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Operation: Nuclear Nuisance <Spotlighted>

Archive: 43 posts


PSN: RickTheRipper

Level: Operation: Nuclear Nuisance

After what seemed like an eternity, my level is finally complete. I suffered from writers/creators block, the unglue bug, and 2 failed to load bugs, but now that's behind me and I can share my baby with the world.

I'm not by any means a pro, so try to not be too mean, but I gladly accept constructive criticism. Leave a comment here and I'll go give your levels a whirl. I won't be able to try your levels for at least 8 hours (need sleep) but I will get to them later today.
2009-02-17 17:52:00

Author:
RickTheRipper
Posts: 345


Hey, I just gave this a couple attempts, but unfortunately I died each time so I was unable to complete it. I'm gonna give it another try a bit later, but I'll give a bit of feedback now.

-Highlights:
- Visuals: Well detailed environments added to the immersion of the world you created.
- Sound: I enjoyed the use of sound, especially the squeaking creaks on the underground platforms.
- Gameplay elements such as not shooting the hostages or pulling a switch when the laser was turned off were quite creative.

- Suggestions:
- After rescuing the first hostage, I went up the elevator and was killed by the gunmen. This respawned me back at the checkpoint down below, instead of the checkpoint in the elevator forcing a restart. I recommend lowering the checkpoint in the lift.
- The electronic hallway and gas section after the security system is what did me in next. I finally managed to pull out the fuse, but the the gas killed me off. I wasn't quite sure what to do there. It took me a couple minutes to realize that the light's were safe spots. Might want to give a hint about that.
- After grabbing the sword, I was unsure of how to proceed. It was a bit strange having to go to the entrance on the left to unlock the door on the right.
- The sword boss fight, while cool, seemed a bit out of place in the world. The sword guy, flying around just seemed weird. Maybe if he had a jet pack on too, I wouldn't have noticed it. Other than that I thought it was pretty creative and fun!

I eventually died shortly after the prison segment. It was the corridor with the small platforms and electrified floor. Overall, I thought it was a fun level, but it was a bit frustrating for me. I'm sure the hardcore players will love it as it's very challenging.
2009-02-17 19:30:00

Author:
mrsupercomputer
Posts: 1335


You said you got two failed to load level errors, I've just gotten the same, how did you fix it?2009-02-17 20:12:00

Author:
GruntosUK
Posts: 1754


thanks for the feedback, it makes me feel warm inside. as far as your suggestions, i'll see what i can do.


- After rescuing the first hostage, I went up the elevator and was killed by the gunmen. This respawned me back at the checkpoint down below, instead of the checkpoint in the elevator forcing a restart. I recommend lowering the checkpoint in the lift.

the spawn in the elevator is as low as it can get without blocking the 3-way switch.

- The electronic hallway and gas section after the security system is what did me in next. I finally managed to pull out the fuse, but the the gas killed me off. I wasn't quite sure what to do there. It took me a couple minutes to realize that the light's were safe spots. Might want to give a hint about that.

ill try adding a speech bubble telling people that those spots are safe.

- After grabbing the sword, I was unsure of how to proceed. It was a bit strange having to go to the entrance on the left to unlock the door on the right.

when you got to the sword room, did Vega (the bad guy) throw his ninja stars at you? if he did and you grabbed the sword, then i dont know why the door didn't open. its just a piece of dissolve set to go off when you get near the sword.

- The sword boss fight, while cool, seemed a bit out of place in the world. The sword guy, flying around just seemed weird. Maybe if he had a jet pack on too, I wouldn't have noticed it. Other than that I thought it was pretty creative and fun!

i agree that the sword fight comes way out of left field but since i wanted him to be like the "ninja-guy", i set him up like that. but i'll see if i can add something to him to make it look more "believable" but with my level on the verge of overheating, im not sure what i can do.

I eventually died shortly after the prison segment. It was the corridor with the small platforms and electrified floor. Overall, I thought it was a fun level, but it was a bit frustrating for me. I'm sure the hardcore players will love it as it's very challenging.

i'll go and give check this area a slight edit. it is pretty tough.




You said you got two failed to load level errors, I've just gotten the same, how did you fix it?

I sent my gamesave in to MM and they fixed it up for me and sent it back. But you shouldn't be getting this bug anymore since the new patch addresses this bug. If you are, you might want to contact them. This is the "failed to load leve" on your moon, right? Not the failed to load level that happens when you're trying to play other people's levels?


edit: I've gone ahead and changed up my level a little bit. In the comments section for my level, people said that the soldiers were too tough, so I altered them. I added a checkpoint right before you fight them, that way if you miss the spawn on the elevator, you won't have to restart the level.

I added a speech bubble for the gas room letting you know where the safe points are. And I don't know what exactly cause the problem with the ninja star fight, but I moved some switches and the jetpack around, so hopefully that fixes any problems that might occur.

For the platforms after the jail sequence, I lowered a few of them to make it easier to traverse (look at me and my fancy word!).

