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Factory of Mystery Part 2: Heart of the Factory

Archive: 19 posts


First off, for those that didn't play Part 1 (https://lbpcentral.lbp-hub.com/index.php?t=t=6623), you may want to do so to fully understand the story here. It's not required, but still...

After being trapped in some factory in Part 1, you decided to explore the factory despite the warnings from a mysterious someone whom doesn't want you to. After safely making it through, you are informed that you've found the "real" factory... What could this mean?

Upon entering the level, you'll once again be told to leave, though with a more serious tone. Soon, you stumble upon a shocking secret. It's now time for you to put a stop to it!

Without spoiling things, the goal of this level is to visit 3 separate locations around the level and do something there. Once you do that, you may just be able to get out of this factory once and for all. But it's not over yet... (don't worry, the next part doesn't take place in the factory... so don't think this is just going to be really repetitive in terms of scenery... I already regret using the factory theme twice...).


I tried a lot of new things in this level. That should be pretty evident once you make it to the meat of the level. As much as I love the Paintinator, you won't find it here. I don't know why, but it kinda bugs me that it seems to be used in every single level lately. I tried my best to stick to strictly platforming here. Here's to hoping you enjoy Part 2 as much as I enjoyed making it.

I originally posted this as sort of a beta version, but right now it feels much more complete. Many level tweaks here an there (mostly having to do with scoring and decor) should make this level much more interesting.

And now some pictures:
http://img.photobucket.com/albums/v65/gameguy888/Little%20Big%20Planet/InsideaGenerator.jpg
I'm certain being inside a generator isn't the safest venture...

http://img.photobucket.com/albums/v65/gameguy888/Little%20Big%20Planet/MainGenerator.jpg
It seems this thing has a plasma (ball) leak. >.>

http://img.photobucket.com/albums/v65/gameguy888/Little%20Big%20Planet/GiantMachine.jpg
What is this thing anyway?

http://img.photobucket.com/albums/v65/gameguy888/Little%20Big%20Planet/DangerousAviation.jpg
I certainly hope this factory gets numerious safety violations.

http://img.photobucket.com/albums/v65/gameguy888/Little%20Big%20Planet/Someoneelse.jpg
There's someone else here?! o.o

Edit:
I'm going to be taking F4F off of this one and putting it on Part 3 (https://lbpcentral.lbp-hub.com/index.php?t=t=20693) instead.
2009-01-19 23:26:00

Author:
gameguy888
Posts: 159


Well first off, don't publish a level until it's complete or you probably won't get the feedback that you want

I tried playing it through but found myself stuck after the first jetpacking part. I dodged the plasma balls and got to the large thingamabob, but had absolutely no idea what the heck I was supposed to do. I looked everywhere and got frustrated and quit.

And yeah it's rather bland at the moment. Straight up metal and VR pieces that are electrified. Needs a bit more variation or lighting because in most instances I couldn't see the planes and ended up making leaps of faith until I finally found out where to go.

I thought the first timed part was nicely done. Definitely challenging, but once again it was hard to see what plane the obstacles were on because everything seemed to be glowing blue.

Also, the part where you have the score bubbles in between the 2 electric walls in the middle plane apparently has electricity under the middle score bubble. I couldn't see it and thought I was somehow walking into the electric wall. It's kind of a mean trick more than a nicely planned trap.

The dialogue was good, and the story pretty neat, so great job there.

But yeah...kinda directionless and bland at this point in time man. It was kind of the same deal with the first one, when your stuck in that room at the start with no direction (don't know if you changed it). Gotta remember that while you built the level and know what your doing, others are experiencing it for the first time. I know with some work and sprucing up it'll be a good level, and I'll play it again once you officially complete it.
2009-01-20 02:08:00

Author:
Neverynnal
Posts: 374


Well first off, don't publish a level until it's complete or you probably won't get the feedback that you want

While I agree, I plan to just delete and republish the thing later once I feel more satisfied. However, uploading it now and asking for "testers" gets me some help with finding issues that I'd potentially never find on my own.


I tried playing it through but found myself stuck after the first jetpacking part. I dodged the plasma balls and got to the large thingamabob, but had absolutely no idea what the heck I was supposed to do. I looked everywhere and got frustrated and quit.

