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Basilisk Bog (Spotlighted + Pics)
Archive: 88 posts
Well, I've finally finished my second level, Basilisk Bog. I almost gave up on it after half the stage just randomly fell apart and I, unaware that had happen, saved it and exited to the Pod. Thankfully, after cooling off a bit, I decided to rebuild and have completed the level. Originally, I had planned to focus on more puzzle aspects, but as I started developing the level, my focus went toward my first attempt at a final boss. I think, for the most part, it turned out pretty well. I look forward to your thoughts. F4F: I'm going to try and do as many as possible. I will be unable to play a majority of this weekend, but I will play your level asap. No worries! PSN ID: mrsupercomputer Level: Basilisk Bog Description: Basilisks have attacked a local settlement and kidnapped two villagers! Journey across the treacherous swamp and descend into the basilisk's lair to save the villagers from the Basilisk King! And, once again, forgive the quality of my pics as I've had to rely on my digital camera for them. http://brentsimmons.com/lbp/bb1.JPG http://brentsimmons.com/lbp/bb2.JPG http://brentsimmons.com/lbp/bb3.JPG http://brentsimmons.com/lbp/bb4.JPG I wasn't sure if some would consider pictures of a boss a spoiler, so just in case: http://brentsimmons.com/lbp/bb5.JPG | 2009-02-12 14:32:00 Author: mrsupercomputer Posts: 1335 |
It looks really cool and i loved your previous level so i'm definitely gonna check it out immediately! (if i give you feedback is it ok if i save your response until i get finished with my next level? I think it will be done in about 1-3 weeks...) | 2009-02-12 15:09:00 Author: Marklin80 Posts: 458 |
Hey, i'm posting feedback as i play: - Right away i notice the awesome visual aspects, really like the setting. - Paintballs dropping from the ceiling, nice touch. Just like the smoke coming from some trees. Gives a volcano kinda effect. - Holy crap, i killed the sleeping basilisk Nice one. (Also the way to get there) - I kinda curshed the key... It came under the springboard, and got crushed... Have to replay. - Noticed the first secret now I like how you discover the meaning of those "volcanoes" later than you actually see them. Walked past this the first time as i thought it was a neat decoration ^,^ - The jumping basilisks, while you descend trough those spongey balls, was awesome - Boss, awesome Some really nice "Weapons" Overall: Amazingly goodlooking level, with some good platforming parts and creatures. If you've got enough time, please give some feedback on my level "Hard Simplicity". Thanks in advance. | 2009-02-12 18:24:00 Author: ThommyTheThird Posts: 440 |
(if i give you feedback is it ok if i save your response until i get finished with my nest level? I think it will be done in about 1-3 weeks...) Yeah, that would be fine. You might want to send me a reminder when it comes out though. I don't want to forget. - I kinda curshed the key... It came under the springboard, and got crushed... Have to replay. No need to restart. A new key should appear. Did you look around before restarting, the key would have appeared where it did originally. If it didn't maybe I need to fix the emitter. If it did and you missed it, then maybe I should inform the player that a key will spawn if it breaks. Unfortunately, it tends to break every once in a while. - The jumping basilisks, while you descend trough those spongey balls, was awesome Thanks. This was the section that came apart for no reason. I had it all set up and then one morning I load up the level and it's all collapsed. I really liked it though, so I had to rebuild it, no matter the frustration. Overall: Amazingly goodlooking level, with some good platforming parts and creatures. If you've got enough time, please give some feedback on my level "Hard Simplicity". Thanks in advance. Thanks for the feedback. I'm off to check out your level right now! | 2009-02-12 18:47:00 Author: mrsupercomputer Posts: 1335 |
Great! I'll send you a Pm when its done. Sadly i don't have time to write anything until on Saturday . (**** homework that i should be doing but always delay(by reading this forum instead:blush ...i really should begin to work on it now ))) | 2009-02-12 18:57:00 Author: Marklin80 Posts: 458 |
Ok, just went in and played this one. WOW - this level is absolutely stunning! I don't think I spotted a flaw in here. The "emitter wind blowing" at the beginning was fantastic looking. I don't think I've ever seen that one before. Loved the story, the scenery and graphics were fantastic, and I think the final boss was fantastic. Took me a minute to figure out... I actually had not played either one of your levels before. I liked this one so much I jumped in and played Mulberry Woods while I was at it - was was also fantastic and incredibly innovative. I put hearts on both your levels + an author heart. Great stuff! | 2009-02-13 04:42:00 Author: CCubbage Posts: 4430 |
I like your style of level: Not over the top flashy or epic, but simple, with good production values. I loved your first level, and will play this very soon. Have you checked out the "Forgotten Relics of the Sack..." PSN is:dkjestrup If you have already, forgive me, I may have forgotten! | 2009-02-13 05:46:00 Author: dkjestrup Posts: 672 |
Durn. I shouldn't have clicked on that spoiler. That's an awesome boss and would've made a terrific surprise. | 2009-02-13 06:20:00 Author: mostevilmilo Posts: 131 |
That was absolute genius!!!!!!!!!!!!!!!!!!!!!!!!111111111111 The good stuff: - You are a master of creature/character design. You don't suffer from the "I'm trying real hard to create a cool-looking object, but the limitations of LBP won't let me" sickness. With Mulberry Woods it was the falcon and the Lumberjacks. This time it's the Basilisks and the tribesmen. Your monsters don't look like a bunch of triangles or squares that have been stuck together to resemble or represent a monster. They REALLY look like MONSTERS. And absolutely fantastic-looking monsters at that. Also, this is the first time I've seen human beings modeled this way (oh wait, that's wrong. The Lumberjacks from your previous level were also amazing). They are actually RECOGNIZABLE as human beings. - Your set design skills are amazing. From the lighting, the fog, the look of the village, the cave and the swamps... you really know how to take the player straight from his couch/chair/sofa/armchair/whatever to the world you've just created. - Simple but effective story that does not detract the player from the level. - Score bubbles and prize bubbles that have been positioned in places that make them FUN instead of a chore to collect. - Fun platforming elements! Loved the slides, the Sackboy-launching mini volcanoes (I forgot the proper term for those gas-emitting mound-with-a-hole thinggies), the vine-swinging and Basilisk dodging. The chase was exhilarating! - The plant juice thing was ingenious. Oh by the way, how did you do that? How does pulling on a string get the paintinator to drip like that? If you don't mind my asking (because if it's a trade secret I'd understand if you don't want to tell, hehe). I've seen a similar effect in some other levels, but I haven't been able to figure it out... - WHAT A BOSS. Gorgeously designed and as intimidating as heck, beating this boss took brains AND skill (BTW, I suggest you delete the spoiler images from your thread. I know you have a warning about the spoiler. But you know us people. We can be stupid sometimes. We like to take little peeks and then regret it later. For the benefit of everyone who hasn't played the level, delete the image!!!! The boss is too awesome a surprise to be spoiled. People will thank you for it later). The stuff that need improvement: - NOT MUCH - the boss, though not so difficult, takes a while to figure out. Because of the lighting it's a little difficult to see which creature brains are protected and which aren't. I don't suggest you change the lighting or the design of the boss itself. But perhaps you can add another checkpoint (for the benefit of the less skilled players like me, hahaha) - somewhere in the cave, a little distance after the first sleeping basilisk, I fell down a swamp. And I fell right through the cave and smack into the inner workings of your level!!! Dark matter and all!!! Not really a big deal, and I doubt it will happen to everybody, but still, it might be disconcerting for the person who DOES experience this. And so there. This is an excellent level that should not be missed. Definitely 5 stars and a heart! | 2009-02-13 13:37:00 Author: mostevilmilo Posts: 131 |
Very cool level! I realy liked it! You used very wel the materials, making a really good grapich, and the NPC are really good realized! The gameplay was well made, the basilisks (they're more than one, no?) are good enemies xD You used very well the "paint", and the toxic-plant is a great idea xD The king basilisk was really awesome, a great mix of grapich-gameplay! Maybe the only "bad" thing was the MGS soundtrack when you was escaping from the basilisk, try another soundtrack, MGS destroies the atmosphere Overall, the level was really great, i enjoyed it, very fun! 5/5 stars! If you can, try my level, Sack Quest! The link is in the signature | 2009-02-13 13:50:00 Author: Dante95 Posts: 504 |
