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#1

Mystery Cavern

Archive: 10 posts


Hello guys

I present you my new level called Mystery Cavern, It's a level based on plateform


Lbp.me => http://lbp.me/v/h8x7cf

http://i5.lbp.me/img/ft/b059e35737a866ecaaef387b5b6e471d89785e1f.jpg

http://i0.lbp.me/img/ft/6503d7675efc89e5b632e92c01fc0fa4529c2c02.jpg

If you found a bug in the level please contact me

That's All, thank you
2013-01-06 02:00:00

Author:
theflashback02
Posts: 9


sweet! got it queued2013-01-06 16:19:00

Author:
biorogue
Posts: 8424


sweet! got it queued


Thanks man
2013-01-08 19:32:00

Author:
theflashback02
Posts: 9


Thats a beautiful and very enjoyable platform level.
Very good job
2013-01-12 11:23:00

Author:
avundcv
Posts: 2526


Pictures, a link, a description, oh my! All the ingredients for a solid level thread. You've certainly got me intrigued, so here's a big, overly wordy review right below. (Oh, and by the way, the way I review levels is that I review them while I play them. This allows the review to be more detailed and for me to rant and compliment in any way I can. (as well as report every little bug I might find) The downsides are that it can sometimes be prone to all kinds of spelling and capitalization errors, and I have a tendency to switch between past and present tense in my writing. So please forgive me beforehand if any of that occurs. Now onto the review!)

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

Once hopping into the level, I see myself in a beautiful land of nature. Wonderful synchronized music greets me along with a nice use of Move Pack decos and Vera Bee stickers for a harmonious nature setting. Volume is measured right so far with a great sound level for music that still allows frog croaks and the slight movements of the water to be heard. The use of wood to fit the level template is accurately set up and easily directs me throughout the level. The lighting is well placed and not overdone, and I like how you've thrown in spongey materials with simple colors added to them, not trying to add a bunch of details to everything. There are a few little things I'll throw out there that you can decide to change or not, but again, real tiny so it doesn't matter for most of them.

At the beginning, when you use the bounce pads to jump over the towers with spikes on the top, it might be good to throw in a camera angle to zoom out more. I liked how you threw in different critters of nature like frogs and butterflies, along with their own animations. The only thing that makes it slightly weird is when they're around other creatures like ants and ladybugs, who don't move and just remain static. Seeing more critters move as well would tie all the critters together, even if some don't repeat animations like the frog and butterfly, and just move off-screen. (Again, minor complain though) The way direction is handled can work, but can also be slightly unbalanced. Now, I'm pretty impartial as far as these things go. Not having my hand held to help me through the level is fine, but throwing arrows to help with guiding isn't bad either. I think it'd help the level be even better if the sense of direction stayed a bit more consistent. In some areas the signs disappeared and reappeared in a flashing animation, while in other rooms, there were none and the pathway was hidden (again though, not saying you have to make it obvious), but in others, there was already a clear path shown, and yet an abundance of arrows. Although these arrows didn't flash like the others, but instead, stayed static. The way you handled it isn't jarring, but keeping things consistent like you've successfully pulled off with the rest of the level design only improves the level even further in my opinion. (That doesn't mean get rid of the yellow scuffed arrow sign decos though, those things are freaking cool.)

Speaking of rooms though, your choice of going room-by-room is a nice design choice, and falling down/bouncing up to the next really makes this seem like one rad cavern to explore. Maybe even throw in some epic crash sounds as you fall down some of these wooden tubes. Up to you on that though, of course. Ropes, fences and wooden panel thingies are good additions, and keeps the wooden, mechanical side of this level's theme intact, allowing the level to remain balanced in its approach. Making the switch to the underwater sections is cool, albeit sudden. After you grab onto the green wheel and let it pull you down, it might be good to have more of a fall. I'm not sure how the music transition is handled since the beginning song ended before falling, but in case it's sudden in some cases, it might be good to have some pause time to transition into the next piece of music. Again, tiny complaints, especially with a brilliant and foreboding choice of music as you descend down into the very depths of this mysterious cavern.

The lighting remains beautiful, and seeing that light shine down on you as you swim downward trying to avoid the first spinning spike wheels is glorious, to say the least. Underwater decorations and the material choice keep the place looking beautiful, and the scoreboard at the end is very well decorated, ending the level in absolute style.

Pros
---------
1. A beautiful setting that stays mostly consistent.
2. The stickers, decorations, or materials never felt overused.
3. Good choices of music, which never drowned out the lovely sound effects added in.
4. Wooden background and room-by-room format works, and makes the nature stand out and keep a balance of themes.
5. Fun and easy gameplay that complement the level.

Cons
---------
1. Form of direction not the most consistent at times, and some of the flashing warnings don't always fit.

No glitches were found in the playthrough of this level.

TL;DR
----------
This is a great level that never really veers off track, and knows what it aims to do, and that's just plain awesome. I had lots of fun playing and reviewing this level, and while there's not much I can say that could be changed about this level, and even those things that I could are quite minor, I hope you take both my compliments and my criticisms with consideration.
2013-01-12 15:32:00

Author:
Dragonvarsity
Posts: 5208


Pictures, a link, a description, oh my! All the ingredients for a solid level thread. You've certainly got me intrigued, so here's a big, overly wordy review right below. (Oh, and by the way, the way I review levels is that I review them while I play them. This allows the review to be more detailed and for me to rant and compliment in any way I can. (as well as report every little bug I might find) The downsides are that it can sometimes be prone to all kinds of spelling and capitalization errors, and I have a tendency to switch between past and present tense in my writing. So please forgive me beforehand if any of that occurs. Now onto the review!)

