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Shadow of the colossus: REBORN (spotlighted!)

Archive: 51 posts


this is a shadow of the colossus themed level i have been working on for about 2 weeks

it is based roughly around the story of the game but adapted slightly to cater to lbp's style!

it contains two colossi ( the turtle and the eel ) plus a fully functional agro, a daring climb to the top of the main temple and a highly detailed environment ( more so than silent hill 2 REBORN pt 2 )

it also contains several puzzles which are placed to increase ur score and rewards, plus a skipping system if u wish to skip the first colossus if u fail fighting the second one

REALLY looking forward to hearing everyones comments, i will do F4F for everyone who does for me ]

still got a quarter thermometer space ( believe it or not, i couldnt! ) so im willing to try my best 2 fix all the problems

level name: shadow of the colossus REBORN
psn: Talmasca

YouTube - Shadow Of The Colossus REBORN Trailer
2009-02-16 20:40:00

Author:
talmasca
Posts: 196


That looks like a cool and detailed level, hopefully (if i remember :blush i'm gonna check it out tomorrow. Is it ok for you if i "save" your feedback reply on any eventual feedback i may give you tomorrow until i'm finished with my next level? (I know all the flaws and problems with my first level and i can't fix them because of thermo issues so i kinda hit a dead end on that level.) My second one will probably be done in one or two weeks, i have almost all gameplay segments ready (except the ending ), as i built them in separate segments i have to fuse them together.2009-02-16 21:13:00

Author:
Marklin80
Posts: 458


Wow. I hearted this level and it was really fun.

The visuals were breathtaking and your space usage was excellent. Loved the boss battles and they were really creative. 5 stars. Great job!

Did I mention I liked the visual detail?

F4F: Please check out: Ascending The City (https://lbpcentral.lbp-hub.com/index.php?t=t=8834)
2009-02-16 21:55:00

Author:
Solisdrive
Posts: 57


Hi! I just played your level.

I never played Shadow of the colossus, so I don't know about the quality of the adaption.

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

+ It looks very good. The room with the statues is my favorite. The architecture of the level is very nice and the decoration/materials are well chosen. I see that you worked a lot on that aspect.

+ That horse is funny!

+ The puzzle with the Jetpack was very cool.

+ The first "boss" looks good, and I like the way you use the sword to kill him. I wish he had more weak point so I can use the sword more than twice.

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

- The story is very confusing to me. You should add some more information about it for people like me who did not played the game before.

- All the intro part is kinda empty. There's no challenge, no ennemies, no moving parts or interesting things to read about the story or to do. You just run and jump until you reach the first boss...

- The second boss, well, he killed me, and the 2 other players that joined the level. I really don't know what to do. We jumped on him and wasted all our lives trying to find a weak point...

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

I think you have a great start. The level looks beautiful. It's just to add more challenge in the intro part and some directions to the players. I will try it again if you add info about how to kill the second boss. I'll test your "skip the 1st part" path at the same time!


Since it's a F4F thread, if you have some time, I'd like to have your feedback on one of my levels. The links are in my signature. Thanks!
2009-02-16 22:08:00

Author:
JackBurton25
Posts: 116


I'm a big fan of Shadow of the Colossus, so I love checking out the various LBP versions that are out there and I think this is a pretty darn good one. The architecture is gorgeous and very reminiscent of the actual SOTC. You've put a lot of detail into it to that will make SOTC players nostalgic. Little touches like the colossus statues lining the temple to the gecko's jumping up the walls really bring you into the SOTC world.

Highlights:
- Visuals: a very nice LBP recreation of the PS2 game. Lots of small details.
- Creative Colossus Fights: I was only able to fight two colossi, but they were both very well realized and fun to fight.
- Platforming/Puzzle solving elements before each boss were fun and creative.
- The ability to skip to where you left off is ingenious! I died during the second colossus and was able to restart right where I was!

Suggestions:
- Argo, while functional, does look a bit funny. He also has a tendency to tip over, at least he did for me.
- It seems a bit odd at the beginning when Dormin speaks of your friend, but you haven't even seen her yet. Maybe it you could actually bring her to him first.
- I did have a little bit of aggravation while fighting the underwater Colossus. The little "step" you have before the horn, makes it hard to avoid jumping into that layer and dying. I guess that does make you have to work from the back though. Also, after defeating him, there didn't appear to be a way to get back to the platform without dying. Am I mistaken here?
- It's be cool if after defeating a colossus, the statue at the temple crumbled like in the real SOTC. I think it'd be pretty easy to implement.