Unfortunately, my level overheats if I add anything else, so I can't put a jetpack on Vega's back for the sword fight. And with the way that his body is made, I can't create one out of dissolve and glue it to him, or else he might get more unbalanced than he already is.
2009-02-17 23:16:00

Author:
RickTheRipper
Posts: 345


Yeah it's from my moon. And I've got the Edam patch. I'm still waiting for a reply from them :-)2009-02-18 07:22:00

Author:
GruntosUK
Posts: 1754


I like the whole intro sequence, and how you made the sometimes typical air-delivery a worthwhile area and a real part of the level... not just a tacked on effect. The TV screen is very well done, and is infinitely better than alot of attempts at making a comm screen I've seen. I had to restart just because I held down the switch and it flipped through the channels too quick, but once I understood it it was fine.

"don't kill the hostages though... that's not cool" lol my kinda dialogue.

lol @ "so we hooked you up with some sweet entrance music" - I'm loving these npc's. His design is very cool, in terms of proportion, stance and detail... and how he's etched out. Who's face is that lol

Wow, dropping into the electric barbedwire looks GREAT! That entrance music really was sweet too... but I like this jazzy metro track alot, and don't think people use it enough in the right settings.

Great lighting sticker use here... and your horizontally moving sewer sludge is good. I'm glad you didn't make it a bunch of short tiles moving up and down, or give it "wave" shapes. The pipe layout is methodical, good way to use the gas stream, and the rockets for smoke looks great... that's one of my favorite things to do.

Physically "rescuing" the hostages with R1 is a cool idea too.

This eleveator looks really sick with all the deterioration stickers around, the vents etc and the texture choices... the carriage is nice and flush... good sound on it, that stops and starts with the switch... the elevator music heh

I like these walkie talkies too, now that I'm seeing one up close.

Nice simple door mechanic, with the sound and light synched just right. Those are little details I always recognize when I see, and are really appealing to me.

Wow... your enemy design looks great. I'm so used to seeing badly etched and stickered characters, or boxy machines, and sackboys that this is a nice change of pace. I'm surprised you got that much detail using just 3 pieces.

ah... I died and saw that the doorway is also used to prevent cheap deaths and respawn kills. Good idea, and it shows that you really thought this through and tested it alot.

This mini-boss is cool... two turrets that almost seem like a hydra beast. I like the platforms that appear, and how the emitting sequence makes them blur and haze.

This jetpack sequence is nice... all of a sudden you throw in a totally different gameplay element, and it's very well done with each room having their own challenge... level is still looking good. The gas room is way cool.

There's one part here where you enter the gas room and the dialogue bubble telling you to go in the holes for safety pops up while you're in the line of the gas... I closed it quick enough to move, but others might not and may consider it cheap and annoying to die like that.

Good sequencing with the warning light for the gas, and the simple step taken in making all the challenges disappear after pulling the rods (I assume by dissolve the rods and dissolve the gas emitter) shows that you thought creatively and put alot of time into making the technical side of this level work.

A new villain... Vega... also extremely well designed and stickered. lol @ *wink wink nudge nudge*

******... I had to restart here. This is a great design with the throwing shurikens. Really gives him a "power" and a cool attack that fits the character instead of the usual plasma balls and missiles. I was only able to beat it the 2nd time by going back to activate the previous checkpoint, so you might want two checkpoints here too, or just slow the shuriken emitter down by .1 seconds. It could just be me, but I think that parts alot harder the next sequence...


...but the next sequence is flat out awesome. Most creative boss battle I've seen, with these two phases combined... I love the use of lines like "Yes, this is what I've been waiting for!" - a classic "unbeateable" evil fighter line. It's not super complex or astoundingly gigantic, but it's creative and the character design is very memorable/appealing, and it might be my favorite boss battle yet.

Aw man, I shot one of the hostages (I found the 3 before that too)... nice use of sound in that secret area, where youre jumping between metal planks. That felt like the ship on Goldeneye all over again. That's pretty creative too, and this whole area with the next gas sequence looks really nice.

Wow... and here I thought this level was over. Awesome... great twist, more characters, really entertaining scripted events using your hostages and sentries. I really feel like I'm taking on a Shadowlaw M Bison kind of orginization now.

Man... there's so much more to this. It's immense. lol @ the laughing if you fall in the hole in the crushing room. I did something like that in my Boss Rush Entry, where if you cower in the corner for safety from the boss, the scream sounds activate by a sensor... I thought it was funny, and I thought this was pretty funny too. The up close camera zone is a nice tough here.

Aw man, I was just short of completing with a few seconds left on the race... this electrified floor section with the red safespots is one of the coolest things I've seen in the game yet. The look is perfect, the camera angle is awesome - in this contra project me and some people are working on, this is how I originally pictured doing the vertical "3rd person" base levels with the same kind of camera... it looks awesome.

I would definitely put two checkpoints after that race... the safe areas between the gas are so narrow and it's hard to guage wether you're going to touch it or not, and if I'd had to restart here after all that I would have cried.

Man... you even put ninja noises inbetween swinging from the lights here. You're a genius.

