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The Sky Temple Parts 1 & 2

Archive: 5 posts


THE SKY TEMPLE by yugnar

Hello there! This is my first post in LBPCentral for a LBP2 level, for my newest platforming-level "The Sky Temple". Part 1 has already been released, and I'm working on Part 2 right now. Here are some pics:

1.-40595
2.-40596
3.-40597
4.-40598

Enter the LBP.ME link for more pics of the level

LBP.ME info is:

http://lbp.me/v/bmxfr9

If you can leave any feeback I would greatly appreciate it!
2012-06-29 22:49:00

Author:
yugnar
Posts: 1478


Well, you've already got a little description, some pictures, and an lbp.me link, you're definitely off to a good start. :]

Here's a review I've whipped up for the level, should be right below. (..to clarify when you read through it, the way I review levels is that I play and review them both at the same time, so I can get lots 'o details, but might sometimes switch between past and present tense, and most times I'll go into detail about minor things, and specific sections/challenges as well.)

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

PART 1

The introduction is pretty interesting, with a nice logo and use of colors in it. The choice of background is cool, and I do like things like clouds used. I wasn't so sure about the music at first, but it's fine, and the waterfalls are good, but the waterfalls pouring from the rock beneath you could use some touching up,and maybe add a little color to some of the waterfalls themselves. Most of the stems are a good addition, although one or two might look a little awkward at times, but that's fine. The blue, aztec platforms coming up for you to form a bridge was a nice mechanic thrown in. Maybe add a sound for those platforms right after the blue aztec bridge scene that go down into the gas after being on it for a certain length of time though.

The changing colors of the big stone wall, as blue platforms move back and forth are really interesting, and the stems shown behind the colors are made even cooler with this mixture of the constantly-changing hues. Another wicked minor detail thrown in is the white glowing thingamajigs emitted from the platforms you have to carefully balance yourself on as they move back and forth, diagonally, in front of the rainbow-tinted walls. Passing that little area, a little bouncing is involved as you pass by more ravishing stems in the background, although like I said before, it might be good to give some of the waterfalls a little blue in their color, but maybe that's just me. Moving on, there's more sun-dried, aquamarine platforms to move across which look nice like before, but I'm not a big fan of the different decos at the bottom of the screen. Waterfalls are okay, but could use a little organization. Perhaps only have two waterfalls on the wall in the picture below, give it a little color, and separate the two more.

http://i5.lbp.me/img/ft/745528295939f05a28851879fa85a34209686aa4.jpg

I think organizing the waterfalls would be good, as well as taking away those gems, along with the leaf decos. Perhaps exchange them for a grassy material or something beneath the temple floor, if you want to continue giving off that nature vibe. A few stems below would also be a better replacement for the decorations. The torches themselves are good, but if I were you, I'd hide some sort of orange lighting behind the flame of these wall-torches. It's a perfect hiding spot, and gives a little lighting to the area. After that, you arrive at a little area with miniature platforms rising, and a button to push. The area as a whole is good, and the little statue plate is good, but like before, I'd get rid of those leaf decos, and that weird amulet decoration below, but maybe that's just me. I think the ink splat is a nice fit, squeezing that in the corner of the room the way you did. It might not be fully necessary, but a few contraption noises after the button is pushed would also be a good use of audio for the area.

Besides that though, I really liked this room, with different switches to pull, with miniature challenges proceeding them, unlocking wall after wall, until reaching the wall in the very back to ascend you upwards as you follow the glowing white path of the light, having to let go and grab on at the right time in this little area, with a tidy combination of a green fabric and golden swirlies. This area will also throw you off with the changing directions, which really makes you focus, and makes things more enjoyable, instead of having it go in one straight direction like some might have. Although, this might just be me, but perhaps on the final green circle (not the one right near the next checkpoint) change the angle to make it a little more clear that this is the end of that little challenge, since you will have to sort of "swing", and "leap" forward somewhat. The glowing colors were alright, but they didn't seem to fit altogether imo with the overall theme. Maybe it's just seeing the three glowing colors together is a bit weird, when before they weren't like that, but by themselves.

