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Quetzalcoatl Rising [pics]- SPOTLIGHTED! -

Archive: 24 posts


Quetzalcoatl Rising

Hey everyone! This is an Aztecky, templey sort of level. There are a few tweaks still to be made - but the nuts and bolt are all in. Please let me know of any difficulties, or any bits I may have missed!

Thanks for your help, and any feedback will be gratefully received and returned.
2009-02-17 18:14:00

Author:
Boogaloo
Posts: 254


You might want to add your PSN in the post, because typing that word is a pain in the bumhole. Also, what is that word.. I heard it somewhere...

EDIT: Should've just looked under your avatar. But there you have it, dummies like me won't be able to find your level XD
2009-02-17 18:25:00

Author:
ThommyTheThird
Posts: 440


Here's my feedback:

Pros:
- Wow, great looking level. The entrance to the temple looked amazing, that stone with the snake on it.
- The room with the falling flaming rocks, amazing. I liek how you used loads of switches. Don't really know what the timebomb was for though.
- If it's for what i think it is, then that is impossible
- Dam, you keep amazing me. Never mind what i said before.

Cons:
- It lags alot. And i mean ALOT. Don't even bother playing this online with a friend.
- The spinning wheels of fire was quite hard.. A bit too hard if you ask me. And i don't find thing hard usually. (No, i'm not arrogant)

Overall, really good looking level, with alot of nice platforming parts. Really good level!
2009-02-17 18:39:00

Author:
ThommyTheThird
Posts: 440


Here's my feedback for your level!
It's a great level, excellent grapich, cool gameplay and puzzles, nice ambientation, but the name you chosen is very hard for everyone who want to search it on LBP xD
I enjoyied the level very much, the rolling flaming stones zone was very funny, expecially with the many switches and the timebomb.
For ThommyTheThird: the TimeBomb was for make the next dor explodes, but when the bombs falls, it goes on the door without help, so you saw it like useless But i really like this idea
For the lag problem i had a only little lag outside the temple, when the Mexican SackBoy talked to me.
Then, the flaming wheels was a little hard, i did it with my last life xD Maybe if you make them slower...

So, i really liked the level, you are a very good creator, you make fantastic ambientation and cool puzzles/gameplay (i'm speaking of Electronomicon delta ). 5/5 stars and hearted
Waiting for your next level
2009-02-17 21:01:00

Author:
Dante95
Posts: 504


This level was very nicely crafted and had cool obstacles. I thoroughly enjoyed it.


Pros:

- Looks great.

- The opening to the temple was pretty cool. Not just the door, but the part with the skeletons was cool too.

- The obstacle with the multiple switches is very cool and fun to play.

- The use of different layers is used well and the platforming is nicely done.

- The fire wheels were a good way to end the level.



Cons:

- It lags bad in the beginning, but after that, I didn't notice any lag.

- When you get to the top of the multi-switch obstacle, it took a little thinking to realize that I needed to pull back a switch so the explosive wouldn't fall into the gas. You could try using a speech bubble to tell us to flip the switch back to its normal position.

- The fire wheel got a little frustrating at times, but it wasn't anything that made me want to quit. You could try raising the roof to make it easier.

- The lack of enemies was a bit disturbing, but it's not that big of a deal.

- Also, at the part where you need to pull out the sponge block from behind the diamond, I only found it because something made it get pushed out a little bit. Try lighting it up over there or doing something to indicate that a sponge block is there.


This level was very well done and easily earned 5 stars and a heart. When you make the sequel, send me a message. I would really like to try it.

If you could give me some feedback for the level in my sig, I'd appreciate it.
2009-02-18 05:42:00

Author:
RickTheRipper
Posts: 345


Based off of those pics, this level looks visually amazing.

Definitely hating that I'm at work right now >:|
2009-02-18 13:41:00

Author:
superezekiel
Posts: 120


Thanks once again for the feedback on this level!


