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#1

Time travel!!!!!

Archive: 18 posts


Sack'n Through Time!

The level is now online.

Note: If you're looking for a rocket car to take you up a ramp to a scoreboard, then stop here. This might not be the level you're looking for. If you want a well polished level with puzzles, action and danger, then this might be what you're looking for. WARNING: This level may be too difficult for some player. ENJOY!


Austin


I just made some pretty serious updates to my level to make it a little more competetive and replayable. Try it again, if you've already played it. If not try it for the first time. I've worked very closely in conjunction with the community and making changed based soley on the feedback I've recieved. A big thanks!

Austin
2009-02-13 15:03:00

Author:
leadheavy52
Posts: 26


5 exclemations marks... the sure sign of an insane mind. I'd love to try your level but please don't make such titles, it annoys me to the bone.

You might want to post your PSN too, it makes it easier to find.
2009-02-13 15:21:00

Author:
Wyth
Posts: 263


Sorry. I guess I got carried away. I don't know what came over me. Anyways. My PSN is momma913. My fiance and I share the PSN. so it's hers. She has made a few levels too. Just a heads up. I really enjoyed your levels too!!!!!2009-02-13 16:17:00

Author:
leadheavy52
Posts: 26


REALLY. What idiots played this level so that it only got 2 stars?

Arrr... anyway. i got stuck at the pirat ship. The key somehow broke and i couldn't progress. Adding an emitter up there would be helpfull.
2009-02-13 23:14:00

Author:
Vanemiera
Posts: 329


I'll be making that change tonight. Thanks.

Austin
2009-02-13 23:19:00

Author:
leadheavy52
Posts: 26


Fixed some problems with the level this morning. It's been a PITA because of the "physics" in LBP, but as people keep commenting on the problems they stubble upon, then hopefully, I will have a 100% problem free level. Most of the issues deal with the "teleportation" created with the moving checkpoints. I hope that I've solved most of the major dilemmas.


Austin
2009-02-14 16:15:00

Author:
leadheavy52
Posts: 26


Allright I'll check it out. Btw, a lot of players detest broken levels so if a level breaks on people they are gonna hit you with a bad rating.2009-02-16 13:31:00

Author:
Wyth
Posts: 263


I went in and checked out this level.... wow! There is a "LOT" of really creative content in here. And to tell you the truth, I honestly don't understand how people can think this level is too difficult (unless I'm just an amazing player.. heh heh) - I made it through the entire thing dying one time - and it was my own darn fault!

I would highly suggest this level to someone who likes time travel and likes great platforming.

Now, a little suggestion:

Many times even if a level is difficult people will give it a chance if the aesthetics are nice. And in this department, you are pretty close... but you could use some final trim work.

Go through your materials and make sure all your floors are properly trimmed. For instance, on the floors of the pirate ship there are visible uneven areas on the floors. This kind of lack of polish can cause people to think "this is a level that was quickly thrown together" which it CLEARLY isn't. You put a lot of time into the story, the mechanics, and the gameplay - don't forget about final trim to give it a professional look!

This level was a lot of fun! You got a heart from me!
2009-02-26 01:05:00

Author:
CCubbage
Posts: 4430


Thanks, CCubbage

I'm glad you appreciated the work I put into the level. I plan on going back and fine-tuning the level, but I've been busy working on my third level, and need to stay on it while the ideas are still fresh. I appreciate your feedback, as that's what makes this forum such a great tool for us creators.

Austin
2009-02-26 03:45:00

Author:
leadheavy52
Posts: 26


ok... I took notes while I played (helps me give feedback).

I will start chronologicallly:

In 1944... I thought it was a little linear. I liked the Teeters a lot, though when bringing back the trigger, I accidentally died, and the trigger rolled under the teeters... It was a pain to get out.

Then I went to Dino time - I liked this part a lot. I liked the dinos in the tar pits. I wish there were a few more spawn points (for piece of mind). I think the part that others commented about finding frustrating, I found frustrating. The hoping over the dinos part. When I was doing it, I saw the green dino body, and headed in that direction, only to find that I was trapped. And it was challenging (though totally doable) to hop the dinos to get to the next one.

I really liked the part where you have to get the key for the volcano. The arrow makes you want to go up the volcano right away, maybe you should have an arrow pointing into the wall where you are supposed to go at first, and then after you go over the edge with the key, have another arrow pop up for the other direction and the first one go down. I liked the red-fabric step puzzles a lot.

I thought the Trebouchet was a really cool touch. But after you get into the castle, it is a bit unclear where to go at first. I found myself going back towards the trebouchet.

I really liked the battering ram. - and the dragon was very cool... The camera was a bit strange on it... And having it say "ride the dragon" was a little unclear - should it say "you need to get over the dragon to get by him?

I liked the pirate ship. But I was originally able to circumvent your block puzzle when I was up by the crows nest and the arm that brings you up there threw me over to near the time machine.

Then I went to the beginning of time... Like other people I found this area frustrating. It wasn't the platforming part. It was the fact that I lost a lot of lives when I would accidentally touch a burning object, and my sackboy would, on his own, jump into the next one.

Unfortunately, I didn't get past this part, due to my bad platforming it seems, and didn't have the heart to play the whole level over again to get to this point.

You may find a lot of people get frustrated if they get this far, and then die - as the level is good and long (and i mean good in a good way).