Until of course, the pink was removed, then it looked like it fit the theme better. I'[m not sure if the grey stone on the very right of the area was a necessary material addition, and would perhaps fit better with a different stone material. The thin rock used in the front worked with the environment and was smart to add, although on some of the edges, a bit of blue is visible. I can get you a picture to show you what I mean. The rolling/electrified challenge afterwards is nice, and the charging bars are a good warning sign, as are the the mix of shades of green with the different wheels. Afterwards, I arrive at a swinging challenge, although I think the yellow sponge doesn't fit all that well no offence. The challenge afterwards, hanging onto the green circles is cool, but could use a bit of sound. The lighting of the next challenge that you're bounced up to is good, but some of the waterfalls nearby could be touched up some, and once again, I'm not a big fan of the decos used.

The arabic material used is nice, as is the yellow/black tape, but there's definitely a lot of materials being used. Some materials, like the diamond glass, or grey, Incredible DLC stone, (not to be mistaken with medieval, POTC stone) just don't fit as well as others, so maybe try focusing on certain details/materials more. Passing tha,t the golden gears were okay, but could use a little sound at the very least. The design's pretty simple and looks a tad weird for it's size, but maybe that's just me. I did really like the way you introduced the next challenge afterwards though, in the back layer with the movie camera. The use of materials fit better, giving off a more organic vibe, with green checker wheels, golden swirly floors, and other cool stuff. Once you beat the challenge, it's made clear that the golden gears return. However, I think the way they re-emit is much messier than how the other challenge was emitted. I think it could be improved. Perhaps show the parts of the challenge you just undertook fade away, and slowly a wall rises from below, containing the golden gears, as they begin to move once more. The paint splatty- butterfly designs were pretty cool too by the way.

TL;DR..

Pros
-------
1. The mix of nature/technology attempt you go for can work pretty well sometimes, with a nice design for the stems and clouds, and a good use of green and blue glow-y thingamajigs, and the awesome diagonal-moving platforms and groovy rainbow-tinted wall, dude.
2. The overall gameplay was solid, and I like the use of changing challenges you do in some rooms, moving between layers and stuff like that.

Cons
--------
1. A number of decorations could be re-done if I were you, or at least taken out, like those LBP1 leaf decos, gem decos, and amulet deco. (except for when it's on a checkpoint, it looks good when it's like that)
2. A little more lighting and audio would be appreciated.
3. Sometimes the amount of materials can be overwhelming, I'd take some out and focus on the good stuff more.

((Part 2 will come soon.))
2012-07-04 15:06:00

Author:
Dragonvarsity
Posts: 5208


Well, you've already got a little description, some pictures, and an lbp.me link, you're definitely off to a good start. :]

Here's a review I've whipped up for the level, should be right below. (..to clarify when you read through it, the way I review levels is that I play and review them both at the same time, so I can get lots 'o details, but might sometimes switch between past and present tense, and most times I'll go into detail about minor things, and specific sections/challenges as well.)

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

PART 1

The introduction is pretty interesting, with a nice logo and use of colors in it. The choice of background is cool, and I do like things like clouds used. I wasn't so sure about the music at first, but it's fine, and the waterfalls are good, but the waterfalls pouring from the rock beneath you could use some touching up,and maybe add a little color to some of the waterfalls themselves. Most of the stems are a good addition, although one or two might look a little awkward at times, but that's fine. The blue, aztec platforms coming up for you to form a bridge was a nice mechanic thrown in. Maybe add a sound for those platforms right after the blue aztec bridge scene that go down into the gas after being on it for a certain length of time though.

The changing colors of the big stone wall, as blue platforms move back and forth are really interesting, and the stems shown behind the colors are made even cooler with this mixture of the constantly-changing hues. Another wicked minor detail thrown in is the white glowing thingamajigs emitted from the platforms you have to carefully balance yourself on as they move back and forth, diagonally, in front of the rainbow-tinted walls. Passing that little area, a little bouncing is involved as you pass by more ravishing stems in the background, although like I said before, it might be good to give some of the waterfalls a little blue in their color, but maybe that's just me. Moving on, there's more sun-dried, aquamarine platforms to move across which look nice like before, but I'm not a big fan of the different decos at the bottom of the screen. Waterfalls are okay, but could use a little organization. Perhaps only have two waterfalls on the wall in the picture below, give it a little color, and separate the two more.

