Home    LBP Showcase / Reviews / Recommendations    Level Showcase
#1

Little Big Aliens (Now with pics)

Archive: 12 posts


I would love people to try my level. As I've put quite a bit of time into it. before christmas I started. Feedback welcome please let me know of bugs, as I have already been told a few and corrected them.

It's loosely based on the film Aliens. I've recreate the dropship, APC and Alien eggs with hatching facehuggers. Hopefully you'll like it, it has an opening with you landing on the planet in the apc being deployed by the dropship. Which took far to long to get working.

I ran out of thermometer near the end so I'm working on the finale now as seperate level.

Thanks Tom

http://www.b3ta.cr3ation.co.uk/data/jpg/lab.jpg
http://www.b3ta.cr3ation.co.uk/data/jpg/apc.jpg
http://www.b3ta.cr3ation.co.uk/data/jpg/5672.cocoon.jpg
http://www.b3ta.cr3ation.co.uk/data/jpg/loader.jpg
2009-01-30 16:37:00

Author:
bindibaji
Posts: 119


Hey Bind,

I tried your level earlier today, has a lot of cool 'Aliens' flavour.

Pros:
+Drop ship, and Marine tank looked great.
+Mother Alien run by looked really bad ***.
+Ending was perfect.

Cons:
-The awesome designs of the tank and mother alien didnt really get enough play. The drop ship got to do its 2 cool things (I wont spoil them here) but I really wanted the tank to blow some aliens apart. I know it didnt run into any aliens for its first scene in the movies but still, have it set up to emit some explosives on que as you have some aliens pop out would make the into ride that much better.
-The face-huggers that spawn from the eggs are too easy to ignore since you can just walk on the other layers and the kid is on the layer with no huggers. Maybe spend some time working out a fair but challenging path to fight through to get to the kid.
-Mother Alien at the end needed a bigger scene, or use that image for all the aliens along the way because it just looked a lot better.

There are some little odds and ends that could be tweaked but I'd say if you juggle around these big pieces you'd really have a great tribute level on your hands.

Hope that helps,
2009-01-31 03:57:00

Author:
Ozwald_the_cat
Posts: 45


Cheers for the feedback Ozwald.
I have added a couple of Alien eggs on the middle layer in the hive to add a bit of a challenge. The queen is getting a level based on her which I'm working on now. As the thermometer was full and I couldn't achieve what I wanted with a limit to what I could use.

I will check out your level.
2009-02-01 19:20:00

Author:
bindibaji
Posts: 119


Great level! I really liked the opening sequence. Good lengthy level, not too easy and not too hard. Kudos to you!

Hearted and 5/5.
2009-02-25 02:42:00

Author:
maxwordlife
Posts: 7


Thanks for playing Little LOST and for the feedback.

This level has soooo much potential. You've conceptualized the movie very well, and most of the gameplay mechanics are solid. I loved the APC and the dropship, loved the nest, loved the lighting at the end, tons of cool stuff.

That said, it still needs quite a bit of polish. Suggestions:

Make your sensors invisible...almost all of them.

Make the first dude trapped in the goo say "Kill me!" (and put a paintinator switch on him)

After the second elevator, I must've died 5 times just trying to stand on a rounded surface and slipping into the gas. Make the tops of your surfaces as flat as possible.

The elevators are a bit quirky. The switches are overly touchy, and the doors don't feel integrated. Unless you can fine tune the doors, I'd ditch them (might help with the overheating issue as well).

At the end, I broke the level. I started dragging Newt (wasn't sure what you intended) and dragged her over the edge. I ended up on the ground (not a part you built...the ground of the template) and had to kill myself to get back to the last check point. It's not the end of the world, but it definitely kills the illusion.

Bottom line from me, ditch your other levels for a bit and just polish the crap out of this one (quality over quantity). It has the potential to be an elite level.
2009-03-18 00:53:00

Author:
frizby
Posts: 89


Cheers for Feedback Frizby. I will look at your sugestions. I like the idea of trapped man wanting you to kill him.

After second elevator I think it might be a bit of a camera problem aswell, will have a look. I'll tweak the lifts and bullet proof the ending.

