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[B]From Siberia With Love Pt.2: Meet Mr SAM (With Pics)[/B]

Archive: 34 posts


My second level in the Siberia series has just been posted.

From Siberia With Love Pt.2: Meet Mr SAM by GruntosUK

Its taken about a month to complete, and once again has topped the thermo. I listen to all of your feedback on the first when designing the second and took into account a lot of your comments. Due to difficulty issues with the chopper battle, I've moved this to a seperate level to be posted by the weekend. It took a load of thermo and I decided to flesh out the level instead.

The original level for those who hav'nt played it is here, the story continues on so please play that first, you don't have to leave feedback, if you do, I'll get round to you.
https://lbpcentral.lbp-hub.com/index.php?t=t=7038

Here are some pics

http://i492.photobucket.com/albums/rr285/grantosuk/APhoto-2.jpg

http://i492.photobucket.com/albums/rr285/grantosuk/APhoto_1-1.jpg

http://i492.photobucket.com/albums/rr285/grantosuk/APhoto_2-1.jpg

http://i492.photobucket.com/albums/rr285/grantosuk/APhoto_3-1.jpg

http://i492.photobucket.com/albums/rr285/grantosuk/APhoto_4-1.jpg

http://i492.photobucket.com/albums/rr285/grantosuk/APhoto_5-1.jpg

http://i492.photobucket.com/albums/rr285/grantosuk/APhoto-2.jpg

Have fun!
2009-02-02 13:53:00

Author:
GruntosUK
Posts: 1754


I will try this as soon as I'm able, but I'm sure I'll love it! You make a good level!2009-02-02 16:52:00

Author:
xkappax
Posts: 2569


Every little bit of this level seems to have lots of detail taken into account. I did notice, however, that there were a few switches and mouths still visible in places I'm sure you didn't intend for them to be.

The part where you shoot the button to drop a metal box on the see-saw didn't always seem to work. Sometimes I would shoot the button, hear the sound, and nothing would happen.

The part where you needed the level one access card (I think) had some spinning wheels that were off center. It's not a big issue, it just looks kinda awkward.

The section where you need to spin the number wheels was interesting, but it's kind of hard to see the numbers. Also... you probably shouldn't have any 9's on there... >.>

Other than those minor issues, I can't really find anything to complain about. Very good job here.
2009-02-03 03:34:00

Author:
gameguy888
Posts: 159


Played this about an hour ago, here are some thoughts.

The thing I liked most about this level was the complexity of the design. Often times it is very mechanical and I appreciated the thought that went into a lot of the puzzles. My favorite was probably the helicopter calibration.

It seems that (like me) you really make full use of different camera zones and that gave the level a great cinematic flair and added to the large scale of it.

Your use of the different planes was masterful. It seemed like half the time I was playing in the background and those were actually my favorite moments. I can honestly say that I have not seen this mechanic used to such an extent before, great work.

I love a good story and I enjoyed the writing in this level. The reference to two popular LBP levels made me smile although my choices would have been different (I love those levels btw)

I though you managed to integrate the paintinator in a couple of original ways. My favorite part in this regards was the see-saw with the falling block, very cool.

You have tons of hidden areas/point bubbles which really adds replay value and I found myself trying to hunt them down so I could have the top score (I think I am 6th or 7th).

Small details like all the blinking LED's you have really added some visual punch. I don't think your material selection is aesthetically pleasing but it does fit your story/theme which is the most important thing.

Suggestions:

- I would really love to see some enemies in this level. Nothing over-the-top but a couple of guys to kill wouldn't hurt.

- For the most part the paltforming was unoriginal (swinging sponge balls, spinning wheels etc). A bit of variety here wouldn't hurt.

- I personally hate those neon pink arrows and they really seem out of place (but perhaps that is intentional and meant to contrast with your overall look). For the most part they are unecessary but if you feel the need for them then maybe you could make a couple of cool custom arrows.

- There were a few visible switches. Color your checkpoints and decorate your scoreboard. Small things but they really do add to the overall polish.

