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Metal Gear Sackboy - Unraveling Stitches

Archive: 40 posts


So here's the deal...I'll check out your levels and provide some feedback if you can do me a favor and give one (or both) of mine a quick run through. Both of my levels are Metal Gear themed and everything is my original work (except for a couple of the enemy turrets in Act 1 which from the MGS pack... I'm currently designing more baddies). I'm hoping that players can provide me with any trouble spots, quirky camera angles, buggy areas, etc. so that I can improve the levels.


http://i2.lbp.me/img/bl/0728ac296069bdf22c9bb3b986f39612ef6be09d.png (http://lbp.me/u/forevertuesday/levels)

Each level requires about 10-15 minutes to complete and I ask that you take your time and explore. I've hidden many of my creations throughout the levels in prize bubbles to encourage exploration.

I really want some solid feedback... I noticed an increase in plays, likes, and hearts in recent days, but I want some feedback so I know how to improve them. So don't be shy people... Speak up!

Act 1 involves driving a tank through an enemy infested town on your way to an enemy fortress. Once there, you've got to work your way to a captured soldier that has intel on a new weapon being developed by the enemy. Here are some pictures to help gain your interest...
http://i0.lbp.me/img/ft/770cf5303789e75a1c24bfc333d6432cf5ae7a1d.jpg
http://i4.lbp.me/img/ft/0c4d7d972e0bac88101e6aac6e45b9f79aa3f784.jpg
http://i0.lbp.me/img/ft/5b0557a62b6aa6da9f7ae95f426e6ff79c129388.jpg
http://i1.lbp.me/img/ft/751bb48d80c78178ecb2a739dff7d316079f53f3.jpg
Act 1's link is...
http://littlesigplanet.com/sigs/level/ct90qb/sites_planetarium/1/sig.png (http://lbp.me/v/ct90qb)


Act 2 picks up the very night where Act 1 concludes. Drive the Stryker into the mountains and explore the nearby buildings on foot in search of Sgt. Sterling's stranded squad. Here are some pics to hopefully get you to play the level...
http://ie.lbp.me/img/ft/84e73c8d248932425328d86be8e73731a13468b4.jpg
http://i2.lbp.me/img/ft/cf2477cd57ced2c1cfea6a7f7809d5c5d19f855b.jpg
http://ic.lbp.me/img/ft/4ece76b8bf20fb9c1933f25eb2b1a93df4b6a162.jpg
http://id.lbp.me/img/ft/57dc5d3b801da068bc2e132e9053841910d022d5.jpg

Act 2's link is...
http://littlesigplanet.com/sigs/level/dd6tdf/sites_planetarium/1/sig.png (http://lbp.me/v/dd6tdf)
http://lbp.me/v/ct90qb

Happy gaming!
2012-08-02 23:43:00

Author:
Unknown User


I've played the first and it's good. The tank is pretty good, I really appreciate it, but once it's sliped on the ground when I've destroided a build. Also when i've used the sticker "Level 1", I've taken the lift, but after i didn't understand what to do...2012-08-03 20:49:00

Author:
dante3vergil
Posts: 43


I've played the first and it's good. The tank is pretty good, I really appreciate it, but once it's sliped on the ground when I've destroided a build. Also when i've used the sticker "Level 1", I've taken the lift, but after i didn't understand what to do...

I'd love to help but I'm a bit confused about where you got stuck. Your post was a bit confusing, sorry. I do see that you made it to the elevator and to the first floor. Once there, you'll need to head to the right and use the paintinator to activate the rotating platforms. The underside of the platforms are electrified so you'll have to time your jumps accordingly. The next room has a couple of enemy turrets you'll have to waste. Head up the stairs and get the 2nd Floor Key Card. You'll see some score bubbles just to the down and to right of that key card in a little tunnel. There's a sensor switch in there that should help you out.
2012-08-03 23:31:00

Author:
Unknown User


The tank was cool. And I got a kick out of the toy soldiers. I ran them over, only used the gun for the buildings. I will have to come back to finish. I don't colect community prizes so I popped the badge bouble but did not have it as a switch trigger. The opening sequencer triggered a second time on me, maybe run it off a start count up timer. I'll have more for you later.2012-08-04 04:23:00

Author:
one-mad-bunny
Posts: 334


The tank was cool. And I got a kick out of the toy soldiers. I ran them over, only used the gun for the buildings. I will have to come back to finish. I don't colect community prizes so I popped the badge bouble but did not have it as a switch trigger. The opening sequencer triggered a second time on me, maybe run it off a start count up timer. I'll have more for you later.

Thanks for the play through! So because your settings are set to not collect community prizes you couldn't continue the level because the stickers are required to progress... Hm... I never considered that. I suppose I should put some sort of disclaimer in the description. I have heard about the counter bit in other threads... I keep meaning to go back and fix that... I'm not sure if it'll let me though since the thermometer is maxed out (both levels actually). And I'm not too familiar with the logic of the sackbots so I'd have to fiddle with it for a while.
2012-08-04 04:55:00

Author:
Unknown User


will queue. also asked the mods to delete your other thread as you wish to use this one.2012-08-05 03:59:00

Author:
biorogue
Posts: 8424


Came back and played more. The platforming once I got inside got my attention. I like when I have to think to get through a level. And the look of things was very good, which made me wonder about the background choice as you are in the tank. It felt like I was in a different level. And I definitely liked the indoor platforming way more. Having to find the key cards to use the elevator is a good idea. I still did not finish. It was late and I got tired I didn't even get to use the c-4. I think you are using switch triggers in a creative way.2012-08-05 14:37:00

Author:
one-mad-bunny
Posts: 334


Came back and played more. The platforming once I got inside got my attention. I like when I have to think to get through a level. And the look of things was very good, which made me wonder about the background choice as you are in the tank. It felt like I was in a different level. And I definitely liked the indoor platforming way more. Having to find the key cards to use the elevator is a good idea. I still did not finish. It was late and I got tired I didn't even get to use the c-4. I think you are using switch triggers in a creative way.

Thanks for the play through! You know, if you made it to the C4 then you were on the home stretch... The next floor up is a short one and then you're done. As for the background choice I considered handcrafting something similar to what I did in Act 2 but the thermometer is maxed out as it is. I'll think it over.
2012-08-06 02:27:00

Author:
Unknown User


Nicely done what I was able to play. I got stuck in both levels and wasn't sure how to progress further.