ThommyTheThird
Cons:
- It lags alot. And i mean ALOT. Don't even bother playing this online with a friend.
- The spinning wheels of fire was quite hard.. A bit too hard if you ask me. And i don't find thing hard usually. (No, i'm not arrogant)

I'm not sure why it was lagging - but I altered the cut-scene camera to a less acute angle and it seems to have cut the lag down a bit. I've also slowed the wheels down a bit! I spent so long making them that I lost sight of how tough it was, but there's a much larger window of opportunity to get through now.


Dante95
...but the name you chosen is very hard for everyone who want to search it on LBP xD

Lol!!! I hadn't even considered that! You may have a point. My next level was going to be called 'pneumonoultramicroscopicsilicovolcanoconiosis'. I might have to rethink that.


RickTheRipper
- When you get to the top of the multi-switch obstacle, it took a little thinking to realize that I needed to pull back a switch so the explosive wouldn't fall into the gas. You could try using a speech bubble to tell us to flip the switch back to its normal position.
- The lack of enemies was a bit disturbing, but it's not that big of a deal.
- Also, at the part where you need to pull out the sponge block from behind the diamond, I only found it because something made it get pushed out a little bit. Try lighting it up over there or doing something to indicate that a sponge block is there.
- When you make the sequel, send me a message. I would really like to try it.

Re: both the time-bomb switch and the sponge block - I will try to sort those issues out, I actually attempted to put a light over it but the ?$%&! level overheated! I'll have to carefully pick over the level and find something to delete.

As for the enemies, I hadn't bothered with them thus far - but I'm planning some for the sequel. And I wasn't kidding about the shocking twist! It'll have Olmec historians choking on their tequila. Watch this space. I'm just about to go and play your level now...


superezekiel
Definitely hating that I'm at work right now >:|

I'm glad I'm not alone in piddling about on LBPC when I'm supposed to working, lol. I'm on holiday at the moment though. I'll check out your level after Rick's.
2009-02-19 15:03:00

Author:
Boogaloo
Posts: 254


I thought the level was very cool... Two things really stuck out though as irritating.

One, I thought the single spawn points were a pain. With the lag, sometimes your jumps didn't do what you were intending, causing needless death.

I thought the fire log area could have used a double spawn point for the simple reason that it may take someone a few deaths to figure out what you are trying to do in that puzzle.

The second thing was with the timb bomb in this section... Based on the fact that you have to use multiple bombs to get through the wall, I thought the bomb's fuse was too short. You hit the button, and unless you get your jump to go straight down the hole with it, you end up running out of time as you try to push/pull the bomb (which doesn't like to be pushed/pulled, and tended to end-over on itself slowing itself down).

I don't think it needs to be a much longer fuse, but maybe just a sec or two or three.

Hearted your level.
2009-02-19 17:00:00

Author:
dobi6
Posts: 359


looks cool i must try this level!!!2009-02-25 00:03:00

Author:
Zommy
Posts: 1232


OK, just got done playing this level - WOW man! I really enjoyed this one. Difficult? Yes! Worth it? Absolutely!

I felt this was a great design all the way through. I enjoyed the visuals, the puzzles were well done. This subject matter is right up my alley, and I like difficult levels.

I especially like the puzzle where you opened up the floor sections, dropped the bomb, and had to push it to the opening. Now, I read the above message that Dobi6 left and, although I would NORMALLY agree with him on a standard-difficulty level... since you've already gone against the grain and built a level with an expected higher difficulty I felt the timing on the bombs were just right. The length of the fuse was part of the puzzle - you needed to drop the bomb, immediately fall to the bottom, push it, and let it explode. I could tell you timed it for this purpose.

I DO agree with Dobi on having a few more double life checkpoints - mainly because (from the perspective of someone who had never looked at the level before) it took me a little practice to get past a couple areas. I ended up starting over at least once from loss of lives.

Once specific area I kind of consider a bug - in the part where you drop to the floor and the candle thingy comes down to get you - if you fall the the RIGHT of the collapsed column, you end up stuck there with no way out. I would suggest extending the embers at the bottom to cover the whole floor down there so the player is instead killed.

There was a lot of jumping areas in this level, but each one was interesting and unique - such as the spinning wheels where you had to jump through the fire gaps or the part where you are jumping and the fire disappears from the floor you are about to land on - very cool.

