Home    LBP Showcase / Reviews / Recommendations    Level Showcase
#1

Escheresque

Archive: 18 posts


Location: India
Last Published: 31st January 09 (100H 546P)
Type: Platform/Puzzle
Length: Short-Moderate
Difficulty: Moderate
Heat: 55%


Based on MC Escher's famous peice Relativity, this level is played in four different directions.
As you reach each corner, the entire level rotates by 90 degrees, giving you a different playing environment.

On each side there is a puzzle to solve.
The first is very simple, just a door and a timed switch that you have to navigate to.
The second features another timed door with three different switches, you can make it through by activating just one switch, however the more switches you activate the more time the door stays open and the more prize bubbles you are awarded with.
The third stage is a complex series of moving/rotating platforms in which you have to locate and activate eight different switches to proceed.
The fourth stage uses emmited ladders as the focus of the puzzle. Each ladder is activated on a switch and has a limited life span. The ladders have to be activated and traversed in a certain way in order to reach the other side.
Once you've reached the other side and taken the elevator up, you have multiple 'routes' onto the scoreboard, depending on which you take, you can either get one, the other, or both of the featured prizes.
The prizes are a specially designed Escher-style arch bridge that can be used in any environment, and an eight-way permanent AND switch, a variation of the one I used in stage three.


Known Issues: Kinks I'm still working on
A few issues with plane switching, not as smooth as it could be. Work on solution is ongoing.
The third turn can 'bounce back' leaving the entire level wonky and causing the elevator to get stuck, just give the turning switch another tap after you stop to make sure it's straight. No solution yet.


http://i3.photobucket.com/albums/y98/seraphor/APhoto.jpg
http://i3.photobucket.com/albums/y98/seraphor/APhoto_1.jpg
http://i3.photobucket.com/albums/y98/seraphor/APhoto_2.jpg
http://i3.photobucket.com/albums/y98/seraphor/APhoto_3.jpg
2009-01-28 17:05:00

Author:
TheSeraphor
Posts: 73


Looks cool. I'll check it out after my brother and brother in-law get off Fifa 09. **** them... 2009-01-28 17:09:00

Author:
Unknown User


Me to... The design looks ok and that's actually what I like mostly about the level2009-01-28 17:23:00

Author:
blizzard_cool
Posts: 752


Yeah, I really like the look of this level and can't wait to go play it.
Oddly I was thinking about whether you could do a "Journey through Escher's work" and this looks awesome!
2009-01-28 17:23:00

Author:
Coxy224
Posts: 2645


Oh wow. No sooner did I post this thread that I realised I got onto Mm's picks. XD
http://www.mediamolecule.com/2009/01...ks-4/#more-236

There's a video there of my level, it's of a slightly older version though.
2009-01-28 20:53:00

Author:
TheSeraphor
Posts: 73


Glad you came, man... this level's definitely worth a play. Congrats on the MM pick. I also saw that MostEvilMilo got one, and I've coincidentally been spamming these levels around to people on LBP and different sites

You really nailed the essence of one of the most recognizable sketches on earth and made a great level out of it. I don't know if you're an art buff, but you should look for a level called "Improvisation #1" by Berg443. It's an exact recreation of a Kadinsky painting and I would put your level and his in the same category - together you've established another genre for LBP levels.
2009-01-28 21:35:00

Author:
Unknown User


Your level looks very cool, I am interested in rotating level because I made one myself. Unfortunately I can't play it because I am studying in Hong Kong this semester. Could you give any details as to how you pulled off the rotation?

For my level I had a magnetic key on each corner of the square, and on one corner there was a piece of dark matter with the magnetic switch. The cube would only rotate when there was no magnetic key near the piece of dark matter. So I had each of the 4 switches hooked up to dissolve matter on the corners, destroying the magnetic key. This way the square would rotate until the next magnetic key reached the dark matter.

If you want to check out my rotating level it is the first one in my signature.
2009-01-29 00:00:00

Author:
Walter-Kovacs
Posts: 542


Your level looks very cool, I am interested in rotating level because I made one myself. Unfortunately I can't play it because I am studying in Hong Kong this semester. Could you give any details as to how you pulled off the rotation?

For my level I had a magnetic key on each corner of the square, and on one corner there was a piece of dark matter with the magnetic switch. The cube would only rotate when there was no magnetic key near the piece of dark matter. So I had each of the 4 switches hooked up to dissolve matter on the corners, destroying the magnetic key. This way the square would rotate until the next magnetic key reached the dark matter.

If you want to check out my rotating level it is the first one in my signature.That's a pretty good way to do it.

Mine was done used 'brakes' on pistons.
On each corner there's a block on a piston sticking out, which stops on the base at the bottom.
Each switch pulls the opposite corner brake back allowing the level to rotate by 90 degrees until the next brake stops it.

I had to do it that way because I couldn't get the motor bolt exactly central, and so each brake has to be in a different position.
I couldn't use magnetic keys like you did because I'd need a different radius for each corner.
2009-01-29 17:45:00

Author:
TheSeraphor
Posts: 73


I had to do it that way because I couldn't get the motor bolt exactly central, and so each brake has to be in a different position.
I couldn't use magnetic keys like you did because I'd need a different radius for each corner.

Yeah I had to play around a lot to get the bold in the center, I'm not sure if it is actually but it's close enough. I had to re-tweak mine more times than I can count.

Also with the motor bolt, for some reason placing emitters/removing emitter from on the square made the motor bolt turn on for a split second every time. This made it really difficult to keep things level. I gave up on having things on the grid pretty quickly.
2009-01-29 23:52:00

Author:
Walter-Kovacs
Posts: 542


Really cool level. I'm planning on playing it again, because I couldn't seem to finish it when I tried it the other day. I accidentally fell quite a ways, and was at a part where I had to spawn some ladders. But each ladder just fell all the way to the ground, flat, and I couldn't seem to get higher at all.

