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Sack's In The City v.1.3

Archive: 57 posts


I just published my newly finished level...


Sack's In The City

my PSN name: RangerZero


This level is intended for single player. I tried some original concept that I didn't really see in the community so far. This level is "open" kinda freeroaming. You can go anywhere you want and its totally you that will decide when you finish it. The story is very minimalistic. I wanted it that way so it doesn't interfere with the non-linear nature of the level. You want to go on vacation but need to gather some money. You will explore the city and interact with it and its citizen in order to find Golden Coins (you can see them kinda like a Star in Mario64).


-When you complete tasks you will be rewarded Golden Coins.

-There are secret coins to find.

-Each task is different and can be done in any order.

-You finish the level whenever the hell you want.

-Some task are easy, others are tricky. Some are puzzle-ish.

-There's also a task for expert players, "The Tower Challenge".

-Collect the bubble money from your Golden Coins at the Coin Money booth before taking the plane.

-The level is having its own little "intro room" with a tutorial option.




Here's some screens:

http://i454.photobucket.com/albums/qq262/RangerX_photos/SackCityFinal01.png http://i454.photobucket.com/albums/qq262/RangerX_photos/SackCityFinal02.png http://i454.photobucket.com/albums/qq262/RangerX_photos/SackCityFinal03.png

http://i454.photobucket.com/albums/qq262/RangerX_photos/SackCityFinal04.png http://i454.photobucket.com/albums/qq262/RangerX_photos/SackCityFinal05.png

http://i454.photobucket.com/albums/qq262/RangerX_photos/SackCityFinal06.png http://i454.photobucket.com/albums/qq262/RangerX_photos/SackCityFinal07.png




Hints:


- The toughest challenge, the Tower Challenge, can be exited at any time you respawn in case you don't want to lose your last life in there.

- If you don't know the hell what you should do and didn't read the tutorial, grab stuff!



Update 1.2:

-The intro room is more polished and all made of dissolvable. There's less slowdown when you exit it.

-Homogenised what's grabable in the tower and colored it the same.

-There's music in the intro room now.

-Grabable cannons bug is fixed.

-The shield dude now respawns.

-Ajusted the secret exit of the Tower Challenge.

-Sounds added for the "bring friends" quest.

-Little game of stickers between my levels.



Update 1.3:

-New lighting for the sewers! Added led lights too.

-Tweaked some checkpoint's placement.

-Infinite checkpoints are now in the Tower Challenge!



I hope you guys enjoy it. As you could see i did not update my recommendation thread in weeks and its because this level here took a very long time to make. I didn't want it to be clich? and make "just another user level". Gimme me feedback, positive or negative, as long as its constructive it's always welcomed!

Have fun

.
2009-01-29 04:07:00

Author:
RangerZero
Posts: 3901


This concept seems really neat man, great idea. I'll definitely give it a go tomorrow and let you know what I think 2009-01-29 06:30:00

Author:
Neverynnal
Posts: 374


You can bet I'm going to be giving you feedback on this level, too ^^2009-01-29 19:22:00

Author:
Inspectigater
Posts: 126


I'm receiving a bunch of "annoying" tags. LOL

I guess this have to be expected with a level this unusual. Anyhow, don't shy on the feedback, i'm curious about what's on people's mind
2009-01-30 16:48:00

Author:
RangerZero
Posts: 3901


Man I LOVED this level! It's a totally unique approach to the game and low and behold I could only get 3 of the coins! haha Stupid tower challenge destroyed me at the 2nd checkpoint. Anyway here we go:

Pros

- Your custom everything was really well done. Cars, people, appliances, museum, ect looked really really good.

- The level has a very Mario 64ish feel to it (as you mentioned above) and I loved every moment of it! Completing puzzles, finding stickers, ect to open up Golden Coins was really an ingenious idea. You see this in levels in short spurts but I haven't seen a level quite like this that incorporated it throughout the entire level. Great, great idea!

-You challenge tower was just that, challenging. I especially liked the sponge platforms that were moving and you had to dodge the plasma balls section (bad sentence haha). You know what I mean though.

