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Midnight Gold Run

Archive: 14 posts


Hello all,

This is my first seriously conceived level (I have others published but they were basically learning exercises - on a quick side note it amuses me that my simplest effort, a quick primer for me on the use of the MSG toys, is currently my highest rated level at 4 stars... ).

I'm actually hard at work on my next level (another paintinator adventure - I understand some are already bored with these ), and Midnight Gold Run has been published for a while now. After having played several community levels, including those authored by some regular posters here at LBPC, I am not sure I am up to snuff, but I can't control the need to create - this game is heady, ain't it?

So... be kind, but be honest. I am very eager to hear your thoughts and quite willing to take all constructive criticisms to heart.

As for F4F - the guidelines suggest giving a number you're willing to do, so I guess I'll start at a modest 5 and see where it goes from here.

Also... it's really best as a 1 player game. I've done it with 3, and some of the camera angles and mechanics don't lend themselves well to it. But perhaps this is something I need to work on, eh?

Thanks! And have fun!
2009-02-10 01:34:00

Author:
v0rtex
Posts: 1878


So would pictures help? I don't really want to do video, because I'm interested to hear feedback on the puzzle element(s) of the level.

I may have my head up my *** here. It just dawned on me that in order to receive feedback in the F4F system, I probably first need to provide feedback!

Um... duh... :blush:

However... In case you are feeling generous and want to go first:
Level Name: Midnight Gold Run
PS Name: v0rtex2002 (that's a ZERO in v0rtex)
2009-02-11 19:25:00

Author:
v0rtex
Posts: 1878


yea man, Ill go try your level. Be back in just a bit with feedback...

Ok back. Just played it, heres what I think.

Pros.

Alot of really fun gameplay elements.
Loved the "Key" puzzels.
Great use of story mode objects. Usually I really frown on use of Mm Objects in levels, but you used the really well to tell the story, nice job.

Cons.

Through was spelled in the description as "thru" Unless your selling burgers and fries, throw the GH on their (even though they are really pointless letters)

When I had to bomb my way into the tunnel, it wasnt too clear on where to drop the bomb. the first time I just flew up ran through town and fell of, dude told me to kill myself but I just jumped off to the right (expecting to die) and landed on the scoreboard. so I played again and this time I happened to spot the bomb material...

Other than that, and the fact that my score was Higher when I cheated. It was really fun.

Maybe put some poison gas off of the cliff to prevent cheaters from beating it so easily. Try to make a few objectives more concise and easier to understand what to do.. but overall good job.
2009-02-11 19:29:00

Author:
Madafaku
Posts: 738


Hey, thanks for the feedback! For the record, I'm an idiot (read: NOOB). I thought you had let me down... I didn't come back in and look at your post, I just checked the forum thread every once in a while and didn't see a new post. Never dawned on me to look for an edit. :blush:


Alot of really fun gameplay elements.
Loved the "Key" puzzels.
Great use of story mode objects. Usually I really frown on use of Mm Objects in levels, but you used the really well to tell the story, nice job.

Thanks! I liked making the puzzle elements (and learned so much doing them). The new level I'm working has even more puzzles and custom objects.


Through was spelled in the description as "thru"

Right - I'll take care of that tonight. Good call.


When I had to bomb my way into the tunnel, it wasnt too clear on where to drop the bomb.

Yeah... any thoughts on how to improve this? Slower ascent? Magic mouth cut scene when Old Buck is giving you your instructions?


dude told me to kill myself but I just jumped off to the right (expecting to die) and landed on the scoreboard ... Maybe put some poison gas off of the cliff to prevent cheaters from beating it so easily.

Ha! Never even crossed my mind (just jumping off there). The gas is an excellent idea. Thanks.

Okay - really good feedback. And one more time... Thanks!

Gonna go play your level now. Be back later (no really... I will...)