That's a killer elevator sequence... pretty creative again.

Ok... the boss battle is fantastic. The craziest chopper battle I've seen on here... but jumping on these pipes only seems to work for the front two right side ones, and I can barely get on them in time to begin with. It's a great design, reminds me of hiding behind walls in the Hind D MGS1 battle, but I am dead now and I have to do the entire level again.

I will tell you what I think of the rest when I beat, but so far I am really impressed with this level and thoroughly enjoyed it.
2009-02-18 15:27:00

Author:
Unknown User


wow, just wow. thanks for the detailed feedback. it really does make me feel tingly inside.

for the speech bubble at the gas room, i put it there because a few people said that it wasn't obvious enough. i tried putting it in a spot where the cutscene wouldn't kill you, but i could always move it down some more.

for the rods, if you put them back in place, the challenges (at least the gas) keep working. just a little something i thought would be cool.

the star part can be tricky, so ill go add another checkpoint. ill also go add another for the gas/winch part.

and for the chopper fight, it acts up every now and then and can kill you when you should be safe. its probably because the chopper moves around. as for the pipes, i totally forgot to lower those. ill get right on it

after seeing my level only have 3 stars, a 5% heart ratio, and no one beating it/leaving bad tags, i started to think it sucked. but thanks to you, my confidence is back.
2009-02-18 16:11:00

Author:
RickTheRipper
Posts: 345


Nah, it's a great level. I rated it 5 stars, hearted it so I could come back to it, and tagged it "platformer" - trust me, no matter how mind bogglingly good your levels are, getting more than 3 stars and staying there is all about luck and making an "every man" level that will hit the middle ground for all tastes and skill levels.

Don't make anything too out there or too hardcore... you pretty much have to get some friends to rate your level 5 stars 20 times when you first publish to ensure it doesn't start at 3 stars and get stuck there for eternity. If you just make levels you love, and enjoy making/playing them, then that's more than enough. You can have a hundred thousand fools telling you it's great, or a handful of really perceptive and appreciative gamers giving you compliments and plays that really count.
2009-02-18 16:31:00

Author:
Unknown User


ya, that's true.

i went ahead and made those changes. unfortunately, when i was placing the new checkpoints, the level overheated. i had to choose between a checkpoint at the fight or at the winch. so, i went with the boss. maybe after some sleep i can find something to make room, but until then, try not to die.
2009-02-18 17:32:00

Author:
RickTheRipper
Posts: 345


Playing through the level now, gonna give you some notes as I go through!

- Still have no idea how to do any of this motion picture stuff in LBP, looks great though. So far it's the best dialogue I've heard yet in an LBP level.

- Everything looks really nice, and I can see where people were thinking this level was challenging

- Nice boss fight here. It was pretty tough at first, but after awhile I got the hang of it and beat him with 0 lives left!

- This gas chamber is very cool looking. Everything here is playing out silky smooth, and is really well done.

- I hope MM doesn't get a whif of that sexual reference >.>

- Vega looks awesome btw.

- What sound are using for the ninja stars? I love how he throws them and it actually sounds like him being one bad motha.

- That fight with Vega was awesome. I just wish I didn't have to get my sword back after it breaks. Does it break on purpose or was it just something that accidentally happens?

- I took his sword btw. That mf tried to take me on? Don't think so.

- The part with the rotating parts, the yellow and blue dotted electrified parts? It's too hard. You have to remain waaaaay too close to some of the sections that I just ended up dying because I thought I was a pixel further away than I was. I absolutely love Mega Man games, and they're brutal, but they always seem fair. This just seemed like too much. Luck has too much of a hand at it.

- I died :/ and a friend wants to play some games so I'll have to come back to it later to check out the chopper boss.

I really love the level, it looks great and there are some really great parts. The challenge is refreshing, but I honestly think that part was stretching it a bit much. It takes a good deal of time to do, and when you keep dying, it just ends up taking a lot of time to basically be forced to restart the level. If you made the squares in the giant circle with only 2 square cutouts in it bigger, it'd be miles and miles better, but as it is, it's almost sackboy sized, which is cutting it a little close

5 starring and hearting regardless of finishing or not for now!

And if you'd like to try out the level in my sig for F4F that'd be great!
2009-02-19 01:50:00

Author:
superezekiel
Posts: 120


thanks for the feedback, i appreciate it.

for the ninja stars, i gave Vega an arm that moves up and down. it has a magnetic key on it and whenever it passes the switch, he throws the stars and the ninja yell sound is activated.

for the sword fight, the sword breaking is an accident. when it happened during testing, i made the sword respawn and gave him some text to make it seem cool.

ill go give the electric circle area a little change.

if you beat the level, you can go to the prize level and get a copy of that slide projector (and i give credit to guy that made it 1st)

i wont be able to play your level until later tonight (5 hours or so), but ill give it a try when i can
2009-02-19 02:16:00

Author:
RickTheRipper
Posts: 345


Hey rick, here's your review:

Pros:
- Nice introduction
- Challenging level, both a pro and a con to be honest.
- Cool radio's
- The first rod i removed was the left one, with the spinning electric thingies, nicely done Also that they dissapear if you removed the rod.
- Holy frick, a secret room with 3 hostages. Sweet.
- Wow, the sword duel was awesome! Really fun to play!
- The last bit of the race, with the lane switching electric floor part, was really cool! Looked great, and was quite fun.