-I was intrigued by the way you "got inside" buildings by opening up the doors and the whole front of the building would disappear, then shortly after you would walk away from it and the whole front of the building would appear again. Just an awesome touch and I'm curious as to how you did this.

Cons

-The title of the level doesn't make any sense. Maybe make it Pay-It-Yourself Vacations instead.

-After the second checkpoint in the challenge tower you can choose to cop out and grab onto the sponge and leave. I noticed I missed the entire top of this building as I was falling and sadly there was no way for me to reach it again because I used all my lives on the previous double checkpoint so I couldn't "try again". I guess all I'm saying is that if there is a big section on-top of that building, it's going to be easy to miss for nearly everyone unless they know it's there. Might be something you want to address, but not a big deal.

- The sack at the beginning said he "wanted friends". Do you unlock a coin by bringing him a certain amount of friends? If so you should specify how many friends, because I dragged 3 there and wasn't sure how many I actually needed so I just didn't do it because I figured it might have been a waste of time. Maybe just clarify it.


SO, altogether it's a REALLY solid level and I think I'll go play it again and possibly ace the darn thing. Just a really unique concept and it was my pleasure to play the level. Great work man! 5 stars/heart
2009-01-30 17:25:00

Author:
Neverynnal
Posts: 374


Man I LOVED this level! It's a totally unique approach to the game and low and behold I could only get 3 of the coins! haha Stupid tower challenge destroyed me at the 2nd checkpoint. Anyway here we go:

Cons

-The title of the level doesn't make any sense. Maybe make it Pay-It-Yourself Vacations instead.

-After the second checkpoint in the challenge tower you can choose to cop out and grab onto the sponge and leave. I noticed I missed the entire top of this building as I was falling and sadly there was no way for me to reach it again because I used all my lives on the previous double checkpoint so I couldn't "try again". I guess all I'm saying is that if there is a big section on-top of that building, it's going to be easy to miss for nearly everyone unless they know it's there. Might be something you want to address, but not a big deal.

- The sack at the beginning said he "wanted friends". Do you unlock a coin by bringing him a certain amount of friends? If so you should specify how many friends, because I dragged 3 there and wasn't sure how many I actually needed so I just didn't do it because I figured it might have been a waste of time. Maybe just clarify it.




Nice feedback buddy. You're actually spawning questions in my mind.
About the Tower checkpoint, do you mean its looks too much like it's the end of the tower when you reach that middle checkpoint? I actually added the "exit" platform there to indicate it wasn't just a hole to throw yourself hazardly into. lol

Or do you mean you reached the top but you threw yourself down without grabbing the coin? (that must be frustrating) I wouldn't really know how to fix this outside moving the coin a bit so it's visible on-screen as soon as your reach the top.

The dude at the beginning wants 4 friends. Actually there's only 4 pedestrians so I thought it wasn't so hard in my mind. It would feel too much "by the hand" if I was telling exactly what to do. I wanted people to think. Or is it really too much??


EDIT: oh yeah I wanted to add: I wanted the title to be some play with words but it might be too wierd or subtle. It means you'll go on vacation but will have to pay for it. At the same time I know it means just "taking some vacation", some time off.
If ever you encounter some other bad english, feel free to correct me because it's not my first language.

.
2009-01-30 18:12:00

Author:
RangerZero
Posts: 3901


Ahhh k. Well when I first saw your title I figured english was your second language. But then I was surprised to see your dialogue throughout the level was flawless, so I figured maybe I just wasn't "getting it".

As for the friends, maybe just make a sound indicator every time you bring a friend back, because I wasn't certain that it was actually a "quest".

And yeah I knew there was more tower left, and I tried it but got down to my last life. So I took the exit and then fell only to be sad at the fact that I missed the coin ontop of the building. I had no idea it was there and I would have had to travel all the way to the section at the top again to get it. Not a big deal, just thought I'd point it out.
2009-01-30 18:40:00

Author:
Neverynnal
Posts: 374


Actually, would "Paying yourself vacations" be any better for the title if I want to keep the little word play there?

