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Little Big Commando: The Oil Refinery (Screens+Video)

Archive: 26 posts


Level Info: "Use your bionic arm to traverse the oil refinery and destroy the main computer. Don't forget to stay in contact with the agents by using the communication towers to gain access to other areas."

Level Name: Little Big Commando: The Oil Refinery
CreatorPSN: Coreymill
VideoProducerPSN: xTrapperJonx

- This is my first level to be published on LBP so far, I am currently working on a completely original level which I am pretty excited about. Also, if you have never used the paint gun, then you may find this level to be rather difficult.

Trailer:
*If you can, watch the trailer in high quality on youtube it looks MUCH better*

iq6zZ0LqAbo

http://img.photobucket.com/albums/v54/kenshin7777/LBCscreen5.jpg
http://img.photobucket.com/albums/v54/kenshin7777/LBCscreen3.jpg
http://img.photobucket.com/albums/v54/kenshin7777/LBCscreen2.jpg
http://img.photobucket.com/albums/v54/kenshin7777/LBCscreen1.jpg


http://img.photobucket.com/albums/v54/kenshin7777/LevelLayoutWeb.jpg
2009-01-15 06:24:00

Author:
Coreymill
Posts: 85


Interesting concept. I'll look that up right now *turns on PS3*

Overall, I gave it a 4/5. Overall, I didn't see any major problems. This level keeps you on your toes; as soon as you go up to the next area, you're being shot at. About a 1/4 way through the level I got used to jumping off of the "claws" at the right time. I like the effect you did there with the claws. Checkpoints were laid out nicely, except for the boss one. 8 lives should be enough to fight the boss. I think it only took me 3 or 4.

I've never played Bionic Commando, but I'm pretty confident that you did a good job of making the level right.

Btw, how do you get that one prize bubble? The one floating above the lethal gas near the start? I'm guessing it has something to do with that one rotating arm.
2009-01-15 12:34:00

Author:
Sackdragon
Posts: 427


We played this tonight with three of us and it was a lot of fun, some great design and interesting game play.

Cheers QuozL
2009-01-15 14:09:00

Author:
QuozL
Posts: 921


Alrighty, I played through this until the boss, where the checkpoint bugged out on me and after 1 death I couldn't continue:

Pros

- The beginning was really well done! Loved the intro scene.

- Great use of the paintinator. Your enemies really fit the level and were challenging enough to make it a lot of fun.

- The "bionic arm" concept was awesome. As mentioned above, at first I got frustrated with it, but later on I got used to it and it was pure fun flying around. Great work!

- The level was polished. No switches visible, no snags, nothing. Perfect

- It felt like I was playing NES. I hope you take this as a compliment, because you should. Felt like this obscure game I used to play when I was young, "Viper". Thanks for this

- The platforming was challenging enough to keep me interested. A lot of timing involved, which is a great aspect of any "shooter" platforming game.

Cons

-As mentioned above, the "infinite" checkpoint didn't work for me. Maybe try and address this. (sorry I haven't messed with infinite checkpoints before so I have no tips)

-Ice is a pain. Anyone will tell you this. Plus it didn't fit in with the factory theme at all. This is your call, but personally I could have done without.

-It didn't feel like a refinery. The barrels were a really nice touch, but it didn't have a "factory" feel for it (colours, materials, ect). I mean, I personally don't care all that much since the level was tight, but maybe address this in any future levels.


Overall it was a treat to play. 5 stars and hearted, and I'll be back to play it and beat the **** thing next time.


Check out A Knight's Tale: Ranaku's Awakening for the F4F. Link to thread in sig.
2009-01-15 22:54:00

Author:
Neverynnal
Posts: 374


- 8 lives should be enough to fight the boss. I think it only took me 3 or 4.
- I'm pretty confident that you did a good job of making the level right.
-... how do you get that one prize bubble?

- I agree that 8 lives should be enough. I was just being extra cautious about the difficulty because I didn't want people to become too frustrated. Probably will switch it now that I have heard about it not working for someone anyway.
- And I certainly did make it a top priority to stay as true to the original as I could.
- For that prize bubble, you have to swing out with the 'claw' and then there is grab-able material above on the ceiling which you use to get over, kind of a pain to get really. There's a clip of me coming back from getting in the the Trailer actually at 1:17.



We played this tonight with three of us and it was a lot of fun, some great design and interesting game play.