Spoiler - Waterfall/gem deco area


I think organizing the waterfalls would be good, as well as taking away those gems, along with the leaf decos. Perhaps exchange them for a grassy material or something beneath the temple floor, if you want to continue giving off that nature vibe. A few stems below would also be a better replacement for the decorations. The torches themselves are good, but if I were you, I'd hide some sort of orange lighting behind the flame of these wall-torches. It's a perfect hiding spot, and gives a little lighting to the area. After that, you arrive at a little area with miniature platforms rising, and a button to push. The area as a whole is good, and the little statue plate is good, but like before, I'd get rid of those leaf decos, and that weird amulet decoration below, but maybe that's just me. I think the ink splat is a nice fit, squeezing that in the corner of the room the way you did. It might not be fully necessary, but a few contraption noises after the button is pushed would also be a good use of audio for the area.

Besides that though, I really liked this room, with different switches to pull, with miniature challenges proceeding them, unlocking wall after wall, until reaching the wall in the very back to ascend you upwards as you follow the glowing white path of the light, having to let go and grab on at the right time in this little area, with a tidy combination of a green fabric and golden swirlies. This area will also throw you off with the changing directions, which really makes you focus, and makes things more enjoyable, instead of having it go in one straight direction like some might have. Although, this might just be me, but perhaps on the final green circle (not the one right near the next checkpoint) change the angle to make it a little more clear that this is the end of that little challenge, since you will have to sort of "swing", and "leap" forward somewhat. The glowing colors were alright, but they didn't seem to fit altogether imo with the overall theme. Maybe it's just seeing the three glowing colors together is a bit weird, when before they weren't like that, but by themselves.

Until of course, the pink was removed, then it looked like it fit the theme better. I'[m not sure if the grey stone on the very right of the area was a necessary material addition, and would perhaps fit better with a different stone material. The thin rock used in the front worked with the environment and was smart to add, although on some of the edges, a bit of blue is visible. I can get you a picture to show you what I mean. The rolling/electrified challenge afterwards is nice, and the charging bars are a good warning sign, as are the the mix of shades of green with the different wheels. Afterwards, I arrive at a swinging challenge, although I think the yellow sponge doesn't fit all that well no offence. The challenge afterwards, hanging onto the green circles is cool, but could use a bit of sound. The lighting of the next challenge that you're bounced up to is good, but some of the waterfalls nearby could be touched up some, and once again, I'm not a big fan of the decos used.

The arabic material used is nice, as is the yellow/black tape, but there's definitely a lot of materials being used. Some materials, like the diamond glass, or grey, Incredible DLC stone, (not to be mistaken with medieval, POTC stone) just don't fit as well as others, so maybe try focusing on certain details/materials more. Passing tha,t the golden gears were okay, but could use a little sound at the very least. The design's pretty simple and looks a tad weird for it's size, but maybe that's just me. I did really like the way you introduced the next challenge afterwards though, in the back layer with the movie camera. The use of materials fit better, giving off a more organic vibe, with green checker wheels, golden swirly floors, and other cool stuff. Once you beat the challenge, it's made clear that the golden gears return. However, I think the way they re-emit is much messier than how the other challenge was emitted. I think it could be improved. Perhaps show the parts of the challenge you just undertook fade away, and slowly a wall rises from below, containing the golden gears, as they begin to move once more. The paint splatty- butterfly designs were pretty cool too by the way.

TL;DR..

Pros
-------
1. The mix of nature/technology attempt you go for can work pretty well sometimes, with a nice design for the stems and clouds, and a good use of green and blue glow-y thingamajigs, and the awesome diagonal-moving platforms and groovy rainbow-tinted wall, dude.
2. The overall gameplay was solid, and I like the use of changing challenges you do in some rooms, moving between layers and stuff like that.