You're suppose to take the "key" in the first small machine thing and stick it into the slot on the big machine at the end. Obviously, I should make it more obvious what to do here.


And yeah it's rather bland at the moment. Straight up metal and VR pieces that are electrified. Needs a bit more variation or lighting because in most instances I couldn't see the planes and ended up making leaps of faith until I finally found out where to go.

I still need to work on this, though I sadly won't have enough time to do much about it until I next come home (I'm leaving tomorrow morning =).


I thought the first timed part was nicely done. Definitely challenging, but once again it was hard to see what plane the obstacles were on because everything seemed to be glowing blue.

I juggled the idea of making the back part electrified or not. Chances are real good at this point that it won't be electrified anymore for this reason.


Also, the part where you have the score bubbles in between the 2 electric walls in the middle plane apparently has electricity under the middle score bubble. I couldn't see it and thought I was somehow walking into the electric wall. It's kind of a mean trick more than a nicely planned trap.

It's not meant to be a trap so much, but I suppose the bubbles do make it kind of misleading. I could probably elevate them and make the electrified ground more visible (camera angle or something).


The dialogue was good, and the story pretty neat, so great job there.

Well, at least something was good.


But yeah...kinda directionless and bland at this point in time man. It was kind of the same deal with the first one, when your stuck in that room at the start with no direction (don't know if you changed it). Gotta remember that while you built the level and know what your doing, others are experiencing it for the first time. I know with some work and sprucing up it'll be a good level, and I'll play it again once you officially complete it.

I don't know when you've last played the first part, but the room at the start has been dumbed down a lot. Double checkpoints were put in a few spots too. Same thing goes for this level one of the times I've republished it tonight. Basically I end up having to build the whole level, and then rebuild it to be easier due to my bad habit of making things a bit difficult. =

I'll take a stab at sprucing the level up next time I get a chance, but it likely won't be for another week or two (again, I can only play on some weekends while I'm home for the moment). Thanks for the much needed feedback here.
2009-01-20 02:35:00

Author:
gameguy888
Posts: 159


wow this level is hard, it may take me a while before i can complete it and give feed back2009-02-04 23:49:00

Author:
Samson107
Posts: 83


Where exactly are you having a hard time?2009-02-05 02:24:00

Author:
gameguy888
Posts: 159


i had a bit of trouble on the area shown on the first picture. but i had the most trouble on the part with the moving platforms and the moving electricity on pistons, i will do it though... i just need more time2009-02-05 11:22:00

Author:
Samson107
Posts: 83


If it helps any, I just re-uploaded the level with a bunch of random tweaks (again, mostly to do with decor). The parts you mentioned, and a few others shouldn't be as hard as before. There's also a few more prizes to collect... >.>2009-02-06 05:08:00

Author:
gameguy888
Posts: 159


im gonna give it a go now, theres nothing wrong with it being difficult, i know thats how u wanted it and alot of people like levels like that... so don't think im complaining, its awesome and im sure i will like the rest also.2009-02-06 13:43:00

Author:
Samson107
Posts: 83


Actually, I've never wanted to be overly difficult in these levels. I seem to have a habit of making things "tricky for me", which turn out "impossible for them"... if that makes any sense. If there's a part that's exceptionally tricky, I'd like to know about it. I don't think of it as you complaining at all.2009-02-06 22:23:00

Author:
gameguy888
Posts: 159


I seem to be cursed today - I picked 3 levels for F4F and I could only finish one of them, and only barely >_<

Let's start with this: The atmosphere is nice. While the setting is a bit monotonous, it has a captivating feel to it and I definitely enjoyed exploring the factory. The different devices and mechanical sections looked pretty good, very cold and dark.

However, that was one of the problems I encountered: The darkness. It was sometimes pretty hard to see the different planes, where you could walk and where not. It was really pretty bad when navigating through the main reactor, and I died quite a few times because I simply didn't really see where I could stand on.

The way you got to the second reactor was cool, but the... things that pull you up were hard to see too. I'd recommend painting the things you need to notice in a lighter color so they don't blend in with the background as much.

At this point, I have to say the individual reactor were very well done. I liked the race aspect, how you had to evacuate in time and how the finishing gate was pulled away in case you died. You did a good job of making the escape of the exploding machine an actually rewarding accomplishment.