I really enjoyed this level and gave it 5 stars and heart! Great work and I look forward to the continuation of the story
2009-02-03 11:27:00

Author:
OCK
Posts: 1536


OOOk wow i'm seriously NOT over-reacting right now!!! THIS LOOKS SERIOUSLY SUPER AWESOME!!! I'm sooo gonna play this2009-02-03 16:15:00

Author:
Yarbone
Posts: 3036


Ok I played the level two times now (so I can check everything twice) and this are my thoughts:

At the second I entered: MGS MUSIC!
The first time I played it I was little confused cause I didn't know where to go. Note: the level is really big and long (that's a +)!
After going around here and there I finally found the right way. It was really good to know that you put even more secret areas in the level. Those little purple lights... To bad that those aren't the intels. I just found two of them but 3 of those purple lights. I saw that you added more platforming to the series. I liked the "just jump over" better. These parts were kinda... well you said it your self with a speech bubble. But still nice.
You have a really nice use of the paintinator (it was to expect after the music...). But no enemys. They would make it much better. Maybe a turret or two.
What I most love about levels are there design and mechanisms. Your level is so well designed that's it almost perfect. The simple mechanisms left a charm on me.
The message from the gf is just awesome. It made me chuckle :3

This level took me 13-14 minutes to beat ( um yeah ). You just can't let a gem like this get away!
Pros:
+length
+design
+secrets
+the character(s)
+mechanisms
+use of paintinator

Cons:
-no enemys
-the part with the code is confusing. maybe add something like "he's like the devil."

5 stars and hearted!
-------------------------------------------------------------------------------
SPOILER
SPOILER
SPOILER
So the next level will be just a boss battle?
2009-02-03 16:53:00

Author:
blizzard_cool
Posts: 752


I really want to play this as I quite liked the first Hopefully I'll get to it tonight.2009-02-04 01:17:00

Author:
Mikey-Flies
Posts: 14


Hey Gruntos!!! I'll be trying your new level within the week, and I'll post a message here, AND on the Gfaqs "REVIEWS for the people... BY the people" thread. It's actually hit 500 posts again, and I should have the third thread up tomorrow sometime. Hope this level's solid but leave it up to me to battle test it later man.2009-02-04 01:58:00

Author:
Maraz_Matari
Posts: 105


Ahh I never played the original but always wanted to - just sort of forgot, I'll be sure to give this a whirl2009-02-04 12:55:00

Author:
Mrgenji
Posts: 803


OK, thanks all for the plays. I've fixed, and am on fixing the elements you mentioned, I'm not adding new enemies, just fixing little bits.

@Marantz, yeah I noticed the thread had hit 500 on Gfaqs :-) I would love for you to break my level again ;-)

From GamerGuy888

The part where you shoot the button to drop a metal box on the see-saw didn't always seem to work. Sometimes I would shoot the button, hear the sound, and nothing would happen.

I knew of this, and have tried to fix it a few times but don't know whats causing it be honest.

The part where you needed the level one access card (I think) had some spinning wheels that were off center. It's not a big issue, it just looks kinda awkward.

I'm gonna leave this, adds "character".

The section where you need to spin the number wheels was interesting, but it's kind of hard to see the numbers. Also... you probably shouldn't have any 9's on there... >.>

I can see where the confusion would lie here, fixed!

From OCK

I would really love to see some enemies in this level. Nothing over-the-top but a couple of guys to kill wouldn't hurt.

Thermo is full, i did'nt want to add any to get that abandoned feel, there will be some in parts 3 and 4 though.

For the most part the paltforming was unoriginal (swinging sponge balls, spinning wheels etc). A bit of variety here wouldn't hurt.

I stink at making platform sections, they where more a request from the first level, that that wasnt enough, and a space filler more than anything. Theres a speech bubble that mentions this!!

I personally hate those neon pink arrows and they really seem out of place (but perhaps that is intentional and meant to contrast with your overall look). For the most part they are unecessary but if you feel the need for them then maybe you could make a couple of cool custom arrows.

A few people got lost to easy when they played it here on my PS3 (not LBP players), with the multipath thing going on I wanted to make them noticable so people don't get lost

There were a few visible switches. Color your checkpoints and decorate your scoreboard. Small things but they really do add to the overall polish.
Looking through and fixing these, its been mentioned by everyone thats played it.

From blizzard_cool

no enemys

See above :-)

the part with the code is confusing. maybe add something like "he's like the devil."

I've removed the nines, as I mentioned, I think the clue is sufficient

---------------

I'm gonna start the F4F I owe for you Gameguy tomorrow, had a hard days work, gonna relax by testing and retesting the boss in part 3. :-)

I'm getting some really kind words about this level, some people are actually promoting it themselves. The community for this game really is second to none (and is what has kept me from my Xbox Live).