Cons:
- Challenging level
- The mini boss was a tad lame.. Just duck, shoot, duck, shoot...
- stabbing teh boss 6 times is a bit too much, cut it down a notch
- That elevator ride, after you cancelled the nukes, is WAY too long. Nearly lost all my lives there.
- Didn't see a light going on when he air-striked me.. And the pipes were too high to jump on.
- Managed to get on the pipes, but you're not safe there at all...

Misc:
- A gas maze? Intense...
- Yep, dead end...
- God, ninja throwing mad-people! Hell no...
- His awesomeness refers to his back i see.. His back broke my sword
- Dude, stabbed him 5 times now! He bled out 10 liters of blood, that's enough man , Make it like 3 stabs.. should be enough.
- Hell yeh, picking up his electric sword.
- Hmm, should i grab these hostages or not. You said i shouldn't, but then again.. you might be lieing.
- Decided not to grab em... I'm gonna regret that i guess.
- Wow, i REALLY regret getting that electric sword.. Killed me twice on my way back, since it got stuck in a door.
- At the race part now...
- Wow, that squishing part bit in the race, is really hard :O
- Yay finished the race.
- Holy crap, i just saved about 4 hostages at once.

FIRST ONE TO BEAT! ME > ALL! WOOOO

Yeah, really good level! My score was lame though.. i sucked at the race part.
2009-02-19 18:16:00

Author:
ThommyTheThird
Posts: 440


thanks for the feedback, i appreciate it. and congrats for being the first to beat it, internet high five!

the turrets are pretty average but since they're the first boss (and because i couldn't make anything else fit there), it seems to fit

for the sword fight, i gave him some speeches, so he needs the amount of stabs. and for his sword, unfortunately i cant do anything about it. i wish i could dissolve it or just find a way to make it go away, but i cant

if you grab the hostages, nothing happens. you can only have 1 switch on them, and they have a paint switch

the elevator ride can be tough, so ill try raising the camera to ease the pain. (you did shoot the vents, right? lol)

for the chopper fight, there's not much i can do. if i lower the pipes any further, the missiles will always kill you. and im sorry for the missiles killing you when they shouldn't. i wish i had a way to fix them, but i cant think of anything (that wont overheat level),
2009-02-19 23:13:00

Author:
RickTheRipper
Posts: 345


You could make the sword out of dissolve, and have it switched with a certain colored switch and a supremely huge radius, and set it to inverted... then put the key to it on the boss, so that when he dies, the sword dissolve itself. Each emitted sword could still have the same effect.

Only trade off is that it would have to be one material type - dissolve :/

The hostages at gunpoint - you could put a grab switch on them, and have it connected to a dark matter key box somewhere. You could have it set up to have two mag keys in the top of the box, divided by a tiny wall of dark matter and held up by separate pieces of dissolve on each side of the divider... and then when either the hostage is grabbed - one key drops and activates the mag switch that dissolves them, and then if the hostage is shot, the paint switch will dissolve the other piece. If they are tied to a reward system, you could have it so that successfully grabbing them, lets the grab switch initiate the mechanism for scoreboard area rewards.

...but yeah, from the looks of this level it's immensely packed and any slight change, like adding a few switches would probably burst your therm. Keep stewing on it though, you may find a solution. The emitter for the chopper missiles might just need to put on a stationary object and only emit so that it appears to be coming from the chopper like usual. That would control it a little more... that's what I had to do with the horizontal missile from the chopper in Metal Slug Solid to keep it from sneaking under the door or exploding too close to spawn point.

...and you might be able to squeeze enough therm out to make the pipes into a little two-box high step design by sacrificing the realistic curve on it. I hate having to make a trade off for detail, but it's sometimes a necessity.
2009-02-19 23:29:00

Author:
Unknown User


thanks for the suggestions. for the pipes, im either gonna make "stairs" or a small ramp. and for the missiles, ill try making stationary dissolve (somewhere)


edit: the boss is now perfected. the pipes have a small ramp (still have to jump) and the missiles dont kill you unless you're on the ground.
2009-02-19 23:51:00

Author:
RickTheRipper
Posts: 345


I have to begin by saying that I had already shut off my laptop before I played your lvl and after palying it I was so impressed that I felt the need to turn it back on while everything was still fresh in my mind so that I might leave you feedback. So here we go:

This level was like an action movie man. Although the story wasn't that original it kept me engaged from beginning to end I really appreciated how you fleshed everything out as well as your use of cutscenes, great stuff.

The visual are strong throughout and I was impressed with your use of decoration and stickers. The material selection works well. Your use of LED's was great and I enjoyed the way you implemented them intro your hazards.