.
2009-01-30 18:45:00

Author:
RangerZero
Posts: 3901


Okay, I just finished this (I didn't get the tower coin, but got all the rest.... I got a lower score because at one point in the middle of the game I said "hey, a bunch of bubbles... think I'll get them" so I missed the x score multiplier!!

But it doesn't matter because I'm about to go play it again because....

This is an absolutely fantastic game!!!

PROS:
Pretty much hit the nail on the head with everything you were trying to do. Fantastic puzzles, great images. I have not had this experience in LittleBigPlanet before - this is a new one. I'm always impressed when someone comes up with something original. You may have just inspired a new genre.

CONS:
The only thing I can come up with here is the title.... and I'm not sure the changes you suggested to Neverynnal will improve it.

Personally, if it were me I would go with just "SackCity" or something else short and sexy sounding. Put the additional info in the description. Once people start playing it they aren't going to be disappointed anyway. I don't know of any game where this kind of "tack on" at the end of the name has worked well.

For instance, remember "Lost Planet: Extreme Condition"? Fantastic title, if it dropped the "Extreme Condition".

I have to go by my first impression. When I read the title in the list on the showcase, I said to myself "Uh oh, another short little amature game", but then I saw who designed it and I thought "well, I like him as an author. I'll give it a try!"

Believe me, I'm not trying to be harsh - it's just that this game is soooo good that I actually care what it's called.

Anyway, I gave it 5 stars and a heart!

Not sure whether you've played Splat Invaders Saga yet, but you should check it out. I don't need F4F if you don't have time, but if you felt like commenting it would be welcome.
2009-01-30 19:24:00

Author:
CCubbage
Posts: 4430


It's like 2 days since it's published. It might still be the time to only call it

"SackCity" ?

.
2009-01-30 20:39:00

Author:
RangerZero
Posts: 3901


Hmm...SackCity is such a common title that's out there in the LBP universe. You need to come up with something a little more fresh.


SackCity 64?

Another Day in Sack City

I dunno man...I'm not great with names, but maybe this will spark something of your own.

Oh and it's not too late to change the name of the level. I think me and Ninja changed the name of our level like 5 times before we were set on something. By the way, grab a buddy and play SEMINAL GEMINI (2 Players Only) for the F4F.
2009-01-30 21:23:00

Author:
Neverynnal
Posts: 374


Yes I will definetely try your levels.


Also, what do you people would think about "Adventures in SackCity" ?

.
2009-01-30 21:39:00

Author:
RangerZero
Posts: 3901


SackCity 64?

Another Day in Sack City

Sacks in the City? d:

Anyway, I had a go on the level after I saw you post it on NeoGaf the other day (I'm not actually a member there, I've just been keeping an eye on both the main LBP topics, looking out for good levels).

I was really impressed. Some things could do with a bit of work, like the cars being electrified got me once or twice because of a bit of iffy layer switching, and I was worried I'd broken the "friends" at first, after I heard a crunch when I was dragging them. The tower could do with a few more checkpoints as well.

Other than that, I really enjoyed it. It was pretty fun just taking on random sidequests and finding the secrets, and I wish there were more user levels like this.
I think I only managed to get two or three coins in the end, but I'll definitely have another run through.
2009-01-30 21:48:00

Author:
Ace
Posts: 118


Brainstorm session (none completely thought out, but sometimes it helps to throw out a bunch of things):

SackQuest

GTA: SackCity!

SackCity: Quest for Coins

The Hunt for SackCity

Vacation Quest

The hunt for coins so you don't have to stay home (ok, that one was just a joke - don't use it)

(and Sacks in the City is actually pretty good too from Ace - if you want to keep a play on words)
2009-01-30 22:03:00

Author:
CCubbage
Posts: 4430


SackCity's Hunt?

SackCity's Quest for Gold?