EDIT: Thanks to Kappa as well for suggesting some fixes. Its all working well now, unfortunatly I could'nt add glass to all the piston sections, but I managed to get the one where I think the problem was. I added the second and BAM! thermo overheated, that was from adding two more small squares of material. Shows how packed full it was
2009-02-04 17:39:00

Author:
GruntosUK
Posts: 1754


Oh, I'm looking forward to trying this level out later. From the screencaps it looks really polished!

I'll post my thoughts later.
2009-02-04 17:43:00

Author:
Thegide
Posts: 1465


nice level, it looks brilliant pal, welldone.
Its a very well built and well thought out level, lots of good puzzles and a cool story. I played part 1 first, that was good too.

Not much i can really say to improve it, it seems like you've already sorted the problems and polished it off, so no worries there.
I noticed that u put the gift prize bubbles somewhere out of the way so u don't have to get them, which is good as i don't have any space and i hate that 'no more space' message u get every 30 seconds.

saying this i hope the helicopter boss will have more fun and action and less tasks to do... please tell me that the SAM site is powered up and the nuclear whatyacallit is running to full capacity.

5 stars, i didn't heart your level but i hearted u
2009-02-04 23:45:00

Author:
Samson107
Posts: 83


@ Samson - No tasks, just war! 2009-02-05 06:13:00

Author:
GruntosUK
Posts: 1754


Looks absoulutely AWESOME. I will play when I'm allowed back on my PS3!! I loved the first one.

Can I ask you something? I always thought that your level looks extremely polished, and was wondering how you achieved this look. Did you use small/med/big grid? No grid? Corner editer? did you make the level in sections to be assembled later? Did you create separate objects and then incorperate them into the level?

I'd be interested to know, and if you can give any tips to an aspiring creator, I'd appreciate it

Also, if you decide to make more levels, could I please playtest them? I'd really appreciate it!
2009-02-05 08:33:00

Author:
dkjestrup
Posts: 672


@ Samson - No tasks, just war!

lol, im sure it will be excellent
2009-02-05 21:16:00

Author:
Samson107
Posts: 83


Just played both levels...only able to finish the first one.

Serbia part 2 feedback:

Pro's:
+ By the time I finished the first one and the second one started...when I heard the helicopter...I was like...you are going down!! Part one really got me hyped for part two!
+ Loved all the little nooks and cranny's you can find for bonus points
+ The intel boxes were an awesome idea and the fact you give a status as to how many you found was great (at least for part 1...didn't get that far on part II)
+Great deetail and use of materials...loved the sequencial lights
+The puzzles were unique and plentyful

CONS:
- I couldn't finish the level, I kept getting stuck right after the two electric things you run under then drop down on the left after using the paintnator...after I dropped down I was stuck. I took an elevator up but couldn't go anywhere...I went back down and all passages were blocked. Not sure what I am missing but I couldn't find a way out.
- some weird camera angles on both levels make it hard to see what you are doing
- can't comment much more...some more enemies might be cool but I kind of like the idea of building up to some big boss battle.

overall 5 stars/hearted for both levels even though I couldn't finish...probably my fault because part one was awesome!
2009-02-06 04:11:00

Author:
Mattrick
Posts: 214


There is a switch just after the obstacles, hitting that will switch the lights on and drop a crate, there are then three dissolve blocks to shoot to get the crate to the bottom. You can then push it all the way to the crane :-)2009-02-06 06:48:00

Author:
GruntosUK
Posts: 1754


There is a switch just after the obstacles, hitting that will switch the lights on and drop a crate, there are then three dissolve blocks to shoot to get the crate to the bottom. You can then push it all the way to the crane :-)

thanks...i will try again. I rarely try levels a second time but your series is excellent and I want that darn chopper to go DOWN!! =)
2009-02-07 02:23:00

Author:
Mattrick
Posts: 214


The B's around your title are pretty funny...

Finally got around to playing this and I love it just as much as the original. You seem to have taken everything that worked in the original, and just expanded on it with a little bit of paintinator innovation (I always like moving stuff and hitting switches with the paintinator) and typical LBP platforming segues (nice anticipatory comment at the swings... hey platforming is platfforming) to make it more accessible and give it a different feel from the original.

Your new secret system is great, and although intel is better hidden, I liked the concept of the smoke grenade as an intelligence agency's repertoire is well represented that way. It feels tighter and bigger than the original, and connected in a better way with more to do. The first one seemed to feel a little claustrophobic and cramped, by comparison.

One thing, come to think of it, is that the first one had alot of dialogue between 0013 and his advisory, like when he said "all I do is jump over hazards" and I don't remember much in this... but the LBP community homages in the dialogue were great.