The custom content looks great throughout the level. There is also a really nice polish in your architecture and your use of layers was really well done.

The first boss was one of the most original I have ever seen in LBP. It did take me a good 5 minutes and I found it a touch tedious trying to tag that crest but in the end I threw the sword at him and it hit the bullseye. Maybe I should have done that from the start lol. Your helicopter boss looks amazing and I appreciate that you created a lvl giving recognition to those who helped/inspired you. I am firm believer in giving credit where it is due and it seems you think the same way. I thought the attack pattern was great and I was surprised at how acurrate you made the missile barrage, it must have taken a lot of tweaking.

I enjoyed the gameplay and never felt bored. Your use of gas was great and I have not really seen a "cover" system used in quite the same way as you used it to avoid the gas during certain segements. Good job keeping things interesting.

The hidden areas were really well done man and when I found one it brought a smile to my face. Taking accurate shots at the enemy in order to avoid hitting the hostages was ingenious.

Suggestions

- My only real suggestion is to color your checkpoins, that's it

Brilliant work, 5 stars and hearted!
2009-02-20 14:35:00

Author:
OCK
Posts: 1536


thanks for the feedback. i'm glad my level was good enough to make you hop back on the laptop.

sometimes when i do the sword fight, i just throw the sword at him to see if i can kill him. i've actually gotten a 1-hit kill, so it's definitely not a bad strategy. the only downside is that you can't read his dialogue (simple stuff, but it makes him seem more alive).

for the helicopter, it took me forever to come up with it's current setup, and it's kinda embarrassing, considering how simple the solution was.

i'll look into coloring the spawns. i've never done it before, but i know lots of you do it, so ill get ideas from those.

also, i'll check out your levels later today (need sleep).
2009-02-20 15:02:00

Author:
RickTheRipper
Posts: 345


You made a very cool level! I tryied it and i had fun! Good intro o the helicopter, i liked the screen with the instruction, and the NPC are wellmade. The first platform part with the gasses is a little slow, but good anyway. The story wasnt very creative but it gives a good feeling to the level. The radio was nice, but you can make it smaller I found in all the level many fun and new gameplay parts, expecially the jetpack ones. You mixed very well the materials, stickers and the light/leds to your level. In many sections the light zones were the safe zones, good idea The first boss, the double turret, was nice, but a little repetitive. You can add some "events", to make the battle more interessing. I liked the soldiers, very well made.
The second boss, the evil guy, was very fun. Maybe in a "spionage-futuristic" level a sword battle isn't very realistic, but in MGS there was Gray Fox, so it's ok
Nice idea the blood effect, but the area was a little empty: you can add some decorations or other things to make the battle nice to see
Theni liked the dialogue between the evil old man(omg it's SNAKE! XDD ), the soldier, the hostage and you. Good idea to respawn n the jail
The escape form the jail is good, other good ggameplay sections, like the tubes (very funny idea). In the room with the moving roof, you can add a checkpoint in the safe area, so if anyone dies, he can respwan from half. Nice the electric floor, good idea to make in red the safe road.
The last boss was awesome, you mixed many items of the MGS DLC: rockets, laser balls and paintinator! The evil guy that laughs some seconds before the rocket launch was very cool, so you had the time to get on the pipes!
Nice ending too, i enjoyed the "Secrte Bunker" level too, give credits to other people is a very good thing, congratulation!
I had very fun in this level, very welmade.
Grapich, souunds, NPC, gameplay, bosses, it's all good in your level!
4/5 stars
If you can, try my level Sack Quest, the link is in the signature, and leave feedbacks
2009-02-20 16:36:00

Author:
Dante95
Posts: 504


alright, more feedback! hooray! it seems you liked it, so that's always a plus.

ya, the story is pretty average, but i wasn't aiming to blow anyone away, so it's ok.

the reason the radio is so big is because i wanted people to know a speech was coming up, so they should avoid jumping around near it (and missing the switch). i could go resize them, but i have a few that are emitted and i'm too lazy (and afraid) to tweak with those. if i use them in another level, i'll make them smaller.

if i could add anything without my level overheating, i would really like to give the turret some special attack, but i can't.

as for the swordfight room. i wanted to spruce it up with stickers and lasers (had a semi-cool effect going), but i could never think of anything and the lasers ate up lots of space (thermo-wise).

anyway, thanks for the feedback. i'll try your level soon.
2009-02-20 23:47:00

Author:
RickTheRipper
Posts: 345


I was about to make a thread about this level in how its one of the best made and hardest levels out there, but thankfully you are a part of the community here.

First let me tell you this level almost made me throw my controller through my TV. I only restarted once but was done to my last life on every single boss battle. I finally ran out of luck on the chopper battle and had no energy left to try it again. It seems insane that you were able to fit all this in one level but some how you did. I have to go back to it to try to beat it, hopefully i was at the last part when I died because anymore and I would cry.

