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Splat Invaders II: The Caverns of Splat - Spotlighted!

Archive: 78 posts


Journey into the belly of an alien planet!

This level picks up where Splat Invaders Saga left off. Jump forward 14 years and you have been selected, as the ONLY human ever to survive being recycled, to launch a surprise attack on the invaders!

In order to not perform a regurgitation of the prior level, virtually everything is new ideas and gameplay concepts. There are still several "Splat-like" areas, but this level should be considered on it's own merits.


NOTE:

I've been asked many times about the concept of "recycling". Here it is:

The aliens in question are an advanced race which decided "killing" was wrong, and therefore outlawed. However, this posed a problem because as time went on the aliens realized there were times when they really needed or wanted to kill. Therefore, they created a loophole:

It's not REALLY killing if you use what you've killed for a good purpose.

So.... they "recycle" anything they don't feel should be alive anymore. There is ALWAYS a use for the remains...

Have fun!
2009-02-22 04:25:00

Author:
CCubbage
Posts: 4430


This level is lots of fun and has a really cool bossfight.

I figured they just said "recycling" because maybe they are recycling your body into something they can use. Maybe they use Sackboy body meats to power their planet! SACKBOY BODY MEATS...
2009-02-22 04:30:00

Author:
Snowspot
Posts: 265


I always thought Sackboy was just filled with potatoes....2009-02-22 04:37:00

Author:
CCubbage
Posts: 4430


I had a chance tp play this earlier today, here are my thoughts:

It is immediately clear that you have taken a very different approach visually. The level is in total darkness and your clever use of lighting makes the path clear. Your lights create a wonderful atmosphere and I really like the direction you took on this one.

The descent in the pod is one of the most original gameplay segments I have played in LBP. The construction of your pod looks great and the lighting in this section creates a great atmosphere. There is a sense of mystery and going deeper into the "unknown" and your decision not to use any music here makes perfect sense. I found myself wondering what is going to happen when I got to the bottom, what would be waiting up ahead? Anytime you can create this sort of anticipation within the player then you know you have made something special. I also liked the construction of your rocks. You cut into them to deform the shape and it looks great.

Your rocket powered pads were very different and provided some original platforming. The cameo of ET was ingenious man, really made me smile. The dialogue was funny and the candy...lol.

The second set of falling debris in the next section was a little trcky and added a bit of challenge. I like your cam zone here, very cinematic.

The next section with the DK homage was really cool. Instead of DK we have a Bear and instead of the Princess we have a cow lol. Very old-school platforming here and I mean that in a very good way You brought back some fond memories here, thank you.

This mini-boss is amazing! The lighting here is phenomenal man, the foggy bloom in the darkness looks incredible. The movement pattern on these things looks really complex and I wonder how long it took to tweak it until it was perfect. The action was a nice new gameplay element and I really liked how you made the lights detach and float down after destroying one of those little guys. Clearly a lot of thought went into this.

This recycling part is very original. I like that you used glass so the player sees the background. The eye was a nice touch and the whole trip was satisfying and left me wondering where I was being taken. Upon exiting I tok the stairs and found a wonderfully constructed room with some point bubbles, cool stuff.

The boss is one of the best I have fought in LBP. Innovation is the word here, you have done something completely different from every other boss out there. This whole area looks great with your use of lighting and decorations. I like how the player really needs to figure out how to beat the boss and it took a couple of minutes before I said "ahhhh" lol. Brilliant work here man. The UFO looks amazing, the alien is funny, killing it was rather enjoyable

Teleportation was unique, I loved all those colors dissolving. The house looks fantastic and there is the beloved swing. What an incredible level, I wish it went on even longer.

5 stars and hearted, everyone needs to check this out especially if you liked the first Spalt Invaders (and who doesn't?)
2009-02-22 05:05:00

Author:
OCK
Posts: 1536


I'm totally checking this out next time I'm free.2009-02-22 09:53:00

Author:
Morrinn3
Posts: 493


I just had the pleasure of given The Caverns of Splat a playthrough and I had a great time with it! I loved your lighting in the level and felt that it really gave it that mysterious, unknown feeling. I enjoy the designs of your vehicles and creatures as well, I loved that the shuttle was like a big splat invader and I loved the design on your final boss, with the hovering ship. Very cool.

I also really liked some of the more original gameplay aspects that you created, like guiding the shuttle down through the cavern. I must admit, I had a heck of a time doing it successfully though and did get a bit frustrated in the process. I think it might have been due to the camera angle as it was hard for me to see what obstacles were coming up next. I often found myself seeing it at the last second, but being unable to avoid clipping it.

Other than that, I didn't have much trouble and found it to be highly enjoyable level with an interesting story, great visuals, original gameplay mechanics, and a very fun boss battle. Great job!
2009-02-22 15:02:00

Author:
mrsupercomputer
Posts: 1335


I had a chance tp play this earlier today, here are my thoughts:

It is immediately clear that you have taken a very different approach visually. The level is in total darkness and your clever use of lighting makes the path clear. Your lights create a wonderful atmosphere and I really like the direction you took on this one.

The descent in the pod is one of the most original gameplay segments I have played in LBP. The construction of your pod looks great and the lighting in this section creates a great atmosphere. There is a sense of mystery and going deeper into the "unknown" and your decision not to use any music here makes perfect sense. I found myself wondering what is going to happen when I got to the bottom, what would be waiting up ahead? Anytime you can create this sort of anticipation within the player then you know you have made something special. I also liked the construction of your rocks. You cut into them to deform the shape and it looks great.

Your rocket powered pads were very different and provided some original platforming. The cameo of ET was ingenious man, really made me smile. The dialogue was funny and the candy...lol.

The second set of falling debris in the next section was a little trcky and added a bit of challenge. I like your cam zone here, very cinematic.

The next section with the DK homage was really cool. Instead of DK we have a Bear and instead of the Princess we have a cow lol. Very old-school platforming here and I mean that in a very good way You brought back some fond memories here, thank you.