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

Once hopping into the level, I see myself in a beautiful land of nature. Wonderful synchronized music greets me along with a nice use of Move Pack decos and Vera Bee stickers for a harmonious nature setting. Volume is measured right so far with a great sound level for music that still allows frog croaks and the slight movements of the water to be heard. The use of wood to fit the level template is accurately set up and easily directs me throughout the level. The lighting is well placed and not overdone, and I like how you've thrown in spongey materials with simple colors added to them, not trying to add a bunch of details to everything. There are a few little things I'll throw out there that you can decide to change or not, but again, real tiny so it doesn't matter for most of them.

At the beginning, when you use the bounce pads to jump over the towers with spikes on the top, it might be good to throw in a camera angle to zoom out more. I liked how you threw in different critters of nature like frogs and butterflies, along with their own animations. The only thing that makes it slightly weird is when they're around other creatures like ants and ladybugs, who don't move and just remain static. Seeing more critters move as well would tie all the critters together, even if some don't repeat animations like the frog and butterfly, and just move off-screen. (Again, minor complain though) The way direction is handled can work, but can also be slightly unbalanced. Now, I'm pretty impartial as far as these things go. Not having my hand held to help me through the level is fine, but throwing arrows to help with guiding isn't bad either. I think it'd help the level be even better if the sense of direction stayed a bit more consistent. In some areas the signs disappeared and reappeared in a flashing animation, while in other rooms, there were none and the pathway was hidden (again though, not saying you have to make it obvious), but in others, there was already a clear path shown, and yet an abundance of arrows. Although these arrows didn't flash like the others, but instead, stayed static. The way you handled it isn't jarring, but keeping things consistent like you've successfully pulled off with the rest of the level design only improves the level even further in my opinion. (That doesn't mean get rid of the yellow scuffed arrow sign decos though, those things are freaking cool.)

Speaking of rooms though, your choice of going room-by-room is a nice design choice, and falling down/bouncing up to the next really makes this seem like one rad cavern to explore. Maybe even throw in some epic crash sounds as you fall down some of these wooden tubes. Up to you on that though, of course. Ropes, fences and wooden panel thingies are good additions, and keeps the wooden, mechanical side of this level's theme intact, allowing the level to remain balanced in its approach. Making the switch to the underwater sections is cool, albeit sudden. After you grab onto the green wheel and let it pull you down, it might be good to have more of a fall. I'm not sure how the music transition is handled since the beginning song ended before falling, but in case it's sudden in some cases, it might be good to have some pause time to transition into the next piece of music. Again, tiny complaints, especially with a brilliant and foreboding choice of music as you descend down into the very depths of this mysterious cavern.

The lighting remains beautiful, and seeing that light shine down on you as you swim downward trying to avoid the first spinning spike wheels is glorious, to say the least. Underwater decorations and the material choice keep the place looking beautiful, and the scoreboard at the end is very well decorated, ending the level in absolute style.

Pros
---------
1. A beautiful setting that stays mostly consistent.
2. The stickers, decorations, or materials never felt overused.
3. Good choices of music, which never drowned out the lovely sound effects added in.
4. Wooden background and room-by-room format works, and makes the nature stand out and keep a balance of themes.
5. Fun and easy gameplay that complement the level.

Cons
---------
1. Form of direction not the most consistent at times, and some of the flashing warnings don't always fit.

No glitches were found in the playthrough of this level.

TL;DR
----------
This is a great level that never really veers off track, and knows what it aims to do, and that's just plain awesome. I had lots of fun playing and reviewing this level, and while there's not much I can say that could be changed about this level, and even those things that I could are quite minor, I hope you take both my compliments and my criticisms with consideration.



A BIG BIG thanks to you Dragonvarsity Thank you for your opinion I'll try to do better next time We want more guys like you in LBP BIG THANKS AGAIN

P.S: Sorry for my english
2013-01-13 11:10:00

Author:
theflashback02
Posts: 9


A BIG BIG thanks to you Dragonvarsity Thank you for your opinion I'll try to do better next time We want more guys like you in LBP BIG THANKS AGAIN

P.S: Sorry for my english

Don't worry man, your english is fine. I'm glad you appreciated my review and didn't misunderstand any of my criticisms. You've got a talent with the create mode. If you ever decide to release a new level or update this one, send a post my way. I'd be happy to help. (or at least rant unecessarily )
2013-01-13 12:52:00

Author:
Dragonvarsity
Posts: 5208


looks great in the queue2013-01-13 23:39:00

Author:
vusco
Posts: 183


Here what I thought =P
The starting scene was excellent, very beautiful.
I loved the use of sticker panels, they're so under-used and so good in my opinion.
The first obstacle was great, but the sprinkle decoration on the grabbable sponge fell out of the theme lol. Again the 2nd obstacle place looked just as nice as the rest of the level - which was really good looking. The next part where you had to shoot the two pebbles with the paintinator was good because using any sort of powerup is always a nice touch - but I felt the look to this area of the level was not up to par with the rest of the level.
I really liked the obstacle where you had to take your self of the attachment wall - and avoid the spikes. Simple but creative.
The whole underwater part was nicely done too, although the theme and the music of it made it feel like a different level - It was really nicely done and the obstacles were great too.
Overall it was a very excellent level and deserves HEAPSSSS more plays/likes/hearts! =]
2013-01-14 01:08:00

Author:
Unknown User


Thank you guys for playing my level 2013-02-24 13:36:00

Author:
theflashback02
Posts: 9


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