Overall, a very nice recreation of the game done within LBP. Nice job!
2009-02-16 22:37:00

Author:
mrsupercomputer
Posts: 1335


That looks like a cool and detailed level, hopefully (if i remember :blush i'm gonna check it out tomorrow. Is it ok for you if i "save" your feedback reply on any eventual feedback i may give you tomorrow until i'm finished with my next level? (I know all the flaws and problems with my first level and i can't fix them because of thermo issues so i kinda hit a dead end on that level.) My second one will probably be done in one or two weeks, i have almost all gameplay segments ready (except the ending ), as i built them in separate segments i have to fuse them together.

sure np, just remember to mail me the name of ur level and when its done man
2009-02-17 09:10:00

Author:
talmasca
Posts: 196


Hi! I just played your level.

I never played Shadow of the colossus, so I don't know about the quality of the adaption.

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

+ It looks very good. The room with the statues is my favorite. The architecture of the level is very nice and the decoration/materials are well chosen. I see that you worked a lot on that aspect.

+ That horse is funny!

+ The puzzle with the Jetpack was very cool.

+ The first "boss" looks good, and I like the way you use the sword to kill him. I wish he had more weak point so I can use the sword more than twice.

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

- The story is very confusing to me. You should add some more information about it for people like me who did not played the game before.

- All the intro part is kinda empty. There's no challenge, no ennemies, no moving parts or interesting things to read about the story or to do. You just run and jump until you reach the first boss...

- The second boss, well, he killed me, and the 2 other players that joined the level. I really don't know what to do. We jumped on him and wasted all our lives trying to find a weak point...

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

I think you have a great start. The level looks beautiful. It's just to add more challenge in the intro part and some directions to the players. I will try it again if you add info about how to kill the second boss. I'll test your "skip the 1st part" path at the same time!


Since it's a F4F thread, if you have some time, I'd like to have your feedback on one of my levels. The links are in my signature. Thanks!


ill try my best to explain the story, cause its pretty basic as it is:

the main hero enters a land containing only 16 huge enemies ( no small ones ) to ask dormin ( the devil basically ) if he can revive his dead friend, but dormin tells him to destroy all 16 enemies before he can do this.

thats the basic story, kill all 16 bosses ( i only made 2 because of the thermometer ) i tried 2 simplify the story because a lot of people dont care much bout story and skip magic mouths or lose interest

hope this helped u understand y i feel its best shortened and y there are no additional enemies, i tried to follow the puzzle based part of the game( nt trying to sound elitest )

as for the second boss, its a puzzle, if u fail there is a 1st colossus skip at option at the beginning of the lvl

ill do ur level soon man
2009-02-17 09:23:00

Author:
talmasca
Posts: 196


I'm a big fan of Shadow of the Colossus, so I love checking out the various LBP versions that are out there and I think this is a pretty darn good one. The architecture is gorgeous and very reminiscent of the actual SOTC. You've put a lot of detail into it to that will make SOTC players nostalgic. Little touches like the colossus statues lining the temple to the gecko's jumping up the walls really bring you into the SOTC world.

Highlights:
- Visuals: a very nice LBP recreation of the PS2 game. Lots of small details.
- Creative Colossus Fights: I was only able to fight two colossi, but they were both very well realized and fun to fight.
- Platforming/Puzzle solving elements before each boss were fun and creative.
- The ability to skip to where you left off is ingenious! I died during the second colossus and was able to restart right where I was!

Suggestions:
- Argo, while functional, does look a bit funny. He also has a tendency to tip over, at least he did for me.
- It seems a bit odd at the beginning when Dormin speaks of your friend, but you haven't even seen her yet. Maybe it you could actually bring her to him first.
- I did have a little bit of aggravation while fighting the underwater Colossus. The little "step" you have before the horn, makes it hard to avoid jumping into that layer and dying. I guess that does make you have to work from the back though. Also, after defeating him, there didn't appear to be a way to get back to the platform without dying. Am I mistaken here?
- It's be cool if after defeating a colossus, the statue at the temple crumbled like in the real SOTC. I think it'd be pretty easy to implement.