Oh and one more thing... The proper pronunciation of your screen name hit me earlier today and made smile out loud! Very nice!
2009-02-13 04:51:00

Author:
v0rtex
Posts: 1878


yea a slower ascent.. maybe a well placed sticker, or an arrow at the top pointing to the left and you should be golden.2009-02-13 05:04:00

Author:
Madafaku
Posts: 738


Okay... I added the gas at the end so no one can cheat. Good idea.

And I added several things to the explosives/jetpack sequence:

slowed the ascent
added a quick cut scene on the way up that draws attention to the explosives
changed the text so part is up top from Old Buck and part is another cut scene showing the explosives again
added yet another camera angle for when you're actually down there using the jet-pack, so you can see the target a bit better, and also get to watch the explosions (before, they were always just out of camera view). In play testing this it caused me to get blown up more, but I think it's more satisfying.


Also, I played your level and left feedback on your thread.

Thanks again.
2009-02-13 07:25:00

Author:
v0rtex
Posts: 1878


Thanks for the feedback on my level, and I?ll gladly return the favor.

When the level mentioned Zapata in the description, I thought you?d use story mode characters, but I was pleased to see original creations that looked pretty good ;-)

I was initially confused by the mine cart ride because it made me think that I had entered the mines already, only to see a cactus on the ground, going ?Huh?? and then later being told I had to blast the entrance to the mines open. I actually liked that part, reminded me of Boom Town ^^

In fact, your level did heavily remind me of MM levels ? The mines in particular, obviously. I have to say though that the insides looked a bit bland, as it was mostly the same material with little variation. Most of the other visual aspects of your level were pretty nice, though. The treasure looked awesome, I loved the way you made the gold bars and all the other stuff look so fancy.

A section that had me stumped was the one with the weird thing that shoots you upwards near the beginning. I tried and tried, but couldn?t get up to where those aztec enemies were. I initially didn?t see the switch for the timed explosives in that area as well, so I thought that this was the only way to proceed. I?d suggest putting a camera zone here that lets you view the level from above, so the switch is more clearly visible.

At the end of the level, there?s a section that needs a fix: When you take the elevator, there?s some fiery ground to your right, and because it caught my attention I hopped over it. Turns out the level ended there and I reached an empty space where I had to kill myself to get back.

Overall, a very nice, albeit short, level that will remind many of the classic MM stages. I hope you do more stuff like this in the future, as it was a pretty nice and relaxing trip =D
2009-02-14 16:32:00

Author:
Serpit
Posts: 68


Thanks for the feedback - much appreciated!


When the level mentioned Zapata in the description, I thought you?d use story mode characters, but I was pleased to see original creations that looked pretty good ;-)Thank you, I am trying to be as original as possible, but it is hard to resist using some the great stuff you earn playing the story mode levels.


I have to say though that the insides looked a bit bland, as it was mostly the same material with little variation.Yeah, fair enough... I will see what I can do spice it up there some. Maybe some stalactite formations or something? Also... I do have a tendency to lean on the grid and straight lines a lot, and I think this tends to make things look rather boring. I need to work on this in general.


Most of the other visual aspects of your level were pretty nice, though. The treasure looked awesome, I loved the way you made the gold bars and all the other stuff look so fancy.Cool, thanks! I was very happy with the way the treasure room turned out.


A section that had me stumped was the one with the weird thing that shoots you upwards near the beginning. I tried and tried, but couldn?t get up to where those aztec enemies were.This section has plagued me since I created it, and I am thinking of removing it altogether. There is a dissolve switch that is supposed to open the trap door at the top, but it only works part of the time. When it doesn't work you are left trying to get back down without engaging the piston launch at the bottom.


I initially didn?t see the switch for the timed explosives in that area as well, so I thought that this was the only way to proceed. I?d suggest putting a camera zone here that lets you view the level from above, so the switch is more clearly visible.Good call. I just added this (not published yet, as I've broken something else right now and need to fix it first), and it really does help. I also pointed it toward the blockage a bit so the explosions can easily be seen.


At the end of the level, there?s a section that needs a fix: When you take the elevator, there?s some fiery ground to your right, and because it caught my attention I hopped over it. Turns out the level ended there and I reached an empty space where I had to kill myself to get back.
Another good call, thanks. Am working on a good solution for this now (this is where I kinda broke things a bit ).