In Act 1, the tank segment was very fun. The toy soldiers were funny and the explosive buildings were a (wait for it...) blast! When it got into the interior of the buildings I was impressed with the design. It was well thought out. I especially liked how you had to use stickers to go from floor to floor. That was very Metal Gear like (with the key cards). But I got stuck in the 2nd floor where there were 3 rotating platforms you had to jump across. I could never make it to the third platform. I tried many, many times and could never make it. I didn't know if I was doing the right thing or was just not jumping correctly at it. Anyways, I had to call it quits at that point. Let me know what I need to do and I'll go back and try again.

Also, I ran across a small bug in (I think was) the first floor. The room where there are 2 wall turrets. When I first went in the dissolve material never vanished and the turrets were blocked so I couldn't shoot them (or them me). All I had to do was exit then reenter the room and it worked fine. Just a weird bug.

Act 2 I didn't get so far. I did like the use of the codex sticker to get help. But I didn't figure out what to do very quickly with the cipher enemy at the beginning. The camera was positioned a little high so I didn't notice to codex sticker spot very easily. So maybe move the camera down just a little or zoom out slightly. Again, interior of buildings were well thought out. Once I got into the first room though (with the hidden wall turrets just after that cipher enemy), I died several times and the nearest checkpoint was all the way outside. It would have been more convenient to put a checkpoint and paintinator just inside the doorway so the travel back wasn't so annoying (I died several times, so all those walks back add up). Unfortunately, I got all the way to the top floor of the building then got stuck again. I have no clue what to do.

One thing I can suggest, and has been suggested to me a lot, is to add arrow stickers along walls in your levels to help guide players through tough spots to let them know they're going the way you intend them to. The arrows are fairly subtle, so I don't think they'd ruin the theme of your levels or anything.

Fill me in on what to do in those spots and I'll try again. Nice job though!
2012-08-06 05:48:00

Author:
Unknown User


Thanks for the detailed feedback! I really appreciate the time you took to both play through the levels and then type out your thoughts. I'll tackle your concerns in chunks...



But I got stuck in the 2nd floor where there were 3 rotating platforms you had to jump across. I could never make it to the third platform. I tried many, many times and could never make it. I didn't know if I was doing the right thing or was just not jumping correctly at it. Anyways, I had to call it quits at that point. Let me know what I need to do and I'll go back and try again.


I designed both levels to have optional areas that are separate from the main path of the level. The third platform that you speak of is how the player gets access to the Level 1 Key Card. This sticker isn't necessary to complete the level; rather, this sticker can be used on 3 doors and 1 elevator which will give the player access to additional prize and point bubbles. (You'll need the Level 1 Key Card if you want the Level 2 Key Card) I made that third platform difficult to traverse on purpose... It does take some precise timing to cross. In this particular room you'll need to get the circular key (red tag) from the upper left into the slot on the floor. Take care of the enemy and proceed.



Also, I ran across a small bug in (I think was) the first floor. The room where there are 2 wall turrets. When I first went in the dissolve material never vanished and the turrets were blocked so I couldn't shoot them (or them me). All I had to do was exit then reenter the room and it worked fine. Just a weird bug.


I put that dissolvable material there to free up some space in my thermometer while in create mode... I'll get rid of it, no worries. Thanks for the heads up.



Act 2 I didn't get so far. I did like the use of the codex sticker to get help. But I didn't figure out what to do very quickly with the cipher enemy at the beginning. The camera was positioned a little high so I didn't notice to codex sticker spot very easily. So maybe move the camera down just a little or zoom out slightly. Again, interior of buildings were well thought out. Once I got into the first room though (with the hidden wall turrets just after that cipher enemy), I died several times and the nearest checkpoint was all the way outside. It would have been more convenient to put a checkpoint and paintinator just inside the doorway so the travel back wasn't so annoying (I died several times, so all those walks back add up). Unfortunately, I got all the way to the top floor of the building then got stuck again. I have no clue what to do.

One thing I can suggest, and has been suggested to me a lot, is to add arrow stickers along walls in your levels to help guide players through tough spots to let them know they're going the way you intend them to. The arrows are fairly subtle, so I don't think they'd ruin the theme of your levels or anything.

This part in Act 2 is another optional area. I created two buildings in that first area. The one of the right (the one you entered) holds a few prizes and a secret you'll have to find but nothing regarding the main path of the level. The building on the left will hold what you need to clear the tunnel below. I'll be sure to tweak the camera angle in that spot to make it easier to spot the CODEC access point. The camera angles are what I need the most feedback on (especially with 2 or more players). As for the distant checkpoint... I agree that its a bit far away but I wanted to really utilize the whole air drop bit... I do remember running back and forth many times myself during testing...It can be annoying. I'll think of how to remedy this while still maintaining the purpose of the CODEC and air drop...

Thanks again for the detailed feedback! I'll give your Save Al's Pants level another shot tomorrow sometime and I'll get back to you with feedback. Cheers!
2012-08-06 06:34:00

Author:
Unknown User


I really enjoyed these levels. The gameplay was engaging and reminded me of the official MGS pack, and the plot was nicely included and stayed consistent throughout both of the levels.
My only problem would be the some of the pre-made enemies. It would be nice to see some of your own foes or bosses in there.
However, I did spot a few enemies I've never seen before, and my first assumption was that you made them. So kudos. BUT, with the flying white drone-spotlight things after the service elevators, there's a problem. Out of stupidity and curiosity, I jumped onto one attempting to ride it into the sunset, but I grounded it. You might want to make it so that players cannot alter the path or altitude of that enemy.
Overall, I really liked it. I gave it a yay.
2012-08-06 18:35:00

Author:
Sackpapoi
Posts: 1195


I really enjoyed these levels. The gameplay was engaging and reminded me of the official MGS pack, and the plot was nicely included and stayed consistent throughout both of the levels.
My only problem would be the some of the pre-made enemies. It would be nice to see some of your own foes or bosses in there.
However, I did spot a few enemies I've never seen before, and my first assumption was that you made them. So kudos. BUT, with the flying white drone-spotlight things after the service elevators, there's a problem. Out of stupidity and curiosity, I jumped onto one attempting to ride it into the sunset, but I grounded it. You might want to make it so that players cannot alter the path or altitude of that enemy.
Overall, I really liked it. I gave it a yay.