Let's not forget to super plot (lol) that you need to find money for taking the plane.
2009-01-30 22:09:00

Author:
RangerZero
Posts: 3901


Sack in the City is my personal favorite out of what I've seen. Not only is it catchy, but you'll get some people playing simply because it resembles "Sex in the City" *gasp*. Talk about viral LBP.2009-01-31 00:21:00

Author:
Neverynnal
Posts: 374


Sack in the City is my personal favorite out of what I've seen. Not only is it catchy, but you'll get some people playing simply because it resembles "Sex in the City" *gasp*. Talk about viral LBP.
This is my personal favorite also... I agree, I think people will jump in just to see what a level called "Sack in the city" contains! They may be a little disapointed at first it doesn't contain pictures of Kim Catrall...
2009-01-31 00:56:00

Author:
CCubbage
Posts: 4430


Sack's in the City - apostrophe "s" me thinks. I helped beta this level and it was awesome watching it all come together. It's way off the beaten path as far as LBP levels go. I think 7 coins is my record and I definitely need to get back in and beat the tower challenge. Kudos! Ranger on how it all came together.2009-01-31 01:10:00

Author:
Jaeyden
Posts: 564


Sack's In The City is cool. It's true that you "in the city doing stuff" so I think it's great.

So let's try that name and see what happens! I will keep you posted guys.

lol
2009-01-31 01:25:00

Author:
RangerZero
Posts: 3901


I am enjoying the premise of this level so much. The city feels alive and open, and the tunnel entrance/exit almost reminds me of the tunnel connections in an SNES RPG called Earthbound. The feel of the city reminds me of that too. I love all NPC interactivity and sticker access fetch quests, I only wish there was more. The use of dissolve exteriors here is genius, and this tower survival challenge is a BEAST! It reminds me of some post apocalyptic wealth-hoarding guy from like Escape From NY/LA or Land of the Dead, which is awesome. This brings me to my only technical drawback -

After repeating this challenge over and over to get as far as I've gotten, I can ace it up to a certain point. The part where you must use the guy as a sheild and to pass through the plasma door has halted my progress twice on an otherwise near-perfect run. If I die with him on the other side of the fire, you can no longer pass through the plasma spray, and if you could, you wouldn't be able to jump the fire. The first time I got there, he was crushed in the corner and I couldn't proceed - had to restart.

I'm going to try again, and just avoid the problem, but hopefully you can set him up to a button pressed emitter eventually and not discourage less persistent/patient players. I don't think anyone who's not patient will get very far in this tower though it's got some AWESOME platforming in it.

The black car that drives by, and the sidewalk/street system is a creative hazard, and I like the detail on the car as well. I really like the graffiti around the city to give it that gritty feel and detail, same for how you numbered the buildings - nice touch.

My only complaint so far is that I think you could give some of the environments a little once over with some different textures and more variety/compliment to the color uses. If the therm allows it, of course... and some lighting effects to really make the level come alive. The pipe, vent, and steel plating decorations would really come in handy in a level like this. The VR triangles that emit plasma in the tower could really use some sprucing up. The rubber on the road is good for seperating background from foreground, but I'd recommend like... bunker stone or something.

The street lights, you should keep the light there for the illumination aspect, but add some spot lights to each one and set it to shadow/fog and attach them by a very small chain so they swing just ever-so-slightly.

I think you should had some sounds to the level as well. Some grinding metal and steam engine sounds to the tower would give it alot of livelyness and immersion. A horn and a car engine sound on the car as it goes by would be good too. Some boing sounds on the spring pads, a "giant step" sound to the crushing pillars, a creaking sound to the spinning electric wheel, and a servo motor sound to the elevators activated by sensor switches. Just little things like that.

Also, for the start area with the tutorial, go ahead and make that whole chunk out of dissolve (neat trick), and only use a tiny piece of dark matter to hold it up - more than likely underneath or behind the entryway checkpoint.

I haven't finished yet, because I'm determined to get up before proceeding to the airport, but I'll get back to you with some more feedback soon. I'm really enjoying it so far and love the way you've stretched the parameters of how to utilize the size of a level. A series called "Uncharted Realms" by Senrir also does this in a different way and not quite so open... you should check it out.