This mini-boss is amazing! The lighting here is phenomenal man, the foggy bloom in the darkness looks incredible. The movement pattern on these things looks really complex and I wonder how long it took to tweak it until it was perfect. The action was a nice new gameplay element and I really liked how you made the lights detach and float down after destroying one of those little guys. Clearly a lot of thought went into this.

This recycling part is very original. I like that you used glass so the player sees the background. The eye was a nice touch and the whole trip was satisfying and left me wondering where I was being taken. Upon exiting I tok the stairs and found a wonderfully constructed room with some point bubbles, cool stuff.

The boss is one of the best I have fought in LBP. Innovation is the word here, you have done something completely different from every other boss out there. This whole area looks great with your use of lighting and decorations. I like how the player really needs to figure out how to beat the boss and it took a couple of minutes before I said "ahhhh" lol. Brilliant work here man. The UFO looks amazing, the alien is funny, killing it was rather enjoyable

Teleportation was unique, I loved all those colors dissolving. The house looks fantastic and there is the beloved swing. What an incredible level, I wish it went on even longer.

5 stars and hearted, everyone needs to check this out especially if you liked the first Spalt Invaders (and who doesn't?)
Cool! Glad you liked it. This direction of this level is definately a little bit of a risk - it may take me a little to truly understand what will make it more fun.

I have some thermo left to add a little more to the game, but I'm not sure exactly what yet - may another action sequence at the very beginning before getting in the landing pod so people get the initial adrenaline rush in the game.

I'm hoping people make it to the end boss, because I spent a lot of time on it and feel it's one of the more creative bosses out there.




I just had the pleasure of given The Caverns of Splat a playthrough and I had a great time with it! I loved your lighting in the level and felt that it really gave it that mysterious, unknown feeling. I enjoy the designs of your vehicles and creatures as well, I loved that the shuttle was like a big splat invader and I loved the design on your final boss, with the hovering ship. Very cool.

I'm really glad you liked the final boss. I was a little worried people wouldn't "get it". For instance, my son (who's 7) stays way back and there is absolutely NO way to cheat when fighting him - but he isn't really hard, just takes a little observance.


I also really liked some of the more original gameplay aspects that you created, like guiding the shuttle down through the cavern. I must admit, I had a heck of a time doing it successfully though and did get a bit frustrated in the process. I think it might have been due to the camera angle as it was hard for me to see what obstacles were coming up next. I often found myself seeing it at the last second, but being unable to avoid clipping it.

I think you're right - it's the camera angle. The camera was panned to the left some because it allows seeing what's coming up better. But several people have commented on this difficulty. I went ahead and changed the display angle and republished!


I think this game needs some tweaking still - I MAY delete and republish in a few days after I get the kinks worked out. I was getting tired at the end of this one and my Wife was getting agitated so now that my head is clear I need to tweak it.

Keep the comments coming!
2009-02-22 18:08:00

Author:
CCubbage
Posts: 4430


Hey, just tried your level out. I have to say though the first part of the level seriously stressed me out. I died a total of 23 times before making it down. I just couldn't see where I was going until it was too late. I think it there was just a little more light it would have been less frustrating. However it did look fantastic and I loved the moody lighting that followed that section. Really liked the DK style section and ET was a nice surprise. This is a great looking level but I think I'm going to have to come back to it again if I'm actually going to finish it . Maybe I'm just showing my lack of skill but I found it very tough to get though. However, saying this, this is not a level that you just say ah leave it, its not worth the hassle, it is a level that makes you want to retry and push that little bit further as each new section I get to I see something I like. Nice job. Hearted (as Im not finished with this bad boy quite yet!)2009-02-22 19:56:00

Author:
wexfordian
Posts: 1904


Hey, just tried your level out. I have to say though the first part of the level seriously stressed me out. I died a total of 23 times before making it down. I just couldn't see where I was going until it was too late. I think it there was just a little more light it would have been less frustrating. However it did look fantastic and I loved the moody lighting that followed that section. Really liked the DK style section and ET was a nice surprise. This is a great looking level but I think I'm going to have to come back to it again if I'm actually going to finish it . Maybe I'm just showing my lack of skill but I found it very tough to get though. However, saying this, this is not a level that you just say ah leave it, its not worth the hassle, it is a level that makes you want to retry and push that little bit further as each new section I get to I see something I like. Nice job. Hearted (as Im not finished with this bad boy quite yet!)
Thanks, man! Keep in mind, it is new and I'm COMPLETELY open to making changes. It may not be that difficult on purpose.

Just a few minutes ago I did more work on the descent camera. I created a hidden rod behind the wall that stretched down far enough so I could get the camera a good distance below the pod looking up. This gives MUCH more time to see where you are stearing the pod.

If there's anything else that you feel would make any of the other bosses a little more manageable, let me know. I got a comment from a player a little bit ago that could NOT figure out how to kill the final boss, so I sent him a message on the PSN.
2009-02-22 20:01:00

Author:
CCubbage
Posts: 4430


Just checked out the opening sequence with the new camera angle and I made it down on my first try! I had a lot of close calls, but it's definitely better than before.2009-02-22 20:08:00

Author:
mrsupercomputer
Posts: 1335


Awesome man, I loved Splat Invaders Saga. Just completed the hardcore version today, I loved the extended ending you had.2009-02-22 20:27:00

Author:
olit123
Posts: 1341


Just checked out the opening sequence with the new camera angle and I made it down on my first try! I had a lot of close calls, but it's definitely better than before.
Awesome! I've been struggling with getting the camera angle to work correctly for a while. I'm glad I thought of that hidden rod solution.... even with the camera on the leg of the pod the view would only go down so far!

Definately, if anyone feels any part is too hard let me know.


Awesome man, I loved Splat Invaders Saga. Just completed the hardcore version today, I loved the extended ending you had

Cool. If you liked the hardcore, you should like part II. It's a lot harder.


***********************

Also, is everyone figuring out how to kill the final boss? Or do you think I need more clues?
2009-02-22 20:27:00

Author:
CCubbage
Posts: 4430


OK. Im going to comment as I play through the level and see how it goes.........

This will be a detailed feedback so if people reading who want to keep everything as a surprise look away now!