Loved the level (and by the way - this level was actually on my playlist for today before you reviewed my game, so this worked out perfectly!)

5 stars and hearted! I'm glad some creators are brave enough to make a more hardcore experience.
2009-02-25 23:38:00

Author:
CCubbage
Posts: 4430


I had a chance to play through this level the other day.

The beginning of the level is straightforward enough and is reminiscent of the first Jack McSetback by Wyth complete with the balloon weighted down by weights and the trip to an old temple. I like how there is a small settlement/town area and then immediately adjacent is the temple entrance that opens when you walk up. Direct and to the point.

This doesn?t hinder the level however as the action and experience is all about the adventure into the temple. Though there are some stock characters used and some of the initial buildings seem to be from the premade section but that all changes once you get inside the temple. I was enjoying the custom decorations and murals very much. You?ve done a very good job making theme appropriate imagery that is simple, clean and good looking.

The level did lag for me a lot during the initial sections of the temple, not unplayable but it was a strong lag. It happened throughout the entire fire section until I reached the sloped/falling fireball section where it cleaned up so that by the time I was ready to blow up the wall with explosives it was running smoothly.

The level has three main challenge zones, the first section up until the falling ball point consists of exploratory elements, getting over gaps in the road to get to the next section. The second section starts with the set piece puzzle sequence of the falling fireball/explosives segment. The last segment of the level is comprised of jumping challenges but I?ll get to that presently.

The camera angles during some of the higher sections of the falling fireball puzzle area seemed to make it a bit harder than it could have been. I think that there are one or a few camera zones that have little player tracking and when I leave those zones the camera whips over to another view or the default view and if I was going fast sometimes it was hard jumping to a platform when the camera was still switching to the new view.

I was also a bit confused about what the colorful box thingy was that was falling when I pressed the button but, of course, the purpose becomes apparent as you progress. I was struck by the explosives being so colorful in an environment that was dark, stone/metal and Aztec in nature. It felt out of character though as a puzzle mechanic it is just fine.

I?m not sure if this is intended but the bridge over the gas just after the explosive section has gaps in the planks wide enough to fall through. I was low on lives one time and walked onto the bridge and promptly fell through. Needless to say I was more careful after that and jumped to each plank one at a time.

The last sequence of the level is where you jump over the fire and through the rotating fire circles. I believe that at the start of the fire circles I saw a visible music box. If you are wanting to hide them all then this one needs to be hidden otherwise don't worry about it. (It does detract a bit from the aesthetics though.)

This last sequence was a hairy one for me as I died quite a bit figuring out the trick and was down to my last life or two getting through each piece. It is satisfying when you make it however and I don't think it is bad level design that caused me to die but rather my own jumping skills. (Honest challenge in a level can be frustrating but rewarding but challenge due to poor level design is just frustrating.)

The rotating fire circles were tricky but manageable. It seemed that the timing of the rings between two sets of the circles is such that there isn?t a very big window of clearance. Due to the ring I was on moving up on a different sync than the ring I was jumping to it seemed that if I jumped when it was open on my ring it was practically closed on the target ring and vice versa. (I thought I would need to bounce off of the fire and land on the platform.) It isn?t an impossible jump just a jump needing really good timing and a shallower jump than normal.

I would have liked getting to a better stopping point at the end of the first level than were it ended. I was told that things will be shocking in the sequel and then the level ended? It didn?t feel like a clean ending of a section of the adventure or story being told. After all of that work did I make it into the secret inner sanctum of the temple or gain a reward? Not quite, just a promise that something will happen next time. This isn?t a big thing in my mind but I did think about it on reflection.

The level is fun and atmospheric. You?ve done good work on the architecture and design elements. I?m looking forward to see what comes next in this line of games.

I also had a play through of Electronomicon Delta but I?ll have to write up comments on that later.
2009-02-26 01:03:00

Author:
Trindall
Posts: 297


What a gorgeous level... there was alot of slowdown, but I'm no stranger to that... this reminds me of a project I started months ago that I abandoned because I knew the lighting and embedded serpent designs I was going for were never going to let me make the level playable. It was based on the Leviathan Orobouros, a serpent that eats it's own tail. The level was barely even starting and the looks, etching and design was making the level unplayable, so I gave up on it.

