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Ascending The City

Archive: 14 posts


Level: Ascending The City
Creator: Solisdrive (ID)
Location: West of America on the Ocean Coast

Leave your life in the tainted slums behind and ascend the city to achieve your dreams.

This follows a cityscape theme with a realistic slums feel with graffiti and less appealing structures. I tried to keep the platforming element while incorporating a few puzzles and a few directions to not throw you completing into water.

This is only my second level and I actually tried to make it nice and look pretty. Please check it out and send some feedback. Hope you enjoy it!

It has a couple challenging parts but please try it out!
2009-02-15 19:45:00

Author:
Solisdrive
Posts: 57


The level is quit good.

What impressed me were the visuals. You spend a lot of time decorating the level, huh?

Here some thing you could improve:
-the policecars aren't really lethal. if you just stand there they push you a little around, but nothing more.

-the last part was very frustrating. one member of my party even left because he couldn't stand it any longer. just make the shifting plattforms slightly bigger...

Nothing more for now. I gave you 4 stars and hearted you.
2009-02-15 21:54:00

Author:
Vanemiera
Posts: 329


I tried to make it look appealing. XD

Yeah, but with only the one layer I had to work with, (first serious level and I didn't plan as much or section build) I tried making it more lethal but things got stuck. Yeah I honestly feel that those platforms could be bigger so I should do that.

I'll jump on today and fix those and possibly shoot you a message just to see if it meets standards for you.

Did you feel the ending bit was okay though? I just feel a bit unsatisfied with it.

Thanks for the feedback~

EDIT: I fixed those issues you stated.
2009-02-15 22:24:00

Author:
Solisdrive
Posts: 57


Hey, just played your level.

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

+ I like the first room with the bed and the furniture.

+ Plateforming was well done. Challenging, but not too hard. (except for the part I mention below)

+ Some nice use of the stickers to give hints.

+ Look good but... there's a but. More below...

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

- Too much different materials are used. At some part, there was so many things on the screen (stickers + lots of different materials) that I did not know where to go.

- The first part with ice and electified objects on the ground. I don't know if there's something I don't do correctly, but I had to drag the "big rectangle" of draggable material over this part to skip it because it was too hard to jump over those electrified things. It took me five minutes just for this part... did I missed something?

- That first "Aluminum Guy" speaking to you does not looks good.

- Police cars looks too big compared to my sackboy.

- Hide dark matter and visible switches/magnetic keys.

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

Overall a nice level! If you have some time, I'd like to have your comments on one of my level in the "Left Behind" serie. Thanks!
2009-02-16 22:58:00

Author:
JackBurton25
Posts: 116


- Too much different materials are used. At some part, there was so many things on the screen (stickers + lots of different materials) that I did not know where to go.

I tried to make a slum with graffiti and make it seem clutter and the materials were for inconsistency in building structures to help that.



- The first part with ice and electified objects on the ground. I don't know if there's something I don't do correctly, but I had to drag the "big rectangle" of draggable material over this part to skip it because it was too hard to jump over those electrified things. It took me five minutes just for this part... did I missed something.

It was just to push over to walk up onto the platform.



- That first "Aluminum Guy" speaking to you does not looks good.

I can't make any good looking characters. :blush:



- Hide dark matter and visible switches/magnetic keys.

Will get on that.



Overall a nice level! If you have some time, I'd like to have your comments on one of my level in the "Left Behind" serie. Thanks!

Will do and thanks~
2009-02-16 23:28:00

Author:
Solisdrive
Posts: 57


I like the sticker use in this level alot... I think it's a really underused feature that people aren't aware of when they see it, or aren't aware of it's uses or to properly balance all the different shapes and colors in tasteful, custom designs. I think this level would be just a random platformer without those touches.

In a way, I understand what Jack's saying about the amount of different textures, but it gives it a really chaotic feel and the coloring of everything is well blended. I often see alot of levels, 90% of time actually, that are just a mash up of textures thatdon't coordinate or blend in any way at all and have no sense of architecture or flow... this is not one of them. Jack is a very minimalist kind of guy that knows how to design - in Left Behind Pt 2, and levels like From Siberia with Love and the HATE series the texture and color choices are very methodical and carefully selected which is a style I like... but only if the architecture and uses of the limited pallet are good, which they are.

This level has a very robust and colorful feel, and reminds me of one of the first levels I made that I don't have published anymore. I like it, and I think it does something abstract and lively with a city theme and regular platforming elements without being incohesive. I really like the final room in particular - you wouldn't think any of these texture or colors would go together, but with the lighting and sticker arrangements, and the placements of everything, it makes sense and looks unique without looking lazy and disorganized.

Anyway... no big argument intended, just looking at it in a different light... I liked alot of the platforming in this level and didn't run into any hitches that made me restart (which is a huge plus in my book). The room with all the different emitting hazards was very unique. I like the concept behind this level, and think you could do alot with it in a series of levels about poverty and wealth, and rags to riches stories.

There are things I think you could improve, or that I would do differently, but it's nothing really major. Overall I had fun with this level.
2009-02-16 23:34:00

Author:
Unknown User


hey man just played ur level and here are my crows and prawns

pros

+loved the puzzle near the start with the sticker showing u the secret passageway, brilliant!
+i also loved the amount of sticker detail u put into it, obviously a great effort.

cons
-the part with the red glass floor and electric bumps is REALLY difficult, consider making less bumps or a less slippy floor
-i dont like the way the dark matter is visible on the stairs at the beginning
- umm i thought the start sticker at the start was a bit weird ( its easy for people to realise its the start lol ) i think that sticker was mostly intended for races
- oh and a noticed a visible speaker on the police car, dunno if this was intended
- enemies were basically motionless and very easy to defeat

i couldnt finish this level im sorry to say ( i didnt know what to do in the room with the lights ) but i certainly enjoyed playing it hope my cons werent 2 annoying
2009-02-18 00:18:00

Author:
talmasca
Posts: 196


This level had some good obstacles but the look of it was somewhat inconsistant (some areas looked great, while others looked bare).


