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SitS Part 1: Stevens wakes up...

Archive: 9 posts


I'm back from making objects with my second decent level SitS Part 1: Stevens wakes up....

My original inspiration for the level was to create a very scripted, state-based level with multiple chase sequences and enemies that follow you.

I feel like I've only partially delivered on my idea for a few reasons. For starters, I expect people to not always go the right way, which will kill them, and cause a respawning. I have actions that do not perform well in reverse so I had to either force you to restart or move a checkpoint. I struggled with teleporting checkpoints so I just moved one of them and had another situation where if you die, you're stuck (I know, it makes for a poor experience). Next, I had a very difficult time with the enemies chasing you since stiff pistons attached to other stiff pistons actually give. It make a whole portion of my level not work the way I intended it to. But I managed to work around these limitations and have a reasonably good level.

Highlights:

98% Custom Content
Enemies that chase you
Decorations
Helicopter fight
Star-Trek portal door
Sounds


EDIT: This level has been republished, addressing the more egregious problems: checkpoint stuck on the roof, helicopter fight camera...
2009-02-15 15:39:00

Author:
larryjoe701
Posts: 68


Okay, I checked this one out today. I really LOVE the mechanics you put into this one. The car trying to "tail" you and the way you did the elevator in the building - many, great stuff!

Few notes:

After you get out of the car it is difficult to see there is an entrance into the building. I thought I had missed something and went the other way. Maybe a camera angle when approaching the building looking towards it so I can see?

Aesthetics of building - would be cool if the entrance to the building looked more like a door (just general opinion)

When I was on the top floor and the bubble said "maybe I should take the elevator to get away" (or something like that), I didn't - and ended up dieing. Problem is, I respawned on top of the building on TOP of another electric guy and died over and over again until the game was over.

That's all I have time for today, and I have to go out of town until Wed. I'll try it again next chance I get.

Fantastic concept, though - and I can tell once it's perfected this game is going to be fantastic.
Chow!
2009-02-16 18:45:00

Author:
CCubbage
Posts: 4430


Ok i just played your level...and sorry to say this but...It needs a ton of work. Im serious.

Im sorry...if you fix it ill be happy to give it another go and give it a better rating but right now im giving it what it deserves.

Pros:

-Good concept with the "tailing" car

-Awesome elevator with the different floor mechanics


Cons: (Im sorry, but this has to be done)

-The story barely makes sense

-The house is the beginning is well...lame...and your "wife" isn't custom content.

-The office, nothing is glued down. I felt like godzilla running around knocking everything out the windows.

-The office doesnt make much sense. If you die you land on the roof? And theres random pieces of glass up there?

-You escape the building and you still end up being caught because you walk into their van? (makes no sense)

-Those are mice? they look like Boos from Mario.

-Springs dont work well for swinging objects.

-In the sewers put dissolve material blacking the guys who chase you...i thought it was more secret points like the previous one, and died which made me have to repeat the entire sewer area (more checkpoints).

-The helicopter...garbage... I didnt know what was going on...the camera angle didnt help...all i saw was the helicopter, i never saw any enemies...then it go stuck on the wall and i couldnt progress...i wasnt going to play this level again cause it was terrible, so i gave it one star, frustrating tag and called it a day.


This needs work and some serious work...it looks like something you put it together in a few moments of time.

Im sorry...if you fix it ill re-play it. But it was just so terrible i didnt even want to look at it again.

F4F: The Master Hand (If you're not too angry with my suggestions)
2009-02-16 19:27:00

Author:
King_Tubb
Posts: 435


Cool little story you got going here.

The elevator and operating doors were cool and everything. I really liked the whole bit where I was being followed.

I had an issue with your helicopter though. I couldn't really see where I was going or what I was supposed to do until eventually the camera angle switched and showed me the other helicopter. It all worked smoothly but I was just lost for a brief moment.

Good platforming elements in the sewer section.

This is just a "me" issue but I just felt you could have decorated the level just a tad bit. I'm always a sucker for visuals but it didn't bring down on the playability of it. Again, just a personal thing.

Nice level, good work.

F4F: Please check out: Ascending The City (https://lbpcentral.lbp-hub.com/index.php?t=t=8834)
2009-02-16 19:37:00

Author:
Solisdrive
Posts: 57


k now... i want to know... does SitS mean: Sack in the Shell?
Because that would be from Ghost in the Shell... right?
2009-02-16 19:45:00

Author:
Yarbone
Posts: 3036


Okay, I checked this one out today. I really LOVE the mechanics you put into this one. The car trying to "tail" you and the way you did the elevator in the building - many, great stuff!
Thanks man, I had fun with the beginning too.


After you get out of the car it is difficult to see there is an entrance into the building. I thought I had missed something and went the other way. Maybe a camera angle when approaching the building looking towards it so I can see?
I added a "red carpet" crossing the door threshold. I'm not sure how a camera would work since the "tail" car has one on it already.


Aesthetics of building - would be cool if the entrance to the building looked more like a door (just general opinion)
Yeah, I'm not sure how I could do it though. It's a problem with not being able to have an object rotate through planes. I could have thin doors, but then it would just look propped open.


When I was on the top floor and the bubble said "maybe I should take the elevator to get away" (or something like that), I didn't - and ended up dieing. Problem is, I respawned on top of the building on TOP of another electric guy and died over and over again until the game was over.
Doh! I'm sorry. I had done some tests but I must have changed something after that. The doorway was flying randomly off of the pistons which was supposed to move the spawn point from the left side to the right of the building.


