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A fully Functional Metal Gear awaits you (pics inside)

Archive: 17 posts


hello im graygoose and i came from gamefaqs. i was invited by a friend by the name of Maraz_Matari.

ive seen LBP central before but wasnt able to decide to join in at that time, but it seems like theres plenty at work here, and Maraz gave me the final push.

anywho.... hello everybody.

my levels names are Metal Gear Karas (antarctic)

and here are some pics of Metal Gear Karas pictures are taken in create mode... go ahead and try try it, its designed to be played like in a real Metal Gear Solid game (theres stealth, action and LBP platforming):

http://i118.photobucket.com/albums/o102/gray0goose/stuff/enteringlevel.jpg

http://i118.photobucket.com/albums/o102/gray0goose/stuff/buwahahaha.jpg

http://i118.photobucket.com/albums/o102/gray0goose/stuff/levelparts.jpg
2009-02-17 10:58:00

Author:
graygoose
Posts: 371


Looks good. I'll check it out later.

Welcomez.
2009-02-17 11:06:00

Author:
moleynator
Posts: 2914


have fun buddy! oh and give it your best too, its been said that its sort of difficult.2009-02-17 11:09:00

Author:
graygoose
Posts: 371


I played this when it was posted on another site, it's a great level.2009-02-17 12:43:00

Author:
Unknown User


Hey Graygoose, here's your review:

Pros:
- The dropoff in the beginning was cool.
- I really liked how you've hidden that secret. Cant tell where, since it might spoil things
- You've stolen the descending platform from The Collector :O But it rocks, so you're allowed to.
- Nice multi-phase boss fight.

Cons:
- The soldier had a visible emitter. (The first one i saw)
- Seriously, why is there a checkpoint in the GAS! Dude... seriously, i don't get it. Alright, people shouldn't go there, but making them restart the level...? Just for that one prize bubble?
- You should move that checkpoint under the gas first. After pulling the lever the checkpoint should pop up.
- The crate you have to jump up, to get to the lever is really hard to jump up to. Make 2 smaller crates next to eachother.
- The race part was WAY too hard. Those moving platforms? nearly impossible.
- Wow.. At the boss part, i managed to fall down into the TINY hole. About a meter right from where the checkpoints are.

Overall, really good level if you're into the MGS pack. I myself am bored of it now since EVERYONE seems to make MGS levels.
2009-02-17 14:25:00

Author:
ThommyTheThird
Posts: 440


darn it guys... i am also into for feedback for feedback. but im such a noob in these boards i didnt know. so if you want some feedback on your level please mention it here. ill also play your level.

Thommythethird

thanks for the review man! ill be taking into consideration of your suggestions, especially the emitter, and about the checkpoint in the gas, ive had a few that complained about that so, ill do something about it.

the descending platform? i thought i made an elevator that was original, i dont even remember something as such in "the collector" will have a look later.

ofcourse the difficulty... this is where the challenge comes in.. the levels difficulty has actually been tweaked to be easier than before... i know there are parts that you have to use timing and close to perfect jumps, but they are all very doable.

i believe, if you managed to beat my level without resorting to the continuation level then ive done my job in the difficulty department. plus i make up for it with checkpoints (they are all double life)

so as to if you died twice trying to get through an obstacle your given more lives to rethink your approach and strategy. also the checkpoints' distances apart are short afterall.

Thanks for the Review Thommy
2009-02-17 18:38:00

Author:
graygoose
Posts: 371


Like I said on the other site, I'm already pretty happy with this level and think it's a blast to bunker down and play by yourself where you can slow down and immerse yourself in it. A rich and rewarding platformer with alot of memorable moments and a good, long challenge.

There is only one part that I think should be tweaked... at the race section when you get to the top of the stairs and there's two checkpoints below the spinning fans - if you're on multiplayer it's almost impossible to progress past that point if one player is slow or keeps dying until the right-side checkpoint is depleted.

Once it's depleted, the players stop respawn and jerking the camera back so the lead player can make the jumps... but that usually ends up happening when there's one life left for the remaining player to hopefully make it through. I would just slide both checkpoints over to the left so that they're off camera, and respawns don't happen unless all players are dead.

Also, the paintgun at Karas... put it to the right of both checkpoints so that you never have to double back and pick it up when you come out of the right-side checkpoint. That way you can just pop out and run forward to get right back in the action.
2009-02-17 19:10:00

Author:
Unknown User


both suggestions will be considered as well. anything to help the players.2009-02-17 19:19:00

Author:
graygoose
Posts: 371


I've played and reviewed this level in the past, and it's still one of the most impressive and challenging ones out there. I'll heartily recommend it to anyone.2009-02-17 20:22:00

Author:
Serpit
Posts: 68


Welcome Greygoose, someone else whos made the jump from Gfaqs eh! Its getting kind of dead over there, plus its a much better commuity here.2009-02-17 20:34:00

Author:
GruntosUK
Posts: 1754


ive noticed Gruntos, its much more lively here, also theres just a bunch of good levels everywhere..

i feel the bar is raised up high, and its gonna be harder to keep up.
2009-02-18 06:33:00

Author:
graygoose
Posts: 371


oh and by the way thommythethird's and ninjamicwz's suggestions were done earlier today before i headed to work.