Since these were my first two levels I had to whip up what I could regarding enemies... I began by recreating the simple baddies from LBP1 and then went from there. The ones that you don't recognize from the LBP main story are my original creations so thanks for the kudos regarding that matter. I'v got a few enemies that I'm working on still that I'll be incorporating into the next level.

As for the Cyphers (white drones)... I'm still trying to figure out how to get them to work out perfectly... I did add electrical areas to the top and bottom of the Cypher which are attached to motion sensors that activate when touched to simulate the blades of the propeller that gives the drone flight to help combat hitchhikers. To get the Cyphers in motion I attached four colored tag switches to simple mover tools... Do you know a way I can then make it so that the player can't throw the Cypher off course?
2012-08-07 00:17:00

Author:
Unknown User


Really enjoyed the level feedback was left on lvl whenever you get the chance to read.. Also thanks for the info I'll try fixing the gravity part!2012-08-07 05:02:00

Author:
Unknown User


Ok, finally got to go back and try again.

I managed to finally get the C4 in Act 1 and made my way up to the 3rd floor, but then immediately got smoked by one of the missiles as I jumped over the gap. Should have paid attention. Anyways, the nearest checkpoint was on the second floor by the elevator - which is a problem because the elevator was up at the 3rd floor - so I had no way of getting back up to the 3rd floor and using the C4 on whatever it was I needed to. I had to quit from there. I suggest putting a checkpoint by the elevator on every level.

Also in Act 1 it took me a very long time to figure out I needed to ride the rotating circle thing on the outside to reach the red tag/key on the second floor. I don't know how you want to help guide players to your intended paths, but I almost quit again in frustration - luckily I found my way up there nearly on accident. And the wall turrets in the first floor I found an easy "dead zone" - if you run up underneath the turrets before they start firing at you, they can't hit you if you're too far underneath, and it was easy to destroy them with no worries. Maybe you can increase the degree rotation on the wobble bolt?

On to Act 2 - either you changed the camera with the cipher, or I just knew what to look for this time, but I could clearly see the codex sticker spot very easily now. I cleared out both buildings on the left and right, got the C4 in the left building - but then had no clue what to do from there. By goofing around I figured out you can blow up the doors with the C4 and get some goodies, and find a secret basement area. So that was a fun discovery.

The part where you have to jump to the roof of the right building by climbing the boxes in the top floor was a bit tough. That last box before you can grab the ladder (or whatever) at the top is just large enough to make it easy to not be able to jump up on. Maybe you could make that a tad smaller so it's not so frustrating trying to jump up there? Also, when I did finally manage to get up there, I accidentally slipped back down, then it made it extra hard to jump back up for whatever reason. And for whatever reason, I had to use the "man cannon" twice, and both times I must have missed where you wanted me to go because I ended up dropping back down to the beginning location where the ciphers were. I couldn't bare the hassle of climbing all the way back up there again at 2 in the morning, so I quit from there.

I really do enjoy your levels - the exploration and discovery of finding what to do was unexpected and there aren't many levels that allow players to do that - so props to you for making intricate level designs to encourage this and challenge people. Just some of the jumps are asking a little too much, and some checkpoints need to be adjusted or added so backtracking doesn't get too severe. Also, I ran into a repeating conversation with a person in the main base in Act 1 (in the basement with the tanks, I decided to turn back and go to the top floor to explore, then when I came back the army guy wanted to go through his explanation all over again), and there was a repeating camera pan in the third floor of Act 1 (when it shows what obstacles you need to pass through to get across the floor).

Hope this helps, I'll try to complete your levels again next time I'm on -- I know I've got to be able to use the C4 to blow up stuff other than closet doors!!!
2012-08-07 07:29:00

Author:
Unknown User


Ok, finally got to go back and try again.

I managed to finally get the C4 in Act 1 and made my way up to the 3rd floor, but then immediately got smoked by one of the missiles as I jumped over the gap. Should have paid attention. Anyways, the nearest checkpoint was on the second floor by the elevator - which is a problem because the elevator was up at the 3rd floor - so I had no way of getting back up to the 3rd floor and using the C4 on whatever it was I needed to. I had to quit from there. I suggest putting a checkpoint by the elevator on every level.

Thanks! While LBPCentral was down I actually spotted the problem on my own... It was a mini-checkpoint that wasn't triggering when the player walked by... I remedied the situation if you want to give the level another shot. Since you have the elevator stickers you won't have to do the first two floors all over again. That third floor is the home stretch... Once you're out of there you're practically done.



Also in Act 1 it took me a very long time to figure out I needed to ride the rotating circle thing on the outside to reach the red tag/key on the second floor. I don't know how you want to help guide players to your intended paths, but I almost quit again in frustration - luckily I found my way up there nearly on accident. And the wall turrets in the first floor I found an easy "dead zone" - if you run up underneath the turrets before they start firing at you, they can't hit you if you're too far underneath, and it was easy to destroy them with no worries. Maybe you can increase the degree rotation on the wobble bolt?

Yeah... I've been considering putting some arrows to lead the player... I've got to clear up some room on the thermometer because its always harping at me to stop putting things in the level. As for the turrets, I think I'll take you up on that suggestion. I've played with a couple of people online that do that very thing... Darn those crafty sack people.



On to Act 2 - either you changed the camera with the cipher, or I just knew what to look for this time, but I could clearly see the codex sticker spot very easily now. I cleared out both buildings on the left and right, got the C4 in the left building - but then had no clue what to do from there. By goofing around I figured out you can blow up the doors with the C4 and get some goodies, and find a secret basement area. So that was a fun discovery.

The part where you have to jump to the roof of the right building by climbing the boxes in the top floor was a bit tough. That last box before you can grab the ladder (or whatever) at the top is just large enough to make it easy to not be able to jump up on. Maybe you could make that a tad smaller so it's not so frustrating trying to jump up there? Also, when I did finally manage to get up there, I accidentally slipped back down, then it made it extra hard to jump back up for whatever reason. And for whatever reason, I had to use the "man cannon" twice, and both times I must have missed where you wanted me to go because I ended up dropping back down to the beginning location where the ciphers were. I couldn't bare the hassle of climbing all the way back up there again at 2 in the morning, so I quit from there.

