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#1

Alpha Metropolis

Archive: 11 posts


https://karting.lbp.me/v/2cmh

Hi, LBPK players. One of the game jammers here. I finally finished my firsh LBPK track. It has the same style as the one I made in both GameJam and beta, expect with less house-themed objects as futuristic buildings . I did a lot of crazy visuals, including the hover cars scenery. And there's some creative use of bounce pads. The thermo is full, so there's not much I can add, but it's worth making this futuristic racetrack. Hope you give it a go .

Here's some cool pictures of my track:
https://lbpk-production.s3.amazonaws.com/player_creations/109739/data.jpg

https://lbpk-production.s3.amazonaws.com/player_creations/109743/data.jpg
2012-12-01 02:27:00

Author:
JustinArt
Posts: 1314


Looks really cool! In the top of the queue!2012-12-01 03:04:00

Author:
yugnar
Posts: 1478


Queued and about to play. Looks wonderful!2012-12-01 03:09:00

Author:
Behonkiss
Posts: 229


Added to queue.2012-12-01 06:29:00

Author:
Schark94
Posts: 3378


Q'd and ready to play. 2012-12-01 09:50:00

Author:
fireblitz95
Posts: 2018


hey justin - long time no see. Added to the queue.

EDIT:

ok raced... DOUBLE POST AHAHAHAhahaha...a..

Environment was very good. Interesting buildings, great 'air traffic' and nice designs. The opening montage was particularly good. I thought it was a shame that most of your best decorations were actually above the visible area when you were actually racing. A lot of people seem to do this, make somethng amazing but then it's barely visible throughout the race. They needed to be lower (or the track higher!). The track itself was pretty good with nice balance of straights, corners and tight corners. The last 30 seconds or so of the track was particularly smooth.
2012-12-01 16:21:00

Author:
TheAdipose
Posts: 533


Thanks for the queues, folks.


Environment was very good. Interesting buildings, great 'air traffic' and nice designs. The opening montage was particularly good. I thought it was a shame that most of your best decorations were actually above the visible area when you were actually racing. A lot of people seem to do this, make somethng amazing but then it's barely visible throughout the race. They needed to be lower (or the track higher!). The track itself was pretty good with nice balance of straights, corners and tight corners. The last 30 seconds or so of the track was particularly smooth.

Thanks, TheAdipose (and long time no see, too). Yeah, the flying cars seemed to be too high at the last minute before I published this level, but they still added the cool scenery to this level. Maybe I'll make things more visible in the next track. Glad you enjoyed it, though.
2012-12-01 17:34:00

Author:
JustinArt
Posts: 1314


qued will play it when I have the chance2012-12-01 23:50:00

Author:
WESFUN
Posts: 1336


That looks awesome and massive. I will queue it up.2012-12-01 23:57:00

Author:
Wigriff
Posts: 118


Had a chance to play this level last night it was a real treat. You've done some great things with the environment, and this is by far the best environment I have seen in a community level. Even the best of the best looking community levels still look bad in areas or seem barren if you look off in the distance, but you have managed to make everything look great. I loved the concentric rotating rings!

As for the track itself, it was good. I thought that the weapon placement fit the track fine and I didn't run into any issues while racing (other than the fact that I am just bad at racing 8D).

I did notice two areas that could be tweaked a bit IF you go back and republish. I certainly don't think that these issues make the level require a republishing:

1) When you have the two jump pads in series (so you jump from one to the next and then to a new section of track, I see that you ran into a bug that I an into as well. For some reason the AI players tend to float off to the left, while the human players follow the trajectory that you make for the jump pad. It looks like you probably had issue with the AI flying off the track when this happened, so you turned the jump pad to aim the player to the right side of the track and this made it so that if the AI flew left they would still land on the left of the track.

The issue with this fix is that it makes the player feel like they are being thrown into the wall for no apparent reason (or at least I felt this way). The way I accounted for this was to set up an invisible force-field that I bounced the computer players off of and they just bounce onto the track and then the humans can fly correctly since you don't have to compensate for the AI flying wrong


2) At the part where you are flying toward the area with 2 bouncepads side by side the AI seems to kill itself and this makes the race too easy in my opinion. I am not good at racing, and I messed up a lot, but I still got 1st and I didn't feel like I deserved to get 1st.

Still, it is an EXCELLENT level! You did a killer job and I can't wait to see what you come up with next I just figured I would mention those two things in case you do republish.

Great work!!!
2012-12-02 15:34:00

Author:
amazingflyingpoo
Posts: 1515


Now all the solid community levels are really coming in! Queued!

Raced this the other night and really enjoyed it! The visuals and theme are brilliant. I really liked the feel of the track. The theme is so well implemented that I felt like I was playing an entirely different and unique game - with LBPK karts and weapons. Masterfully done! My only gripe is that the track raced a little slow. Maybe the futuristic themes brought back fond memories of playing Wipeout and ExtremeG, but I wanted it to be faster. I would also recommend adding sound effects to the hover cars and other environmental effects.
2012-12-03 18:53:00

Author:
Manlius10A
Posts: 88


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