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#1

Hey Bro...Those Are Some Glorious Wormholes!

Archive: 19 posts


http://i814.photobucket.com/albums/zz63/xiv_mofo/HeyBro_zps6e57141e.jpg (http://lbp.me/v/h7fvmv)
http://i814.photobucket.com/albums/zz63/xiv_mofo/heybro2_zps163053e4.jpg

I'll update this post later to include pictures and what not..but for now, Merry Christmas and enjoy another offering from El Guero!

- Just to update,

This here level is what you get when you combine the game Portal with LittleBigPlanet. If you have played Portal - you should be able to quickly recognize the mechanics and how to progress in the level. If not, you are in for a challenging treat.

I simply can not just make a normal level anymore - I love using the button mechanics. In my last level I was able create a similar effect, but now these are true teleporters that retain the speed/direction of the sackboy as you travel through them.

Though just progressing through the level is challenging enough - I noticed that many of the scores are relatively low...possibly from dying a ton of times, but likely because no one is collecting the Pancho Villas (Glowing Sackbots) throughout the level. There are 19 in all and though they are hiding in plain sight, you must use the portals....urm...wormholes in order to reach them. If you don't see any possible way to reach some of the sackbots...look very closely.

I have yet to 100% ace the level while collecting all of the sackbots, but have scored over 2 million points. Give it a go!

Also - the song in the level is an excerpt out of the song "Finlandia" by Mono.

Keep me posted on any glitches - I intend to continue to upgrade certain portions as I published it once I completed the core gameplay mechanics.
2012-12-25 18:52:00

Author:
ElGueroGigante
Posts: 85


sweet! thrown into the queue2012-12-25 20:22:00

Author:
biorogue
Posts: 8424


This will probably be very awesome so I will be checking it out before family arrives.

Edit: this level is awesome and you deserve utmost recognition for it. The design is thoughtful, and the mechanic is very polished, not to mention incredibly fun to use. I don't have time to leave a detailed review but this level is astounding and everyone should play it.
2012-12-25 20:26:00

Author:
bonner123
Posts: 1487


It seems that some of the emitters stop working for some people. I'll check it out and see if I can fix it later tonight or tomorrow.

Sorry about that.
2012-12-25 23:39:00

Author:
ElGueroGigante
Posts: 85


After a while when I started this level, few tries later I realised what I suppose to do, the rest is genious. I really liked the idea and this portal puzzle type of level, I dont know was it end or not but there where was that huge El Bandito dropping the explosives and there was bombs what I was suppose to grab and throw, however it didnt grab them anymore so unfortunately there was nothing I could do. Other than that I really liked this level!2012-12-26 04:50:00

Author:
OmieR
Posts: 76


One complaint someone has is that it's not very clear what you need to do in order to teleport at the beginning, and I think that's mostly because the O seems like it's just scenery rather than the necessary command. I was stumped for thirty seconds before finally realizing I'm an idiot and I had to press O. Maybe making it X will remedy that.2012-12-26 05:31:00

Author:
bonner123
Posts: 1487


One complaint someone has is that it's not very clear what you need to do in order to teleport at the beginning, and I think that's mostly because the O seems like it's just scenery rather than the necessary command. I was stumped for thirty seconds before finally realizing I'm an idiot and I had to press O. Maybe making it X will remedy that.

Makes sense. I think I have been working with these button command games that I never even thought about that. Since I want to keep the level as "minimalist" as possible in regards to instruction - satisfying for the player when they figure it out - I think that is a good point as the circle button is not as obvious as a square or a triangle. I'll take note for my next editing section - still not satisfied with the opening camera shot as well...

Besides that - all of the mentioned issues with the level have been resolved. About 75% through creating the level, the emitters for the sackbot started emitting sackbots that were glitched and could no longer utilize the grabinator...not fun replacing untold amounts of emitters to remedy...

Well it turns out that the last two spawn points I installed were ones that were using the older glitched emitter. So that problem has been resolved.

I also took a look at the logic for the bombs. Turns out that because I have played the level so much testing it, I never allowed the bombs to reach their time limit. Turns out that the logic was broken and left "pieces" of the emitted bomb that prevented the next bomb to be emitted. So that has also been resolved.

Thank you for the comments/feedback. I am truly proud of this level and appreciate that you have enjoyed it so far - even in its broken state...
2012-12-26 06:48:00

Author:
ElGueroGigante
Posts: 85


I can absolutely appreciate a minimalist approach to conveyance, and I think it's one we share. I hate when creators have lengthy cutscenes explaining everything. Not only do those insult the player's intelligence, they ruin the flow and make it , as you said, less satisfying. Conveyance through visuals in a progressive way is the best way to go. Maybe you watched the Sequelitis video on Megaman too. At any rate, I will be checking out the fixed version a bit later. It's really impressive and fun stuff, so keep up the phenomenal work.2012-12-26 06:57:00

Author:
bonner123
Posts: 1487


Yes for me that O was also confusing as I just didnt understand that its represent the O button, as I was looking it as a decoration or just somekind of decorated portal object, took me a while to understand that as I was jumping there and literally pressing all the buttons and also those grabbing gloves made me confused as I was looking at the beginning something to grab. But indeed there is no need to make imo anykind of 7min tutorial that what you suppose to do there, just like you sayd just replace the first portal with X or maybe just somekind of hint for the first portal, just that players can get through that first step. After you fix all those little bugs, this is definetely very unique level and potential level to get MM picked as well, lets hope and see.2012-12-26 15:59:00