I did adjust the Cypher camera and the camera when battling the wall mounted enemy to make things easier for players. I must commend you on the C4 discovery! Glad you enjoyed it. (Act 1 has a couple of secret areas... not sure if you found them or not) I think I will make the box a hair taller to aid in the jump up to the roof (another hidden area). Once you grab the door just hold it until it opens all the way and then let go. From there just jump on up. The "man cannon" wobbles on its own and stops once you stand on the launching platform. If you let it go all the way down and then hop on you should be fine. Regardless of all of this info on the building on the right, that particular building is totally optional. Once you get the C4 from the other building you can head on down to the tunnel and clear it of the road blocks



I really do enjoy your levels - the exploration and discovery of finding what to do was unexpected and there aren't many levels that allow players to do that - so props to you for making intricate level designs to encourage this and challenge people. Just some of the jumps are asking a little too much, and some checkpoints need to be adjusted or added so backtracking doesn't get too severe. Also, I ran into a repeating conversation with a person in the main base in Act 1 (in the basement with the tanks, I decided to turn back and go to the top floor to explore, then when I came back the army guy wanted to go through his explanation all over again), and there was a repeating camera pan in the third floor of Act 1 (when it shows what obstacles you need to pass through to get across the floor).

Hope this helps, I'll try to complete your levels again next time I'm on -- I know I've got to be able to use the C4 to blow up stuff other than closet doors!!!

Thanks for the constructive criticism! Your words have been very helpful indeed. (I thought I fixed the repeating conversation.... Hm... I'll give it another look over. Thanks again!
2012-08-08 21:11:00

Author:
Unknown User


Hi hi! Just started playing the first level, I'll give you a point by point feedback, no return required, call it a freebie

To Improve: Col Everett needs a one shot on his intro speech - walking away to the right and then passing him again will trigger his speech twice. This is beyond irritating when it's a long intro.

Good: The little niches to explore for extra score bubbles etc are a nice touch

To Improve: The section with the tank was a bit long, and not really all that challenging. Limiting the shots is something, at least it stops people from filling your play thermo with emissions, but it either needs some more excitement, or part of it needs to be cut (all in my opinion only of course) in order to stop it feeling like it's dragging too much. More fast-paced, high tension gameplay required if you ask me.

Good: That being said, the tank drove well enough, was responsive and didn't bug out on me. It might benefit from a little bit of remodelling to make it look even better though

To Improve: In the sections with the two turrets firing at you, it's incredibly easy to duck under the highest turret and paintball it into submission. Perhaps change it pattern or put in an obstacle to stop players from getting that close, and force them to use the ramp at the back, or to duck behind the cover and take pot shots.

Good: The last section before sgt sterling was a nifty little puzzle - a little easy, but nicely done.

All in all: Kinda cool, nice job - it could do with some more excitement in places, but this is a pretty decent little level
2012-08-09 14:52:00

Author:
rialrees
Posts: 1015


I felt that it could be a really spot on level if you added more detail personally te i was busy so when it said i required a key card i couldnt go back and get it that might be something to think about2012-08-09 19:33:00

Author:
Razortehkill
Posts: 173


I felt that it could be a really spot on level if you added more detail personally te i was busy so when it said i required a key card i couldnt go back and get it that might be something to think about

The key card is hidden behind the stairs you climb to get to that elevator door... You can even see it through the black glass material...

I agree with you on the detail bit... The thermometer is maxed out (I keep getting those warnings every few seconds in create mode). I've been considering splitting it into two levels with a level link to alleviate some of that but I dunno...
2012-08-09 19:48:00

Author:
Unknown User


Hi hi! Just started playing the first level, I'll give you a point by point feedback, no return required, call it a freebie

To Improve: Col Everett needs a one shot on his intro speech - walking away to the right and then passing him again will trigger his speech twice. This is beyond irritating when it's a long intro.

Good: The little niches to explore for extra score bubbles etc are a nice touch

To Improve: The section with the tank was a bit long, and not really all that challenging. Limiting the shots is something, at least it stops people from filling your play thermo with emissions, but it either needs some more excitement, or part of it needs to be cut (all in my opinion only of course) in order to stop it feeling like it's dragging too much. More fast-paced, high tension gameplay required if you ask me.

Good: That being said, the tank drove well enough, was responsive and didn't bug out on me. It might benefit from a little bit of remodelling to make it look even better though

To Improve: In the sections with the two turrets firing at you, it's incredibly easy to duck under the highest turret and paintball it into submission. Perhaps change it pattern or put in an obstacle to stop players from getting that close, and force them to use the ramp at the back, or to duck behind the cover and take pot shots.

Good: The last section before sgt sterling was a nifty little puzzle - a little easy, but nicely done.

All in all: Kinda cool, nice job - it could do with some more excitement in places, but this is a pretty decent little level

Thanks for the detailed critique! I finally addressed that pesky repeat dialogue that plagued the level... I had some destroy tools on them attached to various sensors but it was still an issue for many people. I used the counters that a few people had mentioned and I think its all cleared up.

As for the tank bit its intended to be a humorous segue between the base and the enemy fortress. I had the army men shooting tiny explosives but the wiring of the tank kept getting destroyed (even though the tank was fully intact... Its an area I keep tweaking every few days because I do want it better...This being my first level it will always seem below par for me since I keep improving my creating skills... Act 2 is a lot better than Act 1 in many aspects.

The tank is the latest version out of some 15 different models (the broken down one is close to the original). I agree that the aesthetics of the tank could use some TLC... I'm open to anyone who wants to help out. I've got a two player and three player version stored in my workshop... But more than one or two people on this level gets difficult (they often run around like chickens with their heads cut off).

I tweaked that torrent section as per another person in this forum but I guess that electrified base needs to extend outward a bit more... Consider it done.

I do appreciate your help on this. I went ahead and took the liberty of queueing up a few of your levels anyway. Cheers!
2012-08-09 20:00:00

Author:
Unknown User


you're welcome! happy to help anyone who takes criticism as well as you do 2012-08-09 20:03:00

Author:
rialrees
Posts: 1015


you're welcome! happy to help anyone who takes criticism as well as you do

Hey rialrees, I was wondering if you were able to check out Act 2 (http://lbp.me/v/dd6tdf) of this story. If you get a chance, let me know what you think. Thanks!

