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"Temple of the 4 Elements - Chap 1 : the caves" by Mat-S-Aint

Archive: 5 posts


Hello everyone,

There is my first level, which I wanted to share with you :


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LEVEL LINK : http://lbp.me/v/bv6g79
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http://stylindo.free.fr/LBP/TOT4Echap1_presentation.png

My very first level, originally much bigger but cut in 3 chapters due to thermometer... It's a mixture of platform, small puzzles and exploration.

In this level, there is 9 rewards : 4 objects + 4 stickers + 1 gift by finish the level. You can use the 4 stickers in a bonus area (in the end of level) to win some stuff.

If you finish the level, you get a key for a survival bonus level (http://lbp.me/v/bv6be8).


http://stylindo.free.fr/LBP/TOT4Echap1_cap1.jpg http://stylindo.free.fr/LBP/TOT4Echap1_cap2.jpg
http://stylindo.free.fr/LBP/TOT4Echap1_cap3.jpg http://stylindo.free.fr/LBP/TOT4Echap1_cap4.jpg

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I'm waiting forward your opinions, reactions, comments... Hopefully you like it,
Mat-S-Aint

(sorry for my english)
2012-06-14 12:30:00

Author:
Mat-S-Aint
Posts: 9


Of course I love temples I must test this out soon , queued 2012-06-14 17:45:00

Author:
Pyrotrooper91
Posts: 337


Why isn't the original post appearing? D: I saw it earlier, but now it's just.....gone. Or maybe that's just for me, idk, I'll contact the mods about it. Anyway though, I have played this level and here's what I think. (If you see a lot of criticisms/nitpicks, don't worry, that doesn't mean I didn't like your level, it's just that my main goal is to find those sort of things from a level, but I'll also make sure to compliment the pros of the level too.

EDIT: Nevermind, O.P. is now visible.

WARNING: This is by far, my longest level review yet.

It starts off nice and pretty for a dark temple cave. Your choice of materials work nicely, and a good choice of font, although you might want to try experimenting with a lighter font for your name at the bottom, or perhaps put up a light nearby, for those who might have more trouble reading it. While it might be interesting to convey a sort of silent mood down in this cave, I still think some sort of temple music would be a nice addition with this level. I mean, it doesn't have to start right as you get out of the checkpoint, but maybe as you pass by the logo, after reading the text bubble.

When paint-inating the two platforms so you can proceed downwards, if you merely shoot at one platform, the other will still fall, and you'll see it be tossed in between tow electrical circles. This isn't really a glitch, but more of a 'mess-up' imo, that could be fixed somehow. Here's a picture to show you what I mean when you only shoot one of the platforms in your way below.

http://lbp.me/p/qqxb6ep

The crates and wooden lines work nicely here, and I do like how you've got a lot of floors and things breaking throughout, and the sound seemed to sync up nicely with the crash for me. I also liked how those checkpoints sort of popped up in your face throughout, dropping some points too, instead of normal checkpoints imply sitting there It was funny sometimes as they mostly appeared after you crashed through some floor or something, and they just sprang up on you, giving you points after falling into the water, so yeah, those springing checkpoints were a nice treat thrown in.

Now, about the underwater sections. I think they were well designed, and mixed nicely with the overall environment, plus I thought you did a nice job making the moss level floor visible, as well as parts of the background, but there was something that felt a bit weird. See, I get there are dangers, such as spiked, rotating objects, and mines placed around, but if you run into a mine bomb, you respawn at an infinite-life checkpoint. Now I usually don't have beef with these checkpoints, and I'm not dissing the level because of it in general, but for this particular area. Obviously, we all have our own opinions, and this is your level, so you make the decisions in the end, but, besides losing a few points, it feels like people could just run into the bombs, blow them up, without wasting any lives, and keep moving, with the bombs gone. My idea is that maybe it's not infinite life, or the underwater bombs reappear, that way you could keep the infinite lives, just note that you can't take out the bombs so easily, without any problem, although I can't say I 100% want this implemented, not alone at least.