Author:
OmieR
Posts: 76


Fantastic gameplay idea!
It's not only stupid using of some teleports -> you have to think about the game physics before using them.
Very good idea! Great level!
2012-12-27 01:40:00

Author:
avundcv
Posts: 2526


Glorious wormholes indeed. This is a fantastic level. I love the complexity of it and the way it works on different levels so that you can play it just to get through the level or add challenge by trying to get some or all of the glowing Mexicans. The whole concept is just ingenious; it's so good to have a level that makes you think and experiment to get through. It has such great replay value too as some of those Mexicans are so tricky to reach. I've got about 12 of them so far but the rest are just beyond me at the moment. I'll be back, though, to wipe that leer off their faces, lol.

I think you're one of the most inventive and original creators in LBP. I do hope you keep creating. <3
2012-12-29 17:19:00

Author:
shropshirelass
Posts: 1455


#Promoted 2012-12-29 17:56:00

Author:
LBPSneakPeeks
Posts: 65


Such a great level. I scraped to 15, a couple I couldn't work out despite countless deaths and I guess I must have missed a couple along the way. I have a love/hate relationship with button pressing gameplay - soon as the pace quickens and I need to rely on instinct, my squares and circles always go haywire, but the gameplay here (and your other last few levels) is so well thought through and enjoyable, I just relish and rage at the same time.2013-01-08 12:36:00

Author:
julesyjules
Posts: 1156


Just out of academic interest only could you explain, in very broad brush terms, how the scoring system works in your level. I honestly wasn't paying much attention to scoring when I played, so I'm not entirely sure what gains you points and how. Obviously, dying as much as I do doesn't help...

EDIT: I've just seen that JakePutz has got all 19 Pancho Villas and in 18 minutes too. Respect!
2013-01-08 20:14:00

Author:
shropshirelass
Posts: 1455


Just out of academic interest only could you explain, in very broad brush terms, how the scoring system works in your level. I honestly wasn't paying much attention to scoring when I played, so I'm not entirely sure what gains you points and how. Obviously, dying as much as I do doesn't help...

Well you are right about dying...it does not help! Haha. Each death subtracts either 50 or 100 points - can't remember. The bigger penalty is losing the multiplier.

Each point bubble acts as a normal point bubble. The only difference is that the multiplier timer has been extended. This allows the player enough time to collect all of the Pancho Villas and point bubbles without losing their multiplier. If you die or allow around 30 seconds between point bubbles/Pancho Villas, you lose your multiplier.

Each Pancho Villa you collect counts as an increase in your multiplier and also an increasing amount of points as you collect more. I had to adjust the point amounts to prevent the score from maxing out at 4 million so some of the early scores are slightly higher than they should be. The key is to extend the multiplier as long as possible.

I currently have reasonable success acing the level while collecting all of the points/Panchos in around 6.5 minutes which amounts to around 3.5 million points.

I also added additional points to the player when they collect all of Panchos as a timed challenge. Each second and minute it takes will amount to different points dispersed.

Keep at it! Collect them all!
2013-01-09 03:22:00

Author:
ElGueroGigante
Posts: 85


Ahh, thank you. That's helpful. I thought there was "something funny" going on with multipliers but I was too caught up in trying to work out my route through to get to the bottom of it.

I'll persevere with collecting the Pancho Villas but that one above the bomb dispenser near the end is going to be a tough one! Fun, though
2013-01-09 10:45:00

Author:
shropshirelass
Posts: 1455


I played this level last night, and ElGuero, let me say, you have out donce yourself. I knew that eventually, someone would be able to make portals that retained speed and angle and all that what nots and whozzits. I will be giving it another go to see if I can collect all the Radioactive Pancho Villas! Very good job 2013-01-09 14:31:00

Author:
flyinhawaiian
Posts: 357


Portal gone Sackboy, this looks interesting, let me check this out

EDIT:

This level was freakin' awesome!!! Challenging and awesome!!!
I didn't get to get all the Pancho Villas though :T
I might try again, my worst enemy in LBP is that stupid trampoline material (from Muppets), I still have no idea how to use it correctly ~.~
Glad I managed to complete the level though!!!
2013-01-11 23:54:00

Author:
Rixsch
Posts: 239


I might try again, my worst enemy in LBP is that stupid trampoline material (from Muppets), I still have no idea how to use it correctly ~.~

The key to the "trampoline" material is that you will only bounce as high, or slightly lower, than the height from which you fall from. With my wormholes, you can fall from a low height into a wormhole and come out at a higher height and so on. Since you finished the level you were able to use this to an extent. In order collect the more difficult Panchitos you have to combine the different wormholes to either build your momentum to bounce higher, or manipulate them to "fall" from a higher height onto the "trampoline."

Thanks for the plays, and glad you enjoyed it.

Also, I must say...after seeing MM's version of the wormhole - which I only found out about a week after I published my level - they come nowhere near mine.
2013-01-12 03:28:00

Author:
ElGueroGigante
Posts: 85


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