OK the begining of this has been improved dramatically! The lighting is fantastic, very moody and the new camera angle works perfectly! Very different experience to the first time I played it. I think there could use some kind of indication that the player has reached the bottom and is meant to get out as at the bottom you can't really see that you have hit the ground. Into the red cave and the simplistic looking yet excelently executed floating platforms. I like these a lot! oops fell..... I like the little surprise that awaits Now the DK style section is brillint. The lighting behind the platforms is really something special. Wow the space invaders section that follows is intense. I was freaking out running all over the place trying to avoid those plasma balls! It was only after a few manic lives I spotted the shield over the paintinator that I could use as cover. I loved this section and wouldn't really suggest you change anything here. Maybe a little lighting at the bottom as its a little hard to see where you are but thats just a personal thing. I can see that by leaving it dark you really make the enemies appear threatening which is great. I'm a big fan of scripted sections so I really liked the next little bit and the eye was a nice touch. YEEEEEESSSSSSSS!!!!! I beat the boss!!!! Oh i feel good. The boss was great I liked the fact it wasn't a simply stand back and let the paintinator rip affair and you had to at some point go "ok this is working, I need to try from a different angle" nice gameplay element there. The last part was again brilliantly coloured with the lighting and............ wait.......... how the hell did OCK get over 4000 points on this level? 3rd place will have to do for now! Had great fun with this level and definitely recommend it to anyone reading this.

I hope my comments help.
2009-02-23 18:16:00

Author:
wexfordian
Posts: 1904


I know I gave you my thoughts in game while we were playing, but I should say a few words here.

First of all, I really enjoyed the first Splat Invaders, so I was looking forward to this. Right off the bat, I was suprised by the different direction of Splat II. It plays as more of a platformer until you reach the recycling room, when it's good old splat action.

I really liked what you did with the intro segment. The lightning is beautiful, and the descent sequence is well done. It's unfortunate that 3-way switches are so finicky; piloting the craft is not easy until you've done it a few times. As such, the intro is probably the toughest part of the level, at least for someone who has never played Splat II before. It would be easy to lose all your lives here and restart several times before getting the hang of it... and that might earn you a frustrating tag. Just my $0.02.

The rolling boulder part was another segment that really stood out. While we have seen this type of puzzle in countless levels, your delivery stands out as superior both in mechanics and atmosphere. It *looks* like it belongs there, in a "recycling" plant, and the motion is very natural.

The boss fight was superbly done. The idea of waiting for the boss to destroy the background so that you can climb the resulting mess to get to the driver is very original, but I forsee that you might have to literally beat people over the head with the answer... it's not entirely intuitive despite the dialogue "you'll have to come up here and get me".

The classic splat play section was still my favorite. I don't think I'll ever get tired of it.

Great job man!
2009-02-23 19:04:00

Author:
Thegide
Posts: 1465


OK the begining of this has been improved dramatically! The lighting is fantastic, very moody and the new camera angle works perfectly! Very different experience to the first time I played it. I think there could use some kind of indication that the player has reached the bottom and is meant to get out as at the bottom you can't really see that you have hit the ground.

Thanks, man! Glad you liked it. You know how when you're reaching the end of a big level and you're head is kind of in a fog.... and you can't tell whether it's going to be fun?....

I put a lot of work into the "descent" in the last few days because it's a fairly innovative section that I was having a problem with - I think it is the reason yesterday the level actually hit 2 stars.... but when I redesigned it the ratings dramatically jumped to 4 stars - I think it's actually FUN now - having move a lot faster was Snowspots idea.


Wow the space invaders section that follows is intense. I was freaking out running all over the place trying to avoid those plasma balls! It was only after a few manic lives I spotted the shield over the paintinator that I could use as cover. I loved this section and wouldn't really suggest you change anything here. Maybe a little lighting at the bottom as its a little hard to see where you are but thats just a personal thing. I can see that by leaving it dark you really make the enemies appear threatening which is great.

Yes, getting the right ambience for this area took a while to get right. I think it's a pivotal point in the game. One of those OMG!!! moments. I was hoping to catch the player completely by surprise.


YEEEEEESSSSSSSS!!!!! I beat the boss!!!! Oh i feel good. The boss was great I liked the fact it wasn't a simply stand back and let the paintinator rip affair and you had to at some point go "ok this is working, I need to try from a different angle" nice gameplay element there.

Yes..... I really like this boss. I think it's another completely innovative area in this level. I'm HOPING that people will figure it out and I won't have to ruin it by putting in a bunch of clues.


The last part was again brilliantly coloured with the lighting and............ wait.......... how the hell did OCK get over 4000 points on this level? 3rd place will have to do for now! Had great fun with this level and definitely recommend it to anyone reading this.

There is definately a unique scoring system in this game. There's a few tasks you can perform that will give additional points (you just need to be observant), you can shoot down the invaders carefully and pick up points all together for score x. And the final boss has some definate ways to get points. Very little "just pick up the points" in this level.






First of all, I really enjoyed the first Splat Invaders, so I was looking forward to this. Right off the bat, I was suprised by the different direction of Splat II. It plays as more of a platformer until you reach the recycling room, when it's good old splat action.

Definately agree... I knew when I started this level it would be a risk - I'm just not the kind of guy who likes to do things more than once. There has to be innovation or I get bored. The original Splat was pretty complete so I figured I would try some new things people probably hadn't seen before. We'll see if it works....


I really liked what you did with the intro segment. The lightning is beautiful, and the descent sequence is well done. It's unfortunate that 3-way switches are so finicky; piloting the craft is not easy until you've done it a few times. As such, the intro is probably the toughest part of the level, at least for someone who has never played Splat II before. It would be easy to lose all your lives here and restart several times before getting the hang of it... and that might earn you a frustrating tag. Just my $0.02.

Yup, I went back and spent 3 hours redesigning this area to fix this issue. It seems to be a lot better now - more star ratings and hearts have gone up dramatically.


The rolling boulder part was another segment that really stood out. While we have seen this type of puzzle in countless levels, your delivery stands out as superior both in mechanics and atmosphere. It *looks* like it belongs there, in a "recycling" plant, and the motion is very natural.