- Thank you, I am glad that you enjoyed it!




Pros
- The beginning was really well done! Loved the intro scene.
- The "bionic arm" concept was awesome. As mentioned above, at first I got frustrated with it, but later on I got used to it and it was pure fun flying around. Great work!
- Felt like this obscure game I used to play when I was young, "Viper". Thanks for this
- The platforming was challenging enough to keep me interested. A lot of timing involved, which is a great aspect of any "shooter" platforming game.

Cons
-"infinite" checkpoint didn't work for me.
-Ice is a pain. Anyone will tell you this. Plus it didn't fit in with the factory theme at all. This is your call, but personally I could have done without.
- It didn't feel like a refinery.


- Really sorry that the checkpoint didn't work out, I have never had a problem with it before. I will probably change it to either one or two double save points there instead so it won't happen to anyone else.
- Thanks for all the compliments, I am glad to hear that people are able to get the hang of the swinging. I know it's quite a bit different than other things in the game so I was wondering how much of a 'learning curve there would be'.
- OH! By Viper do you mean Code Name Viper !?! That is a pretty obscure, but also one of my favorite NES games. REALLY TOUGH. I thought of making a Code Name Viper level but couldn't figure out a way to do the flipping doors that you can hide behind/save people from and figured it was too obscure for very many people to enjoy in a nostalgic sense.

- The reason for the strange colors is that I stayed as true to the NES version as I could, which had bright strange colors.



Thanks again for the compliments as well as ideas for improvement so far.

*plays your guys' levels*
2009-01-15 23:22:00

Author:
Coreymill
Posts: 85


I'm about to go through it a second time.

- For that prize bubble, you have to swing out with the 'claw' and then there is grab-able material above on the ceiling which you use to get over, kind of a pain to get really. There's a clip of me coming back from getting in the the Trailer actually at 1:17.
Can't believe I missed that. I have something just like it in my wizard level.

Also, a couple of things I forgot to point out: In the beginning with the agents talking to you, if you hold down right and keep jumping, you can get on top of the codec screen. This also lets you skip a section of the first part.

Once, I somehow got stuck in the grapple claw thing. Of course, there was no way out, as it was in the foreground, and you can't fall down into the midground from there. Almost the same thing happened recently when I jumped up between a soldier's leg and the wall. It was the one after the long gap where you have to swing across the tower or whatever it is.
2009-01-16 02:20:00

Author:
Sackdragon
Posts: 427


- In the beginning with the agents talking to you, if you hold down right and keep jumping, you can get on top of the codec screen. This also lets you skip a section of the first part.

Once, I somehow got stuck in the grapple claw thing. Of course, there was no way out, as it was in the foreground, and you can't fall down into the midground from there. Almost the same thing happened recently when I jumped up between a soldier's leg and the wall. It was the one after the long gap where you have to swing across the tower or whatever it is.


- Yeah, I have realized that you could sabotage the intro, but I can't really think of a way to stop it from happening at the moment ... and I guess if you want to ruin the intro then it's your choice to go ahead and do so.

- And as far as getting stuck do you think there's anyway to avoid this? It seems like kind of freak occurrences which don't really have a way to fix. Not sure though.
2009-01-16 03:37:00

Author:
Coreymill
Posts: 85


Haha yeah man! Code Name: Viper! I thought I was the only person that played that game when I was young Yeah the swinging doors and saving the people was awesome, and I loved the hero. Reminded me of the Fonz with a gun haha! 2009-01-16 06:26:00

Author:
Neverynnal
Posts: 374


There is few games I enjoy more then Bionic commando. I would be surprised and shocked if I didn't play this.2009-01-16 07:39:00

Author:
Pinkcars
Posts: 380


Wow, I was just amazed with the intro. Very nice job with that. Maybe it's just me, but the letter stickers don't really match computer text much... Not sure what, if anything can be done about that.

This part after the third checkpoint is a little annoying, cause you can get unfairly killed by that guard up there if you don't have amazing reflexes to drop down in time. First time I grabbed the arm to get up there, the arm flings you through the paintinator (making you lose your grip), and straight into the guard. If he happens to fire at this point, you're screwed. I dunno, maybe some layer switching would be helpful here. Then again, it could have just been a fluke or something.