Pros:

- I really liked the spawn point you made. It was a nice visual treat.

- The use of stickers and different materials was also cool.

- The obstacles you made were fun and I liked how you had a picture to show us what to do in the beginning.

- The "ghetto fairy" (or whatever it was called) looked pretty cool and I liked the voice you decided to use.

- When you get to the end and have to go through that final obstacle, it was really cool. I liked how it had multiple attacks and you used lights/speech bubbles to tell us what/where the attack would be.



Cons:

- As I said above, there's a few parts of the level that seem bare/need some covering up. There's pieces of dark matter that are in plain sight, and unfortunately, dark matter is pretty ugly. And at the end obstacle, you might want to cover up the dissolve on a piston that activates the magnetic keys. Being able to see it takes you out of the experience.

- Then at the cop car part, the sound maker is visible. Try covering that up.

- After the cop car, the first enemy you see is stuck in a staircase. You'll want to take him out of there.

- Also, the giant metal sackboy looks pretty...... bad. If you made him smaller, it might not look so awkward.


This level was pretty good, but the visual flaws I came across took me out of the experience. I gave this 4 stars and a heart, but I could see how people could give it 3. If you cover up those few flaw areas, it would probably be a more enjoyable experience.


If you could give me some feedback on the level in my sig, I'd appreciate it.
2009-02-18 05:55:00

Author:
RickTheRipper
Posts: 345


Fun, level, just needs a bit more polish

+ Cool beginning area, looks great
+ tricky platforming (this could be good or bad)
+ I loved the part where you're going to the generator and you have to jump on the ledges on that building
+ police car section
+ fairy thing

- You can see the dark matter in many places
- after you turn the generator on, when you drop down after the rocket ride, I went right instead of left. This caused me to be stuck and I returned to pod
- some things seem to be randomly placed

F4F: any of the levels in my sig
2009-02-18 08:14:00

Author:
cornontheCOD
Posts: 150


I liked the level, has a really original theme, with lots of different stickers and materials, making a cool slums immersion Loved the beginning area and the stairs. Try to not make the dark matter visible, doesn't fit well in the level (even in the slums haha).

There's some trick parts, like the electified objects on the ground and the ending section. The first one is really trick and can be frustrating, making you get a game over easily. The last is more challenging and take some tries to pass, but isn't really hard.

Liked the slums fairy, but you can put more motion in it, like moving wings. Not really a problem hehe xD

The ending room has very nice visuals too. It's a level with some really cool sections. Gave it 4 stars and a heart!
If you want, take a look in one of my levels xD (in my sign)
2009-02-18 17:06:00

Author:
Unknown User


I am afraid I'm in the camp that didn't find the mix of a huge amount of different materials that appealing - In fact, my first impression with the level was that the materials used didn't fit and clashed. It didn't really look like a slum either IMO, maybe a combiantion of cardboard and metal would have done a better job here.

On the other hand, the level did impress me visually. The main reason for that was the excellent use of stickers which really added to the overall setting. As opposed to many other levels, stuff like the arrows at the wall didn't clash with the rest of the environment, and the graffity-style of many stickers fit the theme extremely well.

Gameplaywise, the level was a relatively basic platformer, but definitely enjoyable. I initially got annoyed by the stairs in the beginning with the spots of poison gas inbetween ince they are ahrd to see if you are comign from above, usually fast. Maybe add a camera zone here?

The little electrical obstacles with the glass floor nearly killed me because I was toos tupid to realize that the floor was made of glass >_> Seriously, I lost 7 lives wondering why I sled forward everytime I landed. After that, I simply jumped all of them without stopping and passed the part without a problem xD

I liked your hazard and enemies as well. The police cars were cool, and so were the pidgeons (Even though one of them was stuck in a staircase, lol). Your slum spirit looked nice, although the aluminium sackboy didn't really, as mentioned before. Judging by this and the way you build the environment with different materials and stickers, it seems to me that you have great attention to detail when building on a smaller scale, while creating big objects and the structure of the stage leads to some stylistical problems. That's just my opinion based on observation though.

Anyway, the last section with the light was cool, although the emitted hazards looked pretty weird ^^ The ending part in general was nice, and so was the luxurious room you managed to reach at the end (although I found the materials to be clashing here as well, not as much as in the first room though).

All in all, definitely a satisfying experience, and I enjoyed it
2009-02-18 21:54:00

Author:
Serpit
Posts: 68


I had a chance to play Ascending the City a day or two ago. I really was impressed with the overall feel. It had a hectic feel that fit. I imagine it was difficult to give it that feel but still have the level make sense and be playable and not just look like crap. Good job!

I was really impressed with the use of stickers. It fit well with the theme.

The fairy looked great and made me smile. It added to the strange, hectic feel of the level.

I got near the end (I guess, saw the finish point) but the last part took all my lives so I couldn't finish.

The idea to repeatedly emit the obstacles was good to avoid having problems with the platforms, though it looked a little weird.

Nice job on the level.
2009-02-19 02:56:00

Author:
larryjoe701
Posts: 68


Thank You guys for all the feedback and I will get to your points soon and I will also return F4F when I get the chance, I've just been a bit busy. Thank you though for taking the time to view my level. 2009-02-21 06:27:00

Author:
Solisdrive
Posts: 57


i think it needs more polishing on some parts. Use a variety of metals, if you will.
And there were a couple really frustrating parts. That part with the blinking obstacles is really hard and confusing at first.
2009-02-21 09:52:00

Author:
uzman
Posts: 209


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