Ok, just went in and played this one. WOW - this level is absolutely stunning! I don't think I spotted a flaw in here. The "emitter wind blowing" at the beginning was fantastic looking. I don't think I've ever seen that one before. Thanks for the comments. The wind is actually done by using a couple of rockets off screen. I saw the technique used in the Introductory level of the MGS pack. At the very end, they use it and you can see it right before the scoreboard. Loved the story, the scenery and graphics were fantastic, and I think the final boss was fantastic. Took me a minute to figure out... Was that a fun or frustrating minute? I've had one comment recommending that I give the player more information about how to defeat the boss. So, I'm curious as to how quickly everyone is figuring it out. I like your style of level: Not over the top flashy or epic, but simple, with good production values. I loved your first level, and will play this very soon. Have you checked out the "Forgotten Relics of the Sack..." PSN is:dkjestrup If you have already, forgive me, I may have forgotten! Thanks for your kind words dk. I look forward to your thoughts after you've played through it. I have already played and left feedback on Forgotten Relics of the Sack, but I'm still waiting on those added features you talked about. Let me know when you've made those additions. Durn. I shouldn't have clicked on that spoiler. That's an awesome boss and would've made a terrific surprise. Haha! I warned you! Well, I hope you still enjoy him despite the spoiler. | 2009-02-13 13:53:00 Author: mrsupercomputer Posts: 1335 |
That was absolute genius!!!!!!!!!!!!!!!!!!!!!!!!111111111111 The good stuff: - You are a master of creature/character design. You don't suffer from the "I'm trying real hard to create a cool-looking object, but the limitations of LBP won't let me" sickness. With Mulberry Woods it was the falcon and the Lumberjacks. This time it's the Basilisks and the tribesmen. Your monsters don't look like a bunch of triangles or squares that have been stuck together to resemble or represent a monster. They REALLY look like MONSTERS. And absolutely fantastic-looking monsters at that. Also, this is the first time I've seen human beings modeled this way (oh wait, that's wrong. The Lumberjacks from your previous level were also amazing). They are actually RECOGNIZABLE as human beings. - Your set design skills are amazing. From the lighting, the fog, the look of the village, the cave and the swamps... you really know how to take the player straight from his couch/chair/sofa/armchair/whatever to the world you've just created. - Simple but effective story that does not detract the player from the level. - Score bubbles and prize bubbles that have been positioned in places that make them FUN instead of a chore to collect. - Fun platforming elements! Loved the slides, the Sackboy-launching mini volcanoes (I forgot the proper term for those gas-emitting mound-with-a-hole thinggies), the vine-swinging and Basilisk dodging. The chase was exhilarating! Wow! That's a lot of feedback! Thanks Milo for all those kind words! - The plant juice thing was ingenious. Oh by the way, how did you do that? How does pulling on a string get the paintinator to drip like that? If you don't mind my asking (because if it's a trade secret I'd understand if you don't want to tell, hehe). I've seen a similar effect in some other levels, but I haven't been able to figure it out... If you have the paintinator, go into create more and shoot a couple blobs in the air. Pause while they are in mid air, capture one, and then you can use an emitter to shoot paint! - WHAT A BOSS. Gorgeously designed and as intimidating as heck, beating this boss took brains AND skill (BTW, I suggest you delete the spoiler images from your thread. I know you have a warning about the spoiler. But you know us people. We can be stupid sometimes. We like to take little peeks and then regret it later. For the benefit of everyone who hasn't played the level, delete the image!!!! The boss is too awesome a surprise to be spoiled. People will thank you for it later). Haha! I will think about it, maybe I should put your words up there as a warning! The stuff that need improvement: - NOT MUCH - the boss, though not so difficult, takes a while to figure out. Because of the lighting it's a little difficult to see which creature brains are protected and which aren't. I don't suggest you change the lighting or the design of the boss itself. But perhaps you can add another checkpoint (for the benefit of the less skilled players like me, hahaha) - somewhere in the cave, a little distance after the first sleeping basilisk, I fell down a swamp. And I fell right through the cave and smack into the inner workings of your level!!! Dark matter and all!!! Not really a big deal, and I doubt it will happen to everybody, but still, it might be disconcerting for the person who DOES experience this. I will continue to tweak the Boss fight as I get more and more feedback. Thanks for your suggestions. As for falling through. Do you remember where this happened at? EDIT: Nevermind, I think I found the spot you were talking about. Very cool level! I realy liked it! You used very wel the materials, making a really good grapich, and the NPC are really good realized! The gameplay was well made, the basilisks (they're more than one, no?) are good enemies xD You used very well the "paint", and the toxic-plant is a great idea xD The king basilisk was really awesome, a great mix of grapich-gameplay! Maybe the only "bad" thing was the MGS soundtrack when you was escaping from the basilisk, try another soundtrack, MGS destroies the atmosphere Overall, the level was really great, i enjoyed it, very fun! 5/5 stars! If you can, try my level, Sack Quest! The link is in the signature Thanks for your feedback. I had the toughest time deciding what music to use for the chase and boss fight. A lot of people use the Battle on Ice for their chase or boss sequences, so I wanted to avoid that. Hmm, I will continue to play with different music and see if anything else works. Thanks again, and I'll be sure to check out Sack Quest. | 2009-02-13 14:06:00 Author: mrsupercomputer Posts: 1335 |
If you have the paintinator, go into create more and shoot a couple blobs in the air. Pause while they are in mid air, capture one, and then you can use an emitter to shoot paint! Ah, of course! This technique has actually been mentioned to me already. I didn't get it too much last time, but now I do. Thanks for the tip! As for falling through. Do you remember where this happened at? Haha, found it again myself too. The leftmost edge of the huge swamp right after the first sleeping basilisk, if you stand on one of the small ledges and jump as far as you can to the left, you go right through the floor. | 2009-02-13 14:17:00 Author: mostevilmilo Posts: 131 |
Was that a fun or frustrating minute? I've had one comment recommending that I give the player more information about how to defeat the boss. So, I'm curious as to how quickly everyone is figuring it out. It's a little hard to tell.... I like figuring things out, but I know a lot of players in LBP don't. It took me a minute to figure out what to do after grabbing the different sections (I couldn't see the area over the boss that I had to use to dump to poison on him). Maybe after you grab all the sections you could do a cut scene camera to the area above the boss. | 2009-02-13 16:55:00 Author: CCubbage Posts: 4430 |
Just played it, here are my thoughts: Pros: Great design, not too flashy. Cool smoke effects Nice use of paintballs Great enemy and character design Awesome boss and chase sequence Cons: The room with the sleeping basilisk is quite hard to get into. You've got to time that jump perfectly Maybe you should delay the springboard to activate shortly after the smoke. When the boss's armour has been removed, the rate he fires spikes from his shoulders increases, leaving you more vulnerable, while you're hanging from the toxic plant. I'm pretty sure it was intentional, but it nearly took all my lives. Overall, a great level. 5 stars and hearted. | 2009-02-13 18:44:00 Author: Entity Posts: 274 |
this is a really great level. the basilisks (which i thought was mythical snakes, oh well) and the people and all the visuals and lighting was really good. the boss was really good but i died right on the last limb so i didn't get to see the whole level but i'll come back to it sooner or later. i liked the smoke at the village cause it made the village look desallant (can't spell it) and dusty. the level it's self was well designed and worked together with everything else. i really can't think of anything with improving it(sorry). though the plants thats used to kill the basilisks didn't look much like a plant. when you can can you give some feedback on epic journey part 2 (play part one please so you'll know whats going on). thanks | 2009-02-13 18:58:00 Author: superBlast Posts: 267 |
Loving the visuals on this level, the dark swampy visuals really work. I had to replay due to dying pathetically on the last boss, which is awesome BTW. The platforming wasn't too bad, the set pieces with the boss and the sleeping basilisk were the highlights. I would've critisized the easier 'jump over some spikes' bits for being, well easy if the level wasn't so **** nice to look at. Though the difficulty for most of the level is a total contrast against the difficulty of the boss. I've already stated how awesome the design of the boss battle is, it just brings up one con. It's very unforgiving when you're finishing him off, and he catches you unavoidably with the random gas shot attack. I'm not saying dumb it down, but the amount of lives average players would need to work out and defeat this boss isn't enough here. Possibly add another checkpoint on the right side of the boss? Feel free to give feedback on my F4F level if ya want, that's just my two cents. | 2009-02-13 19:47:00 Author: kobrakai15 Posts: 52 |