This level also seems to suffer from "single layer enemy syndrome" in a few places (yes, I just made that up). There's a lot of occasions where the enemies pose little threat and can be just walked right past. This poses a big problem sometimes however. That small cavity where you put the bubble can be landed in, and in some cases get you stuck, and force you to kill yourself.

As you enter the second half of the level, I have to say I love the way you transitioned. My only real issue with this part of the level is that the grabable walls make it hard to grab some of the arm things. Also, being able to lose the elevator is intended, right? I guess I didn't need it, but I think I missed some stuff. Oh well.

It really does feel sort of like an NES game, and I enjoyed all of the platforming challenges this level had to offer. The level was great fun. Keep up the good work and such.

</returning feedback>
2009-01-19 00:52:00

Author:
gameguy888
Posts: 159


Wow, I was just amazed with the intro. Very nice job with that. Maybe it's just me, but the letter stickers don't really match computer text much... Not sure what, if anything can be done about that.

- Thank you, and I definitely agree that the letters don't really match too well, but the only other option I could think of was to 'build' custom letters. But I wasn't about to take the time to do that.


.... you can get unfairly killed by that guard up there if you don't have amazing reflexes to drop down in time.

- Yeah, I was aware of this but had kinda forgotten about it. It kind of is a fluke, but not really. There's a percentage of times that he will shoot at just the right time that you can't get out of the way at all. I remember when I was trying to ace the level he killed me a couple times and was pretty annoying. I will try and work something out for that.


"single layer enemy syndrome" ..... That small cavity where you put the bubble can be landed in, and in some cases get you stuck, and force you to kill yourself.

- Yeah, I do realize that you could just 'sneak' by many of the enemies ... especially in much of the first area of the level. But figured it would be okay because I didn't want the level to be too difficult, I dunno. And now you are not the first to have been caught in the enemy now ... I will probably have to go through and add a thin layer wall to prevent this from happening.


My only real issue with this part of the level is that the grabable walls make it hard to grab some of the arm things. Also, being able to lose the elevator is intended, right? I guess I didn't need it, but I think I missed some stuff.

- The grabable walls do cause a problem in a couple places that I can think of, I will think about moving those walls a bit further away from the arms. And yeah, you can lose the elevator, but you should be able to get almost everything in the level without it. Other than the first opening towards the top, after that you can still get everywhere else without it.

= Thanks for the compliments and critiques. I will try and fix some of those issues to make the level better.
2009-01-19 01:22:00

Author:
Coreymill
Posts: 85


When I first got Bionic Command for the NES I couldn't figure out how to get past the very first level. In fact I was stuck for quite some time until a friend from school told me the secret. I open with this because your level evoked the feel of BC enough to recall that obscure memory. The background, the colors, the plaforms, and the enemies all evoke the 80's classic. That was an impressive feat.

The mechanic of the arm was interesting. It too felt like the original game. I had a little trouble getting the right momentum coming off some of the arms which got a little frustrating. What really gave me trouble were the enemies: the only approach seemed to be playing the plane jumping game as green shots came by. That part just didn't seem "fun" enough. I don't know if that's a problem with just your level or perhaps with the game play in the original.

I too had problems with the checkpoint at the final area. After I activated it, the checkpoint got crushed. I took a hit and that was it.

I would suggest fixing the final checkpoint, maybe making some of the arms a little longer/shorter in order to make the transitions easier, and possibly activating the enemies by a proximity sensor on a timer. That would give the player a chance to attack before immediatly facing a barrage of green globes.

The level was a very good take on a classic, I was impressed.
2009-01-22 02:16:00

Author:
larryjoe701
Posts: 68


The background, the colors, the plaforms, and the enemies all evoke the 80's classic. That was an impressive feat.

- Thanks, I put a lot of effort in being true to the NES classic so it's great to hear that it reminded you of the original so much.


What really gave me trouble were the enemies: the only approach seemed to be playing the plane jumping game as green shots came by.

- Well, the original is considered to be one of the harder games, kinda like Contra is. But yeah, I can see why you might say this. I guess it's more a limitation of the game than intended. Since you can't duck or grapple out of the way of bullets like you could in the NES one.


I too had problems with the checkpoint at the final area.

- Once again, I am really sorry about this I have been busy and didn't fix it earlier but I did a quick fix on it so the checkpoints won't be disappearing anymore.


I would suggest ... maybe making some of the arms a little longer/shorter in order to make the transitions easier, and possibly activating the enemies by a proximity sensor on a timer.