EDIT: ok, I finished with 9k... found 4 of the paintings, delivered the friends, open the two apartments, and I think I saw where the other two paintings might be on my way down from the tower. Great level, keep adding to it. One of the tiles on the city sidewalk flipped off and came loose too, btw. No big deal.
2009-01-31 12:16:00

Author:
Unknown User


You know, that was a great synopsis, NinjaMcWC. I was so intrigued by this level it was hard to see some of those "design opportunities".

One of the best things about this level is that the design allows you to curtail to multiple levels of players - all the way from amature player to hardcore. The tower adds a great reason for those of us who want a REAL challenge to keep going back to the game.

I hope you make this into a series. I would love to see a bunch of these levels sitting side by side (maybe start the next level ON vacation - would give you a chance to completely change the scenery and build an entirely new set of puzzles - you may have already thought of this, so maybe I'm messing you up by mentioning it....if so, sorry..)
2009-01-31 12:45:00

Author:
CCubbage
Posts: 4430


I only noticed because I replayed it like 20 times trying to beat the tower, which just shows that it's a great level regardless.2009-01-31 12:49:00

Author:
Unknown User


Actually i'm so busted in thermo right now it's not even funny.

I could sacrifice some textures though but I added those for diversity like the different materials on the beds in the appartments.

Yesterday evening I just added sounds to the "bring friends" quest. When you successfully bring a dude there, a sound is heard and when you're done there's the task complete sound playing as you receive the coin.

I will continue to add more sounds. That doesn't take much thermo.
As for the asphalt, I wasn't in love with any "concrete-like" material available. I founded them all too "grey" or too "rocks".

I will definetely try to make the whole thing dissolve at the beginning. Do you know why it's only half dissolvable right now? It's because of a bug I couldn't fix... At first it was all dissolve material and it was disappearing by itself avec some minute. I never understood why. There's no switch or mag key involved anywhere near, the car (that spawns right under) doesn't have anything that can interfere, I was left without a clue. So I tried to make the dissolvable smaller and it worked.

Also, when the whole thing is dissolveable there's a terrible slowdown. FAR worse than what it is right now so i'm not sure if it's worth it.

Finally I see that the bug I feared the most is happening.. The shield guy in the tower. Yes it's possible to get stuck there and i'm playing with solutions right now. I didn't have much time to make it a priority before publishing, I said to myself that people would take some days before finishing the tower anyways. LOL

tks for the love and GREAT feedback guys! I just did some good score on the level yesterday night so I guess you could try to beat it. (good luck)

I will try to fix the shield guy bug today.
2009-01-31 18:56:00

Author:
RangerZero
Posts: 3901


There's a glitch with the cannons in the Tower Challenge: They're grabbable, so if someone hangs on to the 2nd cannon, they can be trapped inside. I was fored to restart because of that. :/2009-01-31 20:17:00

Author:
Nukemgreen
Posts: 71


It's actually 'Sacks in the city', because 'sack's' means the 'of the city' belonging to the sack.2009-01-31 20:42:00

Author:
LFF
Posts: 434


Sack's in the City - apostrophe "s" me thinks.

My bro sort of beat me to it, but I was thinking more "[There are] Sacks in the City" rather than "Sack [is] in the City" so that's why I didn't use in apostrophe when I suggested it.
I suppose either version works though.


One more thing I think I just need to add, I'm having real trouble with the tower, namely the bit where you have to adjust the platforms and use the cannon to launch yourself.
I can never get across the platforms, and when I get them where it would work for jumping, I always hit them when I'm launching up. (And it's a pain having to restart the whole tower if I get hit by the plasma ball. More frequent checkpoints would really be helpful there.) That might just be me though.
2009-01-31 20:58:00

Author:
Ace
Posts: 118


One more thing I think I just need to add, I'm having real trouble with the tower, namely the bit where you have to adjust the platforms and use the cannon to launch yourself.
I can never get across the platforms, and when I get them where it would work for jumping, I always hit them when I'm launching up. (And it's a pain having to restart the whole tower if I get hit by the plasma ball. More frequent checkpoints would really be helpful there.) That might just be me though.