The sections were challenging, but not too difficult. Navigating through the plasma balls with the way-too-heavy key got frustrating at times, but not too bad.

Another big plus is the story - The dialogue was well written, and the story, although simple enough, was executed well and fit the mood of the level perfectly.

Sadly, I didn't get to the end. I retried the level three times, but I never made it past the destruction of the main reactor, and in the end I got really frustrated. The problem was as follows: I pushed the button, the main reactor was about to explode, it told me to go to the right. However, I touched some electric part and died, and then respawned at the gate nar the third reactor. Now the main reactor was gone, and I had absolutely no idea how I was supposed to cross the huge electric chasm now and reach the right side. I tried to swing myself to the other side but died, I tried to drop down, but there was no way. After I lost all my lives, I tried the level again and got to the same part. This time I pushed the button and then jumped to the right - only to bump into a wall that extended furhter than the opening I was supposed to reach, so I fell down into the electricity and respawned at the top left again, with no conceivable way to continue.

I don't know if there is a way. If there is, you definitely need to show it or else others will be as lost as I was. If there isn't, I suggest you drop some kind of bridge as soon is the main reactor is destroyed, otherwise this will be a serious problem.


I really enjoyed the level though, at leats until I got to the aforementioned part. It was a challenge, but definitely not too hard, had a nice mood is sure to appeal to most platforming fans, but you need to fix some issues.

By the way, thanks for the Feedback on my level, and I look forward to your next creation =)
2009-02-08 11:34:00

Author:
Serpit
Posts: 68


I'm replying to your feedback you left for the Siberia level of mine. Heres my thoughts as I play.

+ It looks functional enough
+ The platforming sections are solid
+ Liked the self destruct section

- The room after you start the race, you can walk on the electricity, the camera angle makes it hard to see the hazard. Its a cheap death
- Its a little dark, I had trouble seeing the swinging ball in the same room.
- If you want players to get themselves back out of here, stick a checkpoint at the end. Its easier to kill yourself here than get back out the hard way
- Dont force prize bubbles on players, put them out of the way. If they want them they'll get them
- Some parts of the level look great, others look flat and unintresting
- The generator room is VERY dark, i could'nt see the platforms after the lift
- Where you get the jetpack and hear over the key. Well right at the end sackboy can get stuck if you fall down to the right. This then sends you right back to the start of the jetpack section

I died when the generator exploded. I retried the level three times. Have a work through the problems and let me know and I'll retry it. The level was solid enough, and worth a play, just some of the faults need sorting out.

***, skipped leaving a tag
2009-02-08 22:23:00

Author:
GruntosUK
Posts: 1754


However, that was one of the problems I encountered: The darkness. It was sometimes pretty hard to see the different planes, where you could walk and where not. It was really pretty bad when navigating through the main reactor, and I died quite a few times because I simply didn't really see where I could stand on.

The way you got to the second reactor was cool, but the... things that pull you up were hard to see too. I'd recommend painting the things you need to notice in a lighter color so they don't blend in with the background as much.

This darkness has constantly bugged me lately. I don't want the factory to be too bright, it would ruin the mood. At the same time, it has to be bright enough to see. I've increased the brightness several times, and personally feel like it's already too bright. Part of the problem probably has to do with the brightness settings on different TV's. I'm use to having my TV's set to be fairly bright, so when I play through this level, I've had no problems seeing things (except that second thing you mentioned about the sponge that pulls you up, I meant to change that). I'll probably make it brighter.


Navigating through the plasma balls with the way-too-heavy key got frustrating at times, but not too bad.

The heaviness was intentional, but I could probably turn down the plasma balls a bit.


Sadly, I didn't get to the end. I retried the level three times, but I never made it past the destruction of the main reactor, and in the end I got really frustrated. The problem was as follows: I pushed the button, the main reactor was about to explode, it told me to go to the right. However, I touched some electric part and died, and then respawned at the gate nar the third reactor. Now the main reactor was gone, and I had absolutely no idea how I was supposed to cross the huge electric chasm now and reach the right side.

You can actually land on the top of one of those plasma turrets and jump across the platforms up there to the other side, though I guess that isn't obvious enough. I really have to look at this section of the level in particular. This part right here is probably the cause of not many people being able to finish the level, so thanks for pointing this out.