The mechanics are interesting here. I'm wondering whether anyone will realize the way I did it.... I wanted the rolling to be arcade "snappy" like donkey kong instead of using the normal LBP physics.


The boss fight was superbly done. The idea of waiting for the boss to destroy the background so that you can climb the resulting mess to get to the driver is very original, but I forsee that you might have to literally beat people over the head with the answer... it's not entirely intuitive despite the dialogue "you'll have to come up here and get me".

I appreciate you liked it. I'm kind of performing a "usability test" by allowing it to sit out there the way it is. I want to see how many people get confused by the boss. It may lower my heart ratings a bit, but in this case I feel like if I ruin the puzzle by making it completely obvious I won't like the level as much myself. So far OCK, Wexfordian, you, and several other people who have playtested it have figured it out so it may not be as obscure as I originally thought.


Thanks guys!
2009-02-23 20:25:00

Author:
CCubbage
Posts: 4430


I can't believe it took me this long to finally play Splat Invaders. It's a totally, awesome, LBP-take on the Space Invaders game. I loved all of it, the difficulty, the gameplay, the look, and the enemy designs. But who could forget the secret area. It's not just a simple room with a few points, it's almost like it's a completely seperate level. I really enjoyed the space walk we took to get to the house. So epic!

Then when I didn't think it could get any better, I played Splat Invaders 2. You tried a different approach, and it was a very wise decision (IMO). It was much more action packed and had an epic feel to it. The lighting was perfect for the mood and it had a great difficult setting. It was pretty cool having to do a fight like in the 1st one. Then there's the boss, also cool. I loved how his bombs would slowly destroy the room and we used the destruction to get to the other side. Very nice idea.

These levels were just pure awesome, and I only have 2 suggestions. For the 1st level, make the boss have lasers on his bomb droppers. This way it's easier to dodge (and it should make him look cooler). For the 2nd level boss, once you got up front, he's completely defenseless. Maybe give him a gun in his hand that he shoots to get you off his vehicle, or something else.

There was only one bug I came across. In the 1st level, when you're using the space walk, and you get to the intersection for the 1st and 2nd set of stairs, you can get out of the glass. It's on the 2nd walkway, and it's about 4-5 sackboy lengths to the right.

Overall, I gave both of these level 5 stars/a heart. You totally earned it. I can't wait to play the newest one.
2009-02-24 11:18:00

Author:
RickTheRipper
Posts: 345


I can't believe it took me this long to finally play Splat Invaders. It's a totally, awesome, LBP-take on the Space Invaders game. I loved all of it, the difficulty, the gameplay, the look, and the enemy designs. But who could forget the secret area. It's not just a simple room with a few points, it's almost like it's a completely seperate level. I really enjoyed the space walk we took to get to the house. So epic!

Then when I didn't think it could get any better, I played Splat Invaders 2. You tried a different approach, and it was a very wise decision (IMO). It was much more action packed and had an epic feel to it. The lighting was perfect for the mood and it had a great difficult setting. It was pretty cool having to do a fight like in the 1st one. Then there's the boss, also cool. I loved how his bombs would slowly destroy the room and we used the destruction to get to the other side. Very nice idea.

These levels were just pure awesome, and I only have 2 suggestions. For the 1st level, make the boss have lasers on his bomb droppers. This way it's easier to dodge (and it should make him look cooler). For the 2nd level boss, once you got up front, he's completely defenseless. Maybe give him a gun in his hand that he shoots to get you off his vehicle, or something else.

There was only one bug I came across. In the 1st level, when you're using the space walk, and you get to the intersection for the 1st and 2nd set of stairs, you can get out of the glass. It's on the 2nd walkway, and it's about 4-5 sackboy lengths to the right.

Overall, I gave both of these level 5 stars/a heart. You totally earned it. I can't wait to play the newest one.
I'm glad you liked them! As you mention with the Splat 2 - I was taking a completely different approach which is definately a gamble. But I just can't stand to do the same thing twice, so it was either that or not do a sequel.

Where putting a laser on the boss is concerned, I had thought of this and even originally had one.... the only problem was it tool a little of the danger element out.

The boss at the end of Splat II - hmmmm - I like that idea, but I need to sleep on it a little.

And I'll look at that issue with being able to get out of the glass tonight. I appreciate the heads-up!



Teleportation was unique, I loved all those colors dissolving. The house looks fantastic and there is the beloved swing. What an incredible level, I wish it went on even longer.

Okay, took the "beta" messages off the level and made it a little longer - you'll need to play it to find out how!


The classic splat play section was still my favorite. I don't think I'll ever get tired of it.

Added some additional stuff you might like!...
2009-02-24 19:16:00

Author:
CCubbage
Posts: 4430


Ok so I finally played your level, I found it very good though I didn't perticualy like the visual stile of just very dark and random coloured lights everywhere, also another thing, not enough space invader type sections. There is only 1! Maybe if you took out the annoying part where you have to jump over the electric balls you could replace it with another one .

Apart from that I found your level quite challenging and fun. Good work
2009-02-24 19:25:00

Author:
olit123
Posts: 1341


Ok so I finally played your level, I found it very good though I didn't perticualy like the visual stile of just very dark and random coloured lights everywhere, also another thing, not enough space invader type sections. There is only 1! Maybe if you took out the annoying part where you have to jump over the electric balls you could replace it with another one .

Apart from that I found your level quite challenging and fun. Good work
Hmmm... I'm not sure there were random lights everywhere. I carefully places every single one of them to create the ambience of being in a cave underground... and so far everyone who has looked at it has mentioned this as being one of their favorite aspects of the game.

You may have played the level right before I put out the final version a couple of hours ago. I had been working on another section to the game but had not put it in yet.

The part with the electric balls was my parody of Donkey Kong.

If you don't mind me asking, what kind of TV are you running on? Is it widescreen, high def?
2009-02-24 19:33:00

Author:
CCubbage
Posts: 4430


Heh, I just meant random colours ya know? I mean I've played quite a few levels with that art style I guess I've just gotten a little sick of it. Also it would be awesome if you added a few more classic space invaders bits, because that's the reason I love the 1st one.