Anyway... this is an awesome temple level, that despite it's amazing looks through wonderfully carved designs, tasteful and complimentary material designs, solid architecture and fantastic lighting has some humor to it, and some good fun mixed in for good measure. It's short, but that's what happens when you make a level that looks this good and people who can't do this kind of design don't really understand that sometimes. Honestly, this is the first time I've really been impressed and actually said "wow" out loud. My favorite looking areas are the intro section with the smoke clearing, and the entrance with the wonderful fire and lighting, and the collapsing crumbling stone pillars, and of course the serpent design.

I also liked the puzzle section with the rolling logs, and the destructible wall... the short section with the spinning wheels was extremely fun platforming while it lasted. I also like the way you made the section before it disappear, and disguised the sponge brick in the wall, but foreshadowed it earlier on the other side. It was awesome how it didn't actually have a diamond on it either, but appeared to because the wall itself was etched to create the illusion - that's very cool.

I look forward to part 2, and if my internet connection stays stable long enough I'll run through Electronomicon and get back to you on it as well.
2009-02-26 03:55:00

Author:
Unknown User


I'll have to play this. It looks really good.2009-02-26 10:16:00

Author:
Sosaku
Posts: 146


I felt the timing on the bombs were just right. The length of the fuse was part of the puzzle - you needed to drop the bomb, immediately fall to the bottom, push it, and let it explode. I could tell you timed it for this purpose.

I did! Believe me, I tried every possible fuse length - but a few of my friends got confused with the puzzle when it was longer - they thought that they weren't doing it quickly or well enough (they'd closed all of the trapdoors) and got frustrated because they thought you had to have split-second timing to get it right. With the fuse as short as it is people are more likely to guess that it's a puzzle to be solved, and not a test of dexterity.


I DO agree with Dobi on having a few more double life checkpoints - mainly because (from the perspective of someone who had never looked at the level before) it took me a little practice to get past a couple areas. I ended up starting over at least once from loss of lives.

I agree, this was an oversight. They're on their way.


Once specific area I kind of consider a bug - in the part where you drop to the floor and the candle thingy comes down to get you - if you fall the the RIGHT of the collapsed column, you end up stuck there with no way out. I would suggest extending the embers at the bottom to cover the whole floor down there so the player is instead killed.

That's not good - thanks for the spot - I'll fix that along with the checkpoints.


There was a lot of jumping areas in this level, but each one was interesting and unique - such as the spinning wheels where you had to jump through the fire gaps or the part where you are jumping and the fire disappears from the floor you are about to land on - very cool.

That part was born of a eureka moment I had about emitters! It was more of a test than anything else (and the therm was filling rapidly at this point) and I've since been devising more involved puzzles using this technique. I was surprised with how well it worked first time! It's a rare occasion in LBP, but it does happen, lol.


I'm glad some creators are brave enough to make a more hardcore experience.

The difficulty level is the hardest thing to judge (for me at any rate), and it's a constant source of anguish (should I tweak this, let them get away with that, and so on) But I just went for it in the end knowing that I'd annoy a lot of people, but you can't make everything for everyone (though TV and movie execs try their hardest), and I'm glad you appreciated it. Actually a surprising number of people have told me that they liked the challenge.


The beginning of the level is straightforward enough and is reminiscent of the first Jack McSetback by Wyth complete with the balloon weighted down by weights and the trip to an old temple.

I played Wyth's level recently (very, very good) - I couldn't believe it. I got the idea from a book on the origins of Olmec (and all mesoamerican) civilizations (the book I used for the Aztec motifs in the level), in which the author described a balloon journey over the pyramids and settlements in Mexico.

To add salt to the wound, not only does my balloon look almost exactly like Wyth's, Wyth's works better! Dang. I'll have to change the material of the basket (the material called 'basket' seemed like a good idea at the time).