Also, the level was pretty much over at this point. All that you missed out on was a little setup for the next part, and a little bonus section.


- The room after you start the race, you can walk on the electricity, the camera angle makes it hard to see the hazard. Its a cheap death

This was an unintentional result of making those platforms bigger. I'll block it off.


- If you want players to get themselves back out of here, stick a checkpoint at the end. Its easier to kill yourself here than get back out the hard way
- Dont force prize bubbles on players, put them out of the way. If they want them they'll get them

Here's how this part works: You enter the generator, and make it to the switch. Now, yes, it's easy to just kill yourself to get out, but then you wouldn't be able to get more points by finishing the race early. The goal just outside the generator comes down when you pull the switch, and goes back up again if you get anywhere near the last checkpoint (that's why there's a second goal here). Basically, if you just kill yourself, you miss out on finishing the race early. Plus, even if I put a checkpoint there, you could still just not do anything and let the explosions kill you, then move on. There's a race section there for a reason.
Also, because of this, the prize bubble there is optional. You should be able to finish the race without collecting it too. I'll move it up so you shouldn't have to be as careful, and would have to jump for it though.


- Where you get the jetpack and hear over the key. Well right at the end sackboy can get stuck if you fall down to the right. This then sends you right back to the start of the jetpack section

Oh! Thanks for pointing that out. I didn't even think of that.


All in all, thanks for the compliments and feedback guys. I really appreciate it.


I had a few ideas, and am getting ready to republish the level if you want to give it another shot.
2009-02-09 01:51:00

Author:
gameguy888
Posts: 159


Okay, played part 1, now I'm ready for part 2!

Things going through my head

- The lift at the start, very nice.

- Okay now that's creepy! What are they doing to those poor Sackpeople!?!?!?

- Your music in this level is perfect, everything fit in so perfectly. I loved it.

The Positive

- First gameplay section, was pretty good, there is a suggestion though, I'll leave it in it's proper section.

- Haha, that little sack person that pops up, made me laugh for some reason. Story is coming along nicely by the way.

- The different paths, sections, this is one of the very few levels that is both vertical and horizontal, I give you props for that.

- All the gameplay in this level is different, you're never stuck doing the same thing twice. Which is obviously a good thing, and my God do you have a lot of Community Levels...

- Oh man, that has to be my favorite part. The section with the electric platforms, I love that part. Strictly because it's hard yet, not frustrating.

- The materials, the objects, I mean EVERYTHING in this level follows your theme, it's amazing how you did it so well, I actually felt like I was in a factory.

Suggestions/Feedback

- It's kind of hard to see where to go when your leaving the room(the first section,) the camera angle is a bit unforgiving. But it's very fun.

- The section with the jetpack, and you have to pick up the key and insert it to destroy that one machine, well when you're coming back, the platform isn't there. So I had to make a leap of faith, and I ended up all the way at the bottom again, my suggestion is to keep the lift there, or have another lift come and pick you up.

- Another thing I could suggest is, your electric little paths inside the walls, some of them end up coming out to the surface, I remember one section where it didn't feel necessary, and I walked on it 2 times before noticing, lol. The darkness is alright, I feel some spots need lights though, LED lights can be a great help. Both indicating something, and giving off some light.

Overall

As you can see, there isn't much suggestions, since it was a really fun level, no bugs (that I could think of) just a fun level. You have some problems with cameras here and there, but those can be easily fixed. 5 stars and hearted, same with part 1. I have a thing for series, I guess... One thing I would suggest though, is try to use more custom creations, try to make your own sackpeople? I don't know, I just think custom content is better than using MM's stuff, either way, great level, and can't wait to play part 3.
2009-02-21 21:09:00

Author:
Whalio Cappuccino
Posts: 5250


my God do you have a lot of Community Levels...

Well, as I said earlier, I love create mode. Actually, on that note, I've decided to lock my earlier levels, and hide the keys in easy spots in all of these levels (some of them won't be staying, and instead there will be two in each part of the series). This was mainly because I wish for people to focus on my newer creations. I wouldn't want them to get the wrong idea about my levels by playing my older, not as good levels first.