Thanks again.
2009-03-18 10:50:00

Author:
bindibaji
Posts: 119


I finally got around your Aliens level yesterday and I am going to review it :eek:. I will pack it into a spoiler so people who have not played the level yet don't know what will happen. So be warned, spoiler alert!

The spoiler did not open in FireFox so i removed it.
###############SPOILER#######################


When the level started, I liked the intro sequence with the tank flying in, the thunder and rain (I am working on thunder and rain right now, maybe you want to use my technique for your level?) really set the mood for what was about to come, it made me uncomfortable.

Running around the corridors added to the mood, well set shock effects (which are extremely hard to pull of in LBP) and surprise moments right at the beginning, the screamin sounds of the aliens (which one was that exactly?) and the greenish design where well placed. But ... I personally thought the architechture of the level was a little to blocky, to big and rough. Since this is the overall design of the level it fits, I am just not a fan of it because it collides with the gritty horror mood of the level and looks at some places just ... and I do not mean to allege anything ... as if the creator was lazy.

When I came to the point where I had to swing on this electrified thing I thought you where kidding. For one thing you almost do not see that you can grab that thing (it was a leap of faith) and the other thing is that you can get electrified just swinging around, which is bad because you punish me for succesfully grabing which makes no sense. Take away the electric effect here or put it up higher so the player can grab and swing with no risk. You should never punish the player for being sucessfull. That is extremely frustrating.

The green tunnels (Alien hive i guess) could have been made better, they where hard to manouver and because of the round edges I fell down to my death a couple of times.

What really made me laugh where the facehuggers, I loved them. Unfortunately they where no thread for me at all, I could just walk past them, but maybe that was your intention? That was not so clear. When I set the girl free I would have wished you showed me better, that you expect me to free her. I only knew that I had to get her because I know the movie, but you should make it clearer to every player (set some lightning, make a cutscene that focuses on the girl crying for your help etc.).

As I stated in the comment the elevator broke where I had to transport the girl in, the door did not reopen propperly on the upper level. I managed to jump out through a tiny hole but this was lucky. The elevator should be controlled with a lever, so that it does not drive back down. It is always nice to have some automatition but (at some elevators in your level) if you do not get the timing right you have to make the complete ride down again and up again, that is - if not neccessary - annoying sometimes.

The second tank ride was nice but when the tank stopped I did not know what to do because I did almost not recognize the elevator. You need to highlight those things better for the player to avoid that they stumble around clueless. Also the grabable at this point should be visible at all times. Because at the first two times I came by it, it was not there so I did not know what to do until I saw that there was something moving.

The alternative ways in the ventilation shafts where really nice, I especially liked the alien chase, a really good surprise moment!

Again when I came by the facehuggers in the glass things I loughed, they looked so funny. It was a little hard to see where to go in this room, again you need to highlight thos things better.

When I pushed the button (or lever, don't remember) you should always show the player that something happend. No matter if this is a sound you make (squeeking noise for a door opening for example) or a cutscene showing what the player just did. But if nothing happens the player is confused and wonders if the button is broken.

When I came back to the facehuggers, I somehow expected them to jump around as an additional effect of the button. That would be really nice to make the coming-back-to-the-room more interesting. You should always try to change something when forcing the player to walk through the same area twice.

I really liked the constant thread of "something" ... especially when the queen ran by at the window.

When I came to the girl a second time, I grabbed her (she should tell the player that you are expected to do so) and went out on the bridge. I loved how you electrified the background, it looked amzing, a really good effect here! Then I wandered what will happen when suddenly Bishop lowered the bridge .... and smashed me and the girl. I'd love to see that in the movie . Maybe you should think of a way of making this without putting the player at risk. Especially losing the girl is something that should not be possible.

It really is a pity that you had nos pace left for the boss fight. I am really looking forward to that one.


##############END SPOILER####################

When it comes down to the rating it was really hard for me. I gave you 3/5 because there are just to many "teething problems" with the level preventing me from giving a 4 or even 5. The potential is there, the ideas are great but you should work on some things that do not feel round like the guidance of the player. You need to make it more obvious where he needs to go, use eye-catching lights, colors or if not possible another way cutscenes and magic mouthes. It is very vital to always let the player know what to do and where to go.