Though there are some stock characters used and some of the initial buildings seem to be from the premade section but that all changes once you get inside the temple. I was enjoying the custom decorations and murals very much. You?ve done a very good job making theme appropriate imagery that is simple, clean and good looking.

Yes, the building backdrop is from the canyons - I actually though I was saving therm by using theirs - but after reading some of the threads on LBPC, I'm not sure that this is true now. I've got several books on Olmec/Aztec art and architecture (I didn't go and buy them to make a better level, lol), and I actually used a picture taken with my PS Eye camera from the book in the level - just to see how it worked (not bad).


The level did lag for me a lot during the initial sections of the temple, not unplayable but it was a strong lag. It happened throughout the entire fire section until I reached the sloped/falling fireball section where it cleaned up so that by the time I was ready to blow up the wall with explosives it was running smoothly.

*sigh* My greatest folly. Basically, I was laying down flat areas of fire hazard, and I didn't like the look of it - too neat - and rather than make the effort of sculpting it to look more organic, I came up with the genius (at the time) idea of making a rectangle, changing it to a fire hazard and then with the smallest cursor possible, slicing it up into little pieces and saving it as an object. That way I was able to just drop pre-made fiery rubble all over the place with ease, and it looked really good to.

Unfortunately there was a drawback. Not only did this debris use up more than a full quarter of therm, but it turns out that so many little custom shapes (literally hundreds) give the engine a bit of a workout. On top of this it's the world's biggest pain in the *** to get rid of. I won't be doing it again. I only realised this after I put the Lightning Snake decal into the wall - so that's why the lag clears up there. You live and learn.


The camera angles during some of the higher sections of the falling fireball puzzle area seemed to make it a bit harder than it could have been. I think that there are one or a few camera zones that have little player tracking and when I leave those zones the camera whips over to another view or the default view and if I was going fast sometimes it was hard jumping to a platform when the camera was still switching to the new view.

I was trying to hide certain bits with the camera - but I'll check them over to make sure that they don't cause more problems than they solve.


I was also a bit confused about what the colorful box thingy was that was falling when I pressed the button but, of course, the purpose becomes apparent as you progress. I was struck by the explosives being so colorful in an environment that was dark, stone/metal and Aztec in nature. It felt out of character though as a puzzle mechanic it is just fine.

I should change the bomb colour to red - the reason I made it so bright was so that people saw it quickly. I think the red colour will make it read like a bomb.


I?m not sure if this is intended but the bridge over the gas just after the explosive section has gaps in the planks wide enough to fall through. I was low on lives one time and walked onto the bridge and promptly fell through. Needless to say I was more careful after that and jumped to each plank one at a time.

No, it's not intended. I've played a lot of levels with those kinds of bridges and had the same problem - The joining rods are set at their smallest length - oddly, the MM bridges don't have this problem, but I haven't managed to overcome it yet. If I do I'll let everyone on here know about it.


I believe that at the start of the fire circles I saw a visible music box. If you are wanting to hide them all then this one needs to be hidden otherwise don't worry about it. (It does detract a bit from the aesthetics though.)

Cheers - I'll get rid of it...


The rotating fire circles were tricky but manageable. It seemed that the timing of the rings between two sets of the circles is such that there isn?t a very big window of clearance. Due to the ring I was on moving up on a different sync than the ring I was jumping to it seemed that if I jumped when it was open on my ring it was practically closed on the target ring and vice versa. (I thought I would need to bounce off of the fire and land on the platform.) It isn?t an impossible jump just a jump needing really good timing and a shallower jump than normal.

I'll tweak it so that there's a more noticeable window - but I may speed it up a bit too, lol.


I would have liked getting to a better stopping point at the end of the first level than were it ended. I was told that things will be shocking in the sequel and then the level ended? It didn?t feel like a clean ending of a section of the adventure or story being told.

Yes, I know. My intention at the start was to have the fiery wheels in the middle of the level, with a few more platforms and a puzzle to end it after. I imagine you can guess what happened - I ran out of therm. This was to do with inexperience as much as anything else - and I'll be paying more attention to the thermometer in future. I knew this was the case - that's why I put the character there to alert people that there was more to come.