Overall, a very nice, albeit short, level that will remind many of the classic MM stages. I hope you do more stuff like this in the future, as it was a pretty nice and relaxing trip =DThank you for these nice words and for the feedback in general. While the creative outlet this game provides really is its own reward for me, it is very nice to hear. As for it being short - yeah... I was surprised by how much time and effort resulted in so little actual gameplay. I do still have some therm left, perhaps I should try expanding (although I kinda like it where it is). A lot of time for me was spent in getting the switching at the end right. He will tell you different things depending on whether you come in from the top (through town), or if you come out of the mine without the gold. But I also really got a kick out of figuring this out, so again - its own reward.

One thing I'm curious about... no one so far seems to have found the one secret area / prize. You have to die to get it, but I'm curious if anyone has found it and just not mentioned it.

I need to get back to your level and try to finish it. I will come back and offer more feedback when I do (the kids are here this w/e so, I've lost all PS3 privileges ).

Thanks!
2009-02-15 14:36:00

Author:
v0rtex
Posts: 1878


Hey Vortex, here's my review on Midnight Gold Run:

Pros:
- Original content. Original content is always a pro, even it it doesn't look too good. I like it that you made you're own cowboy, instead of just using MM made characters.
- The looks. You did a good job on the looks made You kind of just recreated the Mine levels by Media Molecule, but then again, it looked good
- You've really thought about those keys, it's a good thing that you made them out of glass because they have absolutely no trouble sliding down the lock now.
- The area with the treasure chest looked really good. I liked how you made gold bars, and used the light to accentuate the shiny elements of money
- A hidden prize? Hmm.. no clue where it should be though. I tried getting some bombs trough town, but didn't find anything to do with it though...

Cons:
- Mm made content. I don't like it when people use content (characters, enemies or whole objects) that MM has already made. I saw some of those MM-made enemies though...
- Going trough town is a dead end...? Weird. Unless i'm missing something. There was a 2 layer thick rock there, with a sign saying "keep out" but i didn't see a way trough...
- In the mine section you had a key you had to put in a lock, to get a sponge block, in order to progress. But, you can progress without doing this. You can just jump on the key, and get up. Try raising it a little bit so you actually have to do the "puzzle".

Overall, a really good level. It's a bit short, but i liked it. I'll try some more to find the secret prize though.. It must be accesed trough town... i just feel it.
2009-03-06 15:34:00

Author:
ThommyTheThird
Posts: 440


I just played the level, it was very reminiscent of the Canyons levels of the Mm story mode, which of course isn't a bad thing (though it was the area I enjoyed the least... apart from the score/survival challenges!). I liked how the level has a story which progresses well and is easy to follow. Some other things:

- When I first saw the stars above the village, I thought "hey cool, they must lead to some secret above town!" and started climbing up on them, only to find that there's nothing there... you should extend that part of the level and add some cool stuff that can only be reached via star-climbing!
- I felt the prize bubbles were overdone, but I usually hate prize bubbles of any sort in levels (they tend to clutter up my community objects list, which I like to keep very short and only the most useful and versatile of community objects end up being kept), so it might be just me.
- Old Buck looks pretty cool, maybe an appropriately coloured magic mouth can make him look even better... you should experiment some with that.
- I found it weird that there is a mine cart ride leaidng all the way up to the mine, but there are no tracks or mine carts inside the mine... they could be used in cool puzzles there.
- On my first attempt at finishing the level, I actually locked myself out of the room with the first key, because I was on the wrong side of the trap door that opens when the key is put in place... this prevented me from progressing altogether, and I think it's far too likely to end up like this, so maybe try either adding some space under the trap door for Sackboy to crawl through, or change the trap door to some dissolve material.

Anyway, it's an admirable first level, looking forward to seeing more in the near future!
2009-03-06 17:59:00

Author:
sny
Posts: 144


Hey Thommy! Thanks for the review man!