I enjoy this series alot, and think the whole style of it as well as the unquestionable quality really makes it stand out.
2009-02-07 05:47:00

Author:
Unknown User


Well I was actually gunna play this last night, but fell ill with a case of the sleeps I woke up this morning and hopped right onto it

This level was really cool. Good use of switches, puzzles, and even a touch of paintinator thrown in there, but just as a tool to solve puzzles Gruntos is really good at making you run all over the place pulling switches to open doors that were previously locked. He's got some good secret area hidden (I found all the purple, and was only missing 2 green I was actually expecting a boss fight with the heli, but yet again this level lacks a boss... but that's just a minor personal gripe of mine, and you had said at the end that the next level will have the fight

Sadly this time I couldn't find ANYTHING to tear apart the whole level flowed smoothly and didn't glitch on me even once.

Over all a good solid 5 Stars, a heart and a from me keep up the good work.
2009-02-07 18:33:00

Author:
Maraz_Matari
Posts: 105


Hi GrantosUK,


Since the first part was one of my best levels, I had to play this one!

- - - - - - - - - - - - - - - - - - -

+ Design. + Design. + Design. ****, this level is well designed! Just like the first part, backtracking has never been so fun. I like to the way you see the next areas before being able to reach them.

+ Nice visuals. I like the abandonned feeling of the buildings.

+ The way you use the 3 planes is very well done.

+ The part where you catapult yourself up by htting a switch with the paintinator. Very cool!

+ Good use of the paintinator. I like to turn on and flip switches with the paintinator, and there's plenty of good examples in this level.

+ The reference to LBP levels was a nice touch.

+ Lots of hidden areas, and a report at the end showing you what you found.

- - - - - - - - - - - - - - - - - - -

- The part where there are three dissolve blocks to shoot to get the crate to the bottom. I did not saw the button. You should prevent people from jumping down until they hit the button.

- I don't like stuff appearing from nowhere like the snow falling down. You should add a thin layer of snow in front.

- - - - - - - - - - - - - - - - - - -

That's the only negative points.

5 stars, hearted.

This is now my favorite level in LBP!
Can't wait for the next part!



If you have some time, I published "Left Behind - Part2 : Underground Complex" this week-end and I would like to have your feedback since you are one of my favorite creators. Thanks!
2009-02-09 23:01:00

Author:
JackBurton25
Posts: 116


wow, let me tell you, I sat down to play a few levels last night. I said to myself "Self, save this one for last, just in case these others are terrible, that way you can end on a good note." Well, the rest were terrible. But I definitely ended on a good note! Now, I had played the first one and liked it all, except not being able to fight that pesky helicopter! But the second installment blew the first one away. The use of all three planes is astounding. The puzzles, amazing. The layout was brilliant. The scoring system, while not entirely new, was updated and as cool as ever. It was a little lacking in combat (by "a little lacking" I guess I mean "entirely devoid of") which isn't necessarily a bad thing, it's just that I personally like crazy enemies/bosses etc. I managed to find all but one "intel" and all but one secret point stash, so I can say that the way you hide your stuff is really good; not too difficult to find any single secret, but not too easy to find them all. All in all, this is a fantastic level, Five stars, hearted. But I want to get my hands on that **** helicopter! It's taunting me!
P.S.-F4F my brutha'
2009-02-10 02:13:00

Author:
Dimo1138
Posts: 179


Alright, saw you played Hard Simplicity, now i'm giving you feedback in return Feedbacking as i play:

- Playing part 1 now
- Flashing green box bubble secrets! Wooo, made me happy.
- Isotope "puzzle" - nice better than just flicking a switch.
- There's a 3 layer thick, yet tinypiece of dark matter at the cable car place, not sure if it's supposed to be there.
- Lol @ the "You shouldn't be here" area
- Man, those green boxes are everywhere
- woot, found all boxes.
- Alright, on to part 2

---- Starting part 2 ----

- Unsure what the stamping blocks thingy is for, since you can use the sponge circle to get up.
- Right before the "Oh no, another sponge ball thing you thermo-greedy nub"-section, there's a slide going down. You actually slide real fast that you fall into the gas. if it's intended, by all means let it stay, if not, might wanna consider slowing you down.
- Sigh, i hate myself for missing 1 secret. Missed the top right light.
- Pff, i'm even nubbier, only 2/5 green secrets.