Overall, a very nice recreation of the game done within LBP. Nice job!

i tried to fix agro tipping over with floaty material but he looked horrible :S
i found it easy to tip him back, i dunno if this is the case with others.
trust me, its difficult to make such a small thing run on legs, ( insted of wheels ) and im surprised i managed to get it as it is lol

its funny cause i tried to do the whole ''bringing her to dormin but it meant u cant ride the horse, and have 2 throw her down the spiral stair room, ( unless i glue her 2 the horse? would this be better?)

ill fix that layer problem on the colossus head, and place another checkpoint, because i couldnt invent a way of getting of it without dying... any ideas people?

i forgot about the crumbling thing, i was gonna do that, yh ill fix that 2

thanks for the feedback
2009-02-17 09:35:00

Author:
talmasca
Posts: 196


Hi, here comes the feedback i promised, sorry that it is a little late, i managed to delete what i had written two times yesterday .
Just like JackBurton25 i've newer played shadow of the colossus or ico even if i would love to, i love the concept and style but for some reason i can't bring myself to buy old games, especially since i have to revive my old merely functioning ps2 .

Pros:

A great atmosphere! The old ruins and temples look great, you feel like you are alone in the ruins of an ancient and far greater civilization.

The visual detail you have put into this level is astounding, all those cracks in the buildings, the colossi eyes and the statues are just a few examples.

Good puzzles and platforming elements, i like the use of the physics engine with the bricks that you need to overturn etc.

Probably the only functioning horse i?ve seen in lbp!

Two very cool bosses!

That you manager to fit this level in ? of the thermo deserves credit!

Cons and suggestions:

The use of materials and fake textures which mostly are used in a great way are a little out of place or ugly in some places, the trees you pass when you ride agro, the green parts of the eel and most importantly: in my opinion dissolve is ugly and does not even remotely look like grass.

While the colossi fights generally are great there are some improvements you could make:
1 i think it would be better if you use the same sword all the time when fighting the first colossi, to use/be able to use several gives it a weird feeling, make it so that it only spawns a new one if the first one gets crushed or something like that.
2 Like MrSupercomputer said, it would be good if you had a way to get back up without dying on the second boss, i suggest that instegad of making it stop instantly When you defeat it you could make so that it continues until it reaches the top of the track. Just emit a piece of dark matter with a key on it at the top of the track and make it so that the colossi stops when it reaches the key that got emitted when you defeated the colossi. Then you could drop one of those fancy winches down so that you can winch yourself up.
3 Like i said before, the green parts of the eel look a little out of place, after looking at a picture of it i suggest that you should make it a little darker and more brown (the dirt smear sticker maybe?), this is just a small detail but i think it would make the colossi look much better.

Your agro is well made and functioning but i think you could improve him if you experimented a little, maybe make the behind heavier so that it gets more balanced, or make him run slower so that he gets a more natural movement.

EDIT: added some more things i forgot to write

I couldn't solve the puzzle in the room with the stone head you need to grip and drag out,i managed to get two parts into place but i couldn't figure out how to get the third one into place . I suggest you make that puzzle a little clearer. I managed to continue through jumping up on a lower wall to the right on the layer closest to the screen and then take a leap of faith to the right and land on the way to the first colossi.

Theres a cheap death that you can't avoid in the trap section, when you have sprung the first trap you understand that you need to walk slowly and be on your watch but theres no way to predict the hole in the stairs, i suggest that you angle the camera so that you can see the hole when you stand close to it, that way people who are attentive will discover the trap before it is to late.

Overall its a good and well made level which deserves at least four stars and a beautiful tag!
2009-02-18 19:03:00

Author:
Marklin80
Posts: 458


OK...
I gave you a heart

I thought the detailing was awesome.
For the first colossus, I thought the head weakness was really hard to find, as it was out of your camera view. I figured that is where it was, so I went towards it.

For the area going to the second challenge, I thought the spikes hidden in the stairs with the pop-up traps a cheap trick. You have no way to know they are there, as you can't see them. So no way to avoid them.
2009-02-18 20:40:00

Author:
dobi6
Posts: 359


Very good level based on SOTC! I playied it 5 mins ago, and it was very fun! You make a good atmosphere, and cool buildings I playied SOTC only a bit, cause it wasn't mine, it was of my friend, and i playied it only 1 days, like 30 mins ^^"" I don't know very wel the story, but i think it was "Defaet the Colossus - Save your love " or something like it xD You make 2 awesome Colossus, the first was very well made, and i enjoyied the sword part, but it could be better if you add other weak points! The 2nd Colossus was very ingenious, maybe if you add a tiny layer of blue glass in the "first" layer, and other sounds effect,you can make better the "under-water" effect
The jetpack puzle with the broken statue was nice, good idea! I saw the 2 "waterfalls" near the statue, but you must add water sound effectr to make it seems real
Good idea the "skip 1st part" thing, if someone dies on 2 colossus, he can redo the level without problems
So, if you add some sounds effects, explain a little better the story, this level can be awesome!
5/5 stars
If you can try my level Sack Quest! (F4F), the link is in the signature! Thanks
2009-02-18 21:38:00