- Oh man, that has to be my favorite part. The section with the electric platforms, I love that part. Strictly because it's hard yet, not frustrating.

You should have seen it before. The platforms you jump on didn't use to all be in sync with each other, making timing a very big factor. Especially when one of the electrified parts came into contact with one of the safe platforms.


- The materials, the objects, I mean EVERYTHING in this level follows your theme, it's amazing how you did it so well, I actually felt like I was in a factory.

I suppose this means I was successful in changing things up based on previous comments of things being too much the same.


- It's kind of hard to see where to go when your leaving the room(the first section,) the camera angle is a bit unforgiving. But it's very fun.

I keep toying with the camera there. I can't quite seem to find a good view. I'll keep trying.


- The section with the jetpack, and you have to pick up the key and insert it to destroy that one machine, well when you're coming back, the platform isn't there. So I had to make a leap of faith, and I ended up all the way at the bottom again, my suggestion is to keep the lift there, or have another lift come and pick you up.

I see what you mean. This could really be an issue if you take the left path first, and then go over the main generator to the right path, and never see that lift at all. Still, I kinda figured that the piston there would be a clue that there's something down there to land on.


- Another thing I could suggest is, your electric little paths inside the walls, some of them end up coming out to the surface, I remember one section where it didn't feel necessary, and I walked on it 2 times before noticing, lol. The darkness is alright, I feel some spots need lights though, LED lights can be a great help. Both indicating something, and giving off some light.

These parts are actually an intended hazard. I did just think about what spot I think you're talking about (the one in the main generator on the way to the left path, right?) where the floor might be covered by the gate.


As you can see, there isn't much suggestions, since it was a really fun level, no bugs (that I could think of) just a fun level. You have some problems with cameras here and there, but those can be easily fixed. 5 stars and hearted, same with part 1. I have a thing for series, I guess... One thing I would suggest though, is try to use more custom creations, try to make your own sackpeople? I don't know, I just think custom content is better than using MM's stuff, either way, great level, and can't wait to play part 3.

Not sure what you meant by "more custom creations". I'm pretty sure I didn't use any of the objects from story mode, if that's what you mean. Unless you mean the stickers or something. The thing with them being random, generic sackpeople is pretty much intended, and not because I was too lazy to make some custom sackperson design with stickers.

Also, sorry to say, but part 3 might take a while. My intention is to have some mechanism that effects the entire level. It's also going to be a little larger than these other levels, and have many paths to choose from. So far, all I have is the beginning part of the level done, so it might be a while.

Either way, thanks for the suggestions and comments. Really appreciate them.
2009-02-22 01:42:00

Author:
gameguy888
Posts: 159


Not sure what you meant by "more custom creations". I'm pretty sure I didn't use any of the objects from story mode, if that's what you mean. Unless you mean the stickers or something. The thing with them being random, generic sackpeople is pretty much intended, and not because I was too lazy to make some custom sackperson design with stickers.

Either way, thanks for the suggestions and comments. Really appreciate them.

Nevermind, disregard the whole custom creation thing, I was talking about the Sackpeople, but now that I think of it, them being generic is pretty much intended.

But yeah, take your time on part 3, but definately PM me or something when it's done.
2009-02-22 05:27:00

Author:
Whalio Cappuccino
Posts: 5250


Hi I just played your lvl not even knowing I was gonna write feedback on it. But look here I am.
Great Icy atmosfere although some parts r lil to uhm flashbackish I mean I know you pull through a concept through out the entire series but how bout some differences that makes each section(lvl) of the factory different ? Just a q not like I would mind if part 3 is blueish again. About the things that seem letal...I got killed...A lot...The race was well disapointing since I died almost uhm instantly...Anyhow enjoyed it overal your hearted and rewarded 5 stars. Looking forward to part 3. F4F ?
2009-11-25 19:30:00

Author:
J_wulfke
Posts: 72


F4F ?

Probably not. You're like 10 months late .
2009-11-25 19:49:00

Author:
brnxblze
Posts: 1318


I'll play it .. than i'll give you a feedback 2009-11-26 15:38:00

Author:
Unknown User


Probably not. You're like 10 months late .

Butterscotch =/ Well probably part 8 is out by now so.. of to review writing XD
2010-10-03 15:39:00

Author:
J_wulfke
Posts: 72


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