Like I said in my comments on your level you are an evil genius, and i found that the hardest part even though I died at the chopper was those dang ninja stars. Excellent job with how you explained everything using the phone, which looked awesome as well. Hope you get featured on a few more sites for this level its truly is a gem, even if it made me want to kill myself.
2009-02-21 00:03:00

Author:
OverWork
Posts: 873


o, so that was your comment? lol, it made me smile.

i hate to be the bearer of bad news, but there is another part after the chopper. you have to tackle the most challenging task for the whole level......







chaining the "hostage points" for a high score.

i know, i know. it's a lot to ask, but just keep a cool head, observe the surroundings, and you might get the coveted x21.

but seriously, thanks for the kind words. i'm glad you liked it



edit: i colored the spawns in the level. it's nothing special, but it looks better than being bare
2009-02-21 00:14:00

Author:
RickTheRipper
Posts: 345


i played it, its very good, i cant add anything that other people have said. Add me, BlackHairedGoon, we can play together.2009-02-21 20:53:00

Author:
BlackHairedGoon
Posts: 160


glad you liked it (wow, that phrase is getting old).

as for adding you, i like to have people on my list that i have a connection with. so maybe if we see each other around the forums and start to click, then we could hit each other up

it's not you, it's me (lol)
2009-02-22 00:08:00

Author:
RickTheRipper
Posts: 345


Here's your review!

I had to restart several times, and I still wasn't able to finish it (this level is challenging :[ ) but I'll get back to it. The start was awesome (although the speech bubbles flew past real fast) and the story was neatly portrayed (although it was kinda cheesy and very action-movieish). Two problems though, the checkpoint at the elevator after rescuing the first hostage is way up and you have to jump to activate it, and the enemies after said lift is a tad too strong (or maybe its just me and my bad paintball skillz). Anyways, I rated it 4 stars, hearted it so I can get back to it. I look forward to your upcoming projects
2009-02-23 09:36:00

Author:
AwesomePossum
Posts: 446


thanks for the feedback, i appreciate it.

for the beginning slide projector, don't pull the switch once a slide appears. stop and read the text, then keep going. if you accidentally go past the next slide or if you want to re-read one, just pull in the opposite direction.

for the elevator spawn, it can't go any lower or else it blocks the switch from working. maybe in the next elevator i make i'll make it 2 layers and put the spawn in the back.

the enemies may seem like they take lots of shots, but they really don't (10, 15, 20). their guns and helmets don't register damage, so that's why they may appear to be super soldiers.

you should hit me up when you make a new level. i'd like to try it
2009-02-23 13:21:00

Author:
RickTheRipper
Posts: 345


Hey Rick,

I enjoyed your level immensely - and laughed out loud at some of the dialogue. To be honest there's not much advice I can give - it's a nice, tight level. Very tough at points, and maybe the odd polish here and there - but great fun.

I haven't yet finished the last bit - but I intend to tonight, by hell or high water, lol.

The only bit that I thought didn't fit in was the sword guy (Vega, I think) - I thought that it felt a bit 'loose' after the pin-sharp paintinator sections, but since everyone else seemed to love it you might as well ignore my aimless ranting.


for the helicopter, it took me forever to come up with it's current setup, and it's kinda embarrassing, considering how simple the solution was.

Lol - that's LBP in a nutshell, but those 'eureka' moments feel fantastic, don't they?


after seeing my level only have 3 stars, a 5% heart ratio, and no one beating it/leaving bad tags, i started to think it sucked

I know how you feel - there are a surprising amount of haters out there for what is obviously meant to be a fun and inclusive community. Ignore hearts - they're blatantly symbolic of a false economy - and if people don't leave comments after giving a level a bad tag then their opinion isn't relevant (in my opinion). Thank Sack for LBPC.

All in all a great level - tough as hell, but beguiling enough to return for more punishment! I look forward to your future efforts.
2009-02-23 18:09:00

Author:
Boogaloo
Posts: 254


OK I'll comment as I play through the level instead of at the end and see how it goes......

I love the opening sequence! The video display intro is a very nice and unique touch..... The humour is also nice....

just went down the sewer to the left I like the like the smoke effects and the pipe details... Love the elevator sound effects.... Wasn't a huge fan of the gaurds.... I just stood out of range (which is out out of view of the gaurds) and kept on shooting. I think it the plasma balls came out just a little slower you would be more likely to use the doorways as cover. I liked the big guns that came next though nice that you added a different strategy for each one! The puzzle section was nicely executed and well thought out well done on that!

The boss battle is very intense! Definitely a good call putting in the 2 double checkpoints here
I like the fact the platforms got smaller as you went higher. that was a nice touch.

The second section is the funniest boss fight ever! the swordfighting is great fun! Kinda thought that fact I had to travel back over the section after I pulled out the next switch was unecessary. I really liked the cut scene that followed though that was great. The race was tough as nails and I got no score on it

The sound effect on the pipes and the whole idea of grabbing on was a nice little touch I have to say.

Holy god that helicopter was tough going. Was a great fight but I got him on my very last life! I might think about putting in another checkpoint there as it would be very discouraging to die after coming so far.