My TV is wide screen high def.
2009-02-24 19:58:00

Author:
olit123
Posts: 1341


Heh, I just meant random colours ya know? I mean I've played quite a few levels with that art style I guess I've just gotten a little sick of it. Also it would be awesome if you added a few more classic space invaders bits, because that's the reason I love the 1st one.

My TV is wide screen high def.
If you get a chance you should check it out again... I had an entire section I was holding off putting in until I felt the beta was finished (that way the scoring would be fair). I published it probably right after you played it.....

As for the colors of the lights... I had not seen any other levels done the way I did it, so I don't really have anything to compare against. But even the colors aren't really random. I carefully worked out the colors for each area. But, hey... not really that important. I actually found a post not too long ago that mentioned the materials used in OCK's "The Legion" were ugly.... and I remember the first time I played that game I thought it was one of the most beautiful levels I had seen. Just goes to show we all have different tastes. No biggie.
2009-02-24 20:10:00

Author:
CCubbage
Posts: 4430


I thought I'd play this level after all the feedback you gave me.

I didn't find much wrong with it, just some trivial things.
- At the very beginning, I accidently pulled the level to the right just before dropping down. The ship went to the right and got stuck in the wall and I had to restart. It was right at the beginning, so it wasn't really bad.
- A few areas were a little too dark I thought, maybe some very slight white lights would look good? Or maybe my room was just to bright just now.
- The bright and huge space-invader lights were a little confusing, especially when they were dropping down and I couldn't see much.

The overall look was quite nice and I liked the lighting. Difficulty was nice too, together with the well placed checkpoints. I found the bomb-throwing boss a little too short. It seems I was supposed to go above, but I just shot him, so that the bombs flew back and he was suddenly gone, leaving the way open.
The descending part at the beginning was real nice too. And I loved the space invader parts. Some more or longer ones wouldn't be wrong; maybe add multiple enemy-waves to one? I didn't play part 1 though, maybe you have more there.
The donkey kong part was simple, but still fun and not too easy or hard.

Overall nice level with replaying worth. Gave it 4 stars, because I don't like giving 5's too much, only to absolutely brialliant ones =o
I still think the star ratings could use a rating 1-10 not 1-5 though.
2009-02-24 20:51:00

Author:
Shiwayari
Posts: 167


I thought I'd play this level after all the feedback you gave me.

I didn't find much wrong with it, just some trivial things.
- At the very beginning, I accidently pulled the level to the right just before dropping down. The ship went to the right and got stuck in the wall and I had to restart. It was right at the beginning, so it wasn't really bad.
- A few areas were a little too dark I thought, maybe some very slight white lights would look good? Or maybe my room was just to bright just now.
- The bright and huge space-invader lights were a little confusing, especially when they were dropping down and I couldn't see much.

The overall look was quite nice and I liked the lighting. Difficulty was nice too, together with the well placed checkpoints. I found the bomb-throwing boss a little too short. It seems I was supposed to go above, but I just shot him, so that the bombs flew back and he was suddenly gone, leaving the way open.
The descending part at the beginning was real nice too. And I loved the space invader parts. Some more or longer ones wouldn't be wrong; maybe add multiple enemy-waves to one? I didn't play part 1 though, maybe you have more there.
The donkey kong part was simple, but still fun and not too easy or hard.

Overall nice level with replaying worth. Gave it 4 stars, because I don't like giving 5's too much, only to absolutely brialliant ones =o
I still think the star ratings could use a rating 1-10 not 1-5 though.
Definately part of the look - especially at the beginning - is supposed to be dark. You're landing on an alien planet at night and descending into a cavern. But if there's specific areas that need a little more light, I could certainly add some.

Interesting about the boss - I've probably playtested 50 times and I've never been able to have the boss just disappear. However, I'm glad result wasn't not being able to finish. I'll play around with it.

Part 1 was all about space invaders mechanics, so I didn't want to overdue it. This one was trying to spread the play styles out a little. It probably makes more sense if you play the original first one first.

And I agree with the hearts. If I see something absolutely stunning I'll give it 5.
2009-02-24 21:17:00

Author:
CCubbage
Posts: 4430


I really like the innovation in this level. The pod descent was like nothing I've seen before in any level, and the music starts at just the right time. I also liked the rocket platforms and the E.T. cameo

The part with the falling rocks can be a bit tricky. Sometimes, I tried to cross right after the rocks fell, but they fall on me, and I got burnt.

The Donkey Kong section was also cool. This is not one for unskilled players. Precision jumping is vital.

The pod journey was great, it must've taken some complex mechanics to get that working correctly.

The boss has to be one of the best I've fought in LBP! Using destroyed materials to access the boss inside the ship was very innovative. Oh yeah, the space invaders sections were also sweet!

5 stars and hearted
2009-02-24 21:41:00

Author:
Entity
Posts: 274


Wow. Thanks, man! I was REALLY nervous putting this level out there. The idea of the original Splat was innovation - I wanted to do something no one else had done. Same with this level - which is why it's such a risk. It's hard to tell how people will react to completely different ideas.


I really like the innovation in this level. The pod descent was like nothing I've seen before in any level, and the music starts at just the right time.

The pod journey was great, it must've taken some complex mechanics to get that working correctly.

The pod is actually the most complex object in this level. Figuring out how to make it completely destructible, but yet come back to life at the top again was a challenge. But I learned a lot building it. It has a full support system made of dissolve that follows you down behind the wall. The destruction actually dissolves the entire support system at the same time it explodes so the entire object dissappears every single time. I didn't want a buggy level... I think this thing took me about 20 hours to get exactly right. (maybe it shouldn't have, but I'm not really that smart....)


The part with the falling rocks can be a bit tricky. Sometimes, I tried to cross right after the rocks fell, but they fall on me, and I got burnt

I wanted it to feel dangerous. I sat there and timed it over and over to make sure it was possible every time but it would be close. I put "some" burning rocks in so that even if you were close you would possibly get burned but make it through.