It's a little hard to tell.... I like figuring things out, but I know a lot of players in LBP don't. It took me a minute to figure out what to do after grabbing the different sections (I couldn't see the area over the boss that I had to use to dump to poison on him). Maybe after you grab all the sections you could do a cut scene camera to the area above the boss. I thought about that, but I was a bit worried that the player may get killed accidently during the cutscene. I'll take a look though. The room with the sleeping basilisk is quite hard to get into. You've got to time that jump perfectly Maybe you should delay the springboard to activate shortly after the smoke. When the boss's armour has been removed, the rate he fires spikes from his shoulders increases, leaving you more vulnerable, while you're hanging from the toxic plant. I'm pretty sure it was intentional, but it nearly took all my lives. Thanks for all the great feedback! I do understand that the jump to that room is hard, but I kind of like it that way. It's not necessary to go there, so I figured those who want to figure out the timing can be nicely rewarded with a few extra points. The firing rate of his spikes is intentional, but this is a section that I am open to tweaking. I don't want it to be too frustrating, but at the same time, I don't want the players just hanging there with nothing to worry about. I will continue to tweak and see if I can find a rate of fire that is a good balance from where I have it now. Thanks again! this is a really great level. the basilisks (which i thought was mythical snakes, oh well) and the people and all the visuals and lighting was really good. the boss was really good but i died right on the last limb so i didn't get to see the whole level but i'll come back to it sooner or later. i liked the smoke at the village cause it made the village look desallant (can't spell it) and dusty. the level it's self was well designed and worked together with everything else. i really can't think of anything with improving it(sorry). though the plants thats used to kill the basilisks didn't look much like a plant. when you can can you give some feedback on epic journey part 2 (play part one please so you'll know whats going on). thanks Basilisks have been portrayed differently by various cultures. I think a lot of people assume it's a snake like creature due to it's appearance in the Harry Potter novel, but it's also been portrayed as a lizard like creature. I'm not that happy with my "plant" either, so I'll continue to work on it. Thanks for your feedback. I'll try and give your epic journey series some feedback later this weekend. The platforming wasn't too bad, the set pieces with the boss and the sleeping basilisk were the highlights. I would've critisized the easier 'jump over some spikes' bits for being, well easy if the level wasn't so **** nice to look at. Though the difficulty for most of the level is a total contrast against the difficulty of the boss. I've already stated how awesome the design of the boss battle is, it just brings up one con. It's very unforgiving when you're finishing him off, and he catches you unavoidably with the random gas shot attack. I'm not saying dumb it down, but the amount of lives average players would need to work out and defeat this boss isn't enough here. Possibly add another checkpoint on the right side of the boss? Feel free to give feedback on my F4F level if ya want, that's just my two cents. Thanks for your comments. As Entity mentioned in his feedback, the rate of fire for the spikes does increase once his armor is removed. I am still tinkering with this and that may have resulted in some rather unfortunate deaths. I will take the addition of another checkpoint under consideration as well. I really like for my levels to be on the easier, more casual side. I'll be sure to check out your level and leave some feedback. Again, thanks to all those who have left feedback. I will play and leave feedback on all your levels asap. | 2009-02-14 00:50:00 Author: mrsupercomputer Posts: 1335 |
Played this last night, here are some thoughts: If I were to describe your style in 3 words they would be refined, artistic and polished. In both of your levels you take a small group of materials and implement them perfectly. Every element is well thought out and a lot of care has went into all the different aspects of your creation. Immediately upon starting the level your "wind" really set the tone and I knew I was in for something special. I have never seen rockets used in such a way before and the effect was amazing. Your tribesman were the best human characters I have ever seen in LBP, period. They all look different and I really admired small details like the tribal tatoos. Truly incredible stuff. This also applies to your basilisks which are probably the most visually appealing enemies I have seen in LBP. Of course my favorite was the sleeping one but they all look great. The atmosphere of the bog was executed perfectly with dripping "slime" (ingenious use of painballs btw) subtle lighting, swampy areas and gas vents. You really nailed it. For the most part I really enjoyed the gameplay. As with Mulberry Woods you have a cool chase sequence here and a few other cool parts to keep the player entertained. I thought your use of paint as venom from a flower to fight tha first boss was really clever and it was cool how you unlocked the Tribesman from his cage. I also enjoyed the basilisks breaking through the walls as I made my descent on the balls of sponge, very cool. My only minor complaint is that there is a lot of swinging across things which isn't too original but when a level is this beautiful and this well executed then trust me, it's not a big deal. The design of your boss was one of the best I have seen in LBP. The idea of removing his armor was great and the method of damaging him was also very original. I did have to restart once because of those deadly spikes he shoots out so maybe another checkpoint on the other side of his body could help. Overall this was an amazing level that everybody needs to play. 5 stars and hearted and I eagerly await your next creation. *EDIT* One suggestion: color your checkpoints | 2009-02-14 01:39:00 Author: OCK Posts: 1536 |
I'll play this later tonight, but I wanted to say that if there was a superteam of creators, I think you could be the character/monster designer. They are the best I have seen. | 2009-02-14 01:43:00 Author: Voltiare Posts: 646 |
I thought about that, but I was a bit worried that the player may get killed accidently during the cutscene. I'll take a look though. Just a little suggestion on this that would prevent someone from getting killed (if this part is important to you... may not be): When you pull off all the armor, you could activate magic mouths on the left and the right side based on proximity which do a cut scene over the top of the creature. So, the cut scene would not happen until AFTER the player walks to the left or right side of the screen. That would protect against any danger. I wanted to say that if there was a superteam of creators, I think you could be the character/monster designer. They are the best I have seen. Voltiare could be the cube designer, and I'll do the 8-bit square block aliens. | 2009-02-14 02:03:00 Author: CCubbage Posts: 4430 |
Voltiare could be the cube designer, and I'll do the 8-bit square block aliens. Glad to see that my position is so valuable. EDIT: Just played and beat it. It's sooo good. - The visuals. Let me just say that it is very professional and it looks gorgeous. - Gameplay. I loved the springboard volcanos and all the swinging action. The chase scene was good for variety. - The characters and monsters. As I said before, if I were making a dream team of creators, you would be on it for this reason. - Sweet boss. Simple, but with a twist. - Paint balls as slime is really creative. 5 starred and hearted. | 2009-02-14 02:22:00 Author: Voltiare Posts: 646 |
Are there anytips you could give somebody that isnt as Ub3r L33t 1337 AW3soM3 @ t3h LEv31 cr3At0R?!?! | 2009-02-14 09:05:00 Author: dkjestrup Posts: 672 |
Here comes the feedback i promised . (WARNING: WALL OF TEXT :eek PROS: An outstanding level that is very atmospheric and original, great gameplay and visuals at the same time, 5 stars, heart and a brilliant tag. Like everyone else said; I LOVE THE SMOKE, great and original use of the rocket / missile (?). Seeing things done that have newer been done before really leaves a good impression on the player! And you manage to maintain this great atmosphere throughout the whole level. With the paintballs falling from the roof and some excellent and subtle lighting effects. Your character design has no equals, first it was the lumberjacks that really impressed us and now you exceed yourself with the townspeople and the basilisks! Well designed and very good boss! I don't agree to everyone else who said that it is to hard or to hard to understand, its a little challenging the first time but it isn't anything that a double checkpoint cant handle . Things that may need improvement: Keep in mind that all these cons are very small compared to the pros and that you have very few cons compared to almost all other levels. A very small con is that the background is a little to different from the rest of the level. Its good that you target the casual audience with your levels, but some of the platforming elements in the beginning are a little to basic (the swing and spike parts), the little forest is also a little boring. These are also not so important things. The chase is a little weird, people who play it the first time and dont know that theres a chase there will be a little lazy at the beginning and then when they actually realize that it is a chase they wont be able to run away from it. Then they spawn at the spawnpoint which is miles aheadand wonder what happened to the basilisk, wait a little then run when they see it again, but then the basilisk suddenly swings forward and kills them... This is at least what happened to me on my first try. :blush In the last stage of the boss its a little unforgiving, its a little to hard to evade the spikes shooting from the back. Suggestions on improvements I noticed that the paintballs don't color sackboy and the environment, this is a bug that i also have experienced in my level and can be fixed if you place a paintinator somewhere outside the level and shoot a little with it just before you save the level. This will make it so that all the captured paintballs will leave a splash mark. But it may be your intention that they shouldn't color