Yeah I know it can be seen as an annoyance but I wanted the tower to reach on every skill of the LBP player. That's why I say it's for "expert player".
The trick here ('cause it's deliberate in order to call your observation sense) is that the cannon is multi-layer wide and not the platforms. Launch yourself from the deepest layer and you won't hit anything. Be carefull not to launch yourself into a plasma ball though. You'll have to time yourself with the rythmn of the plasma ball + time for the cannon to launch.



There's a glitch with the cannons in the Tower Challenge: They're grabbable, so if someone hangs on to the 2nd cannon, they can be trapped inside. I was fored to restart because of that. :/

hmmm... Those cannon took alot of testing time. I remember they were breaking alot but I don't remember why I made them in polysterene.

I will try making them out of cardboard. If they don't break it should solve this bug. tks alot for pointing it out.


.
2009-01-31 21:12:00

Author:
RangerZero
Posts: 3901


The trick here ('cause it's deliberate in order to call your observation sense) is that the cannon is multi-layer wide and not the platforms. Launch yourself from the deepest layer and you won't hit anything. Be carefull not to launch yourself into a plasma ball though. You'll have to time yourself with the rythmn of the plasma ball + time for the cannon to launch.

Ah right! Never thought of that, very sneaky!

Thanks!
2009-01-31 22:14:00

Author:
Ace
Posts: 118


hmmm... Those cannon took alot of testing time. I remember they were breaking alot but I don't remember why I made them in polysterene.

I will try making them out of cardboard. If they don't break it should solve this bug. tks alot for pointing it out.

EDIT: By the way I just discovered I can multi quote in one post. I don't know how to reverse my lastest post here though.
Take the second message and combine it into the first message. Then, delete the second message (edit and delete).

Do it as soon as you can (or the mods will come and getcha!)
2009-01-31 22:51:00

Author:
CCubbage
Posts: 4430


As it is, this level feels a little bit bare. It would be nice to add more detail and objects outside, and in the sewer especially. Though I might just be being nit-picky.

The lifts in the houses could be made better. Try looking for a tutorial or object for an elevator that stops at floors, and make it prettier, with moving parts. Always makes things better. The museum, instead of having huge steps, and then you jump across a gap (IIRC), why not make a proper staircase? Also, very very tiny, but remake the plane at the end yourself, instead of using an MM object.

I think anyway. I'm saying all this from memory, so I might be completely wrong about some of this?

Other than that, everything else was awesome. It was a really nice concept, and the actual gameplay was fun. The way you made the people move, and stop when you got near them, was such a small thing, yet it made the level that bit more complete.
2009-01-31 23:19:00

Author:
LFF
Posts: 434


Ok it was time for a little update.
I've corrected bugs and added things I didn't have time before publishing or by feedback.



Sack's In The City 1.2


-The intro room is more polished and all made of dissolvable. There's less slowdown when you exit it.

-Homogenised what's grabable in the tower and colored it the same.

-There's music in the intro room now.

-Grabable cannons bug is fixed.

-The shield dude now respawns.

-Ajusted the secret exit of the Tower Challenge.

-Sounds added for the "bring friends" quest.

-Little game of stickers between my levels.




About that game of stickers. Now when you finish one of my levels you earn a picture that is a switch to get more points in another of my levels. Collect all the pics and improve your best scores!

.
2009-02-01 02:38:00

Author:
RangerZero
Posts: 3901


Cool Ranger! I'm glad to see you made some of these changes I can't wait to play this again and go for that top score. I'm completely wrapped up in school-work at the moment (Canadian History ><) but once I'm done this report I'll possibly give more feedback.2009-02-01 04:26:00

Author:
Neverynnal
Posts: 374


The lifts in the houses could be made better. Try looking for a tutorial or object for an elevator that stops at floors, and make it prettier, with moving parts. Always makes things better. The museum, instead of having huge steps, and then you jump across a gap (IIRC), why not make a proper staircase? Also, very very tiny, but remake the plane at the end yourself, instead of using an MM object.


Yeah those are artistic and design decision all made for working around problems I had. The elevators are super simple because they need to be on one large layer. They can't even use a think layer because there's the wall spawning in front.