_______________________________________

EDIT: On a side note... I haven't received a single F4F request in regards to this thread... So I certainly appreciate the friendly play throughs from r2ro143 (http://www.lbpcentral.com/forums/member.php?28570-r2ro143), one-mad-bunny (http://www.lbpcentral.com/forums/member.php?26370-one-mad-bunny), biorogue (http://www.lbpcentral.com/forums/member.php?3804-biorogue), Sackpapoi (http://www.lbpcentral.com/forums/member.php?22799-Sackpapoi), rialrees (http://www.lbpcentral.com/forums/member.php?17946-rialrees), s****y2167 (http://www.lbpcentral.com/forums/member.php?1996-s****y2167), Razortehkill (http://www.lbpcentral.com/forums/member.php?15821-Razortehkill), and dante3vergil (http://www.lbpcentral.com/forums/member.php?28974-dante3vergil)

If anyone is indeed interested in the F4F offer I'm still up for it!
2012-08-10 23:06:00

Author:
Unknown User


loved it! the gameplay was confusing with the controllinator but its probably just me.2012-08-12 03:37:00

Author:
Unknown User


loved it! the gameplay was confusing with the controllinator but its probably just me.
Thanks for giving the levels a run-through! Let me know which specific parts were a bit troublesome and I'll try and make it function easier. I see that you didn't finish Act 2 so if there was a problem there just drop me a line and I'll get to work on it. I've had less feedback on that one so I'm always looking for ways to improve it.

As for the controllinator confusion I can only think of two things with the controllinator which are the tank and the Stryker. I tried to design their button configuration the same.
http://ib.lbp.me/img/ft/28b19fd56aa196dec1776e9894738d5da633ca62.jpg (photo curtesy of Smurfetta5683)
On the tank you just switch out the HORN function for the BLOW STUFF UP function.
If you have any more trouble just let me know.
2012-08-12 06:09:00

Author:
Unknown User


Really enjoyed this two part adventure. It's got that nice LBP style MGS-feel from the first DLC-pack. The diversity was very well done. One moment, you're driving your tank, then some shooting, then some light platforming, a little puzzling and exploring to get to the secret areas. Good stuff that kept me entertained throughout.
I liked how interactive your terrain is. Pulling away the toilet to get the keycard, explodable boxes, feeling smart when you discover you can pull the grate from the wall, or that you can travel through the airducts. Nice.
Also liked how you used the custom stickers as key cards, explosives etc. The codec does a nice job of furthering the story and pointing you in the right direction.

Your level could be improved in some aspects I think. The rock formations that you drive the vehicles about, and some of the houses in part 2 would benefit from some more detail. Using some big stickers (perhaps brown gradient, or better yet the rust pattern) on the rock material works nicely to give it a more uneven and natural feel. If you've got the thermo to spare (perhaps by splitting the levels with some level links, as you proposed earlier in this thread) you could experiment with some decorations too (I'm thinking the rocks and pebbles from the Move pack would fit nicely).
Another suggestion: the soundtrack could use a little more variety. Perhaps splice in some more custom MGS-tunes? There are some nice ones out there among those 7 million levels.

Other than that, I had a slight problem with the two gun turrets in the left house. They both shoot white plasma bolts, and as you enter the house it is near impossible to see on which layer they are travelling. I think you could fix this by extending the camera in this zone a bit, so that you can see the turrets upon entering the doorway. As an extra measure you could differentiate the colours of the bolts, like you did in the right house.

All in all: very enjoyable and solid adventure. Good stuff.
2012-08-12 09:24:00

Author:
pickled-punk
Posts: 598


i see youve already gotten a ton of feeedback so ill add just a few things. I played acts 1 and 2. Opening up multiple paths as the player searches for items he needs to play on is a good gameplay theme. Theres were a few places that looked a little plain, such as the first drive in act 2. There was a security door in act 2 with a sliding door concealing 2 red and 2 blue plasma shooters. the emitters seemed to be off as the plasma balls never shot at me; they just shot backwards or up into the wall. Also at the vent you climb thru, there are pieces you move out of the way to dop down out of the vent. if you try to pull the vent piece out thru the vent where you initially entered, the piece gets stuck forcing the player to have to restart. maybe you can set t to disappear if a player pulls it there.2012-08-13 02:34:00

Author:
unnatural
Posts: 51


Just played it and i like the idea of a mgs platformer. In the first act, i had some trouble with the tracks staying on the tank and in the second act i got to the point where you have to put the C4 sticker on the door to open it and it would not for the life of me open at all so i was unable to finish them. They are pretty good. Just a couple bug fixes as i stated up there but well worth being in the cool levels. You kept a story going on and i sort of felt like i was playing a toned down mgs game. Good work and thanks for the review on my level.2012-08-14 17:41:00

Author:
curtislarkin
Posts: 157


Really enjoyed this two part adventure. It's got that nice LBP style MGS-feel from the first DLC-pack. The diversity was very well done. One moment, you're driving your tank, then some shooting, then some light platforming, a little puzzling and exploring to get to the secret areas. Good stuff that kept me entertained throughout.
I liked how interactive your terrain is. Pulling away the toilet to get the keycard, explodable boxes, feeling smart when you discover you can pull the grate from the wall, or that you can travel through the airducts. Nice.
Also liked how you used the custom stickers as key cards, explosives etc. The codec does a nice job of furthering the story and pointing you in the right direction.

Your level could be improved in some aspects I think. The rock formations that you drive the vehicles about, and some of the houses in part 2 would benefit from some more detail. Using some big stickers (perhaps brown gradient, or better yet the rust pattern) on the rock material works nicely to give it a more uneven and natural feel. If you've got the thermo to spare (perhaps by splitting the levels with some level links, as you proposed earlier in this thread) you could experiment with some decorations too (I'm thinking the rocks and pebbles from the Move pack would fit nicely).
Another suggestion: the soundtrack could use a little more variety. Perhaps splice in some more custom MGS-tunes? There are some nice ones out there among those 7 million levels.

Other than that, I had a slight problem with the two gun turrets in the left house. They both shoot white plasma bolts, and as you enter the house it is near impossible to see on which layer they are travelling. I think you could fix this by extending the camera in this zone a bit, so that you can see the turrets upon entering the doorway. As an extra measure you could differentiate the colours of the bolts, like you did in the right house.