WOW finished! this is a great levels and far better than its current 3 star status suggests!

5 stars and hearted!

ps like the little shoutout out level..... very nice idea!
2009-02-23 19:48:00

Author:
wexfordian
Posts: 1904


I'm glad you both liked the level and thought the humor was worth a chuckle or two.

@ Boo: i have faith in you, you can beat it! for Vega, it seems that for 1/2 the players he's really cool and for the other 1/2 he's really out of place.

yeah, that's exactly how LBP is. you try to think of extremely complicated solutions, when all you really need to do is something very basic. lol

also, after my levels have been out for a few days and i get feedback from people i trust, i start to not care about its star/heart ratio.


@ wex: i'm glad you liked the opening. it's one of my favorite parts.

for the guards, i originally had their shots reach the door, but some people thought it was lame getting blasted by a guy they couldn't see. maybe i'll increase their range a bit.

for the backtracking, i was gonna emit some soldiers, but if i do, it overheats. the same goes for another checkpoint at the helicopter.


thanks for the feedback you two. appreciate it
2009-02-23 23:04:00

Author:
RickTheRipper
Posts: 345


I got to play this a little bit ago. I had a really good time! (even noticed you managed to throw in a little innuendo... heh)

Funny thing is.... my 7 year old saw your comment on Jacques the Acadian Warlord and jumped into your game - I was going to play it this week, but he managed to find it. After about a minute he turned the controller over...

A lot of great mechanics in here. I loved the gas with the little areas to hide - LOVED the sword fight.

The helicopter boss at the end was really well designed - difficult until you really pay attention to whats going on.

You really managed a good design that extended play quite a bit - from now on if someone thinks you can't make a level as long or longer than an MM level I'm going to point to this one.

With the guards and the little hiding places - you could just stand with the guards off-screen and shoot them. You know - since you've already gone the difficult route in a number of areas you may just have the guards fire right AT you forcing you to either jump plasmas or take cover in-between. The guards plasma fire should stretch as far as you can shoot with the paintinator.

Very cool - if at some point you get a chance I would love for you to take a look at Splat Invaders II just to know what you thought of the final boss - it's interesting.
2009-02-24 00:20:00

Author:
CCubbage
Posts: 4430


Hey, man... I was just playing through this level again the other day and wanted to say how hilarious the two guards at the cell are. "This floor is electrified anyway. Let's get out of here." - I didn't notice that the first time, but me and my friend were laughing hard about it.2009-02-24 01:00:00

Author:
Unknown User


thanks for the feedback, i'm glad you liked it. that's hilarious about your kid, it made me smile.

i try to throw innuendos out there when i can, it's just my thing. i'm glad you liked the obstacle designs. it's my first time trying anything fancy and i'm proud it's been well-received. the same goes for the bosses. this is the first time i made some without the usual "hit the brain" method.

for the guards, when i have time, i'll hop on and tweak them.

oh, i'll definitely try your levels. i can't believe i keep forgetting to try splat invaders

@ninja: uh,..... they have......uh........ rubber shoes! that's it, rubber shoes!:blush:



edit: increasing the soldiers range overheats the level. that's just not fair
2009-02-24 01:42:00

Author:
RickTheRipper
Posts: 345


This level is absolutely amazing! I am stunned by the intricate detail and creative gameplay. And actually, the sheer amount of things in this level make me wonder if you have a thermometer override or something haha.

I'm so ****** though! I got all the way to the security camera and hid in the first vent thing but could NOT figure out how to get passed there. I don't know if there was something incredibly simple I was missing, but you only had a standard checkpoint there. I'm so mad because I really wanted to finish the level, but it took so long to get to that point I'm going to have to save it for later.

Very Very polished level. I love the difficulty and creativity. keep it up!
2009-02-27 07:06:00

Author:
ApellesJr
Posts: 282


This level is absolutely amazing! I am stunned by the intricate detail and creative gameplay. And actually, the sheer amount of things in this level make me wonder if you have a thermometer override or something haha.

Wow, thanks for the generous words, that gives me a big ol' smile. And boy do I wish I had a thermo override, it would be soooo cool. But it's funny you mentioned overheating because if I even change an emitters lifetime by .7 (or if enough changing equals .7), it causes it to overheat. I never thought I would get that close to overheating, and I hope I never do. It really hinders your ability to tweak things.

I'm so ****** though! I got all the way to the security camera and hid in the first vent thing but could NOT figure out how to get passed there. I don't know if there was something incredibly simple I was missing, but you only had a standard checkpoint there. I'm so mad because I really wanted to finish the level, but it took so long to get to that point I'm going to have to save it for later.

Oh man, you were so close! Once you're in the vent, look around and check for another vent. You might be surprised at what you find *wink wink, nudge nudge*.

Very Very polished level. I love the difficulty and creativity. keep it up!

