a chore. There are many ways you can fix this, though. Keep the fire part, where you have to be careful when swinging. That was very cool, but the platforms that you have to wait for should come back quicker. I always had to wait for them to come up.

I hearted both your levels, I forgot to heart you, and gave Ch. 2 4 stars because of that **** CAVES SECTION!
Keep up the excellent work.

EDIT: Oh, and check out Pandamonium if you have the time.
2009-01-10 17:46:00

Author:
qrtda235566
Posts: 3664


I'm actually thinking about shorten the level a bit, probably if I add a magic mouth saying: ''Remember... you don't have to bring back crystals one at a time, just accumulate them in one spot and come back when you retreived all of them...'' it will be of some help.

The popping platforms... they stay out the ecxact time they stay in, driven by pistons, at the moment I had a great idea on how can I make them stay in longer and stay out shorter...

Connetting all of them to another piston with flipper path and a mag swich that directionally activate them for the most of the time... that should do...

Thank you, I will give a roll to Pandamonium ASAP.
2009-01-11 12:11:00

Author:
Miglioshin
Posts: 336


Beautiful, simply beautiful. I havent got time to leave complete feedback, but you might want to try and improve the spelling a little ! Also, I had no idea how to get past those gas creatures near the start, maybe improve your guidance a little. My PSN ID is Aphroman , I'll leave you a heart, and leave me one on my level City Nightlife , cheers! 5/5 stars !2009-01-11 14:04:00

Author:
Aphroman
Posts: 18


After a week of 25/7 duty, I finally got a good break to play LBP. And wow, this is really a great level.

Just FYI, in my last reference to dropping the blue crystal, it ended up in front of the big skull face and the firepit below it. Not in the swirly blue fire area below the magic platform.

But again, wow. The addition of the four crystals above the wolf were perfect. I finally understood what should happen. In case you are wondering, yes, I am a bit dense =D

I guess you did something with the red crystal, because I could move it this time. Just to be clear: the last time I played it, I could not drag the crystal around at all. A glitch? I don't know. But it was movable this time.

The skull firepit was still challenging, but perfectly so. And the way you added lights to the path switch around the magic platform worked very well.

Excellent.

/bow
2009-01-16 03:21:00

Author:
Trystian
Posts: 59


Played both chapters and well here are my thought: ^^"

Chapter one was spot on impressive! Loved it!
The music, The atmosphere, The SFX!, the story, everything was perfect !
Well ... I really have no negatives to say about it >,<!
5 stars and a heart! + creator heart ^^"

Chapter two was a bit ... "not quite there yet" feeling ...
I dunno why ...
The story-telling was impressive just like the last chapter ...

but ... the caves part .. where you have to gather the 4 crystals ... is pretty frustrating ... When I came back to collect the third crystal ... I almost pushed the start button and choose "return to pod" ... ... but then I told myself ... come on 2 crystals to go >,<!

Everything was great! and even the platforming elements was spot on! Its just the cave part ... which needs a bit of tweaking.

Some advice I could offer ... would be using a variety of music for that part ... because I must say ... it is a pretty long area.

Overall:

Love how you design and plan your levels. As Im an RPG-fan this is a must-play for meh! Looking forward to play your next works ^^"!
2009-01-16 11:36:00

Author:
Senrir
Posts: 126


I've done some tweaking about Miglioshin's Fantasy Adventure ch.2, like some arrows in the deceiving spots and little advices on where the crystals are located, deleted end republished with no stats.

I know the levels are quite old but I just need some extra rolls on this.

Anyone?
2009-02-01 14:29:00

Author:
Miglioshin
Posts: 336


Totally flawless... unlike the Anti-Color and Sackhouette series of levels, and similar attempts, this series is FAR more than a visual gimmick. Even underneath the silhouette style there is so much meticulous nuance, detail, mechanical flair, use of subtle complimentary colors... the platforming is spot on, the scenarios and story are intriguing and creative. Level 2 is immense, and it's got a perfect combination of retreading it's expanse without feeling like needless backtracking...

The inventive use of magical spells, and the animated actions of the wizard who instructs you (and the King) are so well done. That's a technique I first saw used by geosautus in The Magnificent Ruby and is taken up a notch here... people don't realize how much character and immersion that adds to an adventure like this.

Trying to enter the city, and exorcise the unholy grounds, gave me a flashback to Castlevania II: Simon's Quest on the old school NES. These feel truly epic. I haven't been this impressed by a set of two levels since I played ROBO-RAMPAGE X 1 & 2 by Dimo1138 and Temple of the Eye 1 & 2 by Zep of Led. I can't wait for more, and I'm glad they're on the front pages. I also love how you've got alternate EX hard versions of the levels too.

Another positive note? These are long, artistic, complex, and story heavy levels... and I was playing them just fine with a party of 3. It's pretty rare that a level so extravagant is also good for multiplayer fun. You had just the right amount of checkpoints, just the right camera work, and just enough space for people to run, hop and get a little slap happy in.

I wish I could keep up more on the showcase forums, because I totally missed the boat on these. Unbelievably good levels.
2009-03-06 20:39:00

Author:
Unknown User


I'm waaaaay behind the times here, but I just played this last night for the first time and absolutely loved it! Great job!2009-03-25 17:42:00

Author:
xkappax
Posts: 2569


Added a video some days ago, but I was not sure if I may bump.
Checked and it's ok.
2009-06-08 16:52:00

Author:
Miglioshin
Posts: 336


the fire maze is where I gave up. the elevator couldn't get past a certain part without breaking.2009-06-09 16:23:00

Author:
ZipCity
Posts: 208


I feel so dumb!
I didn't even changed the title!!!
So I guess you have played the 'old' non EX (non fixed) versions...

I'll change the thread title immediately after this post.
2009-06-09 16:51:00

Author:
Miglioshin
Posts: 336


The level looks really cool, despite the video quality. I am looking forward to playing it when I get home from work.2009-09-01 16:10:00

Author:
Kefkaas
Posts: 86


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