The level was a very good take on a classic, I was impressed.

- I do have the enemies set up with proximity sensors ... but I will look into maybe lowering the radius on them. Thanks again.
2009-01-23 19:10:00

Author:
Coreymill
Posts: 85


Those hookshots look proper fun from seeing the trailer! I'ma gonna check this out next

Did he do the dialog in the trailer or is that from Bionic Commando or something cause i've only played the demo.
2009-02-28 23:01:00

Author:
Pitcard
Posts: 779


Okay, played it and was havin fun until the little piston near the boss broke and I couldn't get up. Its the one where some lad wavin a stick about at this electrified control board yokey. Probably broke cause it was too small maybe..

So I never got to the boss, but I'll try it again some other time. Really enjoyed the hookshot mechanics. and I like the way you can swing around each area before finding your way to the next.
2009-03-01 15:33:00

Author:
Pitcard
Posts: 779


- Did he do the dialog in the trailer ?

- Okay, played it and was havin fun until the little piston near the boss broke and I couldn't get up.

No, the audio in the trailer is from the bionic commando rearmed soundtrack actually.

And now there have been a couple people that has happened to. I have never had it happen to me before or to anyone else before recently (or at least if it did happen to anyone else they didn't say anything before now) and I have no idea what is causing it. I tweaked it a little bit to try and maybe fix it but since I don't know the cause of it I don't know if it helped or not.

Sorry that it broke right as you got to the boss fight, that really sucks ... thanks for taking the time to play it though.
2009-03-01 18:48:00

Author:
Coreymill
Posts: 85


I think its if you let go too early, you fly straight into the grabbable bit and headbutt it
I'll try completing it tonight cause I loved what I played so far.
2009-03-01 19:02:00

Author:
Pitcard
Posts: 779


returning feedback.....

Pros - I loved the intro, very well done with the computer screen and all that.

I never played the original NES version, but it does seem to have the feel of the old 8-bit games so kudos for that.

I liked the timing involved with dodging the enemy bullets and them popping out and shooting them. Enjoyed that a lot.

Having lots of choices where to go in the second section is a really good idea, but....

Cons - just ended up being frustrating when I contacted the soldiers who open the door, I didn't know where the door was. Maybe some guidance here would be good.

I got killed unfairly a few times when taking the arm up to the next level only to have the enemies shooting unavoidable bullets at me.

At one point in the second section i somehow fell down somewhere and ended up behind a guard, then trying to get past him (because i didn't have a paintinator) i got stuck in the cavity in his body. Had to pop myself and try again.

I lost the elevator by jumping off it when it was too high and thought I couldn't continue in the level so i quit.

Overall I enjoyed it, but just needs a bit of polish to make it a really fun experience. I gave it 3 stars.
2009-03-03 23:55:00

Author:
chillum007
Posts: 228


Well, for starters thanks for the positive comments about sections of the level.



just ended up being frustrating when I contacted the soldiers who open the door, I didn't know where the door was. Maybe some guidance here would be good.


- Sorry that you got frustrated about not knowing where to go ... I didn't give any direction myself because the original game doesn't give you any direction which I do remember being frustrating when first playing the NES game. But, I will think about adding a note or something about where you need to go, at least something like 'to the east'.

I got killed unfairly a few times when taking the arm up to the next level only to have the enemies shooting unavoidable bullets at me.

At one point in the second section i somehow fell down somewhere and ended up behind a guard, then trying to get past him (because i didn't have a paintinator) i got stuck in the cavity in his body. Had to pop myself and try again.


- Yeah, I meant to fix both of these problems a while back ... but I have been busy working on my new level. Sorry about that, I will take some time tonight to try and polish up these couple problems. Thanks for bringing them back to my attention.

I lost the elevator by jumping off it when it was too high and thought I couldn't continue in the level so i quit.


- I built the level so even if you fall off the elevator, or lose it you can still complete the level.
2009-03-04 01:21:00

Author:
Coreymill
Posts: 85


Playing this now, will comment as I play:

Great intro and I like that you used stickers instead of speech bubbles, something different. I think it would be even cooler if you used custom lettering versus those story stcikers but it's not really a big deal. I like the details on the soldier, particularly the decoration on the shoulders, good stuff.