Verdict: 2 amazing levels, and i'm definately coming back to find the other secrets. I'm addicted to secrets, and you implemented them very well.
2009-02-10 17:14:00

Author:
ThommyTheThird
Posts: 440


I played both levels some time ago, so here's a bit of feedback =)

While your first level was good already, it didn't exactly blow me away. However, I liked it enough to try the second one, and I was NOT disappointed. In fact, it really exceeded my expectations, and there's hardly anything to critique.

I generally love puzzle levels, and yours was so well structured and executed to perfectly that the flow of enjoyment rarely stopped - There were two parts where I got a bit confused though:

First, when you had to enter the 666 code, I wasn't sure where to position the sixes. I initially thought they had to be at the bottom of the wheel, but nothing happened. After puzzling a while if I got the code right, I noticed the small indicator lights, so I was now sure that 666 was indeed correct. I tried placing them so the sixes stood straight up (left side of the wheels IIRC) and only then spun them to the top and solved the puzzle. Maybe I just didn't see it, but you could add something like a needle or arrow to indicate where to spin the sixes to.

Another things that lost me a lot more time: The little section right below the starting area, where you had to use the paintinator to get the glowing thingy to the other side. I just think the message was really confusing here, something like "red sensor can't detect blue thingy" that made me believe I was NOT supposed to get the blue thingy into the red light, but do something about the colors. In the end, I traced my steps through the entire level, got back to the spot, tried pulling on the thing and whatnot, and realized only later that I could shoot it into the sensor. Here I'd advise you to change the text - Maybe say it's out of sensor range, that wouldn't be as confusin.

Don't let the fact that most of my post up until now described your levels' flaws and my screw-ups, because that's basically everything I had to rag on. Other than that, the level was absolutely fantastic. Incredibly well planned, as seen by the wonderful use of the three layers to create complex structures, a lot of nice puzzles, great atmosphere and a lot of secrets to boot.

There were a few idea that were really ingenious, like the helicopter targeting system. I'd definitely recommend this level to anyone that likes puzzlers, and to anyone in general. I'm really looking forward to the next part, and I hope you continue to improve even more.

By the way, I'd appreciate it if you checked out my level, "Timeless Village". There's an F4F thread as well. It's puzzle- and story-driven as well, so you should feel right at home =D
2009-02-10 19:24:00

Author:
Serpit
Posts: 68


Thanks the posts and kind words yet again. I'm on my phone at the moment so can't type a long reply. But I'll get to the F4F and the problems tomorrow

Thanks again

Grant
2009-02-10 21:38:00

Author:
GruntosUK
Posts: 1754


Freaking amazing level, man. One of the best I have played on LBP.

Pros:

- Design. Holy crap, was this thing designed well.

First off, the level is so dense. Dense as in there is so much level packed into such a small space. All the pieces fit together like a puzzle where one room is in front of another and it just feels like it was made together.

Secondly, the fact that the player sees everything before being able to enter them gives the achievement a higher sense of satisfaction. And it also highlights how dense the level is because you'll be thinking "Wow, all this and I end up right where I started?"

- Visuals.

It is a graphical powerhouse. The materials are great and the mechanical look of the buildings is incredible. Seriously, while you are playing, just stop and look around. You'll be amazed at all the detail.

- Puzzles.

If you know me, you know I love some puzzles and this level is filled with a lot of mini-puzzles. It can be as simple as a block to climb onto to reach a hidden box or sliding a box by shooting the supports of a ramp. Good stuff.

Anyway, I hearted the level, hearted you, and gave you 5 stars. Great job.
2009-02-11 07:59:00

Author:
Voltiare
Posts: 646


I'll get round to your feedback Dimo and Voltaire in the next couple of days. And NinjaMicWZ, have you got a level for feedback

If I've missed anyone let me know.

I'm off to work on Part 3 :-)
2009-02-11 19:37:00

Author:
GruntosUK
Posts: 1754


I'll get round to your feedback Dimo and Voltaire in the next couple of days.Wait until H.A.T.E._2 is finished. Or if you haven't played the original H.A.T.E., play that.2009-02-11 23:34:00

Author:
Voltiare
Posts: 646


This level is incredible.

I just played through the first one (requirement, but I'm glad it is) and the second one. All I can say is, amazing.

The way the level was constructed flows extremely well, and while some parts feel just the tiniest bit cluttered, you're out of those parts at such a good pace that you don't really feel it getting to you. Then again, that could've just been me, so maybe no one else ever feels it

I do think that the mechanics of the puzzles were better in this one, but I absolutely loved the idea of heating up the pipes to melt the huge snow mound. More ideas that are neat like that, mixed with puzzles that have unique input (like you did in this level) would be perfect.