All in all: very enjoyable and solid adventure. Good stuff.

Thanks for the helpful tips. I took your advice and split the level into two parts so that I could try and use more stickers and whatnot. Details aren't exactly my specialty so I'll take some time over the next week or so (work has picked up recently) and see what I can do. I'm always up for help if you or anyone reading this is willing to offer up some advice and/or help.

I also added some variety in the music to make it a little less monotonous. I'll see what I can't do to continue beefing up the music and sound affects. Oh, and I also tweaked the turrets to make them a bit easier to tackle.... Let me know what else you find if you give the levels another run through.


Just played it and i like the idea of a mgs platformer. In the first act, i had some trouble with the tracks staying on the tank and in the second act i got to the point where you have to put the C4 sticker on the door to open it and it would not for the life of me open at all so i was unable to finish them. They are pretty good. Just a couple bug fixes as i stated up there but well worth being in the cool levels. You kept a story going on and i sort of felt like i was playing a toned down mgs game. Good work and thanks for the review on my level.

The tank treads are made of metal so they don't break easily... the problem is the bolts themselves actually giving under the pressure... I experience that every once in a while as well. I'll look into adding material tweakers to the tank treads to see if it doesn't help though.

As for the C4 in Act 2 I suggest you try using them on doors inside the buildings. The door to the third building (the one with the lone Cypher) is locked from inside and can't be accessed right away. Try looking for an alternate way into the building (think back to MGS1 if you played it.


i see youve already gotten a ton of feeedback so ill add just a few things. I played acts 1 and 2. Opening up multiple paths as the player searches for items he needs to play on is a good gameplay theme. Theres were a few places that looked a little plain, such as the first drive in act 2. There was a security door in act 2 with a sliding door concealing 2 red and 2 blue plasma shooters. the emitters seemed to be off as the plasma balls never shot at me; they just shot backwards or up into the wall. Also at the vent you climb thru, there are pieces you move out of the way to dop down out of the vent. if you try to pull the vent piece out thru the vent where you initially entered, the piece gets stuck forcing the player to have to restart. maybe you can set t to disappear if a player pulls it there.

Thanks for the feedback! As I stated above I'm currently working to add detail to the levels but I'm not too skilled in that department. If you have any suggestions of feel like lending a hand I'm certainly open to it. I also took a look at the wall mounted turrets and resolved that issue. I had done some things in create mode that had accidentally made them aim all weird like. I'll also look into the metal vent getting stuck. Thanks!
2012-08-17 03:02:00

Author:
Unknown User


Thanks for the helpful tips. I took your advice and split the level into two parts so that I could try and use more stickers and whatnot. Details aren't exactly my specialty so I'll take some time over the next week or so (work has picked up recently) and see what I can do. I'm always up for help if you or anyone reading this is willing to offer up some advice and/or help.


Sure, I'll lend a hand next time we're online.
2012-08-17 06:22:00

Author:
pickled-punk
Posts: 598


Hi sorry for the late feedback but I actually prefered your act 2 to this as I got stuck in act 1:

http://i6.lbp.me/img/ft/7263cb1f3710b5205bb361e318fc7bcc01edcd52.jpg

I just couldn't see how to get over to the right. Either I'm doing something wrong or there's a bug as the last platform in the lower right was not rotating so it was constantly on the electric side so I could not land on it without dying. On top of that when I made a jump for it I would get caught on the two moving blocks that you shoot. I eventually ran out of lives and tried re playing quite a few times until I gave up.

In part 1 a piece of material that blew up with the tank did not destroy. So when we went to drive forward it got caught on the tank treads and broke the tank. So we had to restart. So I would get a material tweaker on the buildings and set it all to destructable. I would give more feedback but I was unable to finish the level. Let me know as I wouldn't mind coming back and giving it another go.
2012-08-22 16:41:00

Author:
LittleBigDes
Posts: 920


I just couldn't see how to get over to the right. Either I'm doing something wrong or there's a bug as the last platform in the lower right was not rotating so it was constantly on the electric side so I could not land on it without dying. On top of that when I made a jump for it I would get caught on the two moving blocks that you shoot. I eventually ran out of lives and tried re playing quite a few times until I gave up.

In part 1 a piece of material that blew up with the tank did not destroy. So when we went to drive forward it got caught on the tank treads and broke the tank. So we had to restart. So I would get a material tweaker on the buildings and set it all to destructable. I would give more feedback but I was unable to finish the level. Let me know as I wouldn't mind coming back and giving it another go.

Thanks for the play through! That tank in part one is really irking me... It works wonderfully most of the time and then out of the blue it will get stuck on something and bust the treads. I'm still tweaking those buildings quite regularly in an attempt to alleviate that problem.

As for the platforms you posted the picture of... Here's the best way to get past them. After shooting the target you should see the red light turn green. This signals that the three platforms that are vertically aligned will start to flip in a set pattern. Wait for the top platform to flip to the non-lethal side and hop on. As soon as the next platform down flips change layers by pressing down and jump. Wait for the next platform down to flip and change to the front layer by pressing down and jump. I have a player sensor located on the bottommost platform that triggers the platform on the right to flip. I hope this helps. Let me know how it goes.

Oh, and feel free to leave feedback on this thread for Act 2. I'm still working to improve that level as well. Thanks again!
2012-08-26 04:39:00

Author:
Unknown User


Really had fun with this level, deserves some more plays. I'd suggest polishing up some little things and adding more detail but other than that I had fun and it was nice to see a mix of platforming and shooting/puzzle elements good work.2012-08-26 10:13:00

Author:
RakasaPlus
Posts: 136


Hey bud!

Sorry it took so long to get to your feedback but here it goes.

I played all three of these over the course of the week and I was genuinely impressed by all of them. The art style was right there with what I would expect from a Metal Gear level. And the designs of the levels were good, if somewhat confusing at times. The codex sticker switches were a good idea. Not to many people use sticker switches these days but it was implemented nice in the metal gear universe you created.

I am not a big fan of vehicle segments in lbp. But yours looked and controlled great!

My problem is I never finished any of these. I have bad ADD, and it does not take me long to give up on a level when I have no idea where to go next. That's not your fault. There are plenty of players who relish in levels where they have to experiment in the environment to get to the next segment. I am just not your core audience unfortunately.