the environment and that also works good in the environment. To make the last part of the boss a little easier you could make it so that the spikes shoot a little slower, if you base them on floaty you could make them fly at any speed that you want. Another way to make it a little easier is to make the spikes next to the middle one aim a little higher up which will make it easier to evade them when the boss isn't standing right under you. I know how hard it is to make good chases and that it is even harder to modify and improve them once they are built, but some suggestions on improvements are: 1. Make it so that the basilisk doesn't suddenly speed up and kill you. 2. I think that a major improvement would be to let the speed of the basilisk be determined by the player, if you put an inverted sensor switch wired to the piston / motors at the tail of the basilisk and make the range really long the basilisk will speed up if you are a long way in front of it it will speed up and if you are close and running for your life it will slow down. (the reason for why you should place it on the tail is because you dont want it to almost stop if you are close, you still want it to run at a moderate speed (you may even need to place the switch eve further behind the basilisk than the tail)) 3. Have the checkpoint move closer in front of the basilisk so that you aren't teleported to somewhere that long in front of the basilisk. The background could need a little more lush but still gloomy lightning, maybe some green fog to improve the atmosphere. | 2009-02-14 12:40:00 Author: Marklin80 Posts: 458 |
I love the look of the level, but I cant play it yet because I am 'studying'. :/ | 2009-02-14 12:50:00 Author: moleynator Posts: 2914 |
Your tribesman were the best human characters I have ever seen in LBP, period. They all look different and I really admired small details like the tribal tatoos. Truly incredible stuff. This also applies to your basilisks which are probably the most visually appealing enemies I have seen in LBP. Of course my favorite was the sleeping one but they all look great. The atmosphere of the bog was executed perfectly with dripping "slime" (ingenious use of painballs btw) subtle lighting, swampy areas and gas vents. You really nailed it. Thanks for all the feedback Ock. Yeah, I was pretty happy with how the tribesmen turned out. I wish I could have added a little movement to them though since they just stand there. I'm glad you appreciate the atmosphere. It was something that I really wanted to get right and while I think I could improve the lighting in some areas, I do think I've accomplished what I envisioned. For the most part I really enjoyed the gameplay. As with Mulberry Woods you have a cool chase sequence here and a few other cool parts to keep the player entertained. I thought your use of paint as venom from a flower to fight tha first boss was really clever and it was cool how you unlocked the Tribesman from his cage. I also enjoyed the basilisks breaking through the walls as I made my descent on the balls of sponge, very cool. My only minor complaint is that there is a lot of swinging across things which isn't too original but when a level is this beautiful and this well executed then trust me, it's not a big deal. What can I say? I love to swing! Haha! The design of your boss was one of the best I have seen in LBP. The idea of removing his armor was great and the method of damaging him was also very original. I did have to restart once because of those deadly spikes he shoots out so maybe another checkpoint on the other side of his body could help. Overall this was an amazing level that everybody needs to play. 5 stars and hearted and I eagerly await your next creation. *EDIT* One suggestion: color your checkpoints This was my first attempt at a major boss (other than a chase boss), so I'm glad to here that most people are enjoying him. I will definitely think about adding another checkpoint or tweaking his attacks a bit. Thanks again for the feedback. Just a little suggestion on this that would prevent someone from getting killed (if this part is important to you... may not be): When you pull off all the armor, you could activate magic mouths on the left and the right side based on proximity which do a cut scene over the top of the creature. So, the cut scene would not happen until AFTER the player walks to the left or right side of the screen. That would protect against any danger. Ahh! That's not a bad idea. I might give it a try. Thanks! Glad to see that my position is so valuable. EDIT: Just played and beat it. It's sooo good. - The visuals. Let me just say that it is very professional and it looks gorgeous. - Gameplay. I loved the springboard volcanos and all the swinging action. The chase scene was good for variety. - The characters and monsters. As I said before, if I were making a dream team of creators, you would be on it for this reason. - Sweet boss. Simple, but with a twist. - Paint balls as slime is really creative. 5 starred and hearted. Thanks for those kind words Voltaire. This level was actually built after I designed the basilisks. I was just fooling around and created the one that pounds the ground. Originally it was gonna be an ape, but it morphed into the lizard and I was like "That looks pretty awesome!" So, I'm glad I'm not the only one that like 'em. Things that may need improvement: Keep in mind that all these cons are very small compared to the pros and that you have very few cons compared to almost all other levels. A very small con is that the background is a little to different from the rest of the level. Its good that you target the casual audience with your levels, but some of the platforming elements in the beginning are a little to basic (the swing and spike parts), the little forest is also a little boring. These are also not so important things. The chase is a little weird, people who play it the first time and dont know that theres a chase there will be a little lazy at the beginning and then when they actually realize that it is a chase they wont be able to run away from it. Then they spawn at the spawnpoint which is miles aheadand wonder what happened to the basilisk, wait a little then run when they see it again, but then the basilisk suddenly swings forward and kills them... This is at least what happened to me on my first try. :blush In the last stage of the boss its a little unforgiving, its a little to hard to evade the spikes shooting from the back. Thanks for all your wonderful feedback Marklin, I truly appreciate it! I'll see what I can do to liven the forest area up a bit. For the most part, it's meant to be a bit drab, but in a beautiful drab sort of way! I'll also continue to tweak the chase, as I completely understand where you are coming from as this was a major issue for me while designing it. I thought it turned out well, but I did wonder if a situation like that would occur and it appears it did with you. So, I will work on it! I noticed that the paintballs don't color sackboy and the environment, this is a bug that i also have experienced in my level and can be fixed if you place a paintinator somewhere outside the level and shoot a little with it just before you save the level. This will make it so that all the captured paintballs will leave a splash mark. But it may be your intention that they shouldn't color the environment and that also works good in the environment. To make the last part of the boss a little easier you could make it so that the spikes shoot a little slower, if you base them on floaty you could make them fly at any speed that you want. Another way to make it a little easier is to make the spikes next to the middle one aim a little higher up which will make it easier to evade them when the boss isn't standing right under you. I know how hard it is to make good chases and that it is even harder to modify and improve them once they are built, but some suggestions on improvements are: 1. Make it so that the basilisk doesn't suddenly speed up and kill you. 2. I think that a major improvement would be to let the speed of the basilisk be determined by the player, if you put an inverted sensor switch wired to the piston / motors at the tail of the basilisk and make the range really long the basilisk will speed up if you are a long way in front of it it will speed up and if you are close and running for your life it will slow down. (the reason for why you should place it on the tail is because you dont want it to almost stop if you are close, you still want it to run at a moderate speed (you may even need to place the switch eve further behind the basilisk than the tail)) 3. Have the checkpoint move closer in front of the basilisk so that you aren't teleported to somewhere that long in front of the basilisk. The background could need a little more lush but still gloomy lightning, maybe some green fog to improve the atmosphere. All great suggestions. I noticed that issue with the paintballs as well, but I was unsure of how to fix it. I actually tried the solution you have suggested, but it didn't seem to always work. Maybe I didn't actually save it with paint still on the ground from the paintinator. I'll try that. You know, I tried floaty spikes early in the development and kind of liked their effect, but never went back and implemented them. I will tinker with that idea and see what happens. And again, I'm totally with you on the chase, so I will take your suggestions and see if I can make some improvements. Thanks for all of the great feedback! | 2009-02-14 15:38:00 Author: mrsupercomputer Posts: 1335 |