See, there's a problem with the bomb itself. Perhaps it was just me, but as I tried passing by them, they exploded in my face. Obviously, these are sensitive bombs, but each one I got near killed me, none of which I had touched. I'm not sure if you have some sort of player radius switch that alerts the bomb instead of letting the explosion go off manually, a.k.a. when sackboy pushes into it, but that's the reason I wasn't 100 percent wanting the bombs to reappear, or infinite lives changes to limited, if it was just going to be that alone being fixed. Or maybe the bombs were just big and I did in fact touch them, maybe make them a wee bit smaller?

So, I feel like something needs to be fixed about those bombs so they only go off when you touch them, and then maybe when that's settled, have them reappear when you die, if you'd like to keep the infinite-life checkpoint, or don't make them reappear and changed the checkpoint to limited. That's just me though maybe, and like I said, it's entirely up to you in the end. Anyway though, I like how when you crash into the water, the swings are put out, as a sort of, change in environment, making you get out of the water and go back to where you were, so you can now pass the area that you couldn't before.

All I needed to do was head along a straight path, and I would've guided back to where I fell, although, if you want, although it might not be fully necessary, maybe put in a little subtitle or speech bubble saying "Return to where you came from.", kind of like how later on a simply message pops up saying "Clear the way to continue." if you want to tell people that the environment has changed, or maybe after you fall into the water, an angle briefly shows as swings are put out above you, so you know what awaits you to get back up there, but like I said, not really necessary. Anyway though, I kept moving, and got on the moving platform. It was nice, although perhaps as it moves, maybe have some sort of mechanical sounds to go along with it, I think that could spruce things up a little as you're driving it along the path. Not sure if I liked it though when you splattered that one switch to clear the path and two bombs dropped down on you, and suddenly exploded without any warning, which was kind of a "cheap kill", not that I was trying to ace it or anything.

After clearing the first path, you keep moving until arriving at another blockade, only this one's a little more interesting. As you can see in the picture below, as you're right near the top switch which moves the bomb transportation system, everything's good, you're at a nice angle, and it can work nicely. I like how you used the classic bomb transportation method, it works a lot better than the challenge before, resulting in bombs being dropped on you and suddenly exploding.

http://lbp.me/p/qqxc8bv

In the picture below though, it veers away from the nice and maintained picture before, and you're brought down to an angle where the bomb transportation system is not even visible! Sure, it was pretty obvious one switch was going to patch up the bomb transportation system's open floor, so the bomb could be seated in there, but it'd still be nice to see it happen, and see at the same angle as you saw at first, when you were at the top switch. Here's the picture to show you what I maan in this paragraph, when talking about the "veered off angle".

http://lbp.me/p/qqxcek4

Since it's clear that the big red button disposes the bombs, what with it being next to the bomb emitter, and there to be an explosion-colored sticker nearby. Since I did the previous steps, I could at least see the system at this angle, and it was better than that of the bottom yellow switch. Still, if you haven't yet, it might be nice to experiment here too with the zoomed out angle. Here's an image for reference.

http://lbp.me/p/qqxcq42

So yeah, I definitely think when you reach the bottom yellow switch, it should maintain the same angle as when you reach the top yellow switch. While the angle presented at the red button isn't bad at all, I still think it would be balanced for it to also maintain the same angle as the top one too. But now the second blockade is gone, and I kept moving. I didn't like it though how the blue wheels that were turning the platform were made visible. Obviously, they simply were, passing through the gap between the thin, rusty barbwire material, but I actually liked how the barbwire hid the majority of the wheel, and thought it should stay like that. If you put more thin barbwire in the gap where you land on for the second challenge, that would hide the blue wheels.

Although, that would mean you couldn't land on the floor, and then jump on the ancient elevator thing. Maybe have a floor above you can jump to, and then get on the ancient elevator thing. If that makes sense. The gaps between the thin barbwire not only make the blue wheels visible, but it also makes the platform itself unbalanced, almost toppling over.