You might want to consider either adding a few more spawn points, or else adding an infinite spawn point there - and make them get past this on their own.

I don't want you to dumb down the challenge. But it is a bummer to not get passed an area after putting in a bunch of time.

4 stars and a heart!
2009-02-26 06:43:00

Author:
dobi6
Posts: 359


Oh, and just how do you get your guy to die, and go to the next spawn point... I was wonder this for a while now?2009-02-26 06:44:00

Author:
dobi6
Posts: 359


Really nice level overall, but it didn't have much of a resolution. A trip back to the lab would have been nice.2009-02-26 08:54:00

Author:
iiiijujube
Posts: 594


Oh, and just how do you get your guy to die, and go to the next spawn point... I was wonder this for a while now?


First of all, thanks for the feedback. I have heard from many different people that the end of the level is quite frustrating. I will be sure to go back and add some checkpoints to allow more people to finish. As for your question, I used a very complex (read, frustrating) system of pulleys to hoist the checkpoints from place to place. When you pass and activate a checkpoint, using a player sensor switch, it activates a piston that hoists the checkpoint up. Using a mag key on the checkpoint and a mag sensor on the block attached to the piston that moves the checkpoint up, that activates a piston that moved the checkpoint horizontally. When the checkpoint is where I want it, a mag key on the first block activates a mag sensor that dissolves the first block which causes the piston to drop where I need it. All in all, I fund it to be a difficult system to work out. As for killing the player, I have an emitter emit a block of poison gas over the player that is set to a lifetime of 0.1 seconds and emits only once a cycle. This gives the appearance of disappearing in the time machine. Again, thanks for the feedback.

Austin
2009-02-26 15:00:00

Author:
leadheavy52
Posts: 26


Really nice level overall, but it didn't have much of a resolution. A trip back to the lab would have been nice.

I would have loved to include a trip back to the lab, and a scoreboard for your "mission evaluation", but the thermometer wouldn't allow anything more than what I have. I'll make an attempt to remedy that via something else.
Thanks for the feedback. It is much appreciated.

Austin
2009-02-26 15:02:00

Author:
leadheavy52
Posts: 26


Hey leadheavy52, here's my review on Sack'n Trough Time:

Pros:
- I liked it that you started in a sort of labratory first, instead of just being dropped in the first time. Also, i liked how you announced to what time we're going as soon as you step into the teleporter.
- I liked the way that the scientist keeps in touch trough those floating tv?s.
- There were some cool ideas in this level. I liked the catapult and i loved the ram. (Dunno if it's called a ram in english.. The dragon thing which you use to bash in the wall)
- The dragon at the end of the 3rd time period, was awesome
- The little " puzzle" at the end of the pirate ship was cool.

Cons:
- The looks. It looks quite basic. Not ugly, just basic. Mostly has to do with the fcat that you use quite alot of objects gained from the Story Levels.
- At the second time in history, i pushed the little sponge block outside on the gas. Then i couldn't get up the tree, and couldn't get the sponge block back either.
- I don't know why you leave all those magnetic keys visible. You can just decorate you're devices better and it will be obvious that it's a mag key. (For example, the device that i had to throw into the volcano. There was a grassy landscape, and all of a sudden a white sponge block and a magic mouth saying that it's a device. Then why does the mag key need to be visible?)
- The teleporter at the end of the pirate ship had a broken light, and it didn't have a red floor.

Overall a a fun level that isn't really visually pleasing. I hope you learn from this and take a little more time for the visuals in your next level. You've got some good gameplay ideas though!
2009-03-01 16:25:00

Author:
ThommyTheThird
Posts: 440


Just an update:

Thanks for all who've played and enjoyed this level.


https://lbpcentral.lbp-hub.com/index.php?t=t=9336

Austin
2009-03-02 23:38:00

Author:
leadheavy52
Posts: 26


Updated on 3/11/09

Austin
2009-03-12 04:22:00

Author:
leadheavy52
Posts: 26


This review is a cumulative noting while i was playing the level. It runs in the manner they are encountered in the level.

In the beginning lift, when i jump, the lift moves up a bit... If you could fix this, It doesn't look very good when it does that.

In the professor's room (1st room), why is there a block on a realistic pipe sticker?

My first warp, instead of being in the forest, i found myself on top of top of the professor's room. With all the switches and dark matter floating around. My checkpoint with a piston was there for some odd reason.

When i did not use the AA gun, the planes just crashed. Is it supposed to do that? But being bombarded by planes is fun. More so if you could angle the gun yourself.

The red trigger in the explosives building got crushed. And i ended up stuck. I recommend it does not do that.

You might want to put some dark smear sticker to polish your level walls.

Although it can use a bit of visual polishing, i still enjoyed the cliff platformer section.

The volcano may need a bit of darkening but it looks awesome.

Catapults are always fun.

The ram was a good idea. I wonder if you did that without switches... So the destruction of the wall would look more natural.

You might want to use a variety of materials.

Dragons are awesome! It was easy though.

I love it when people use Shipboard terms.

The ship might need work on the planes or am i supposed to be thrown to the right at the crow's nest and never get back to the left unless i go all the down to the main deck?

There are visible dark matter holding up the background fire in the beginning of the world section.

That last section was pretty challenging.

Was that constructive criticism or what? It's a potential great level. Needs some tweaking.

Please review my level. Thread in my sig.
2009-03-12 12:30:00

Author:
uzman
Posts: 209


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