--the level is meant to be played for single player, since i think it makes it easier if you have 2 or more lol.

but then i cant stop anybody from playing together, so i went ahead and pusshed those 2 checkpoints to the left.

-- now the checkpoint in the gas is gone, making the possibilty of someone thinking of jumping to it to ZERO. its in the elevator now.

the difficulty will have to stay the way it is tho i feel like ive done so much to help people enjoy and still have a good challenge while playing the level.

(double life checkpoints everywhere, Checkpoints' distances apart are actually short, Metal Gear Karas Continuation level has been added a month ago, slower plasmas, slower search lights and more that i couldnt think of) makes you think how it the difficulty used to be eh? i think the first 200 plays were all tricky and frustrating lol i wonder if i would ever get to four stars tho?
2009-02-18 06:43:00

Author:
graygoose
Posts: 371


---graygoose--- Metal Gear Karas

With the MGS add-on pack for LBP being my first foray into the franchise in around 6 years, I am not all to familiar with the story. I'm guessing Karas is one of the evil guys? Anyway - on with the level. This level told me from the start that it was promising to be as good as the DLC, with the parachute drop being a fantastic idea. The first part of the level was fun and with no bugs, the first problem I encountered being the hidden area under where the extending electric rods are - I jumped down of the top to get the points BEFORE pulling the switch, meaning there was no way back but death. Perhaps a door to block the way?

The bit with the key was fun, but could you reverse the switch that extends the bridge (ie flip it, so you have to pull it the other way) because when walking back, after pulling it, you can push it back and not realise, as I did, and then die on the electric beneath. The stomping platform that crushes the key made an ugly "clang" noise, it would be better if it were silent, and the same goes with later crushing platforms.

I really liked the secrets that were scattered through the level as well (just thought I'd mention that here), much props for those. The humour was a nice touch. The explosives line was pure genious! NB - The toilet in this room floats.

The soldiers were fun to fight and well designed, the only thing that went a bit wrong is that the second soldier sometimes fires at a 45 degree angle if he is just lifting up out of the hole, though this doesn't pose much of a problem. The elite soldier was good as well, though you can skip approaching him by jumping from where the turret was standing onto the platform with the switch. This needs changing (a simple thin layer behind the switch should do. Another point to note is that his explosion cut a hole in the floor for me that I could get through (not that important)

Nothing of much trouble for a while, just more of the great level design and well-fit-in music, except for the weird electric balls with arms. They don't fit in at all and look ugly. Please, PLEASE change them. The shootable explosives got a bit repetitive as well, some other part to open the door in one of the rooms would be better. The first part of the "Part 2" bit was fine, all up until the rotating wheels with platform, spinner, platform, spinner between them. This can be frustratingly difficult as it gets out of sync and can be hard to time, and the same goes for the moving platforms after the stairs.

The lift that leads down to the boss fight is a bit odd - you can run to the right and stay on the wall while the lift descends, and also see what I presume are the boss' controls - moving these out of the way would be good, as well as maybe glassing the sides of the chamber.

The boss fight itself was fun and challenging, but again, replace those ugly round guys! The rockets the "pilot" fired were annoying, maybe have them come in bursts instead? (NB - By "middle platform" in the kill the pilot instructions, I thought it meant the three crates. Change this to "layer".) The GIANT plasma balls were a bit OTT, but other than that, one of the best boss fights in LBP, if a bit simple.

To conclude, with varied gameplay, great visuals, a shifting soundtrack, the odd bit of humour, secret items, and an engaging boss fight, this is definitely 5-star! Just sort out those few kinks

+Visuals
+Audio
+Fun Gameplay
+Good use of paintinator
+Boss fight!
+Secrets
+Humour

-A few annoying bits
-A few bugs
-Those ugly electric dudes!
2009-02-19 21:40:00

Author:
dawesbr
Posts: 3280


just bumping this up to the top.2009-02-21 19:47:00

Author:
graygoose
Posts: 371


Ok... I didn't have tons of time to play this one... But I can give you my innitial impressions. I really dig the level design...

I did the cameras a bit ****y at times, making it hard to see.

What I really didn't like, and thought was a bit too much of a pain was your electric stairs to shut off the alarm bypass... (btw, by pass is spelled bypass).

Good level though... I will play it some more at a later time.
2009-02-21 21:20:00

Author:
dobi6
Posts: 359


Those electric steps really are rather irritating... You can jump on them when they are fully receded and still get killed.

And later after the elevator. With the spinning thing... no matter what I do, the spinning cross tosses me into the electricity - can't get passed this point. It won't let me to the platform where I want to go.

I even tried jumping up on the spinning thing to jump off to get to the platform.

I am sorry, but this spot is just silly.

Level does look great though.
2009-02-21 22:46:00

Author:
dobi6
Posts: 359


your required to get to the lever (there was a cut scene that tells you this) that would open a bridge for you to be able to get the key...

even if you managed to get to the key without turning the switch on your not gonna be able to get the key across the electrified platform.

now to get to the lever, you have to grab onto the fan then throw yourself to the vents with pipes on them... shimmy yourself to the platform near the lever, and switch it on....
the bridge will then open up for you... giving you passage for the key. hope this helps.
2009-02-22 09:58:00

Author:
graygoose
Posts: 371


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