The Donkey Kong section was also cool. This is not one for unskilled players. Precision jumping is vital

I know this sounds kind of stupid... but I actually played Donkey Kong a bunch of times on my Nintendo DS and tried to duplicate the exact same ratio for jumping over the barrels. I wanted the same "feeling" you get when playing Donkey Kong. I'm not sure whether anyone will notice but I also added invisible "push" material that is controlled by pistons behind the wall so that when the barrel falls to each level it is "pushed" forward. This keeps the snappy movement of the barrels similar to the actual video game.


The boss has to be one of the best I've fought in LBP! Using destroyed materials to access the boss inside the ship was very innovative.

I'm glad you liked it! I spent a lot of time thinking about the final boss. After the double spinning wheels in the original Splat I didn't want to disappoint. As soon as I built it I sent OCK a key to get into the level so he could immediately tell me whether it made sense. Got a message back from him "Don't change anything!". Thegide mentioned (rightly so) that many people may get frustrated, but in all honesty I REALLY like this boss and I don't want to ruin it by throwing in messages that tell the players exactly what to do - even if it means the young A.D.D. players of LBP get frustrated.


Oh yeah, the space invaders sections were also sweet

Thanks... I will probably go down in LBP history as the guy who managed to make a PS3 function just like a 20-some-year-old video game...
2009-02-25 02:20:00

Author:
CCubbage
Posts: 4430


I just find the time to play this one and... WOW, Ccubbage, another great LBP experience!
I loved lot the athmosphere of the level with these dark/light passages, these varied gameplay elements (such as the bear section) and with these perfect touches of "Splat Invaders Saga" in it. The engine sessions are cleverly constructed, even if i found the first one very difficult at start. It take me some time (and two plays) to finish it.... and it is just the first step of the level.But, after that, i found the difficulty perfect.
The visuals in the cave are awesome and i loved here your lightings a lot. The telepirtation sequence is beautiful and i found the fake scoreboard idea at the end very good (ohhh...it's goofd, it's good!!!...wooooooww what's the matter?).

Globally, a very good sequel of the first one level, even if this one is more under 90's influence than 80's influence.
A great level, 5 stars and a heart
2009-02-25 10:22:00

Author:
Takelow
Posts: 1355


I actually played Donkey Kong a bunch of times on my Nintendo DS and tried to duplicate the exact same ratio for jumping over the barrels. I wanted the same "feeling" you get when playing Donkey Kong.

Man I'm feeling confused. The geek goblin inside is cheering but the sensible gremlin is shouting "Ah now, thats a step too far...."

Ah wait..... the geek goblin just kicked the sensible gremlins ***.

Now thats dedication to the cause!
2009-02-25 10:42:00

Author:
wexfordian
Posts: 1904


This is yet another great level from Cccubbage, who really is good at finding new ways to add depth to his levels.

Things I liked:

- Amazing boss fight. Once you figure out what to actually do, it's pretty darn cool. It's also kind of gratifying shooting an alien point-blank in the face.

- The original Splat invaders section.

- The Donkey Kong Section was well done and I liked the bear, it was also hilarious when the cow fell. lol.

- The switch to earth? That part was awesome!

- The burning stuff that falls on you was a good idea. It was also a good idea to make the second section timed differently so people would assume they could just jump the second it stops.

Stuff I didn't like as much:

- The beginning section is cool and it has improved a lot but I still don't think it works that well for more than one person. It's really easy to lose all your lives in this section... and since it's at the beginning I would bet people get frustrated and just stop playing.

- The E.T. Scene. I'm 50/50 on this one.I understand the humor and the nostalgia factor but it also annoys me when I have to kill myself in a level on purpose. That is the joke tho... so I don't know lol.

- I think needs to be more splat invaders sections I think. Like that section with the moving wall in the first one? That was the best part, maybe in the next level u can expand that gameplay a little more.

Besides that I can't really think of anything, it's fun, unique, and challenging. What else can u really ask for in a LBP level?

5 stars!
2009-02-25 11:55:00

Author:
Snowspot
Posts: 265


Glad to see I'm getting such good feedback on this level!


WOW, Ccubbage, another great LBP experience!
I loved lot the athmosphere of the level with these dark/light passages, these varied gameplay elements (such as the bear section) and with these perfect touches of "Splat Invaders Saga" in it.

Thanks, man. Actually, the lighting in here was influenced by several of your levels and OCK's 218. I thought - man... it would be really cool to do an underground game and use light entirely to create the ambience of the level. It was actually more difficult than I thought - it took a LOT of adjustments to get the light the way I liked it.


The engine sessions are cleverly constructed, even if i found the first one very difficult at start. It take me some time (and two plays) to finish it.... and it is just the first step of the level.But, after that, i found the difficulty perfect.

Yes, the descending pod is definately a risk... more on this on my reply to Snowspot below.


The visuals in the cave are awesome and i loved here your lightings a lot. The telepirtation sequence is beautiful and i found the fake scoreboard idea at the end very good (ohhh...it's goofd, it's good!!!...wooooooww what's the matter?).

OCK had mentioned he wished the level were longer and Thegide wanted more Splat Invaders, so I found after EVERYTHING was finished in the level there was just enough thermo to pull off this final "surprise". Glad you liked it!


Man I'm feeling confused. The geek goblin inside is cheering but the sensible gremlin is shouting "Ah now, thats a step too far...."

Ah wait..... the geek goblin just kicked the sensible gremlins ***.

Now thats dedication to the cause!

Heh. Yeah - it just occurred to me when I was designing it that I didn't want the normal LBP rolling boulder feeling. I wanted an arcade feeling. There had to be JUST enough frustration factor in it to feel like an arcade experience. If you watch this part, you'll also notice that the boulders don't simply drop from each platform and roll the other way with normal physics - the ones in Donkey Kong would drop and IMMEDIATELY start unnaturally rolling the other way so I have invisible material doing the same thing here.


- Amazing boss fight. Once you figure out what to actually do, it's pretty darn cool. It's also kind of gratifying shooting an alien point-blank in the face.

- The original Splat invaders section.

- The Donkey Kong Section was well done and I liked the bear, it was also hilarious when the cow fell. lol.