This one went on my Must-play list as soon as I saw this topic and the pics. The incredibly well designed custom content is the first thing that catches your attention and probably the best part about your level. The atmosphere is awesome. Visually, the level is one of the most impressive ones I've been so far, even though the environment itself seems pretty simple. It just work so well, the dark, moody swamp, the wonderfully designed basilisks, the tribesmen and all the little details together forge a picture that really captures the player and puts him in your world. It's the same as an author that enchants you with words and makes you feel like you?re there ? you do this with the LBP engine. Gameplay-wise, the only somewhat disappointing aspect is the fact that the platforming is pretty unimaginative. It's mostly swinging along some balls of sponge or jumping over a few pits or spikes ? nothing really new or exciting. The unique little concepts you had were great though ? the paint-dripping plants, the vast variety of enemies, the geysirs, the chase (in which the checkpoitn was too far ahead of the basilisk, IMO) and of course the boss battle. I was blown away here. I saw the picture of the boss and thought he looked great, but the way he moved and attacked, and how the looked when you got rid of his armor ? magnificient. Personally, I found the difficulty to be just right and IMO you shouldn?t change it ? The first time I played your level, he killed me three times, the second time I aced him. This is also something that really shows how much I love a level: When I go back to it and try to get a high score, because those levels make me feel like it's actually worth something (Same thing I experienced in the Fortress Ironside levels). I was surprised to actually get the top spot on the leaderboard though xD One of my Top 10 levels in LBP fo far, and I really hope you continue to put out creations of this quality. I?d be glad if you took a look at my level, ?Timeless Village?. There?s an F4F thread somewhere ? I hope you like puzzles =D | 2009-02-14 16:30:00 Author: Serpit Posts: 68 |
Thanks for those kind comments, Serpit.. I just noticed that you landed the top spot on the leaderboard. Well done! I do understand that the platforming is rather simple. I'll admit that a lot of my focus went toward the major set pieces and because of that some of the platforming sectioned suffered. I will work on that in the future. Thanks for your other thoughts concerning the chase and the boss battle. I will give your advice some thought as I continue to tweak those segments. Thanks again and I look forward to trying out the Timeless Village. | 2009-02-14 17:00:00 Author: mrsupercomputer Posts: 1335 |
Cool - this game is on page 1 of the highest-rated. If you're going to do any play-balancing on the last boss, now would be the time... | 2009-02-15 12:00:00 Author: CCubbage Posts: 4430 |
this game is on page 1 of the highest-rated. Mrsupercomputer, you have just got your ticket to the lbp heaven... Congratulations! | 2009-02-15 12:06:00 Author: Marklin80 Posts: 458 |
Cool - this game is on page 1 of the highest-rated. If you're going to do any play-balancing on the last boss, now would be the time... Wow! Well, it looks like I may have been a bit late! It's moved back to page 2. I'm still quite surprised though. | 2009-02-15 14:36:00 Author: mrsupercomputer Posts: 1335 |
This level looks fantastic, I'll definitely be checking it out once I get off work today! | 2009-02-15 15:04:00 Author: superezekiel Posts: 120 |
I found your level yesterday on the highest rated levels page! I'm pretty sure it has 5 stars (well deserved). It is definitely one of the best levels I've played it a long time. It's just... beautiful. And the Basilisk King looks professionally done. Good job! Oh, and I hearted it. | 2009-02-15 16:10:00 Author: Bumblebee__ Posts: 65 |
Wow! Well, it looks like I may have been a bit late! It's moved back to page 2. I'm still quite surprised though. Too bad... but I witnessed it!! Mine moved from page 3 to 5... | 2009-02-15 20:30:00 Author: CCubbage Posts: 4430 |
Wow, this level is awesome!!! I was greatly impressed. From the story, characters, 'puzzles', obstacles, and aesthetics, this level is simply amazing. I couldn't find anything wrong with its functionality, and I just loved how everything flowed. The drips from the roof we a good touch, the boss looked incredibly awesome. The tattooed NPCs looked sweet... man bravo!!! 5 stars and a heart from me. | 2009-02-15 22:20:00 Author: Maraz_Matari Posts: 105 |
5 star and hearted, with "Boss" as the tag. This level was amazing. Gameplay wise, there wasn't anything we haven't seen before, UNTIL you hit the boss. Which is THE most epic boss, in ALL of LBP. There's seriously no way anything out there currently tops it as far as detail, scope and attack patterns/gameplay goes. It was just so amazing to fight, and so satisfying to fight to boot. The atmosphere in this level is what really gets me. You have that sleeping basilisk, the goopy goo sounds, little drips of goo here and there. The entire bog look fits, and I love everything you did with it. All I can say is, it reminded me of the bog levels from Spyro one and anything that reminds me of Spyro one, gets a 5 star and heart from me. Pros: + OOZING with atmosphere. (LOL GET IT) + Fantastically detailed enemies. + Basic, but fun gameplay. + AMAZING boss fight. + Good, simple story! Cons: - You don't fight the basilisks. - Basic gameplay, while fun, is still a little basic. - The right side of the boss has some problems. When trying to swings from the furthest most right ball, to the one on it's left, I NEVER was high enough on the ball to get it. I suggest lowering the left ball so we can reach it, otherwise the right side is a little gimped. Plus, the jump pad there more often than not didn't get me up high enough. Sorta weird, but fixable stuff. - Felt short, want MOAR! Keep it up! As for F4F, I'd love it if you tried out my Stella Deus level! It's 2 player co-op required, but it's my first real effort since the game has launched (I got a liiiittle side tracked.) and any and all feedback would be lovely. (Link in the sig) | 2009-02-16 01:14:00 Author: superezekiel Posts: 120 |
I found your level yesterday on the highest rated levels page! I'm pretty sure it has 5 stars (well deserved). It is definitely one of the best levels I've played it a long time. It's just... beautiful. And the Basilisk King looks professionally done. Good job! Oh, and I hearted it. Thanks for the feedback! Let me know if you have a level you'd like some feedback on. Wow, this level is awesome!!! I was greatly impressed. From the story, characters, 'puzzles', obstacles, and aesthetics, this level is simply amazing. I couldn't find [b]anything[/b[ wrong with its functionality, and I just loved how everything flowed. The drips from the roof we a good touch, the boss looked incredibly awesome. The tattooed NPCs looked sweet... man bravo!!! 5 stars and a heart from me. Thanks for the wonderful comments, I'm glad you enjoyed it. Do you have a preference for which level I leave feedback on? I'll probably give them all a play, but I didn't know if there was one in particular that you are still looking for feedback on. This level was amazing. Gameplay wise, there wasn't anything we haven't seen before, UNTIL you hit the boss. Which is THE most epic boss, in ALL of LBP. There's seriously no way anything out there currently tops it as far as detail, scope and attack patterns/gameplay goes. It was just so amazing to fight, and so satisfying to fight to boot. Thanks superezekiel, you are too kind. I'm happy that you enjoyed the atmosphere and the boss fight as that is where I spent a majority of my time. Nice to see it pay off. I'm right there with you on the right side of the boss battle. I'll try to even it out a little bit as I noticed it wasn't quite as polished as the left side. I'd be happy to give you a bit of feedback, but I rarely play co-op since my buddy I usually play with isn't online that often. I will try and find someone to play it with though, in fact, if you'd like to send me an invite, I be happy to give a play through with ya. Thanks again for the feedback, I appreciate it. | 2009-02-16 05:50:00 Author: mrsupercomputer Posts: 1335 |
Any of the levels are fine for F4F. Super Color Shooter's been well received, as has Seeing RED. Manifesto is the newest addion (but my oldest level of them) so take your pick, or play them all . I'd also like to say, I didn't have any problems with the balls on the right, or the launch pad Peace. | 2009-02-16 10:21:00 Author: Maraz_Matari Posts: 105 |
Testing it......... now! | 2009-02-16 11:27:00 Author: blizzard_cool Posts: 752 |
+ This is an awesome level. The level itself is good, but as superezekiel said, there wasn't anything we haven't seen before until the boss. This is probably the best boss fight in LBP. It looks awesome, and it's just so fun to beat him. I will play this level more than once just to fight this boss again. And probably with friends too... Very, very cool! - Most of the things I noticed have already been discussed... I'm with the others on the fact that the platforming needs a bit less of sponge swinging. This is one of the things everybody does in almost every level in LBP. Again, amazing boss fight! 5 stars and hearted. If you have some time, try one of my levels and tell me what you think. Thanks! | 2009-02-17 14:09:00 Author: JackBurton25 Posts: 116 |
Hey mrsupercomputer (er, do you have a first name? Super?), Thanks for your advice on my level! If you play through again you'll see that I've fixed the problems. With regards to your level, I haven't really got any 'cons'. It had a really nice 'swampy' atmosphere - you can almost feel the humidity, and the boss is great - with an inventive 'weakness'. My only minor complaint would be the spikes, which seem unavoidable - but it's a minor niggle really. It makes for an intense battle - though I'm probably not going to attempt acing it anytime soon! lol. Great stuff. PS, what did you use for the door coverings of the huts? | 2009-02-17 16:43:00 Author: Boogaloo Posts: 254 |