But it's a great idea, having a level that changes with different rotations, it's perfect for an Escher style stage. Looks great too, and congrats on the Mm Pick!
2009-01-30 01:38:00

Author:
Teebonesy
Posts: 1937


That's strange. I made sure each ladder was emitted in exactly the right place.2009-01-30 17:52:00

Author:
TheSeraphor
Posts: 73


I think he meant he fell past the area to where that section wasn't flipped to the horizontal playing area... I did that once by accidentally jumping past the 2nd rotation switch and activating the checkpoint. You would just fall past all the sponges down to the final elevator that would lead to nowhere in the east, or grab some of the ladder emitting sponges and watch the ladders fall away.

You should just put a barrier there underneath the sliding slab so that nobody can bypass the switch by falling or jumping down... or a dissolve slab that activates only when the switch is grabbed.
2009-01-30 17:57:00

Author:
Unknown User


I really didn't want to use any ugly dissolve. D: But you're right, I need to find a better way of directing players to the switch.2009-01-30 18:10:00

Author:
TheSeraphor
Posts: 73


It doesn't have to be dissolve. Craft a sliding door and placeholder for it of the same wooden material that is activated by a secondary permanent directional grab switch on that switch. Until the switch is activated, no one can pass beyond the rotating switch intentionally or unintentionally. It's not really directing them to it, it's preventing them from bypassing it - no one should ever have to restart a level due to design flaws or be punished for exploring and jumping the gun a little bit.

There are many options... you could even just make a small groove to fit a slab of the wood in and hold it in place, without gluing it to the level. So it's just resting inside a small groove and basically cemented in that spot... attach a brain to the slab. Somewhere nearby, also place an emitter. Set this emitter to fire a single paintball with a little bit of velocity directly onto the vulnerable brain when the rotational grab switch is activated. The single paintball should kill the brain and destroy the slab along with it.

It's basically like simulating dissolve.

Level's are never really done... I still edit my oldest work on a weekly basis whenever I learn something new.
2009-01-30 18:47:00

Author:
Unknown User


Republished with a couple fixes.2009-02-01 21:09:00

Author:
TheSeraphor
Posts: 73


So I got around to playing this level last night. I've been wanting to for a little while now. It's a great idea and I was very pleased to see it done. So I wanted to write you a bit of feedback.

Level Concept: Awesome! The concept of this level was great! It was creative, original and well thought out.

Level Design: Overall, I'd say above average, but not fantastic. The puzzles in this level were very creative and fun to play. It takes a good deal of thought to come up with puzzles to begin with, but on top of that, to come up with puzzles that will work in multiple orientations. (I know, I'm currently working on a project that is kind of similar... yet not at all ). The look and feel of the level were pretty much spot on. I liked the small curves that helped to take away from the rigidness of the square edges. However, the music choice left me feeling a bit lacking. I understand that you were going for a more classic feel with the music, but it felt a bit too down tempo. The music, in my opinion, didn't draw the player in and encompass them in the level. The visuals were interesting and creative, but they seemed almost too complicated in some parts... for instance, I couldn't really make out what the grabby light switch things were supposed to be, or that the grabby boxes that made the level rotate were grabby boxes.

Level Execution: Making a level like this is tough... getting the rotation to do just what you want it to do is certainly difficult and I appreciate the effort you put into making it do that... and I have to say, from what I played, the rotation was done flawlessly. However, as mentioned above, the switches you grabbed in order to initiate the rotation were not particularly obvious. It took me a good minute or two to realize that that weird thing in the corner was a grab switch. Maybe making the grab switch visible might help?
Walking around was clumsy from time to time. Near the start of the level, at the rotating staircase, it seemed very easy to not land the jump and fall to your doom. I think that might have something to do with what layer the staircase is on. Something to think about anyway. Some places the "next" staircase to go down was on the back layer behind another one going up, which made it frustrating to try to descend. There were a few other places that were a bit tough to navigate, but I don't remember where.
Despite these things though, I have to say... I play nearly every level with my wife, so I do everything in 2 player mode. There are a lot of maps that just do NOT play nice with 2 people. This is not one of them. Considering the scope and direction of the level you tried to create, it's quite impressive that it is as multiplayer friendly as it is. So, serious Kudos to you on that.

Overall, this was a great level to play, and I'd certainly recommend it to someone. I think you've done a great job capturing the essence that you were going for, especially when it came to architecture. The only thing I'd really like to see changed is the music. Like I said before, I just don't feel like it draws you into the level.
-Inspect.
2009-02-11 17:19:00

Author:
Inspectigater
Posts: 126


Just gave it a run through after checking this thread out at work.

I'll be quick with my pros and cons since I have to leave pretty suddenly

Pros:
- Very pretty. It was simple, but that made it all the more elegant.
- Unique. it's based off of Escher, if only we had those wall walking boots like we want
- Fun. The puzzles, while hardly brain teasing, were very fun. I especially liked the last switch you had to get out of 8. I thought about it for a little while and eventually remembered SPOILER that i could just jump a plane forward ENDSPOILER

Cons:
- Not much variety.
- Short.
- Limiting gameplay.

Overall I thought it was very nice. What it lacked in story or overall uniqueness of gameplay, it well made up with in uniqueness of concept.
2009-02-12 00:27:00

Author:
superezekiel
Posts: 120


Ugh...I just turned my PS3 off, and this makes me want to boot it back up. I've always been an Escher fan.

Will absolutely play tomorrow and comment.

At a minimum...I love the idea.
2009-02-12 04:28:00

Author:
frizby
Posts: 89


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.