- The switch to earth? That part was awesome!

- The burning stuff that falls on you was a good idea. It was also a good idea to make the second section timed differently so people would assume they could just jump the second it stops.

Glad you liked it. I put a lot of time into every single section.


- The beginning section is cool and it has improved a lot but I still don't think it works that well for more than one person. It's really easy to lose all your lives in this section... and since it's at the beginning I would bet people get frustrated and just stop playing.

Ok, let me explain.... and I'm NOT rationalizing here... I knew from the moment I designed the pod it would probably be a less-than-popular mechanic among the general LBP populace. I knew it would certainly be a bit of a problem for multiplayer if more than 1 person was trying to steer. Why did I do it then? Am I stupid?

This is a replication of an early lesser-known game from Atari called "Caverns of Mars". I absolutely LOVED the game and played it continuously when I was about 12-14 years old. I figured having this kind of game in LBP would be a great gift to people who wanted a completely different experience - EVEN if it meant lower general scores (it will probably get me 3-star status.... but I'm prepared for that (weep) )


- The E.T. Scene. I'm 50/50 on this one.I understand the humor and the nostalgia factor but it also annoys me when I have to kill myself in a level on purpose. That is the joke tho... so I don't know lol

This ones personal. I originally had this game and remember spending MANY hours trying to play it and falling in holes. For several hours I couldn't figure out how to get out of the holes so I would just restart the game... I thought I was missing something... I couldn't BELIEVE a game could be that bad - that was before it ended up with the reputation as being the worst game ever made. I just HAD to put the "feeling" into my game - just couldn't help myself. However, last night I made the platforms you jump across a TINY bit bigger to make it less frustrating. Also, you can only fall in here once. After that you hit poison gas on the way down.


- I think needs to be more splat invaders sections I think. Like that section with the moving wall in the first one? That was the best part, maybe in the next level u can expand that gameplay a little more.

I added one more Splat section at the end with the last bit of thermo I had available. The boss fight was my answer to the spinning wheel in the first game (which, but the way, look about 20% of my thermo for the level.... but it was worth it!!!)
2009-02-25 13:27:00

Author:
CCubbage
Posts: 4430


Hoo boy, seriously - wow.

My first thought, when I first saw the pod, was what a cool shape! Really smooth, classic design (I got a bit nostalgic), and my next thought, when I started the descent, was nice movements, silky smooth response from the controls. My third thought, when I hit an obstacle and my pod blew up was 'Nutso - now I'll have to restart'. I trudged wearily back to the take off spot with slim hopes that there would be a way to continue - but lo! There was the pod, and (am I imagining this?) it was glinting serenely in the darkness. I was so distracted by wondering how you managed this feat that I died enough times to actually warrant a restart! I'm not complaining though. If you check out my levels (feel free, lol), you'll see that I'm partial to a grand entrance, and yours just blew me away.

Spoiler
I'm going to treat the E.T. joke as the secret it's blatantly intended to be. I thought it was great - It made me laugh anyway - and the argument that you shouldn't have an area you can't get out of doesn't hold water - you don't get more points for acing a level, and if you're playing to ace it then don't fall down there.

I don't know if it's because I'm an old hand at DK - I still have it on the NES - but I totally breezed through the DK tribute section. When I see slanted platforms and rolling dangers I transcend into a zen mind-state and become nigh invulnerable. Nicely done, and again, very smooth. Got a laugh from the cow too.

The spaceship ride to the next section was well orchestrated and a nice change of pace before the next section.

The only niggle in the game for me was in this bit - when he said 'you'll have to come up here and get me' I didn't see him, in fact I hadn't noticed a character in the ship at all, so I wandered about a bit wondering what to do. But this could be because I experimented with copious amounts of various substances at university. When I realised I had to get on top of the ship I found climbing onto the second level using the hole blown into the scenery difficult - I wasn't sure it could be done, because the jump was onto a bit that was jutting out at a steep angle. It was a nice touch having to blow him away at close-range though.

Spoiler
The teleport to Earth was cleanly done with a good touch of humour as you walk past the house, but the best bit of the level for me was the 'mirage' end-level screen. I've seen this done several times, but more often than not I was relieved that the level was over when I got to it - only to have merciful release snatched away at the last minute! In this case I was glad of more to play - and the space-invaders don't disappoint. The slight upwards curve in the difficulty level plays well, and it's definitely one of the more satisfying paintinator sections I've ploughed through.

Fantastic level. It's nice to see old-school sensibilities brought to bear with so much care and attention on a modern platform. Five stars and hearted.
2009-02-25 16:17:00

Author:
Boogaloo
Posts: 254


I'm glad to hear you enjoyed it!


My first thought, when I first saw the pod, was what a cool shape! Really smooth, classic design (I got a bit nostalgic), and my next thought, when I started the descent, was nice movements, silky smooth response from the controls. My third thought, when I hit an obstacle and my pod blew up was 'Nutso - now I'll have to restart'. I trudged wearily back to the take off spot with slim hopes that there would be a way to continue - but lo! There was the pod, and (am I imagining this?) it was glinting serenely in the darkness.

The first part of building this entire level was the pod. I wanted to make it properly destruct every single time and regenerate at the top again. Turns out this is more difficult than it seems.... but in the end I haven't had it fail once in several hundred trips, so I think its about as flawless as I can make it. It's kind of funny - the pod, although looking simple, is actually a pretty elaborate object with more going on behind the scenes than you see. Most of the pod's logic is used to properly destruct it every single time without leaving any pieces behind the walls.... I'm glad you enjoyed the effect.


I was so distracted by wondering how you managed this feat that I died enough times to actually warrant a restart! I'm not complaining though. If you check out my levels (feel free, lol), you'll see that I'm partial to a grand entrance, and yours just blew me away.

Yup - played one of your levels earlier. Beautiful stuff!


The only niggle in the game for me was in this bit - when he said 'you'll have to come up here and get me' I didn't see him, in fact I hadn't noticed a character in the ship at all, so I wandered about a bit wondering what to do. But this could be because I experimented with copious amounts of various substances at university. When I realised I had to get on top of the ship I found climbing onto the second level using the hole blown into the scenery difficult - I wasn't sure it could be done, because the jump was onto a bit that was jutting out at a steep angle. It was a nice touch having to blow him away at close-range though.