The level definitely has an 8-bit look and while I understand you are trying to be true to the series it does look a little plain. I hate to compare but if you have a look at the LB Contra levels they are very slick and the graphics pop while still remaining very true to the NES classic. It just seems a bit dull for me. Great design on the soldiers although I think hiding the paint switches would add an extra layer of polish.

Swinging across this chasm was pretty cool. I like the way you set up the pistons to allow the player to maneuver through the lvl, nice design element and without an actual bionic arm power-up somewhat necessary lol.

I assume the blue wavy layer at the bottom of the screen in the forground is supposed to be water? It would be nice if you set it in motion to give a bit of eye-candy to the level. Cool details on the machine-gun soldier with the jointed legs. Wouldn' hurt to color your checkpoints.

Locked door need to access com area...OK, went back to the start and found the button. Falling down and the whole look of the level just changed. I personally think the choice of materials clash and seem incongruous but I am not familiar with the original game and whether this is a close replica or not. lol at parachuting soldiers, nice touch.

Really nice detail on this computer console, blinking LED's look fantastic. Boss could use some more detail and it is a bit tedious. I keep falling off the ledge and I have resorted to suiciding in order to get back to the top faster. Oh no boss has a second "form". Thankfully I found a way to cheat at the bottom of the screen, might want to prevent that.

Scorboard.

I thought this was a good effort but it just wasn't for me. I think you could do a lot more with the visuals and the gameplay got boring after the first few minutes. All my suggestion are in my above comments but one other thing I would recommend is adding lighting. It can do a whole lot in the visuals department. I am curious what you can create when doing something original and for that reason I look forward to your next creation
2009-03-04 12:41:00

Author:
OCK
Posts: 1536


i found this level yesterday. and it was great. i had a lot of fun playing it. Good job. the game play was really addictive and i found my self making sure i i went to every corner and killed all the enemies. One suggestion would be when you have to run way over to the elevator. maybe you can have a piston that that luanches after you run behind the wall that shoots you over to the elevator section really fast. Running across the vr material was the only part that felt out of place, if you like the piston idea maybe at same time could cover up the player with some foreground that transitions the two areas better than the vr material.2009-03-04 12:59:00

Author:
deboerdave
Posts: 384


I keep falling off the ledge and I have resorted to suiciding in order to get back to the top faster. Oh no boss has a second "form". Thankfully I found a way to cheat at the bottom of the screen, might want to prevent that.

- I will put in another grapple point so you don't have to run back to the beginning. And I was able to prevent that cheating in the first form, but I will see if I can come up with something to stop it in the second form as well.


I thought this was a good effort but it just wasn't for me. I think you could do a lot more with the visuals and the gameplay got boring after the first few minutes. All my suggestion are in my above comments but one other thing I would recommend is adding lighting. It can do a whole lot in the visuals department.
I am curious what you can create when doing something original and for that reason I look forward to your next creation

That's fine that it 'wasn't for you', but I am glad you were able to find parts of the level which you enjoyed. Everyone likes different types of levels/gaming experiences so you can't expect everyone to really enjoy your level.

- I hadn't really used the lighting in the game yet when I made this level, so I didn't know how to use it or how much it can help out the visuals. But I have been using it in my new level and quickly realized how much it can add to to the feel of a level. Having you mention it makes me realize how much better some of the areas could look with some added lighting. Especially the underground area.

- And it seems that most of the other suggestions are also in the visuals area, I will see what I can do to incorporate these suggestions and up some of the detail and look of the level with what little thermometer space I have left.

Thanks for taking the time to play through my level, and give me feedback.
Hopefully I will finish my next level sometime 'soon'. It should be much better than this one and has some features which I haven't seen used before.


i found this level yesterday. and it was great. i had a lot of fun playing it. Good job.

One suggestion would be when you have to run way over to the elevator. maybe you can have a piston that that luanches after you run behind the wall that shoots you over to the elevator section really fast.

Thanks. Yeah, I always thought this section was really out of place as well but couldn't think of anything at the time to help it out. Now that you suggest something like a piston or something similar, so you don't have to simply run for such a long time, it seems so obvious. I will try and figure out a way to make this a better transition. Thanks again.
2009-03-04 22:35:00

Author:
Coreymill
Posts: 85


It's harder than it should be to use the "bionic arms." Maybe if you used on/off motion on the pistons and wobble bolts to smooth out their motion and then used a magnetic key to determine when they're back in their starting positions?