-The story barely makes sense
A fair assessment. But like an action movie, the story takes backseat. I agree that the ending text is lame, I'll try to improve upon it.


-The house is the beginning is well...lame...and your "wife" isn't custom content.
The house isn't very exciting, but then, you don't spend any time in it. I did take the trouble of putting a couch and decorating it a bit.


-The office, nothing is glued down. I felt like godzilla running around knocking everything out the windows.
I'm pretty sure my office doesn't have everything bolted down... the material can't be heavier since I need it to dissolve when the enemies come.


-The office doesnt make much sense. If you die you land on the roof? And theres random pieces of glass up there?
That was an unfortunate defect in the level. The intention is that you end up on the other side of the building in case you die. Ideally you have to jump out a window rather than die. The glass up there is just an artifact of the elevator that runs inside the building.


-You escape the building and you still end up being caught because you walk into their van? (makes no sense)
I will again draw an analogy with an action movie... plus, why can't they have a van waiting outside to get you. Just because you thought you escaped doesn't mean you really got away.


-Those are mice? they look like Boos from Mario.
Yes those are mice. You managed to figure it out, I hope others do as well. I'm a software developer, not an artist.


-Springs dont work well for swinging objects.
Maybe not the best for swinging, but I wanted a little variety. Plus, the elastic is quite stiff so it doesn't have that large an impact. Finally, it may be the weight of the pipes you didn't like: instead of swinging rapidly from sponge to sponge you must build up momentum with the pipes.


-In the sewers put dissolve material blacking the guys who chase you...i thought it was more secret points like the previous one, and died which made me have to repeat the entire sewer area (more checkpoints).
I'll take a look at adding another check point and a shield hiding those enemies.


-The helicopter...garbage... I didnt know what was going on...the camera angle didnt help...all i saw was the helicopter, i never saw any enemies...then it go stuck on the wall and i couldnt progress...i wasnt going to play this level again cause it was terrible, so i gave it one star, frustrating tag and called it a day.
I struggled getting the camera working properly. I'll consider limiting the enemy chopper's horizontal movements which might improve matters. The second helicopter IS the enemy, the lights on it indicate its health, and it shoots at you. After defeating him, your helicopter should land, but maybe I need to test that portion more. I wouldn't call it garbage though...


This needs work and some serious work...it looks like something you put it together in a few moments of time.

Im sorry...if you fix it ill re-play it. But it was just so terrible i didnt even want to look at it again.
I'll agree that it needs some work. I posted it here in an effort to get some helpful comments. I do take offense at the notion that I "put it together in a few moments of time." As a fellow creator you know that is absolutely not true. A lot of work went into all of the logic and aesthetics of the level.


Cool little story you got going here.

The elevator and operating doors were cool and everything. I really liked the whole bit where I was being followed.

I had an issue with your helicopter though. I couldn't really see where I was going or what I was supposed to do until eventually the camera angle switched and showed me the other helicopter. It all worked smoothly but I was just lost for a brief moment.

Good platforming elements in the sewer section.

This is just a "me" issue but I just felt you could have decorated the level just a tad bit. I'm always a sucker for visuals but it didn't bring down on the playability of it. Again, just a personal thing.

Nice level, good work.
Thanks for the positive comments. I'll check on the helicopter again. I've played it so many times I'm immune to the gaps. I tried to decorate it as best as I could, but it is a bit sparse. If you have some specific suggestions I would really appreciate them.

SitS stands for Sack in the Sack... explained (barely) at the end of the level.
I'll try to play everyone's levels in a day or two.
2009-02-17 04:01:00

Author:
larryjoe701
Posts: 68


Ok new review time! This time much more positive and much less negative!

Pros:

-Actiony till the end. I realize it can be hard to incorporate a "chasing" effect, but you managed to handle it quite effectivly.

-Awesome helicopter fight scene (now that its fixed)

-Great mechanics. The car chasing you, the elevator, the helicopter, and even that little mechanical door at the end.

-Cool story, even though i still barely follow it.

Cons:

-Sometimes the sewer part is too difficult. Some of the gaps you have to jump are pushing it...You have to have perfect jumps, which i didnt like because i died more than a few times on them.

-In the beginning of the sewer, the very beginning, put the checkpoint on a flat surface, the indent where the checkpoint is slows your momentum for the first jump and it becomes difficult to make a simple jump.


Other than that awesome job! You greatly improved this level.
5/5 stars =P
2009-02-19 16:02:00

Author:
King_Tubb
Posts: 435


Just played it, here's my thoughts:

Pros:
+Great mechanics, I like the elevator part, and the car that chases you from the lobster truck.
+Nice, but strange story.
+Good effort on the custom content, especially as you're not an artist.

Cons:
-Tricky jumps in the sewer
-The hidden point bubbles after the spring jumps don't appear until you've moved further to the right, after you make a jump. You have to jump over the toxic gas twice until the point bubbles appear.
-If you miss the winch to get to the helicopter, and fall into the gas, the enemy will block the tunnel, and you'll have to restart the level.

I give it 3/5 stars. Nice effort
2009-02-19 17:29:00

Author:
Entity
Posts: 274


I've updated the level a bit and republished this morning.

I put the first sewer checkpoint on level ground. I tried to fix the enemies blocking the final tunnel if you miss the handle, but my first attempt did not work... in fact it broke that section. I'll try to address this defect again.

As for the sewer jumps, I wanted them to be tough. Since several folks have said they are too hard though, I'll probably tone them down a bit.
2009-02-22 20:53:00

Author:
larryjoe701
Posts: 68


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