These were all done very well and I ranked them all up!
2012-08-26 18:54:00

Author:
VelcroJonze
Posts: 1305


Hey bud!

Sorry it took so long to get to your feedback but here it goes.

I played all three of these over the course of the week and I was genuinely impressed by all of them. The art style was right there with what I would expect from a Metal Gear level. And the designs of the levels were good, if somewhat confusing at times. The codex sticker switches were a good idea. Not to many people use sticker switches these days but it was implemented nice in the metal gear universe you created.

I am not a big fan of vehicle segments in lbp. But yours looked and controlled great!

My problem is I never finished any of these. I have bad ADD, and it does not take me long to give up on a level when I have no idea where to go next. That's not your fault. There are plenty of players who relish in levels where they have to experiment in the environment to get to the next segment. I am just not your core audience unfortunately.

These were all done very well and I ranked them all up!

I'm not too sure what "three" you played since it's only two acts (although Act 2 is split with a level link) but thanks for playing anyway. It seems that I've gotten the "confusing at times" reaction from several people and judging by the number of people that don't finish the level I'm assuming that they run into the same problem you did. I tried to design optional paths that the player could take if they enjoy exploring and that tends to throw people off. No worries on the ADD bit though. Long levels just aren't everyone's cup o' tea. I am glad that you enjoyed the parts you played though.
2012-08-29 07:52:00

Author:
Unknown User


Queued. I'll get on to as soon as possible. ( next week )2012-09-09 09:15:00

Author:
wheelbbase911
Posts: 54


Writing this review as I go along.
I like the way I can go up or down on the lift. Going up reveals a secret area, with a chef and a prize bubble. Really good, because it makes the level different from all the standard 'go right' platforming levels.
A tank?! Yesss, nothing more fun than cruising around and blowing up toy soldiers! But oh noes, my tank tracks broke almost straight away, I can understand this, because it's sooo difficult to make a working tank, and you've done a good job. I had to restart.
Very nice fire effects on the ground as I blew the whole place up. a good detail, which really shows the quality of the level.
Personally I don't like the scenery at this part of the level. The background glitch could have been used, just to make it more visually interesting, unless the tank occupies the back thin layer of course.
The weathering effects using stickers on the buildings are fantastic. It seems really war-torn.
oooh plasma bubbles... i don't own the MGS pack, so those enemies seem pretty cool to me. Climbing stairs is a lil boring, I suggest a ramp of sorts.
I like the section where I have to switch layer to avoid getting shot. very creative.
Infinite spawn checkpoints would have been nice, as I did die and could not complete the level. Other than that, awesome. One of the better MGS levels out there for sure. Overall, a yay.
Graphics: 7/10 Mixed opinions. Indoors it was a lot better, whilst outdoors it was a lil' lame.
Sound: 8/10 Couldn't fault it.
Gameplay 7/10 SOme original, and some paintinator spamming.
2012-09-09 10:17:00

Author:
bluesteel789
Posts: 159


Writing this review as I go along.
I like the way I can go up or down on the lift. Going up reveals a secret area, with a chef and a prize bubble. Really good, because it makes the level different from all the standard 'go right' platforming levels.


I worked hard on that upper area and liked the idea of giving players the option to explore. That concept is used a bit more in Act 2 (http://lbp.me/v/dd6tdf) as well. Glad you enjoyed the chef and his "food."



A tank?! Yesss, nothing more fun than cruising around and blowing up toy soldiers! But oh noes, my tank tracks broke almost straight away, I can understand this, because it's sooo difficult to make a working tank, and you've done a good job. I had to restart.
Very nice fire effects on the ground as I blew the whole place up. a good detail, which really shows the quality of the level.
Personally I don't like the scenery at this part of the level. The background glitch could have been used, just to make it more visually interesting, unless the tank occupies the back thin layer of course.


That darned tank is always breaking... I tried many different ways of fixing the thing but have yet to find a permanent solution. As for the background in that area I couldn't agree more with you. If you play Act 2 (http://lbp.me/v/dd6tdf) you'll notice a major difference between the levels as far as details go. And yes, the tank does occupy the back layer...This makes using that background glitch a no go. I first realized that when I attempted to put a back wall in the basement area... The tank wound up stuck on it.



The weathering effects using stickers on the buildings are fantastic. It seems really war-torn.
oooh plasma bubbles... i don't own the MGS pack, so those enemies seem pretty cool to me. Climbing stairs is a lil boring, I suggest a ramp of sorts.
I like the section where I have to switch layer to avoid getting shot. very creative.
Infinite spawn checkpoints would have been nice, as I did die and could not complete the level. Other than that, awesome. One of the better MGS levels out there for sure. Overall, a yay.
Graphics: 7/10 Mixed opinions. Indoors it was a lot better, whilst outdoors it was a lil' lame.
Sound: 8/10 Couldn't fault it.
Gameplay 7/10 SOme original, and some paintinator spamming.

I apologize for you not being able to finish it... I swear I switched out all of the regular checkpoints for infinite life checkpoints... I'll take care of that right away. I appreciate you taking the time to write a detailed review and I hope you get a chance to check out Act 2 (http://lbp.me/v/dd6tdf) someday. Cheers!

EDIT: I beefed up the details significantly. I also think I fixed the tank problem (fingers crossed). I will continue to add stickers and decorations to enhance the level of detail over the next few days. Let me know how it looks.
2012-09-09 16:12:00

Author:
Unknown User


The elevator kinda confused me because it reveals the secret area quite quickly ( though I like the fact that you added a little secret ) i liked the fact that the tank had limited ammo, it made you think about the number of shots so you cant just spam the fire button but it didn't make the level difficult. One of the problems that occurred to me was the requirement of the sticker ( I had prizes off ) but then again it was my fault not yours. Another problem was that the elevator system was a bit clunky for my tastes, maybe a grabbing system, controllinator system or a smaller 3 way switch would be better.Overall act 1 has simplicity that is similar to an a LBP1 level yet still having the charms of LBP2 all in all a completely different feel from the MGS pack.