Cons
--------
1. A number of decorations could be re-done if I were you, or at least taken out, like those LBP1 leaf decos, gem decos, and amulet deco. (except for when it's on a checkpoint, it looks good when it's like that)
2. A little more lighting and audio would be appreciated.
3. Sometimes the amount of materials can be overwhelming, I'd take some out and focus on the good stuff more.

((Part 2 will come soon.))
OMG, that was the best review I've ever seen! Thank you soooo much!
I'm sure I'll try to make all those improvements that you recommended me as soon as I finish the level I'm working on (I'm going to enter the PLCC4 -littlebigplanetarium.com contest, you can check out the blog of the level if you want in here: http://www.littlebigplanetarium.com/blog/526-plcc4-yugnars-blog/).
Anyway, I think this level has a lot to improve, principally because that was the first LBP2 level I've ever made, and I wanted to use about every kind of material, logic, and stuff that LBP2 had to offer more than LBP1, and about 6 months ago, when I came back to LBP I found it abandoned in my moon and decided to polish it a little bit and publish it. Probably Part 2 and that PLCC4-level will be better designed .
Also, of course, if you want me to make any review to one of your levels, I will be really happy to do it!
2012-07-05 01:04:00

Author:
yugnar
Posts: 1478


OMG, that was the best review I've ever seen! Thank you soooo much!
I'm sure I'll try to make all those improvements that you recommended me as soon as I finish the level I'm working on (I'm going to enter the PLCC4 -littlebigplanetarium.com contest, you can check out the blog of the level if you want in here: http://www.littlebigplanetarium.com/blog/526-plcc4-yugnars-blog/).
Anyway, I think this level has a lot to improve, principally because that was the first LBP2 level I've ever made, and I wanted to use about every kind of material, logic, and stuff that LBP2 had to offer more than LBP1, and about 6 months ago, when I came back to LBP I found it abandoned in my moon and decided to polish it a little bit and publish it. Probably Part 2 and that PLCC4-level will be better designed .
Also, of course, if you want me to make any review to one of your levels, I will be really happy to do it!

You're very welcome, I'm glad to come by creators who fully support all types of feedback, 'cause that's what I'm here for. No problem though, and take as long you need to. A friend of mine is working on PLCC4 as well, it sounds like a pretty intense competition, so good luck on that! ^^

I understand, LBP2 offers a lot, sometimes ya just gotta dive head-first to see what it's really made of, and thank you for taking some of my points into consideration. As far as levels go, I don't have any exactly. But, if you really do want to go by the whole F4F rule, then here's what I'd like you to do. Pick any random level on LBPC, with a thread made for it some time recently, that seems to be lacking feedback, and give it a few thoughts. It doesn't have to be nearly as extensive as mine, but just giving a little feedback on one of the less popular levels for me would be great, it would sort of be like one underdog to another, ya know?

So yeah, your pick on which level to choose.
2012-07-05 01:31:00

Author:
Dragonvarsity
Posts: 5208


You're very welcome, I'm glad to come by creators who fully support all types of feedback, 'cause that's what I'm here for. No problem though, and take as long you need to. A friend of mine is working on PLCC4 as well, it sounds like a pretty intense competition, so good luck on that! ^^

I understand, LBP2 offers a lot, sometimes ya just gotta dive head-first to see what it's really made of, and thank you for taking some of my points into consideration. As far as levels go, I don't have any exactly. But, if you really do want to go by the whole F4F rule, then here's what I'd like you to do. Pick any random level on LBPC, with a thread made for it some time recently, that seems to be lacking feedback, and give it a few thoughts. It doesn't have to be nearly as extensive as mine, but just giving a little feedback on one of the less popular levels for me would be great, it would sort of be like one underdog to another, ya know?

So yeah, your pick on which level to choose.

Hehe, Ok, actually that's a pretty great and generous idea of yours; and I really liked it because that's the principal problem in many LBP-related forums: People just see the 500 views-threads and almost don't ever notice the unknown creators and their levels.
So, as soon as I have some time, I'll be sure to make some reviews for some of those levels, and surely I'll try to make that more frequently!
2012-07-06 02:51:00

Author:
yugnar
Posts: 1478


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