The twist will be shocking though!


The level is fun and atmospheric. You?ve done good work on the architecture and design elements. I?m looking forward to see what comes next in this line of games.

Thanks for the detailed feedback Trindall! I'm planning to lock my levels from now on - and send the key to a few play-testers to pick at so I can polish it up before general release, I'd be very grateful if you were one of the guys I could send the key to! Let me know.


this reminds me of a project I started months ago that I abandoned because I knew the lighting and embedded serpent designs I was going for were never going to let me make the level playable. It was based on the Leviathan Orobouros, a serpent that eats it's own tail. The level was barely even starting and the looks, etching and design was making the level unplayable, so I gave up on it.

That's actually pretty eerie! I've actually drawn out a little motif of J?rmungandr, the Norse version of Ouroboros. I hadn't got to the making stage yet - but had envisaged a Norse-themed platform/puzzler. Spooky, lol.

I recently started a space-themed level, and had the great idea of using the LED's as stars. So I used four different sizes of LED, all with a tiny invisible bit of antimatter attached, and started copy-and-pasting them randomly, and then selecting them all and copy-and-pasting them again to make a stellar field. With the LED's alone the therm was over half full! It looked fantastic, really deep, but there was no chance of making a serious level using that technique. Maybe have a few windows in a ship here and there, but for what I wanted to do the dream was over. I think a space themed backdrop should be MM's next priority - with planets, clouds, stars and moving comets. That would really rock.


It's short, but that's what happens when you make a level that looks this good and people who can't do this kind of design don't really understand that sometimes. Honestly, this is the first time I've really been impressed and actually said "wow" out loud. My favorite looking areas are the intro section with the smoke clearing, and the entrance with the wonderful fire and lighting, and the collapsing crumbling stone pillars, and of course the serpent design.

Hehehe - I'm glad you liked it, and I know for sure that you've spent hours perfecting a tiny little detail that most people would consider irrelevant too. I really have fun doing that stuff.

I think I've learned a few tricks to help me keep the therm down in this level, but there is a definite trade-off between detail and length. I'm working to make my next levels a more even trade-off.


I look forward to part 2, and if my internet connection stays stable long enough I'll run through Electronomicon and get back to you on it as well.

I look forward to your comments. I keep going for the top-spot (and the prize) on your Metal Slug level! The last two times my connection wavered and my score wasn't uploaded! But I wasn't within 2000 points of the lead, so I guess it doesn't matter, lol.

Thanks for the feedback guys.
2009-02-26 16:58:00

Author:
Boogaloo
Posts: 254


I played through it the other day. It's a good level with excellent visuals and some interesting platformy puzzles in it.

The first puzzle is a little long though. (With the flaming bolders, trap doors etc.) Maybe it'd be better to make it so that you only have to use one TNT to blow the hole in the wall at the end of the puzzle. Having to go all the way to the top again was a little irksome. Still a very clever and well deisnged puzzle overall though.

I think it's maybe the length of that puzzle and the difficulty of the level that was making people rate it quite low (It had 3 stars when I played it.) It definatley deserves higher ratings though. It's a great level and I look forward to pt2.

Didn't have a chance to try out any of your other levels yet though. I'll have to get round to that.
2009-02-28 06:03:00

Author:
Sosaku
Posts: 146


Maybe it'd be better to make it so that you only have to use one TNT to blow the hole in the wall at the end of the puzzle. Having to go all the way to the top again was a little irksome

Thanks for the feedback, Sosaku - and I think you're right, it is a little unnecessary to make the player go back up for the other bomb - if they've managed to get one bomb down they've solved it. I'll pack the wall with explosives (unseen) so it all goes in one shot.

Thanks again for the play, and Mukashi Mukashi part 4 is second on my playlist for today. I've already played it, but I'll do a proper feedback and take a few notes!

Cheers!
2009-02-28 15:50:00

Author:
Boogaloo
Posts: 254


Hey man, i just played this level too, and this one looks amazing as well. there were parts that were quite difficult, i.e. the flame wheels near the end, and a couple other sections. you can tell you played through a lot to make sure that your platforms are all at the furthest jump a sackboy can make.

this level is not really multiplayer friendly, so you might want to mention that.