The graphics looked great, but sometimes a little sparse. I know you gotta use the same materials if you want a lengthy level, but sometimes I felt like you could've used some more detail here and there. But where there was detail, it was great.

Story is intriguing, the gameplay is great and it all looks spot on.

5'd, Brilliant'd, heart'd.
2009-02-12 01:37:00

Author:
superezekiel
Posts: 120


i finally played these and just like everyone else, i liked it a lot.

both of the levels look great. top notch stuff. it actually looks like a real place and not some random strips of metal. and just like a real place, you utilised all 3 planes to make some very creative puzzles. you dont see that very often. another thing i thought was awesome was how much room there was to run around in. i also liked how you had secret areas to give us points/background information. i never found all of them, but maybe next time i will.

i think that having the flares make a return in the 3rd one would be better than no flares. that way it gives off a spy vibe. also, for the radio communications, you should definitely have some object there to indicate that a speech is coming. it doesn't have to be fancy, but it would really increase the immersion. as far as the openness of the levels, its both good and bad. mostly its good but it can be easy to get lost and that can get annoying.

here's a few things that you could change:

- remove or hide the dark matter at the lift in the first level (just a tiny piece)

- make the helicopters blades move up and down to make it seem alive

- in the second level, make the SAM missile lock-on more obvious. i didn't know that we had to target the blinking lights

- when we have to get the diamond dust, have a camera angle show us where the top piece of dissolve is (or a light)

- make the slide that takes us to the "boring swinging" part less steep. right now it can send you into the gas (unless you meant to do that)


overall, i gave both levels a 5 star rating and a heart. you earned them.

if you could give me some feedback for my level (see sig), i'd appreciate it
2009-02-19 11:58:00

Author:
RickTheRipper
Posts: 345


Somehow, i got confused and died at the middle of the level. I'll probably try again next time.2009-03-10 11:29:00

Author:
uzman
Posts: 209


GrantosUK you have done it again!

I have not read any of this thread other than your introduction so that I didn't bias myself after how much I liked your first installment.

I just list my notes feels more natural to just write as it comes to me while playing

Once again the visuals are great. Your use of pistons and gears (while they totally fit the theme) as props is great really brings the environment alive (just as I type this I'm thinking the motionless Heli really stands out cuz while being your 'centerpiece' if you will, it seems the most lifeless.)

OK I was confused and had to restart when I didn't get the puzzle with the paint gun and the glass platforms connected to desolve...I thought I had to physically hit the button not shoot it...duh! My bad!

Nice element with the vertical jump door looking thing! LOL Very cool looking.
Killed me twice before I realized what to do.

The puzzles are outstanding and getting noticeably harder.

OK you have a platform section after the Heli where 'Blocks' with pistons come down and there are 'Hidy' holes...well it doesn't say 'BLOCKS' it says 'BLACKS'...you might want to change that...

Now another tricky jump combo (I really didn't think I was going to make it and was bummed I was going to have to restart and get here and die again, rinse repeat)
But I got it on the third try! (admonished myself for being such a defeatist)

Probably the only true complaint I have and it's been in both 1 & 2 'Elevators of Death' - there is no warning that a platform is about to come down and squish you! I got this complaint myself on my 1st level and I agree it is a cheap death. (and with your levels getting harder like this I need all the lives I can get!) I put up the caution sign with arrows indicating a down direction.

To sum up what most have said here Excellent; design, layout (confusing to me at times) and puzzles!

I was just thinking that everything got harder...might have been better for me if you left one thing the same and ease me into it more

I really did like it but I felt a bit dazed and confused when I finished.

I rated it 4 stars (4.5 in my mind) Hearted it and You!

I'm off to play part 3!
2009-03-27 04:21:00

Author:
AJnKnox
Posts: 518


Thanks for comments AJnKnox again. I'm pleased you're enjoying them, I learned a lot from creating these two levels and the rest are a bit more polished I think, I'm awaiting your comments on the rest, I'll play you're Borg part 1 tomorrow, I owe you some serious F4F 2009-03-28 01:44:00

Author:
GruntosUK
Posts: 1754


I got stopped when you take the orizzontal elevator after the elicopter attack.
The elevator stopped at mid way (at least I think so) and when I respawned I couldn't get on it since it was still in the position from where I jumped to my death.
Didn't have the chance to play it a second time.
2009-07-02 20:02:00

Author:
OmegaSlayer
Posts: 5112


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