Thanks! Hopefully my next level will be as good or better than this one.
2009-02-27 07:49:00

Author:
RickTheRipper
Posts: 345


Wow, this was a highly detailed in depth story level with pretty intense difficulty. I see you've had a ton of feedback so I'll be brief. The use of gas for mazes was something I haven't seen much of and was great. I loved the hostage rescuing and the hidden areas. There was some very humorous dialogue to lighten the mood. I, like alot of other people, was wondering how you fit all this into one level. I played for like 20 minutes and still didn't beat it. I actually got stuck on the part past the race, where the video camera is swaying and there were the vents on the wall to hide inside. There wasn't enough room for me to sneak by the light so I kept getting gassed. I don't know if I was missing something or if the wobble bolt on the camera is mis-aligned right now. I rated 5 out of 5 and hearted. I WILL be back to finish!

Great level!
2009-02-27 20:05:00

Author:
The_Pemp_Wei
Posts: 13


thanks for the kind words, i'm glad you liked it. for the vents, you have to go to the 3rd layer. maybe i'll change it to the 2nd layer (as long as it doesn't overheat).

edit: i changed the vents so that the 2nd layer is the way through. but in create mode i got a message "level has diverted", so i'm worried something might be wrong. i tested it on my moon and online with no problems but if any of you encounter any, let me know
2009-02-27 22:01:00

Author:
RickTheRipper
Posts: 345


I'll try it again in a bit. A buddy just told me he was able to play my second level and didn't get the "Failed to Load Level" message if you're interested in try it out now Rick.2009-02-28 01:43:00

Author:
The_Pemp_Wei
Posts: 13


Oh man, you were so close! Once you're in the vent, look around and check for another vent. You might be surprised at what you find *wink wink, nudge nudge*.
I saw that next vent. I tried to run past the light when it went past but it always nailed me. Then i thought maybe there was a passageway behind the light via the vents, but that was no good. To be honest, I'm a very skilled player, and I could not find any opening where I could move past the light.
2009-02-28 04:59:00

Author:
ApellesJr
Posts: 282


@ pimp: alright, i'll go try it now


@ apelles: i've changed the vents, so getting through should be much easier
2009-02-28 08:10:00

Author:
RickTheRipper
Posts: 345


In the section with the shuriken getting thrown, if you set the switch the emitters are hooked up to to 1 shot rather than on/off he'll only throw one at a time rather than spawning some and having them quickly disappear when another gets emitted.

I like the use of a different camera angle to show where it's safe to walk on the red carpet/electrified floor section.

2 checkpoints for the descent via winch right after that seems a bit much, I did it with one life.

In the room where you get your equipment back, you were using prize bubbles instead of score bubbles. Unless you meant to put prizes in those you might want to change those.

That boss fight was pretty cool, but I couldn't figure out how to dodge the missiles until just now (lucky me). I just fired paint at the missiles and prayed that they would be knocked off course. I guess I was supposed to jump up on the things on the sides when the missiles came?

Just curious, why didn't you use a switch hooked up to multiple mouths on long sections of dialogue? I only saw that used once (at the very end) and there were parts where the text disappeared before I could finish reading it.

I have a few comments on the jail cell scene. The blackout in the jail cell is a bit too long, could you halve the time, because for the amount of time you're sitting there it feels like you should be doing something, so I started jumping around and trying to grab stuff to trigger something to happen. when I was trying to figure out what to do, I grabbed the head of the bed right above the checkpoint, which trapped me behind it so I had to kill myself. Then when the ceiling fell I had to kill myself again because I got trapped behind the debris.

By the way, I updated my level with a few of your suggestions.
2009-02-28 09:12:00

Author:
phort
Posts: 74


i'll go try that for the emitter, i never even thought of that.

i did put the prize bubbles there on purpose (50 points each)

ya, for the boss fight, you jump onto the metal things on the side.

i have some of the speeches working differently because i have actions that happen during the speeches. and since the actions happen in the middle or end of the speeches, i made a wheel to play out the cutscene how i wanted

the reason the black screen is there so long is because you were knocked out. i was gonna have sounds and speeches on the track, but there was no room
2009-02-28 16:27:00

Author:
RickTheRipper
Posts: 345


i loved this level 5/5 stars, didnt make it to the end ( very long and i died far in :S ) i hearted and u know urself all its awesome parts so heres my suggestions ^_^

-huge backtracking part after removing third power rod was annoying, is it possible to make a shortcut?
- could u make some sort of skip function in case of failure far into level?

i know i never mentioned particular good points but thats because its all good, and im at college:S

again 5/5 and hearted :*)

also in the words of fred fredburger: ''when do we get those judge hammer thingies''

i do f4f
2009-03-03 10:30:00

Author:
talmasca
Posts: 196


thanks for the feedback, i'm glad you liked it.

unfortunately, i can't edit my level anymore. if i even add a sound maker, it overheats. i wanted to have enemies emitted after the 3rd rod, but like i said, no more room.

later today, i'll go try your level(s)
2009-03-03 15:12:00

Author:
RickTheRipper
Posts: 345


wow, i deleted like 20 lvls cause of that failed to load bug :| i wish i knew this earlier lol2011-02-14 19:49:00

Author:
Distinct-Creator
Posts: 198


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