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#1

Electric Baby Vampire Task Force.

Archive: 6 posts


I'll take another 5 F4Fs on this level! It's long. I keep running into a glitch where the paint gun just stops working every now and then and haven't been able to solve it. It the gun works for you till the end there's a mega boss! Check it out!!2009-01-20 20:48:00

Author:
OboroShogun
Posts: 37


If your thermometer is nearly full and you have alot of plasma emitters, or emitters of any kind running constantly, it will overheat the level even while it's playing. Full thermometer = can't emit paintballs = paintgun won't work. It may not fill right away, but if the player doesn't move fast enough, the level probably overheats before they finish.

Whatever you have that's on an emitter in the level needs to be assigned to a sensor switch so that it only fires when the player is near and it needs to. Otherwise, whatever it emits is just wasting space.

I assume that's the problem, anyway.
2009-01-20 22:50:00

Author:
Unknown User


Yeah I was playing your level and had to stop where I was suppose to shot the rocks above, paintball gun was all done shooting...But heres my feedback from before that point.

Pros:
-Really fun story, the characters and look of the stuff before the first action part are great and really got me into your level.
-Big alien boss thingy with the airstrike was unique and fun.
-Enjoyable to blow away more baddies with the war tank thing.

Cons:
-Died once to the air strike while standing by the radar, think it was a fluke but it did happen, I was just standing there watching the alien go byebye. There was no way to get back up since some of the alien was gone but not enough to get past.
-War Tank needs a bigger garage and 4 wheel drive. I got the tank kinda-stuck on an aliens head and the gun was caught on the upper ledge in the garage, took 2 minutes to get it straight then it was still hard to get out the door.
-got stuck when the paintball gun stop firing ><


Other things noticed
-Not sure if there is anything to do in the 1st action part since I just flew over it shooting the baddies, I might have missed some of your level if there is anything neat in there.
-The 2nd part of the HQ is much harder to time your jump if you die since it the levers are now in motion, instead of waiting for you. Not impossible but harder.

I'd have named the Level S.I.B. (Sacks in Black) rather then E.B.V.T.F. just cause the first part shared a lot of the charm MIB the cartoon had.


Hope this helps,
2009-01-21 01:20:00

Author:
Ozwald_the_cat
Posts: 45


I figured it was my meter being so loaded. Essentially every time you fire the paint gun it places more textures on the level. I removed more stuff to give the level a full tick of space open. Hopefully this will be enough. Everything is already proxy sensored, so it's not just blasting away all the time.

I really hope you play through it again to beat it. You're missing about 1/3 of the level and some really cool stuff, including the MEGA boss!!

Also in the HQ. If you can just grab the first lever. You can bring it to halt by moving against it, very much the same way you can control yourself while hanging from other objects. I know exactly what part you are talking about. If stumped me on the 2nd attempt also when I was testing it until I realize you can easily control it's momentum.
2009-01-21 12:32:00

Author:
OboroShogun
Posts: 37


Man... your levels are seriously fun. You've got enough detail to look nice, and enough complexity and moving parts to make me enjoy it, but it's still really cartoony and fun and makes it so you can do alot more interesting stuff.

I like all the stuff you did with keys in this level. The alien in the tube was awesome, and I like how the chief guy with the flat top just goes "BANG!" and points his finger out to tell you to get to work.

I love the jetpack gun combo you did, because your gun design is really nice. People probably have alot of trouble using it, but since I've been playing around with my own and heave similar stuff in levels I understand exactly how to control my trajectory with a jetpack.

The aliens are super cool... they look like Ninja Turtles with hypothermia and the way they look like they're in a scared defensive position firing wildy with their moving arm is awesome. That's what I like about your stuff so far, is your use of wobble bolts and stickers for your custom characters, instead of just a sackboy cut out or story character.

You might want to make it so that you get some points for bringing the baby and wife back to the husband - and some "success jingle" sounds to coincide with it. Just make the mag switch visible, and the keys on them visible too so people with half a brain will know.

The air raid on that giant alien was absolutely cool, and the way you did the platforming with his tendrils was sick. Your bombed out building look all around here is really well done and the textures you picked are perfect for it.

I like how you switch from one style of action gameplay to some really well done platforming stuff here. This hanging-drop section is probably the best one I've seen in user levels so far. I almost lost all my lives right here too...

Your combination lock is really clean and sound... I like how the dead guy has the combo too, nice idea. I would have made the lock further away though so that you at least sorta have to remember it on the way through some more platforming.

This cannon car is pretty fun, man... really well built, and easy to use. It feels alot more fun that a typical clunky, overly complex tank. The door didn't open at the end though and I had to pop myself to go back to the last checkpoint and get out.

I like this part where you shoot the ceiling to create a path way... well done. Even better on the next part, but some people might not figure it out.

This next alien environment looks really cool with the orange brick pattern, and the alien embryo. Good stuff - people probably won't figure out to grab underneath and swing along over the gas there either. Throwing the alien into that mouth pit was great. Going through the alien was pretty nice too... rising gas section is really well done too.

WOW awesome boss. That's probably the best synchronized, multi stage boss I've seen in terms of mechanics. He wasn't too hard, but he looked awesome and the way you shoot of pieces was great. I love breaking him down to expose his heart.

You need some more sounds set to "on destruction" for when parts of the boss break and for when he dies. Also set it up so that a magic mouth camera swings back and shows you that the sponge dropped - tell the players "good job, agent!" or something.

Overall a GREAT level with tons of personality and campy fun. The only thing I can say to improve on is your use of sounds for events, and enemy deaths, and door opens, and on the car, and maybe put a little more detail into your environment with stickers and decorations to spice it up. Maybe turn down the light just a little bit and use some LED's and spotlights for some dynamic effects and nuance. I think if you polish it up a little with whatever you can fit, you can take this really well done and long level with lots of variety and make it into the best alien-themed level out there. Some of the music seems like it could be changed to fit parts better too.
2009-01-22 02:10:00

Author:
Unknown User


Thanks for the feedback! I'd love to make all those changes and you're totally right about them, but my meter is so full on that level that the paintball gun was crapping out.

I'm the car though. If you just go to the back it'll open up for you. Unless something happen to the proxy sensor somehow on your playthrough.
2009-01-22 14:12:00

Author:
OboroShogun
Posts: 37


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