+ This is an awesome level. The level itself is good, but as superezekiel said, there wasn't anything we haven't seen before until the boss. This is probably the best boss fight in LBP. It looks awesome, and it's just so fun to beat him. I will play this level more than once just to fight this boss again. And probably with friends too... Very, very cool! - Most of the things I noticed have already been discussed... I'm with the others on the fact that the platforming needs a bit less of sponge swinging. This is one of the things everybody does in almost every level in LBP. Again, amazing boss fight! 5 stars and hearted. If you have some time, try one of my levels and tell me what you think. Thanks! Thanks for the feedback Jack! I've heard the sponge criticism loud and clear! I promise I'll try to cut back in the future, but I just love to swing! Anyway, thanks again and I will check out your levels soon. Hey mrsupercomputer (er, do you have a first name? Super?), Thanks for your advice on my level! If you play through again you'll see that I've fixed the problems. With regards to your level, I haven't really got any 'cons'. It had a really nice 'swampy' atmosphere - you can almost feel the humidity, and the boss is great - with an inventive 'weakness'. My only minor complaint would be the spikes, which seem unavoidable - but it's a minor niggle really. It makes for an intense battle - though I'm probably not going to attempt acing it anytime soon! lol. Great stuff. PS, what did you use for the door coverings of the huts? Thanks for your feedback Boogaloo. The spikes are avoidable, but I must admit that it didn't work out quite as I had planned. You'll notice that the Boss will stop, growl, and there will be a small shuffling sound right before the spikes fire (at least most of the time). My intention here was for players to have to swing back and forth from sponge to sponge to avoid the spikes. It didn't work out that way though, so I'd recommend simply trying to pull yourself to a position between the spikes on his back and when he fires, they should go by you. I've had quite a few people tell me that they have been able to ace it, so I bet you'll be able to pull it off as well! And the covering for the huts is the handkerchief decoration. Thanks again for the feedback, I'll make sure to check out your level once again to see all the improvements. | 2009-02-17 17:46:00 Author: mrsupercomputer Posts: 1335 |
absolutly amazing level, 5 stars heres the crows and prawns: pros +very detailed environments +great slime effects +great character design +awesome bosses cons -platforming felt very similar to the crocodile level in the story mode :S -should have all double life checkpoints thats all the bad stuff i gotta say but the checkpoints is the only thing that i care that u fix, this level is amazing, again 5 stars look forward 2 future projects, good job! | 2009-02-18 00:45:00 Author: talmasca Posts: 196 |
I thought your other level was good, but IMO, this one's even better. Pros: - The characters/village look very nice. It actually looks like a village and not just some huts with a couple townsfolk. - The basilisks looked great. Grade A work right there. - I loved the way you made it feel like a swamp. Dripping paintballs, mist everywhere, trees that looked like they belonged, and then of course, the gas. - The encounters with the basilisks are also great. - The boss fight was nicely done and not just a simple "hit these brains and you win". Cons: - At first, I didn't know that the tree stumps were also "springs". You might want to have a villager mention something about using the tree stumps to help you get through the swamp. - The obstacles are somewhat basic (aside from basilisk encounters) and I wouldn't mind seeing some crazy ones. - You never fight a basilisk?! WHAAAAAAT?!!! - For the basilisk that pounds the ground, you can see the magnetic key where he pounds the ground. You might want to cover that up. Once again, you made a really great level, and my complaints are miniscule (another fancy word!). Another 5 stars/heart for you. Keep it up! | 2009-02-18 01:18:00 Author: RickTheRipper Posts: 345 |
absolutly amazing level, 5 stars heres the crows and prawns: pros +very detailed environments +great slime effects +great character design +awesome bosses cons -platforming felt very similar to the crocodile level in the story mode :S -should have all double life checkpoints thats all the bad stuff i gotta say but the checkpoints is the only thing that i care that u fix, this level is amazing, again 5 stars look forward 2 future projects, good job! Thanks for the feedback and kind words Tal. The crocodile level was actually one of my favorite levels in the single player and inspired the part with all the sponges, so I understand the similarities. You really think it needs all double life checkpoints? Was there a particular place where you had trouble? I thought your other level was good, but IMO, this one's even better. Pros: - The characters/village look very nice. It actually looks like a village and not just some huts with a couple townsfolk. - The basilisks looked great. Grade A work right there. - I loved the way you made it feel like a swamp. Dripping paintballs, mist everywhere, trees that looked like they belonged, and then of course, the gas. - The encounters with the basilisks are also great. - The boss fight was nicely done and not just a simple "hit these brains and you win". Cons: - At first, I didn't know that the tree stumps were also "springs". You might want to have a villager mention something about using the tree stumps to help you get through the swamp. - The obstacles are somewhat basic (aside from basilisk encounters) and I wouldn't mind seeing some crazy ones. - You never fight a basilisk?! WHAAAAAAT?!!! - For the basilisk that pounds the ground, you can see the magnetic key where he pounds the ground. You might want to cover that up. Once again, you made a really great level, and my complaints are miniscule (another fancy word!). Another 5 stars/heart for you. Keep it up! Thanks for all of that great feedback Rick! I tend to like a simple level design, hence the basic platforming elements. However, you're not the first to suggest something crazier, maybe I'll pursue that in a future level. Also, I will apologize for not allowing you to fight a basilisks as that seems to be a common criticism, although technically, the final boss is a basilisk, just a bit bigger than the others! Thanks for pointing out the switch as will, I did not mean for it to be visible. Thanks again to all those who have left feedback. I think I've played everyones levels so far, but if I overlooked someone, feel free to send me a pm. | 2009-02-18 02:33:00 Author: mrsupercomputer Posts: 1335 |
Hey man, I just tried your level, and i must say, well done! the enemies were creative, the scenery was beautifully constructed, a great job on the end boss, all around i gave it a 5/5 and a Heart. this will definetly be one my replay list. The only thing that bothered me was at the very beginning, where the wind was blowing one way, and the drapes/clothes etc was blowing he other way. that is such a tiny thing though for such a great level. Thanks for the great level! | 2009-02-19 08:47:00 Author: TJapan Posts: 225 |
The only thing that bothered me was at the very beginning, where the wind was blowing one way, and the drapes/clothes etc was blowing he other way. that is such a tiny thing though for such a great level. Thanks for the great level! Haha! I was hoping no one would notice! I hadn't even noticed it until my wife pointed it out the other day. It drives me crazy now that I see it, so I'll probably try to fix it in the future. Thanks for your feedback! | 2009-02-19 14:28:00 Author: mrsupercomputer Posts: 1335 |
your dragon is really cool............ got to try your level | 2009-02-19 14:47:00 Author: misterwonderloo Posts: 164 |
I loved everything about it... I keep a pad of paper with me when I play F4F levels, figuring I will have things to jot down That I want to tell people. I didn't write one note. I loved it all. I did notice, that when fighting the boss, that I had a much easier time getting above the basalisk king on the left than on the right. The swings seem harder to swing to on the right hand side. Hearted and 5 stars! | 2009-02-19 16:12:00 Author: dobi6 Posts: 359 |
So...awesome...must...replay...again...and again This was easily the coolest level ive seen in a while. Pros: -Great detail, everything looked professional. -Cool story line, it was simple and made sense unlike some of the other levels ive played -Great use of paintballs without a paintinator, the only other person ive seen do that is the Mighty Mite Tank. -Cool mechanics, the steam vent booster thingys or whatever you wanna call em. -Epic Boss! It was a new idea for a boss too. No other boss has you remove its armor then attack it with a plant. Who thinks of that?!? ill tell you...you...pure genius. Cons: -The basalisk that chases you, got a super-dooper speed boost when i was crossing the bridge and he dominated me, but that was probably my fault. 5/5 stars, and a heart! Amazing work. | 2009-02-19 16:15:00 Author: King_Tubb Posts: 435 |
Just played this level and I have to say well done. This is a great level. One of the best boss fights yet! I loved the idea of the blow holes also, very creative yet simple. The use of the paintballs were a nice effect. 5 stars and hearted! | 2009-02-19 21:28:00 Author: wexfordian Posts: 1904 |
If you had a way to direct the paint splatter onto the boss it would make it even better. And then maybe not emit as much paint as you're doing now so that you would actually have to aim a little. Other than that I loved the whole thing. Great balance on the difficulty scale. I wrote a comment in-game but anyways I think my level Honeyland is in the same vein. I lack some of the cooler "moments" like jumping basilisks and a boss but..you could try it. | 2009-02-20 12:13:00 Author: BasketSnake Posts: 2391 |
actually 2 b honest theres nothing really bad with this level, it works awesomely the way it is lol i just thought ud want some cons 2 have a reason to totally make it better than perfect... if that makes sense ( im not sure it does lol ) | 2009-02-21 23:12:00 Author: talmasca Posts: 196 |