I would put a shortcut elevator/grab raise thing next to thosetime bombs, etc. something that drops and helps you get back up once you've gotten past the flaming logs. maybe use the red button to activate it. this will help with the annoyance of the slippery-ness of those slopes.

Anyway, i gave this level 4 stars, because electronomicon delta was what i played first, so i was astounded at the first one, and merely impressed with this one. you are an amazing creator!
2009-03-01 02:32:00

Author:
TJapan
Posts: 225


Congrats on the spotlight Boogaloo. 2009-03-09 10:42:00

Author:
wexfordian
Posts: 1904


Really sorry for spending too long arsing about and not reviewing your level.

Anyway... This is really good. It has outstanding visual quality and some good puzzling elements.

Cons(uh-oh!):
Some parts of the level was a bit frustrating. Like the part with the logs. It wasn't that clear. Me and my bro were trying to push the bombs of the edge rather than opening up the hatches. Also bringing down that sponge bit to emit the block was confusing. Also the part were you had to :SPOILER: pull out the sponge from that hole in the wall was so inobvious I actually got frustrated. We were trying to jump on top of the lamps to make it across. The part with the platforms and the spinning fire was really hard and took two restarts to make it. Then it reached a bit of an anticlimax as the level's over. I wanted it to go on .The Mexican narrator person was pretty funny and the level was overall really good. Sorry if I sound mean with all those negative points. Maybe it's just because I'm pretty stupid? Ah well. Nice Work! And well done on getting spotlighted!
2009-03-12 20:59:00

Author:
FlameAtNight
Posts: 405


Hey Flameatnight,
you've raised some fair issues there - I am looking for ways to make the puzzle a little more comprehensible, and I'm going to add a light or something to the sponge. The anti-climax is mostly due to the fact that I ran out of therm - I had more planned but couldn't fit it in.

The sequel is being planned out beforehand - and should be laid out in a more sensible manner. It'll still be tough though, lol.
2009-03-16 01:52:00

Author:
Boogaloo
Posts: 254


Well... I surely enjoyed Electronomicon DELTA and have left feedback in that thread for you. And this one looks fantastic. But I am surely missing something, as I cannot make it past the burning logs. Don't know if there's a puzzle element that I'm overlooking or if I just can't make those leaps (probably the latter, lol). I tried 4 times, then gave up.

Now... if anyone here at LBPC is paying any attention, they may notice a pattern here: I suck at "playing" this game. But I do love to create, so I'm unable to walk away from it.

So that's all I can really give you for this level. Sorry. Like I said, it surely looks awesome. Your attention to detail is splendid.

And please forgive me for taking SOOOo long getting these F4F's back to you. It's been a crazy week.
2009-03-16 05:00:00

Author:
v0rtex
Posts: 1878


I cannot make it past the burning logs. Don't know if there's a puzzle element that I'm overlooking or if I just can't make those leaps (probably the latter, lol). I tried 4 times, then gave up.

I'm speaking on behalf of Boogaloo here and that you're not supposed to jump the logs. You're supposed to pull the switches to make it across. Although it does seem a bit like you're supposed to jump over them.
2009-03-21 17:45:00

Author:
FlameAtNight
Posts: 405


I played Quetzalcoati Rises

+ Great visuals
+ Equally great atmosphere
+ lots of original ideas
+/- rolling log puzzle was very cool and complex, but also very frustrating
- The skull checkpoint needs to be a double-life badly IMO
- I didn't want to play it again because of the frustration factor in the area where there should have been a double-life checkpoint, though other parts of the level weren't frustrating.

you obviously have talent, just up the funfactor a little

Audio = 4
Visual = 4
Funfactor = 2
Overall = 3.5
2009-03-30 23:48:00

Author:
mindphaser74
Posts: 349


I liked this level, and hearted it.

Only problem imo, is that it is called "Quetzalcoatl Rises" not "Rising"
2009-04-01 08:01:00

Author:
dkjestrup
Posts: 672


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