No offense, but the first part of this level is something of an eyesore. The red and yellow are overused. The changes in style are somewhat abrupt, but welcome. It does look better in the later parts of the level.

The end boss and enemies on the upper-left of that area are impossibly difficult (mostly the enemies because they shoot you before you can even get your gun aimed at them.)

Honestly, "bionic arm grab" is not something I want as a prize, since I could make it in about 15 seconds.

I rated it 3 stars.
2009-03-08 04:51:00

Author:
phort
Posts: 74


It's harder than it should be to use the "bionic arms." Maybe if you used on/off motion on the pistons and wobble bolts to smooth out their motion and then used a magnetic key to determine when they're back in their starting positions?

- Personally, I have never found them difficult to use. However, I can see, as many people have said, how it may take you a little bit to get used to using them since you have to use your momentum which isn't something you run into on very many levels.

- I am open to a better solution, I just couldn't come up with one myself. They are wobble bolts right now, but I don't really understand how you are suggesting they would return to their 'normal' position when set to on/off.



No offense, but the first part of this level is something of an eyesore. The red and yellow are overused. The changes in style are somewhat abrupt, but welcome. It does look better in the later parts of the level.

- I am assuming, from this comment, that you have never played the original game. These are the colors and look of the game, which I tried to emulate as best I could. I can't really be too offended by your disgust of the visuals since it's just how the original game looked.



The end boss and enemies on the upper-left of that area are impossibly difficult (mostly the enemies because they shoot you before you can even get your gun aimed at them.)

- Well, I haven't had complaints about the difficulty of the boss up till now, in fact someone told me to lower the saves there, thinking what I had before was too many. However, I will take a look at the guys on the left again and see if I can change their trigger radius to make them easier to take out.



Honestly, "bionic arm grab" is not something I want as a prize, since I could make it in about 15 seconds.

- Point taken. This was before I really started playing levels myself and quickly realized how annoying it is to get things like this at the end of levels and I really have no excuse for it being there. It will be removed.

Thanks for taking the time to play through my level and leave some feedback.
2009-03-08 07:36:00

Author:
Coreymill
Posts: 85


Hey Coreymill, just finished playing your level and I thought it was really good, especially for a first level! I think you pretty much nailed the look of Bionic Commando and I though that it was very inventive how you recreated the swings and the jumps with the arm.

Highlights:
- Super cool codec intro
- Vivid recreation of Bionic Commando
- The "bionic arms" made for some great leaps and jumps
- Nice enemy detail, like the guys parachuting in (even if they were no threat, I still liked them)
- Cool Boss area

Criticisms
- There were a couple jumps that I found a tad difficult. Specifically the one at the very beginning where you have to use your momentum to jump up to the ledge.
- A few frustrating moments, where it was difficult to get to the paintinator and shot before being shot. Not too bad though.

Overall, a great recreation of a classic. Well done!
2009-04-28 00:17:00

Author:
mrsupercomputer
Posts: 1335


Oh, hey ... I wasn't expecting feedback at all.

I didn't even notice your level was F4F and didn't give you very detailed feedback since I was just playing very casually for fun and not looking for anything in particular to point out.



Highlights:
- Super cool codec intro
- Vivid recreation of Bionic Commando
- The "bionic arms" made for some great leaps and jumps
- Nice enemy detail, like the guys parachuting in (even if they were no threat, I still liked them)
- Cool Boss area

Overall, a great recreation of a classic. Well done!

Thanks for all the compliments, and I am glad you like the parachuting guys as well. They were one of my favorite parts of the level ... even if they don't really 'do' anything.




Criticisms
- There were a couple jumps that I found a tad difficult. Specifically the one at the very beginning where you have to use your momentum to jump up to the ledge.
- A few frustrating moments, where it was difficult to get to the paintinator and shot before being shot. Not too bad though.


- I would argue that that 'jump' was difficult because it's the first time that you have to make a jump with your momentum from the grapple in the level. I did make it a LOT easier than it initially was, but it could still be a little too tough ...

- And yeah, I am pretty sure a few moments like that were mentioned in other posts, I have been making minor adjustments and trying to fix problems like that... but was holding out on republishing until I got them all fixed. Which has been a long while since I have been working on my next level.


Anyway, thanks a lot for taking the time to play through the level and leave some feedback on it.
2009-04-30 06:40:00

Author:
Coreymill
Posts: 85


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