Author:
Dante95
Posts: 504


i fixed most of the flaws mentioned so far, i just gotta add moe to the story, ( i added more checkpoints at 2nd colossus to make up for having to die 2 return ) and does it really mattr if u die at trap room? there is double life check plus no reward for aceing anyhoo, i thot it was a original concept nd was funny when friends got caught out by it lol remember people, its sotc bsed level, not an exact recreation! i had 2 change some aspects 2 fit to the lbp style

ill add infinite life checkpoints when they r released

thanx for suggestions ppl! most were useful and i tried my best 2 fix, and the good ones made my day
2009-02-19 21:48:00

Author:
talmasca
Posts: 196


I have Infnite CheckPonts in my level already, i use the snowflackecat's ones!
Try it, is very usefull! Search snowflackecat, and try his "infinite checkpoint" level, i get it from there!
2009-02-19 22:33:00

Author:
Dante95
Posts: 504


Well in my opinion you should be able to ace a level at the first go if you try really hard... The traps that come from the floor are cool and should definitely be kept, but maybe you should make it so that the first trap has a larger range so that you get a forewarning and a chance to stop before you die, the rest of the floor and roof traps should be kept the same. The trap in the stairs is another matter as you have no forewarning whatsoever therefore i suggest that you add a camera so that you can see the trap just before you fall into it, so that if you just run careless you will fall down but if you trip carefully then you will have a chance to jump and survive it.2009-02-20 08:39:00

Author:
Marklin80
Posts: 458


testing it........................ now!2009-02-20 18:47:00

Author:
blizzard_cool
Posts: 752


Wow, your horse is awesome... finally someone who can design an animal or creature that's somewhat anatomically correct and moves. Much props to you for that.

I see the sticker switch down here - good idea, and a nice spin on the skipping ahead sticker premise.

Very nice logo.

Entering the temple and the sloping stair design, with the temple material is looking sharp... the archway window in the wall is a nice detail that shows some craftsmanship beyond just using a texture set that automatically looks more detailed. I hear the wind sounds in here, and that's a good choice for the silent refrain of SotC in place of an unfitting music track.

Good deco on the checkpoint, amazing design on the idol statues. Wow, the white ligh at the alter... perfect. I would have used the whisper voice instead of the Yogin voice, though. lol @ the little sackgirl on the alter... nice detail.

Ah this temple music really fits for some reason, and I can ride the horse again. I just flipped him forward and he rebalanced himself... must have taken some time to work that out so nicely.

Wow, you even have the little shadow lizard darting up the wall. Awesome.

hmmm... I pushed this wheel and it didn't knock over the unstable ruin structure, like it seems to be designed to. It doesn't respawn up there either... was I supposed to roll down and do the moonwalk on it and then jump off?

btw, I like how the stone wheel is position as if it feel from the structure above... that is an architectural detail that I rarely see anybody at all do. In False Idols II, I created the ruined architecture and platforms, by cutting the pillars into pieces, unpausing, and letting them roll into their natural fall... then just nudged them around for more accommodating jumps. It really gave the environment a more organic and realistic feel, so I understand why you did it like that, and think it's awesome.

Ok, I successfully collapsed the ruin this time, I just had to run along with it... maybe just make it respawn out of the odd chance it won't work the first time?

Nice design with yank this ladder down...I wasn't even sure what was going to happen when I pulled on it - shows how integrated and seamless some of the environment design is.

Man... the way your mechanics morph, engage, and crumble the environment is very well orchestrated and really captures what this game was about... and makes for a great temple level in general.

Now this is what I call a Colossus... much better than the failed attempts at colossi I've seen in other homages to SotC. Looks great, is mechanically functional, behaves like it's alive, and captures the spirit of the game. What a fantastic way to fight them too.

Backtracking to the temple, and having the horse respawn facing the other way really makes this feel like an open-ended and big adventure. Turns one environment into twice the game.

Crazy... the statue crumbled. So much detail and care is taken in this level.

The music changed, to another one of the best, atmospheric and uplifiting tracks... good choice. Nice sliding prize machine here.

Ah, one of those spike traps threw the plate concealing it off... that was very cool. Stairs that lie... that's a new trap that I haven't seen before.