Act 2 seemed like it was more detailed and had more attention put into it. The fact you recolored the enemies made it seem more detailed and also because not all of the enemies were from the MGS pack. The exploding bridge's camera angle kinda made a bit disorientating when swimming out of the REX. Overall Act 2 has a slightly different yet still enjoyable gameplay experience to Act 1.
2012-09-14 09:28:00

Author:
wheelbbase911
Posts: 54


Your level has a solid basis, but it falls short in a few places. The platforming works well, the aesthetics are good, but the direction leaves much room for improvement.
The aesthetics are great, but small bits and pieces feel out of place. In the first are on the far left you are able to see out of the side of the building, where it’s completely bare. (See uploaded pictures.) The intro seems kind of long, especially when you have to restart the level quite a few times. The elevator, while a nice touch is also lacking in direction. I spent a solid minute or two on the top floor trying to find out what to do.
Once I finally figured out where to go, the bottom floor left me there for a while jumping around the tank trying to figure out how to make it go. It took me a bit to realize the actual tank was outside. A small issue, but a few arrows, or dialogue indicators would help.
Perhaps my biggest issue was the tank itself. The tracks kept breaking forcing me to restart quite a few times. Once they broke I couldn’t move anywhere. I think this was enough of a problem for me to justify wheels. The thin layer that the wheels were attached to also prevented me from moving after the tracks were broken. Needless to say this area was very difficult.
Now once you reach the compound area, it is pretty straight forward, yet it bothers me that I need these stickers to continue the level. This method has always bothered me, because I only need these stickers once, yet they are going to stay in my inventory for a while. This problem persists with quite a few, throwaway objects like the flag. I don’t mean to offend you, but these are unnecessary. I think a simple switch lever would be a more reliable method.
The plat forming is solid, yet the rockets on the spinning tunnels seemed out of place. The electric spinning platform also forced me into another play, as I didn’t realize it spun when I jumped over it.
Like anything there is a lot of potential here, but there are an overwhelming amount of issues. I personally don’t have the patience to complete the level fully, and I apologize for this.
2012-09-15 22:04:00

Author:
MonkeyofFear
Posts: 6


The elevator kinda confused me because it reveals the secret area quite quickly ( though I like the fact that you added a little secret ) i liked the fact that the tank had limited ammo, it made you think about the number of shots so you cant just spam the fire button but it didn't make the level difficult. One of the problems that occurred to me was the requirement of the sticker ( I had prizes off ) but then again it was my fault not yours. Another problem was that the elevator system was a bit clunky for my tastes, maybe a grabbing system, controllinator system or a smaller 3 way switch would be better.Overall act 1 has simplicity that is similar to an a LBP1 level yet still having the charms of LBP2 all in all a completely different feel from the MGS pack.

Act 2 seemed like it was more detailed and had more attention put into it. The fact you recolored the enemies made it seem more detailed and also because not all of the enemies were from the MGS pack. The exploding bridge's camera angle kinda made a bit disorientating when swimming out of the REX. Overall Act 2 has a slightly different yet still enjoyable gameplay experience to Act 1.

Thanks for giving the level a run through. The limited ammo was something that I really wanted to include because the ability to "spam the fire button" really detracts from the reality of the battle field. Glad to hear you liked it. I've played online with people who will hop in the tank, fire of all of the rounds and then complain... We then restart and they repeat the whole ordeal again only to abandon the level.

As for the sticker requirement... This is something that I've received both praise and condemnation for... Since these two levels were the first two levels I've ever made I went with the simplicity of sticker switches. I did finally get around to putting the disclaimer in the description though.

I agree that the elevators are a bit simple in terms of mechanics and aesthetics... I'd like to have really awesome elevators but my logic skills aren't the best. If you've got any tips I'm all ears.

I really want to thank you for playing through both levels (not every one does). I must agree that Act 2 is much better... Act 1 was my first attempt at creating so it only makes sense that the second act is an improvement.


Your level has a solid basis, but it falls short in a few places. The platforming works well, the aesthetics are good, but the direction leaves much room for improvement.
The aesthetics are great, but small bits and pieces feel out of place. In the first are on the far left you are able to see out of the side of the building, where it’s completely bare. (See uploaded pictures.) The intro seems kind of long, especially when you have to restart the level quite a few times. The elevator, while a nice touch is also lacking in direction. I spent a solid minute or two on the top floor trying to find out what to do.
Once I finally figured out where to go, the bottom floor left me there for a while jumping around the tank trying to figure out how to make it go. It took me a bit to realize the actual tank was outside. A small issue, but a few arrows, or dialogue indicators would help.
Perhaps my biggest issue was the tank itself. The tracks kept breaking forcing me to restart quite a few times. Once they broke I couldn’t move anywhere. I think this was enough of a problem for me to justify wheels. The thin layer that the wheels were attached to also prevented me from moving after the tracks were broken. Needless to say this area was very difficult.
Now once you reach the compound area, it is pretty straight forward, yet it bothers me that I need these stickers to continue the level. This method has always bothered me, because I only need these stickers once, yet they are going to stay in my inventory for a while. This problem persists with quite a few, throwaway objects like the flag. I don’t mean to offend you, but these are unnecessary. I think a simple switch lever would be a more reliable method.
The plat forming is solid, yet the rockets on the spinning tunnels seemed out of place. The electric spinning platform also forced me into another play, as I didn’t realize it spun when I jumped over it.
Like anything there is a lot of potential here, but there are an overwhelming amount of issues. I personally don’t have the patience to complete the level fully, and I apologize for this.

I certainly appreciate the honesty in your review. Thanks for giving the level a play through. I noticed that you played the level almost two weeks ago and I want you to know that I've made some significant changes since then (fixed tank tracks and improved overall aesthetics). I actually addressed a few of your comments in the updates.

After reading your review I decided to take your advice regarding adding some hints to guide players along. I went ahead and added another sackbot character on the top level to send players back to the elevator and I added some dialog to the mechanic to push the player along.

Sorry to hear that the room with the rockets and spinning platforms proved to be difficult. That area is the final stretch before the level's completion. I'll go back and take another look at the electric spinning platform (I'm assuming you're referring to the first room in the enemy compound). Thanks again for the play and thorough review.
2012-09-16 06:04:00

Author:
Unknown User


It's been quite a while since I've been active on this forum... The wife and I are eager to get back into LBP and we are very much interested in trying out some new community levels. The F4F offer still stands with my MGS levels. I'd love to get more feedback on them so I can take the suggestions and perhaps begin working on the next levels.

Cheers!
-forevertuesday
2014-01-24 22:04:00

Author:
Unknown User


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