I played this level just the other day, and was amazed at the level of detail in the atmosphere and setting of the level. The final boss took some timing to avoid his horns, but it leaves you quite satisfied of a job well done. I gave this level a well earned 5 stars and hearted. | 2009-02-22 05:42:00 Author: iiiijujube Posts: 594 |
This is certainly one of the greatest levels I've seen. I love the charmingly detailed depictions of humans and basilisks and the lush, tropical setting that's (literally!) dripping with humidity. The fantastic looks are paired with well-balanced gameplay of matching quality, built with great sense of fairness towards the player. Two things that I'd change: one (or perhaps more) of the geysers seems to be able to take you to a secret area if you manage to jump at exactly its eruption time. I found it near impossible to time this jump exactly due to a complete lack of timing clues - I'd have expected the nearby dripping to be in sync, but that turned out not to be the case. Maybe I was missing something? the fabric used for the boss' armour grab points is a bit hard to make out since it's about the same hue and brightness as the armour plating itself. I'd probably try to use a slightly brighter material to give the player a stronger hint at what to do, although I admit that the material chosen certainly is fitting the style of the level best. 5* and (need I say it ...) two hearts. Thanks for this wonderful experience! | 2009-02-22 12:36:00 Author: tameturtle Posts: 150 |
Awesome! Looks like you put alot of effort into this level. | 2009-02-22 13:00:00 Author: olit123 Posts: 1341 |
This is certainly one of the greatest levels I've seen. I love the charmingly detailed depictions of humans and basilisks and the lush, tropical setting that's (literally!) dripping with humidity. The fantastic looks are paired with well-balanced gameplay of matching quality, built with great sense of fairness towards the player. Thanks for your feedback tameturtle! I will take a look at creating some kind of "sign" that the geyser is about to blow. Maybe a sound right before it happens? I originally intended for the player to have to time it in there head and count, so only those who time it right get the extra points. I'll reconsider that though as you're not the only one to have difficulty with it. I'll also look into your other suggestion concerning the sponge color of the boss battle. Maybe I can make it stand out a bit more without it losing the "look" of the rest of the level. I had hoped the metal latches might be a clue, but maybe there needs to be a bit more attention drawn to those areas. Thanks to all those who have left feedback, if you have a level in your sig, I'll be sure to play it and leave feedback. | 2009-02-22 14:21:00 Author: mrsupercomputer Posts: 1335 |
That's EXACTLY what I did - I timed it in my head to get in there! But I agree - something subtle not to spoil the puzzle. Maybe a little sound right before it blows would do it. | 2009-02-22 18:28:00 Author: CCubbage Posts: 4430 |
Just played this and....gotta say, really enjoyed it ! Great scenery, felt proffessional and really looked like it had alot of time put into it, characters were super especially the thing at the end. Lots of thing id like to ask you how you did ! Smoke effect was awesome, great idea. Only minor things to say is sometimes the volcanoes were a lil slow ....(ultra picky here btw) and maybe some 'triumph' music at the end to make you feel good. 5 stars and hearted. Well done. | 2009-02-22 22:31:00 Author: danege364 Posts: 20 |
Downright amazing. I loved this level. My only complaint is that I kept dying because I was paying too much attention to everything else in your level and not my Sackboy! I will be playing this thing again and again. Bravo. | 2009-02-24 23:37:00 Author: Jaeyden Posts: 564 |
Thanks for your feedback tameturtle! I will take a look at creating some kind of "sign" that the geyser is about to blow. Maybe a sound right before it happens? I originally intended for the player to have to time it in there head and count, so only those who time it right get the extra points. I'll reconsider that though as you're not the only one to have difficulty with it. It may be just me but I couldn't get my mind off the nearby dripping, trying to find out how its rhythm related to the geyser. If it was my level, I'd try to sync those two and feel smug about finding an elegant and simple solution, but as said that may be just me. I'll also look into your other suggestion concerning the sponge color of the boss battle. Maybe I can make it stand out a bit more without it losing the "look" of the rest of the level. I had hoped the metal latches might be a clue, but maybe there needs to be a bit more attention drawn to those areas. I replayed the level with a few friends recently (winning you a few more ardent fans in the process and found that while you did a great job on the construction, in the frenzy of the confrontation nobody is paying much, if any, attention to these rather intricate details. I think a large majority of players really need a much larger dose of clue to understand the way the armour works. Perhaps the best occasion would be before the confrontation proper starts, because afterwards most will not pay much attention anymore, not even to a magic mouth. A propos, this time around I found it rather hard to predict when the boss basilisk is going to fire the projectiles and if I'm going to be hit if he does. Thanks to all those who have left feedback, if you have a level in your sig, I'll be sure to play it and leave feedback. Wait, are you implying there are people out there who actually have sigs turned on? ;D | 2009-02-25 16:13:00 Author: tameturtle Posts: 150 |
mrsupercomputer, you gave us another great level here! I loved it a lot. I found the storyline very interesting and let me say that your monsters are the best looking i have found i LBP so far. Purely genious frogs, and so beautiful Basilik lizards. The level is totally clean, with not any bug or misplaced detail. Perhaps my only cons willconcern the boss. Don't get me wrong, it is impressive in a visual point of view, the animation in perfectly controled and the gameplay fun and interesting. But it take me some time to understand the good way to kill him....Perhaps could you add here some advice (i think something like OCK have done in "The Legion" could be great, with bubble speech poping after definite actions against the boss). Nevertheless, a very good level deserving my 5 stars and a heart | 2009-02-26 16:21:00 Author: Takelow Posts: 1355 |
Thanks tameturtle and takelow for your feedback. I have a pretty mixed reaction concerning how to defeat the boss. Some figure it out very quickly and with others it takes a bit longer. I really don't want anyone to feel frustrated though, so I will do my best to give a better hint as to how the armor needs to be removed. Thanks again for the feedback and tameturtle, your picture you took in the level cracks me up. | 2009-02-26 20:01:00 Author: mrsupercomputer Posts: 1335 |
I just realized I owed you feedback for playing Little LOST. Apologies for not doing it sooner. Actually, it was my loss, because HOLY CRAP...this is a great level! Where to begin? Your style seems to be to take a simple design aesthetic and just polish the heck out of it. I like that because it shows patience. My instinct is just the opposite...to throw in every type of variety I can. So where I end up with a tangled mess, you end up with an absolute work of beauty. Every now and then, you come across a level that does something you haven't seen or uses something in a way you haven't seen. There must've been a dozen instances like that in this level for me. A simple list of things I liked: Character designs were superb. The humans were terrific, and the monsters were mindblowing. I especially loved the one that leaped across as you drop down and the one that chases you. The story. As simple as it gets, but very cool. The steam launchers were clever. I love that you take a simple game mechanic and integrate it so well into the level design. I can't emphasize enough how cool I thought your use of paintballs was. I don't want to give anything away for folks who haven't played, but suffice it to say that I am deeply impressed by your innovation here. The boss. I love this boss. Again, I don't want to give anything away, but very innovative with the armor...and again, the paintballs. Finally, you do the one thing that I strive for that nobody on here talks enough about. You have clearly playtested this thing to death. Not once did I have a cheap death because I couldn't see something. Not once did I have a bad camera angle. Not once did I die because I couldn't figure out what depth I was supposed to be on. Not once did I miss a jump because of some goofy texture. I was ALWAYS sure of where I was going, and I NEVER had to be told in a text bubble. That's just good level design and polish. ...and it was fun. Imagine that! I have nothing negative to say. At. All. Your level just got hearted young lady...and so did you! | 2009-03-28 03:31:00 Author: frizby Posts: 89 |
I'm pretty sure I reviewed this earlier, but I'd like to point out that your two levels are my favorites on LBP. Period. I always play them when I'm showing someone the game for the first time. I'd say that's a pretty huge complement. | 2009-03-28 05:55:00 Author: ApellesJr Posts: 282 |