Original content is always a pro, even it it doesn't look too good. So what are you saying, that my content doesn't look good!? jk

You've really thought about those keys, it's a good thing that you made them out of glass because they have absolutely no trouble sliding down the lock now.
- The area with the treasure chest looked really good. I liked how you made gold bars, and used the light to accentuate the shiny elements of money I'd love to take full credit for the keys, but I stole the idea from one of the first community levels I ever played. But I also can't give credit where credit's due as I made no note of who or what I was playing back then. I like the way mine turned out though, so thanks!

And I am very pleased with my treasure room - my fave part of the level, honestly. So again... thanks!

A hidden prize? Hmm.. no clue where it should be though.
Oh it's there! If you ask, I'll give a hint, but I know you really wanna go in and try again. Don't ya?

Mm made content. I don't like it when people use content (characters, enemies or whole objects) that MM has already made. I saw some of those MM-made enemies though... Yeah - just pure laziness, I guess.

Going trough town is a dead end...? Weird. Unless i'm missing something. There was a 2 layer thick rock there, with a sign saying "keep out" but i didn't see a way trough... Yes going through town is a dead end - ya have blast your way in at the other end. But did you not get instructions from Old Buck? If you go that way, he should tell you there's no way in and that you need to Try Again.

In the mine section you had a key you had to put in a lock, to get a sponge block, in order to progress. But, you can progress without doing this. You can just jump on the key, and get up. Try raising it a little bit so you actually have to do the "puzzle".Really?? Ok - good observation. I will do something to fix that.

Overall, a really good level. It's a bit short, but i liked it. I'll try some more to find the secret prize though.. It must be accesed trough town... i just feel it.Glad you like it, and thanks again for the review!
2009-03-07 02:18:00

Author:
v0rtex
Posts: 1878


Thanks for the feedback sny!


When I first saw the stars above the village, I thought "hey cool, they must lead to some secret above town!" and started climbing up on them, only to find that there's nothing there... you should extend that part of the level and add some cool stuff that can only be reached via star-climbing!Ha ha !! I never even dreamed of climbing those - awesome. That is a very good idea, i will have to give that a go.

I felt the prize bubbles were overdone, but I usually hate prize bubbles of any sort in levels (they tend to clutter up my community objects list, which I like to keep very short and only the most useful and versatile of community objects end up being kept), so it might be just me.
No, it's not just you... I feel the same way. But really there's only two obligatory prizes I think. Everything else are out of the way so you have to go get them if you want them - that was deliberate. But some people (ahem - kids) like 'em so... But I do appreciate where you're coming from on that.

Old Buck looks pretty cool, maybe an appropriately coloured magic mouth can make him look even better... you should experiment some with that.Honestly, I hate those things. That's why I designed him with a bandanna covering his face.

I found it weird that there is a mine cart ride leaidng all the way up to the mine, but there are no tracks or mine carts inside the mine... they could be used in cool puzzles there. I know... I hesitated to refer to them as "mines" since it was really just a few tunnel/cave-like passages. The creation process on this was a bit odd (check out this post for a description of how I ended up where I did (http://www.lbpcentral.com/forums/showpost.php?p=160348&postcount=90)).

On my first attempt at finishing the level, I actually locked myself out of the room with the first key, because I was on the wrong side of the trap door that opens when the key is put in place... this prevented me from progressing altogether, and I think it's far too likely to end up like this, so maybe try either adding some space under the trap door for Sackboy to crawl through, or change the trap door to some dissolve material.
Oh no! That won't do at all. I got stuck there myself once, but I thought I had fixed that. I will take care of that. Thanks.

Anyway, it's an admirable first level, looking forward to seeing more in the near future!
Well thank you very much for your feedback!

I am off to play your and Thommy's levels. I will give you my thoughts later.
2009-03-07 02:37:00

Author:
v0rtex
Posts: 1878


Hey Vortex,

I had a lot of fun on your level. It plays quickly and the objectives are fun to complete, and the secret areas are well placed and have a feeling of discovery - as opposed to just bumbling into them by accident.