Moving on though, I thought the next challenges were great, starting with the first one, the one with the slanted platforms moving back and forth, with flaming circles sliding down. It was simple, and in my opinion, it worked. I'm not sure why you added that extra sideways-moving platform over on the left of the checkpoint though. Also, I think a sound or two could be added somewhere in the process of the platforms changing position and the flaming circles falling and rolling down them. Moving on, I also liked the rotating platform challenge, with the spikes attached to one side of each platform. It felt a tad bit barren at first, but as I climbed up them, I saw a nice use of gears worked in. Maybe fit in a few more gears below, near the checkpoint, like you did above, so you can maintain that angle, yet also make it look a bit more lively, just like when you get past that little challenge, especially since the gears are only used that once, except for at the very end.

The other flaming circle challenge was nice too, forcing you to jump over some of them, yet also retreat, knowing you couldn't jump over every third flaming wheel. After that, the design gets more open, and more water challenges arrive. I think the design of this open area is also good, and the timed challenge was pretty interesting. The constant digital ticking made things interesting and times like this is where music isn't needed, so I'm glad music wasn't here. I know I brought it up before, but I would like to say a second time, that I think music would be great for this level, but to maybe up until entering this open area, so it could sort of...fade out, idk.

Oh, but back to the timed section. MAN that was nerve wracking. I've always been one to panic inside a little in challenges like that. Well done on spreading them out. I'm not sure how long the time lasted since I could go back and reset it (thanks for not making me have to wait for the countdown to be over until I could reset it) and keep looking, but even if it was meant to have a really long length, it was nerve wracking nonetheless, not knowing when the time would run out. Then there was the challenge of raining fire. A good challenge, and I liked how the bombs in the carts rolling by provided an extra challenge. It might've been nice, when you get the jetpack down below as the challenge starts, to get a better angle upward, because at first, you see fire appear from the top of the screen for a brief second, and you're toast. As you fly upwards a little though, it's a much better angle, so that's good.

The final challenge is interesting, as it involves travelling underwater some more. It was a good way to end it, opening the doors to the temple that awaits, although I think, as the giant building moves up, opening it's doors to the scoreboard, some sounds should really be added to really make it more interesting.

TL;DR....

Pros
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1. Nice level design and use of materials
2. Lots of interesting forms of gameplay used, and nice underwater challenges thrown in
3. Great use of checkpoints, along with breaking parts
4. Nerve-wracking timed section

Cons
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1. No music, even though it would go great with the majority of the level
2. Mines in the underwater section go off even when you don't touch them, and the mix of mines and infinite-life checkpoints dampens the mood a little (no pun intended)
3. Despite a number of sounds thrown in on parts like the breaking floors, more should be thrown in for when you're on that moving platform as it moves, or at the end of the level, as the building moves up, about to greet you with the scoreboard.

Great job on this, I can't wait to play through the rest of the series.
2012-06-15 14:22:00

Author:
Dragonvarsity
Posts: 5208


Hey !

Thanks to people who took time to play my level...


To Dragonvarsity : thank you for your (long) review, there is some note about this :

MUSIC AND OTHER SOUND :
I'm working on this, the problem is thermometer ^^

UNDERWATER MINE :
I think infinite-life checkpoint isn't a probleme here because this part is a time-challenge + I want my level to be easy for everyone ^^
those mines can't just explode by touching them, it'll be toooooo easy to avoid them.

SECOND BLOCKADE :
I don't know if I understood all you saying (I know, I suck in english ), but you're right, I'll working on this...


PS : chap 2 in one week

See you ! (sorry for my english)
2012-06-18 11:26:00

Author:
Mat-S-Aint
Posts: 9


1. Yeah, I know the thermo can be a pain xD Thanks for deciding to give some of the areas some fiddling with sounds.

2. Hmm, you do make a good point, I just wanted to make sure it was on purpose as to why the mines blew up without you touching them exactly. It's up to you, but maybe say that as a warning when you first are in the water? Also, I'm not exactly sure what you mean by "timed", as I didn't see any sort of time limit, but alright.

3. It's quite alright, feel free to say exactly what you're confused about if you want, I'd be happy to clarify.

Thanks for considering some of the points I stated in my drawn-out review. If an update comes this level's way, I'd be happy to give it another go, just make sure to tell me once you do update the level.
2012-06-18 12:08:00

Author:
Dragonvarsity
Posts: 5208


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