This area with the disassembled idol looks reallnice, with the grassy deco and weeds... and the idol itself is much more intriciate and interesting than the usual throwaway object people use for this kind of puzzle. It was also design in a way that handling the shapes, and poisitioning them where needed was a breeze instead of having them constantly fall over and slide or never stay in your hands at the angle you want them in. People should take note of this part the next time they make one of these.

The underwater colossus is sick. The geometry on it, the facial design, the simple mechanics of having it rotate and move forward for swimming is perfect. The electrified barbs in it's scales are so well designed.

The bubbles are cool, and hanging on this thing upside down on this thing is just what this game was about...

Do you have to die to get off of this one and up to the checkpoint?

Having the little pieces fall as you climb is another thing I try and do, and it was very well done here... the light you used to make it look like the sun is far off in the distance in the haze, and used the fog to make the landscape in the background look faraway and small, is masterfully done. Even though I'm not that far up from where I was, it makes you feel like you're a mile high. Same with the next floor where the gust of wind sound kicks in - another underused technique for navigating the heights of an environment and stepping out to an edge.

A happy ending indeed. With much less drama and pain than the real game. Good job.

I think I still like your Silent Hill 2 part two level the best for your recreations... but this is obviously your most immense and carefully crafted.
2009-02-21 20:22:00

Author:
Unknown User


wow thanks very much ninja! i loe the reward of people tellin me how awesome my level is and u put so much detail into ur review, i likes the emiiter idea for the boulder, and i added another checkpoint for the underwater colosss 2 make up for hving 2 die :S i really appreciate tthe depth at which u looked atm levels detail, a lot of ppl didnt notice the really smal detail like the sun and the broken architecture, ill fix the boulder thing soon though 2009-02-21 22:58:00

Author:
talmasca
Posts: 196


I thought you captured the feel of the game brilliantly. Hearted.2009-02-21 23:13:00

Author:
Sackmundo
Posts: 60


thank u kindly 2009-02-22 23:59:00

Author:
talmasca
Posts: 196


How long have you been working on this level? For some reason I think I played it in it's infancy a few months ago (only one boss but a promise to do them all
)....anyway regardless, this is hands down the best SOTC tribute to date. I can't think of anything to say that Ninja didn't so I'll just say "Awesome!"
2009-02-25 05:58:00

Author:
Jaeyden
Posts: 564


I played this level few days ago but didn't write my feelings about it...
Wow, the level is beautiful and the atmosphere is great. I loved the way you used slights sounds element in this level. It add a lot to the general feeling. I can't compare the level with SOTC sinc i didn't play the game. I played, finished and loved ICO tough, and your level is very reminiscent to this great ambiance.
I loved a lot your horse and the way you used to make him running with movements of the legs. It is very original and very realistic. Probably the most realistic horse i have seen so far. The Temple part is awesome too.
Finally, I really loved the bosses and the different section you added in the game design.

My only concerns will be about your title screen. I think you could have done something jaw-drapping here with a complete "Shadow of the Colossus" title screen (and not only "SOTC"). Moreover, i think that the cam direction here is not appropriate (most of your screen title is unvisible).

Nevertheless, i loved a lot the level and gave it 5 stars and a heart
2009-02-25 10:13:00

Author:
Takelow
Posts: 1355


thanks ppl, i realised the camera at the title was off but ive been experiencing a glitch with cameras ( i also had it on my oddworld level ) im not sure what causes it but its as though an invisible camera is pulling focus from where i want the actual camera to point, and when i aim it higher than i want it to point, it still retracts to a different point of focus,

anyone had this prob???


How long have you been working on this level? For some reason I think I played it in it's infancy a few months ago (only one boss but a promise to do them all
)....anyway regardless, this is hands down the best SOTC tribute to date. I can't think of anything to say that Ninja didn't so I'll just say "Awesome!"

i thought ur abyss level was amazing, im sure i already reviewed it though... if i didnt.. ITS AMAZING! 5 stars
2009-02-26 09:12:00

Author:
talmasca
Posts: 196


thanks ppl, i realised the camera at the title was off but ive been experiencing a glitch with cameras ( i also had it on my oddworld level ) im not sure what causes it but its as though an invisible camera is pulling focus from where i want the actual camera to point, and when i aim it higher than i want it to point, it still retracts to a different point of focus,

anyone had this prob???