I thought that the cowboy at the start was a well made custom character.

The treasure room was very well done indeed - it really did look like a secret treasure room (a lot of them don't), the lighting was spot on.

(I got 1st place on the scoreboard, lol)

At the first key, I was able to jump on the key and onto the platforms, without the aid of the cushion that drops down when you put the key in the lock (I'm assuming that's what the cushion was for).

It would be nicer if the enemies were custom, those enemies have very simple mechanics and are easy enough to remake in a style that you see fit. The spark of recognition when you encounter them detracts from your level a little.

Some of the shapes you've used are very simple - there are a lot of straight lines and 'machined' angles that you could just roughen up a touch, so that they read more like rock.

Apart from those fairly minor issues it's a fun and satisfying level to play through. Good job!
2009-03-07 15:17:00

Author:
Boogaloo
Posts: 254


Midnight Gold Run
PSN: v0rtex2002

Gameplay (6.5/10):
This level is somewhat story driven, and goal oriented. There is a good job of "hey you messed up and have to go back!" which is fun. It makes it feel multi path, but ultimately forces you through one path. The average player is going to HATE how many prize bubbles there are.. most seem completely unrelated to the level or story it tells. The level is mostly platforming and basic puzzle solving. You also get to blow a lot of stuff up. It lacks original enemies, and you only get to fight MM created ones if you go the wrong way! It is a bit short, which also works against the creator. There is a lot of potential here - seeing how he made the wrong way speech bubbles and ending, I can tell the creator knows his way around some gates - this skill should be used to make the puzzles more complex in the future. A very canyons levels influenced style of play here. (7/10)

Looks (8/10):
Very good representation of a Canyon themed level. Nice user created character that introduces the level and helps you on the way. I really like the layering at points, but it gets hard to get through at times, like grabbing a switch here and there in tight spaces gets tough. The grab material in parts is poorly chosen, like the purple pattern down in a cave, which is fine if it's consistent - but it seems like you chose a different material for each switch. Candles looked good, maybe used them too much - but that's each person's opinion. A lot of effort went into the layering and creating of each shape, and you can tell. The looks get kind of bland after a while unfortunately just due to the wood material being used through out. Lots of potential here again - needs more variety. (7.5/10)


Other Stuff (6/10):
Not much for replay value, although you almost feel like you play it twice when going the wrong way. Even though a lot of MM canyon level action is used, it is done well - and the treasure hunt through mines/caves was a fun idea. Length hurts here, since it was really short. I didn't see anything unbelievable or earth shattering, but a solid level. Intangibles get 6/10

Overall (7/10)weighted average)
A fun level. If you liked the canyons levels definately check this out. It needs a bit more variety in looks, although it was very well made from beginning to end with one spot where a background didn't line up with the ground. The gameplay was fun and quirky, but was in serious need of enemies, and overall gripe is too many bubbles, and too much MM created content.


Feedback:
-Love the look of the masked cowboy at opening.
-Multi Path is good, although in the end you had to go one way - the bounce block that throws you from the mines up under the town didn't make any sense to me, what was that there for?
-After the town, the night sky back drop isn't touching the ground, you can see the actual background from the level
-After the two keys section, there are stalactites and a hole with a grab ball that drops you into the next section, this is really hard to grab, because the stalactite above it is grab-able, maybe make it out of stone, or something non grab-able
-Don't use so much MM created stuff - make your own enemies, it's a LOT more fun too
-WAY too many prize bubbles, people have save issues with user made prize bubbles taking up most of the memory, people are going to HATE that
-Very pretty treasure room, good job here.
-Level length hurt you, but you knew that.
-Liked the looks, have a great way with shapes and surroundings, but you should change up the materials, add some color here and there, some stickers and decorations.
-Also, found the hidden prize - nice hiding spot! sucks you have to die though.



On a personal note - I really like your style and think you will make great levels in the future! My reviews are also pretty mean, when compared to most, so a 7 is a good score.
2009-03-09 22:10:00

Author:
LuckyShot
Posts: 713


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