Also as I stated the visual design has some really good ideas but feels too rough, to bland at some places, you should add some more details if possible. I also noticed some visible switches at some places, they felt out of place (for example at the girl the first time) and should not be visible.

If you work on those issues I'd be happy to try your level again. I hearted it anyway because I saw the effort you put into this, that you have a lot of good ideas and you pulled of the mood of aliens despite the small problems.

One question, what music did you use? Was that selfmade? If I remember correctly there where some places where I did not recognized the music.

You really made me want to see the movie again. I am looking forward to the final fight.
2009-03-20 09:03:00

Author:
Fjonan
Posts: 359


Wow cheers for the feedback Fjonan. Some valid points there loads to go through.
1. I will de-electricfy the lower half of the swing section. (it's meant to be loose cables from the acid errosion)
2. I will flattened out sections of the tunnels to make it easier to move. Apart from the jump section as it helps setup the scare.
3. When you drop into the hive there is facehuggers that appear on the middle layer. But they seem to be out of sync and don't appear straight away. I need to sort this out. Also If you run straight to the lift there is a cutscene with Newt asking for help.
4. I've fixed the elevator this was caused by my earlier tweaking and hasn't always be broken.
5. Yeah I've got squished by the dropship platform when it comes down. I'll make Newt a trigger for the lift so it doesn't squash you.

Since I've been fiddling with the level large sections have lost their texture and gone black. This must be caused by over heating, yet the thermometer is one notch below the top. I've locked the level for the time being while I try and sort these things out.

Cheers for playing it Fjonan. And the music's all standard just tweaked to not included all there parts.
2009-03-20 11:08:00

Author:
bindibaji
Posts: 119


3. Also If you run straight to the lift there is a cutscene with Newt asking for help.

Ah, I ran left after dropping into the hive. You should put the cutscene a little to the left, so that you see it when entering the hive.
2009-03-20 12:11:00

Author:
Fjonan
Posts: 359


Hey bindibaji, I just finished playing through your level

Pros:
+ The Drop ship and the tank we're great, I also liked the way you lifted the player from the tank

+ They mostly come out at night, mostly...

+ The characters trapped in the alien-goo we're great, I loved that you used a human as a swing-object.

+ The ending makes you excited for the inevitable sequel

+ Mother Alien was pretty neat

Cons:
- Some minor bugs but there is one that really bothered me:
Right at the end when you're waiting on the platform for Bischop, you can just walk to the right and fall out of the level!!
This could very easily be fixed so Im guessing you were not aware of this problem.

- When the helicopter exploded, I got stuk between the rocks and the debree of the helicopter, not cool

Misc: I really hope you get to use the walkers in the sequel!!

Overall, a very enjoyable level and I will certainly play the sequel once you finished it.
2009-03-21 09:57:00

Author:
Zwollie
Posts: 2173


Hi Zwollie.

Cheers for playing. Which level would you like me to try of yours?

Heres some stuff I've recently fixed after everyones feedback:
Lifts now feel smoother.
Added face huggers to jump out on middle layer in hive to add some challenge.
Cut scene in hive when you enter so you know to rescue Newt.
All switches hidden.
On platform Newt is now used to activate lift which starts down to lift you up. Also clear glass used to stop player falling out of level.
Electric cables used as a swing are now de-electrified.
Camera angles tweaked in certain areas.
The glass from the dropship that explodes is now taken out so it can't squash you.
Success sound once door is opened after fire aliens.
No longer get caught on the roof when jumping in the alien chase.
Awkward walking in hive now smoothed out, abit.
2009-03-21 19:32:00

Author:
bindibaji
Posts: 119


Hi Zwollie.

Cheers for playing. Which level would you like me to try of yours?

Sir Sackboy, The accidental hero II: Escape from the dragons' den. (https://lbpcentral.lbp-hub.com/index.php?t=t=9342)
2009-03-22 13:30:00

Author:
Zwollie
Posts: 2173


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.