Hi Talmasca, I'll try and check out your amazing sounding level later today. As for the camera problem you mention I too have had the same trouble in my recent 2 player level for the LBPF contest. In the area with the allsorts on the second level I placed a camera to show the player doing the jumping ( the other player just stands on a switch to stop the platforms rotating so the first player can jump across ) and it just won't show the last jump which makes it difficult to see where to make the last jump to, but luckily the layer system means you automatically jump up to the safe ledge anyway but i really wanted to make it easier to see. I tried every setting i could with the angle, the zone area. the zoom, player tracking and no matter what i changed the camera just stays in the exact same place as though it's only looking at the player standing on the switch. I tried a different camera and it still does the same. Most annoying is that in create mode it looks perfect but as soon as you go into play mode it doesn't work.A real pain!! If anyone has any ideas i'd love to hear them.
2009-02-26 09:58:00

Author:
mistervista
Posts: 2210


Hi Talmasca, I'll try and check out your amazing sounding level later today. As for the camera problem you mention I too have had the same trouble in my recent 2 player level for the LBPF contest. In the area with the allsorts on the second level I placed a camera to show the player doing the jumping ( the other player just stands on a switch to stop the platforms rotating so the first player can jump across ) and it just won't show the last jump which makes it difficult to see where to make the last jump to, but luckily the layer system means you automatically jump up to the safe ledge anyway but i really wanted to make it easier to see. I tried every setting i could with the angle, the zone area. the zoom, player tracking and no matter what i changed the camera just stays in the exact same place as though it's only looking at the player standing on the switch. I tried a different camera and it still does the same. Most annoying is that in create mode it looks perfect but as soon as you go into play mode it doesn't work.A real pain!! If anyone has any ideas i'd love to hear them.

i have an idea as to the cause of the camera thing, u know when ur placing some material and u connect it to a different piece of material that has switchs, magic mouths or cameras on it, they disapear? i think maybe after the camera is gone, its effect isnt, making an invisable camera u cant move or alter :S if u know what i mean
2009-02-26 10:15:00

Author:
talmasca
Posts: 196


OK I really liked the level but it didn't have that certain something.... I don't know. I think it looked great. How you get to the colossus is fun but....
Man how do I say this

I'm just lacking that certain something that makes it better.
It's still a nice level.
Oh the statue brake is awesome. Loved that!

Man I'm feeling bad right now... GO play my level and bash it
2009-02-26 14:12:00

Author:
blizzard_cool
Posts: 752


Very nice!! As a fan of Shadow of the Colossus, I really looked forward to playing this. And I wasn't disappointed.


The good stuff:
- Visually very well-designed. The color correction you used was perfect. I loved the temples, the statues of the Colossi, the various ruins. Cool effect when the statues crumbed too.
- Loved the design of the level. I usually hate climbing stairs in LBP, but this level was an exception. You made your locales fun and exciting to explore.
- Great bosses!
- Great puzzles/obstacles. They didn't feel "forced". Cool traps too (the spikes on the stairs got me hundreds of times).
- Loved the horse! Even the white-tailed lizard made a cameo. How awesome is that????


My concerns:
- I think your bosses should make more noise. Never underestimate the power of good sound effects! Like, the turtle Colossus should be more intimidating with giant footsteps. Also, use more sound effects in the rest of the level.
- Well, this is connected to the first point but is also more of a personal opinion, so you can ignore it if you don't agree with it. Putting music in a level is cool, but sometimes, the use of sound effects can have so much greater an impact. The original Shadow of the Colossus game made so little use of music, especially during the exploratory modes. Perhaps you can do the same thing here. Remove the music during exploration mode, and instead focus on sound effects - LOTS of it - like gusts of wind, wood cracks, water, etc... this will heighten the ethereal quality of the level as well as the feeling of being immersed in it.
- Perhaps you can create some effects when the Colossi die, like explosions or smoke or something. Just to add some drama.
- I just noticed a mistake in the writing. At the temple, when you first meet Dormin, he tells you, "go West first". But the path to the west is closed, and you can only really go east first to kill the turtle.


Question:
I really liked the effect with the Eel, you know, the swimming/floating against a background without any visible pistons or anything. I've seen this effect in other levels, like the popular Libidius. But I haven't figured out how to do it. May I asked how you did that?? Thanks in advance.