Finally, you do the one thing that I strive for that nobody on here talks enough about. You have clearly playtested this thing to death. Not once did I have a cheap death because I couldn't see something. Not once did I have a bad camera angle. Not once did I die because I couldn't figure out what depth I was supposed to be on. Not once did I miss a jump because of some goofy texture. I was ALWAYS sure of where I was going, and I NEVER had to be told in a text bubble. That's just good level design and polish. ...and it was fun. Imagine that! I have nothing negative to say. At. All. Wow! Thanks for all that wonderful feedback Frizby! And you are correct, I did play test it to death, so it's always very nice to hear someone like yourself recognize that while they are playing. Thanks again for all those kind com... Your level just got hearted young lady...and so did you! wait a sec, who you calling a lady? I'm pretty sure I reviewed this earlier, but I'd like to point out that your two levels are my favorites on LBP. Period. I always play them when I'm showing someone the game for the first time. I'd say that's a pretty huge complement. That is a huge complement and I thank you very much for it Apelles! Also, while I'm at it, I'd like to thank BasketSnake for suggesting that I make the paint during the boss fight aim-able. I made that change a while back, but didn't update my thread. I think it made a the boss fight much better, so thanks for that. | 2009-03-30 22:44:00 Author: mrsupercomputer Posts: 1335 |
I think there are similarities between my bee level and this one. It would be funny to see what we could come up with together once the online create patch hits. | 2009-03-30 22:56:00 Author: BasketSnake Posts: 2391 |
Oh yeah..... BASILISK HIVE! This time there's stingers shooting out of all sides! sorry... ... couldn't help it. | 2009-03-30 23:18:00 Author: CCubbage Posts: 4430 |
wait a sec, who you calling a lady? HA! Somehow when I read your username, my pea-sized brain read it as "mrs. supercomputer"! Apologies. | 2009-03-31 03:30:00 Author: frizby Posts: 89 |
HA! Somehow when I read your username, my pea-sized brain read it as "mrs. supercomputer"! Apologies. If it was a woman, the mean ol' Basalisk would have had a pink bow in it's hair. | 2009-03-31 04:16:00 Author: CCubbage Posts: 4430 |
Hi Supercomputer, After your lovely review of my level I'd give yours ago. And wow brilliant I first played mulberry wood which blow me away. It's not often you see a plain background. The characters you create are wonderful and the theme throughout is perfect. After playing that I had to try your other level. Which was equally good. The standout scene was falling down and grabbing on. With the monsters jumping out and flying past. Again characters are wicked. I notice in your sig theres no current projects, this is not a good thing. All levels 5* hearted and yourself as an Author. | 2009-04-18 17:27:00 Author: bindibaji Posts: 119 |
I've not played it since you updated with my suggestion. Might as well give it a go and see for myself. Should be fun. | 2009-04-18 19:07:00 Author: BasketSnake Posts: 2391 |
Such an awesome level. Glad someone bumped this thread. | 2009-04-18 19:23:00 Author: Jaeyden Posts: 564 |
I notice in your sig theres no current projects, this is not a good thing. I actually do have another project in the works, but I forgot to update my sig. I'm glad to hear that you enjoyed my levels! Thanks for checking them out! | 2009-04-18 23:31:00 Author: mrsupercomputer Posts: 1335 |
Great! I will play your new stuff whenever it comes up. You stuff is great, I already played your level some time ago and hearted them all + you. Continue your good work . | 2009-04-18 23:39:00 Author: RangerZero Posts: 3901 |
I actually do have another project in the works, but I forgot to update my sig. I'm glad to hear that you enjoyed my levels! Thanks for checking them out! Thats good to hear. Look forward to it. | 2009-04-19 11:59:00 Author: bindibaji Posts: 119 |
ok... I think this is my new favorite community level. So, so great looking - stunning visual design, MM-standard I'd say. I didn't see a single corner which wasn't beautifully detailed. They should pay you for this stuff I love the fact that the atmosphere is so unique - different from anything else I've seen in LBP. It reminded me a lot of the marsh world in DKC2 (and I loved DKC2 ) 5* | 2009-04-19 23:21:00 Author: Tig-W Posts: 106 |
Mrsupercomputer is my favorite creator. Hands down. | 2009-04-19 23:47:00 Author: ApellesJr Posts: 282 |
Cool, then play my level honeyland - inspired by DKC2. | 2009-04-19 23:47:00 Author: BasketSnake Posts: 2391 |
Very impressive! I loved the visual atmostphere of the whole thing, and I thought you captured the essence of a quagmire type environment really well. The basilisks were very creepy, whether lurking in the shadows or launching themselves at you. The challenge level was just right for me (I completed it on first attempt, but only by the skin of my teeth) and the gameplay was pretty fluid, including both traditional and innovative elements. The spurting geysers that shoot you up were a very nice touch. The boss...well I can honestly say it's the best boss fight I've played in LBP so far. Expertly modelled, well animated, and I only killed him on my final life so beating it really gave me that adrenaline feeling. I couldn't find anything bad at all to say about this level...five stars and hearted. | 2009-04-20 18:23:00 Author: Ungreth Posts: 2130 |
Mrsupercomputer is my favorite creator. Hands down. I know, they're clean, polished, and look like they were made with somebody with a life! | 2009-04-21 03:00:00 Author: dkjestrup Posts: 672 |
I played this level earlier today, and I must say that it exceeded my expectations by far. I adored practically everything about the level. The look, the story, the cleverly used paintballs. It was just all SUPERB. In fact, I loved it so much that I 5*'d and hearted it. Basilisk Bog is possibly my new favourite LBP level of all time. | 2009-04-26 15:48:00 Author: Bear Posts: 2079 |
I remember playing this, it was a fantastic level. Definitely deserved the Mm Picks, well done SnrSuperComputer. | 2009-04-26 15:50:00 Author: dawesbr Posts: 3280 |
Finally got around to playing it and it's really fantastic! Superior character design and lovely landscapes. Fun platforming that is never cheap. One of my favorites!! Thanks for sharing it! | 2009-04-28 18:21:00 Author: Morgana25 Posts: 5983 |
gona start playing this level il post some feedback. i probably wont get pass the boss part as i suck at bosses im gona start with mulberry woods first tho since it looks more interesting xD | 2009-05-15 22:24:00 Author: 01philip01 Posts: 545 |
I know this level's a bit of a relic now, but I've been wanting to play this since I was on the spotlight team and it got picked. We were playing so many levels I couldn't keep up... that was right before my break. I wish I'd played it then, because it's amazing, and I knew I was going to love it... that was validated as soon as I spawned at the start. Everything about this level has that same feel of scope and spacing that Mulberry Woods had... hard to explain, but it's a style and a sense of spaciousness and scale that defines your work. The pacing of the level, and the layout (as well as the point placement), keeps everything running at a 100 mph but still keeps it involving and compelling, same as an MM level. The material selection and coloring of everything blends together and compliments it all perfectly... green wood, brown messiah sponge, green paint splattering, rocket smoke, and green gas (the only time I've ever seen green gas look good lol) - it came out gorgeous. The basilisk's mesh with it, the villagers do too... and so does their only weak spot, which was the most creative use of paintballs I've seen in a good while, and the simple mechanic of the elastic, and how it guides it, but also gives it the feeling of a stretchy and spongy plant was so well done. The character and enemy design is fantastic as well... the basilisk is probably my all time favorite enemy design in LBP, and you used them is so many memorable and amazing ways - sleeping, gluttonous etc the chase was great, the boss was a monster beast (reminded me of an epic Chrono Trigger tyrannodon battle) but the drop-down sponge grab descent was my favorite part because it showed so much personality for them as enemies and characters. Amazing work... Zephyr Valley, here I come. | 2009-06-10 19:56:00 Author: Unknown User |
I've just played this and enjoyed it from start to finish. The whole look of the level is great and you really get a sense of being in a bog/swampland,especially once you've completed the level because,I dont know about anyone else,but I was covered with the green paint that I'd been going through.Very Cool! The creature design and look are brilliant and very inkeeping with Little Big Planet. I loved the Basilisks leaping out at you and all that part was very well done.Then there's the boss battle,thats inspired.One of the best I've played for sure. The challenge was balanced and the whole level runs smoothly. Cons? I didnt notice any flaws,but maybe I'd lift the camera slightly out of the first bog as you see of the floor rather than your sackperson and you can see an unsightly material join.But thats it lol. Excellent level,but I guess you knew that already | 2009-07-21 16:14:00 Author: scatterbrainjon Posts: 13 |
I just played through all of your levels with a friend of mine, and they... were... AMAZING! The detail you put in makes me weep for the poor level I started. (though I can blame some of that on my crappy controller). The boss fights and platforming sections are far beyond anything I'm capable of right now. My friend and I even took a few minutes off from shooting each other and shoving each other into pits to finish the levels and test out every hazard and trap. My only minor gripe was on This level, Basalisk Bog. The level was immaculate as always, and I loved every single basalisk in there, but during the boss fight, I broke the emitter! I was hanging off of it and dropped off, and when I came back, the string had snapped! This may be a once-in-a-lifetime occurrence, but I thought I'd bring it to your attention. Please keep creating so that we may know true joy! | 2009-09-05 05:28:00 Author: Unknown User |
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