As for the steps in the museum, the first one needs to be on only one layer again because there's the wall spawning in front. The second one is the same for homogenic reasons.

As for the plane... I wish I could make a nice plane like that. I'm more a level designer than an artist. So far I did shy away at making one because the MM one was really good looking. I might try to make one at some point though, who knows!

.
2009-02-01 04:44:00

Author:
RangerZero
Posts: 3901


Tried this today and was over all pretty impressed! This is one of the few explorers that kept me interested (if you like this style of game, try "The Untenanted" if you haven't). I liked most of what I saw, the puzzles were done well and the idea of finding all the lost art was cool. I also like the method you used for entering buildings/sewers. All the mechanics worked fine (someone mentioned the elevators looking a bit simple. I agree with that, but at least they worked!). I finished this level with only half of the coins available and still managed to make it to the scoreboard. I couldn't, however, locate the red key card. I'm assuming it was in the tower, which leads me to the cons. First con, which is actually not your fault, but Media Molecules, is the stickers. I had to get one, go to the museum, stick it, delete it, get another because my profile apparently only has room enough for one sticker. And the only real gripe is about the tower section. I really feel that you should put another life gate maybe a little more than halfway up. The cannons can lead to cheap deaths due to the fact that you can't see the chinese star from the cannon, thus making it impossible to actually time it. It's more about luck there, which is fine, but having to get lucky again, every time you die, I feel is asking a bit much. Over all it was nicely done and hearted for later. I really would like to find all the coins. If you have time to return the feedback I have a thread in the showcase "ROBO-RAMPAGE X (series)" if you don't mind getting to it eventually. Thanks!2009-02-01 19:28:00

Author:
Dimo1138
Posts: 179


I will try you level soon. I'm still messing around with my new PC today but i'll eventually get back to the game.

Have you found some more coins?


.
2009-02-07 16:53:00

Author:
RangerZero
Posts: 3901


Now I'm afraid to publish my own collection game for fear of being labelled a theif... I even went through a buncha trial and error with a minigame, too...2009-02-09 15:41:00

Author:
Nukemgreen
Posts: 71


What do you mean?

You wanted to make a level with a system similar to my coin system or you wanted to make a sticker system similar to mine?

.
2009-02-09 19:40:00

Author:
RangerZero
Posts: 3901


What do you mean?

You wanted to make a level with a system similar to my coin system or you wanted to make a sticker system similar to mine?

.

Coin system... Sort of. My level has the player collecting jigsaw pieces by completing challenges...
2009-02-09 20:25:00

Author:
Nukemgreen
Posts: 71


You won't be labelled a thief man lol. I think it's a positive thing to expand on this new LBP "genre" and I anticipate your level Nukem 2009-02-09 21:31:00

Author:
Neverynnal
Posts: 374


I agree - just as there is plenty of room for side-scrollers and shooters, there is plenty of room in this genre. You can always draw inspiration from mechanics, but don't copy the core ideas that make the game unique. Just like with music and movies.2009-02-09 21:35:00

Author:
CCubbage
Posts: 4430


I'd actually be really interested to play into other people's vision of "quest like" LBP levels.

.
2009-02-09 23:03:00

Author:
RangerZero
Posts: 3901


Well, fear squished then. :blush: I'll be able to get back to work again. Oh, by the way, if anyone would like to help me program some of the challenges, I could really use the help... I'm a real novice when it comes to switch programming.2009-02-09 23:10:00

Author:
Nukemgreen
Posts: 71


I liked this level alot, afterall i am a supporter of the free roaming levels

PROS
- the walking people were really cool
-free roam aspect is cool
-tower was fun and chalenging
-looked good

CONS
-more direction would be nice, i often got confused on what to do

Overall i liked it alot and gave it a 4/5

F4F my private eye level plz
https://lbpcentral.lbp-hub.com/index.php?t=t=9725
2009-03-17 20:29:00

Author:
Sonic5411
Posts: 712


Update 1.3:

-New lighting for the sewers! Added led lights too.

-Tweaked some checkpoint's placement.

-Infinite checkpoints are now in the Tower Challenge!