This level was really fun to play, and I think it was a great tribute to a great game. 5 stars and hearted.
2009-02-26 14:32:00

Author:
mostevilmilo
Posts: 131


yh ill fix thoses asap

note to anybody looking at this, is it beeter to have music or sound effects in this level? i thot sounds effects to begin with too but people sed just add music to bring it more into an lbp feel :S i dunno...

the water colossus is on a track hidden by a thin layer of dark matter, its basacally on wheels and thrusters and it goes round in a loop
2009-03-02 09:32:00

Author:
talmasca
Posts: 196


Very detailed level! I enjoyed the bosses. And the traps are hard to avoid. I like your walking mechanisms on the horse and creatures. I gave it a 5/5!2009-03-02 11:08:00

Author:
uzman
Posts: 209


i finally got around to trying this and i'm glad i did. i never played SOTC :blush: so i don't know if it looks like it, but either way, it looks great. it's very detailed and full of life. the temple and the temple ruins looked like real ruins (vines and moss), and to make things better, they even acted like ruins (collapsing). then there's the epic colossi. they were very well made and had a good amount of difficulty (but not impossible). i especially liked the eel because of how original and successful it was (nothing broke). very cool. but the thing i liked the most was the camera angles. they were soooo cool and really added to the immersion. loved them.

i can't think of anything that could be changed (just too awesome). 5 stars/hearted
2009-03-04 09:09:00

Author:
RickTheRipper
Posts: 345


note to anybody looking at this, is it beeter to have music or sound effects in this level? i thot sounds effects to begin with too but people sed just add music to bring it more into an lbp feel :S i dunno...

Why not have both music AND sound effects?

Well ok... if you want it to have a more LBP-ish feel, keep the music (but add more sound effects). If you want it to be more true to the Shadow of the Colossus experience though, remove most of the music and add sound effects.

At the end of the day, however, this is YOUR level. You decide whether it should feel more LBPish, more SOTCish, or a combination of both.
2009-03-08 04:10:00

Author:
mostevilmilo
Posts: 131


Hey, well done on getting spotlighted! 2009-03-09 10:45:00

Author:
wexfordian
Posts: 1904


I played this level with my girlfriend last night, and we both loved it! Great work, if there's one downside to it, it's that we wished there were more colossi to defeat. 2009-03-09 13:41:00

Author:
Rogar
Posts: 2284


..... do I smell...... Shadow of the Colossus REBORN AGAIN??? (just kidding... but you are really good at doing these)2009-03-09 13:49:00

Author:
CCubbage
Posts: 4430


guess i could put the temple into a new level, make new colossi and platforming areas, and create a sequel, without temple climb again, i could prob get 4 more colossi into one level ( but this wont be for a while as i working on my new project )

list in order of favourite what new colossi u folks wanna fight, n ill eventually get round to making them ^_^

list 4 each
2009-03-10 01:06:00

Author:
talmasca
Posts: 196


Congrats on getting spotlighted!

I played this level some days ago and it is really awesome! The Bosses are really amazing, especially the second one! Very original way to kill him and remember a lot the original game xD

The plataforming stuff are very well done and i like the way the things interact together.

The visuals are superb! They really catch the feeling of SoTC, with all those temples and fields. The models are great too, loved the horse and especially the bosses!

Didn't notice any bug or visual problems, everything is really great! Gave it 5 stars and heart!
2009-03-10 02:48:00

Author:
Unknown User


thanks ^_^ what new bosses u folks wanna see?2009-03-10 10:31:00

Author:
talmasca
Posts: 196


One that may be pretty cool (maybe take a little bit of work to figture out the mechanics) - the one where you shoot the arrow in the foot and it collapses, allowing you to get up on him. You could have a little paintinator section at the bottom where you need to get up under him and shoot a delicate area, then get out of the way before he collapses and begin the ascent.... would be difficult but pretty awesome.2009-03-10 14:48:00

Author:
CCubbage
Posts: 4430


i got bored last night so i made the majority of the final colossus, EVIS

i could finish him today,and had loads of fun building him

i might make a sequel to sotc reborn sooner than u think...

so i make first colossus (ccubbage) and final one, which 2 others shud i make?
2009-03-12 13:27:00

Author:
talmasca
Posts: 196


How about a big flapping bird one? Could be fun being thrown way up in the air by giant wings.2009-03-12 13:32:00

Author:
CCubbage
Posts: 4430


ok that sounds awesome, ive got the layout in my head and platforming areas bfore the colossus's will be shorter, but there will be 4 instead of two, and 4 colossus insted of 2

one more colossus needed, heres the choices:

sand worm
flying worm
15th colossus ( castle monkey )
bearded colossus ( destructive bear thing in the temple )
mammoth ( 2nd one on the beach )
3rd colossus ( one with the big sword )
horse colossus
minotaur colossus (the one with the horns u hit to control him on the lake )
lion colossus ( the small one scared by fire )
boar colossus ( the small destructive one )
lizard colossus ( in the colosium )

need one more pick from uz guys pweez :*)
2009-03-12 13:53:00

Author:
talmasca
Posts: 196


ok part 2 is half done ^_^ need 2 more colossus to make though, i have made the 16th colossus and the sand worm colossus so far...2009-03-17 10:14:00

Author:
talmasca
Posts: 196


Great work. I really liked it. Nice visuals, and fun gameplay. I liked both colossus, maybe the underwater one the most.. Both a bit too easy.

The only frustrating part for me was the hidden spike trap on the stairs.. The steps was so small on the stairs, and making the jump was kinda hard.

A minor note: Why was the respawning of the early rolling stone necessary? Seemed confusing, and I immediately thought I had to use it for something.

I'd appreciate if you would play my level, "Save Die Reload!" and post in https://lbpcentral.lbp-hub.com/index.php?t=t=9714
2009-03-17 22:32:00

Author:
CarlsenJeppe
Posts: 67


Great work. I really liked it. Nice visuals, and fun gameplay. I liked both colossus, maybe the underwater one the most.. Both a bit too easy.

The only frustrating part for me was the hidden spike trap on the stairs.. The steps was so small on the stairs, and making the jump was kinda hard.

A minor note: Why was the respawning of the early rolling stone necessary? Seemed confusing, and I immediately thought I had to use it for something.

I'd appreciate if you would play my level, "Save Die Reload!" and post in https://lbpcentral.lbp-hub.com/index.php?t=t=9714

i easyified it cause others were complaining it was 2 hard and the stone respawns in case the small structure doesnt get knocked over by the first stone

yh ill do ur level tomoz ^_^
2009-03-18 01:22:00

Author:
talmasca
Posts: 196


Maybe just delay the respawn, so that 9 out of 10 dont see it.. The problem for me was that it respawned instantly.2009-03-18 08:33:00

Author:
CarlsenJeppe
Posts: 67


yes this lvl is highly detailed and has good asthetics. Music suits the lvl really well. o and the video is awesome.

n yes it is who u think it is. lolool LOLCATS FTW!!!!
2009-03-18 12:32:00

Author:
genoY2K
Posts: 1


Maybe just delay the respawn, so that 9 out of 10 dont see it.. The problem for me was that it respawned instantly.

I don't know about this... when we played it, the structure didn't knock over, and we weren't even sure what was supposed to happen. Because we saw the respawn, we tried it again and succeeded.
2009-03-18 12:42:00

Author:
Rogar
Posts: 2284


Another idea would to be to trigger the structure collapse, instead og relying entirely on physics, using a key sensor.2009-03-18 21:21:00

Author:
CarlsenJeppe
Posts: 67


i prefer the natural physics ^_^ it gives the level a more sotc feel i thot2009-03-19 10:28:00

Author:
talmasca
Posts: 196


I really enjoyed this! The layers are all used to good effect, giving a real sense of depth to the architecture, and the custom shapes used for the winches and stuff are all great - the atmosphere is epic throughout.

I was very impressed with the horse - the first time I jumped on it it nearly broke (poor thing) - but that's because I was too near the front I think.

The puzzles are all fun to chomp through and the boss battles really do feel like Colossus.

Five stars and hearted.
2009-03-21 02:04:00

Author:
Boogaloo
Posts: 254


much appretiated :*)2009-03-24 10:09:00

Author:
talmasca
Posts: 196


First, thank you for the nice feedback on Little LOST. I really appreciate it.

This is a beautiful level, and I really think you've captured SOTC better than any level I've seen.

+ Story (or should I say LBP interpretation of the story)
+ Architecture
+ Brilliant puzzles integrated into the architecture
+ collapsing statues
+ AMAZING bosses
+ Horse usually seemed to be in the right place (but I did break him once)

- I could be wrong here, but I think it told me to go West when I had to go to the right (normally opposite)
- The angle for the weak spot in the turtle head was TOUGH (for me anyway)
- Pop up spikes are amusing once, irritating twice, infuriating 3 times
- The camera angle didn't allow me to see the spikes on the stairs...wasn't even sure what happened
- Generally, the biggest weakness is fighting with the depth and the cameras aren't always helpful

The above are little nitpicks that are meant to be constructive. Again, a gorgeous level recommended to anyone who enjoys puzzles or SOTC. This is a positively epic work.

5*
2009-03-31 01:21:00

Author:
frizby
Posts: 89


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