.
2009-04-25 06:06:00

Author:
RangerZero
Posts: 3901


-Infinite checkpoints are now in the Tower Challenge!

I think I love you.
2009-04-25 17:05:00

Author:
Nukemgreen
Posts: 71


Sweet, nice to hear of these changes Ranger. I'll give it a run through later tonight! Tower challenge, here I come.2009-04-27 23:46:00

Author:
Jaeyden
Posts: 564


I didn't see your score getting better yet, buddy!

2009-05-01 00:06:00

Author:
RangerZero
Posts: 3901


One of the best levels i've played period. took me about an hour and still not 100%, need more levels like this imo.2009-05-09 02:26:00

Author:
Lotus_Flow3r
Posts: 165


One of the best levels i've played period. took me about an hour and still not 100%, need more levels like this imo.

I'm glad you liked it!
Freeroam levels are rare but I'm planning a sequel to this one. I really don't know when i'll actually do it though.

.
2009-05-11 19:51:00

Author:
RangerZero
Posts: 3901


I'm glad you liked it!
Freeroam levels are rare but I'm planning a sequel to this one. I really don't know when i'll actually do it though.

.


yeah, its a concept im using for my project, TIME. you can read about that in its thread, i only have one act up at the moment but act 2 is nearly finished and carries the same non-linear gameplay (allthough completely contrasts the 1st in feel, which is what i plan for each). I just get a little tired of being told where to go all the time, unless it offers something new, but, more freedom and more thought is what i think many levels need.

Your level is a PERFECT example of this and it's one of my very few 5 star levels, why you are at 4 stars and a level about going to hell and then heaven on a bike is 5...is beyond me.

Please keep it up, breath of fresh air and i will look forward to future projects! Best on here ive seen so far

If you like what i do with TIME, maybe we can do something with the upcoming Online Create!

/5
2009-05-11 22:05:00

Author:
Lotus_Flow3r
Posts: 165


I don't know how this level slipped past me for so long and I apologize for my belated feedback. I just finished playing and thoroughly enjoyed it!

I loved the open world feeling and the ability to do anything I wanted. If I wasn't interested in a quest, I could skip it and come back later. I felt like I kind of decided how the level should flow which is very neat!

Fun level! Nice job!
2009-07-29 13:49:00

Author:
mrsupercomputer
Posts: 1335


Thanks. I have a special something for this level. I really like it and there's alot of love in it.

Anyhow it's the perfect time to play this level again because I will publish the sequel tonight or tomorrow night! (Sack's On The Beach)

.
2009-07-29 17:33:00

Author:
RangerZero
Posts: 3901


I played this a while back but never posted back here. This level was pretty cool. I liked the whole open-world environment, I've never seen it done as good as you did it. There was so much things to do, I wonder how long the level would take if you did everything it required you to do. I can't wait for the sequel!2009-07-30 03:11:00

Author:
brnxblze
Posts: 1318


I played this yesterday. I loved it. My husband loved it too! The ghost ship was awesome! Sorry it took me so long to play this one Really enjoyed it!2009-08-03 20:38:00

Author:
xkappax
Posts: 2569


Awesome you played Sack's On The Beach. It's the Sack's In The City thread though.

.
2009-08-03 20:43:00

Author:
RangerZero
Posts: 3901


cool concept, but the lack of checkpoints in the tower challenge might have been the single most infuriating thing I've ever experienced in LBP. I got to the point where I didn't care about that part of the level anymore2009-08-13 22:59:00

Author:
ZipCity
Posts: 208


cool concept, but the lack of checkpoints in the tower challenge might have been the single most infuriating thing I've ever experienced in LBP. I got to the point where I didn't care about that part of the level anymore

Yes this is because it's a multi-difficulty concept too. Each task is not mandatory so there are some that adresses casual players, some address "explorers" and the tower is for expert players.

Try the sequel, Sack's On The Beach. I made it generally easier because people generally don't like too much difficulty. (I made hard levels seperately now lol)

.
2009-08-14 02:35:00

Author:
RangerZero
Posts: 3901


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