I waited until I got home today to reply to this because I wanted to verify a few things.

When you first enter the room with the boss, a speech bubble appears (with a cut scene right up to the alien) which shows you there is an alien inside the UFO and he is about to recycle you. You may have accidentally exited this speech bubble.

Also (as I'm sure you would have figured out if jumping on top of the UFO didn't work), the UFO is shooting aimed bombs at you - which you can use to blow up more of the background and make it easier to climb on the ship. The initial blast which creates holes in the material is really only a clue for how to solve the puzzle.


Thanks for the feedback!
2009-02-25 23:53:00

Author:
CCubbage
Posts: 4430


Hey, firstly, love the level.
The first time I went for the pod i ran straight behing and fell to my death, ok restart.. then I got the pod wedged on the platform. restart! then it worked a dream every time... and I played a few times as from a creaters point of view I was very impressed, set a story... original start with the pod... had a very good finished feel to it. great stuff. made me think my lvl is a bit tatty but thats cos I filled the thermo and couldnt neaten it up anymore
I must say i struggled with getting on to the bombed platform too!
Now for the best bit, the actual splat invaders was awesome, loved it that much i played all the other splat invaders u made . ahhh the memories of 2 bit games which brings me to the donkey kong bit - class
great level mate.

I love the way you have taken the feedback and made the level better, really shows that this whole F4F works well in this community.

F4F - PSN : Judderjud
level : Teleport - 4 levels in 1
2009-02-26 00:57:00

Author:
Judderjud
Posts: 35


Glad you liked it!


The first time I went for the pod i ran straight behing and fell to my death, ok restart..

The other day I put a rock so you couldn't run behind the pod. Was the rock there when you tried it? Or did you go over the rock?


then I got the pod wedged on the platform.

I believe I fixed this earlier - another player told me how to recreate it and I immediately went in and made sure the pod did not start it's descent until it got far enough past the platform.


I must say i struggled with getting on to the bombed platform too!

Hmm. It's definately part of the boss - needing to shoot the bombs in midair to blast the background so you can get up onto the boss. Was it unclear how to solve the puzzle, or did you break the background apart and still have a problem? Or was it the SHAPE of the floor in the background that gave you a problem?
2009-02-26 01:19:00

Author:
CCubbage
Posts: 4430


I may have gone over the rock LOL

I never had a problem with the pod again so maybe i fudged it somehow!

I figured it out eventually but it was a little unclear.

Thanks for giving me feedback so fast.. im off for some more splat invaders
2009-02-26 15:44:00

Author:
Judderjud
Posts: 35


I may have gone over the rock LOL

Yes, it is certainly possible to go over the rock and leap to your death. In fact, I would encourage it if you enjoy doing it. If you like this I would also go try playing inside the serpents mouth in Azure Palace.


I never had a problem with the pod again so maybe i fudged it somehow!

I probably fixed it before you played it again - it definately was originally broken.


I figured it out eventually but it was a little unclear.

Cool. It's a puzzle, so as long as people can figure it out it's fine with me. I know some players may get confused, but I really built this level for the purpose of my piers enjoying it, not necessarily to get high ratings in LBP.
2009-02-27 01:28:00

Author:
CCubbage
Posts: 4430


I agree. I was fairly pleased with myself when I figured it out. it should stay as a bonus for the inquizative players.2009-02-28 15:53:00

Author:
Judderjud
Posts: 35


FINALLY I got to finissh playing this, in peace, without other players lol

Your style is unlike anybody else's... from the humor, to all the classic gaming homage (Teddy Kong!), to the cows... I don't even know where to start with all the awesomeness in this level. The descent with the ship is so amazing, and I would love to see an underwater level do something like this... and the beast in the wall, is perhaps my favorite part of the level. If I ever recreated (again) and underwater segment from Metal Slug I would definitely look to that for inspiration.

The classic sci fi, Invaders From Mars spoofs, and all your reoccurring staples make your work here so distinct and unique. You make levels for real hardcore gamers, that just happen to be balanced, aesthetically fantastic, immensely fun and rewarding enough for everyone and anyone to enjoy. Your difficulty is always tuned to where anyone can beat the level, but getting a high score is only possible with skill, practice and patience - giving good replay value, accessibility, and depth. You upped the ante with this level, to do what a true sequel is - more of the same, lots of new, very different, but still the same game on the inside... a companion level.

I love the luminescent glow of everything too... that was what I tried to do with Paintball 3000, but obviously didn't have a good level to go with it lol

Great work, man... followed up a classic, with another great level in relatively short time.
2009-02-28 20:48:00

Author:
Unknown User


Thanks, man! I'm glad you enjoyed it!


The descent with the ship is so amazing, and I would love to see an underwater level do something like this... and the beast in the wall, is perhaps my favorite part of the level. If I ever recreated (again) and underwater segment from Metal Slug I would definitely look to that for inspiration.

You know, the descent is MY favorite part - but deciding whether to put it in was a tough decision. I KNEW that if I put it in the level, people would poorly rate it, a lot of people wouldn't finish it, and the level would have very few hearts. With the A.D.D. nature of players and the ability to rate levels without actually playing through them, people would try it a couple times, crash, and give up.

But I'm glad I put it in. I enjoy the level more, and I really enjoy hearing others who gave it a chance and liked it.

I figure the original Splat will be my popular one, and this will be my "art" one.
2009-03-01 11:12:00

Author:
CCubbage
Posts: 4430


I've played trough this yesterday, and i really liked it!! I'm going to play trough it some more, because i don't think i saw the full ending. I died, and spawned at the scoreboard.

Did get quite a good score though.

Expect a feedback here Ccubbage I'm going to play you're level some more.
2009-03-01 14:18:00

Author:
ThommyTheThird
Posts: 440


Yeah, I saw your high score up there! And yes, if you don't grab the checkpoint at that point (if you're not quick enough), you get thrown to the end. This was on purpose... penalty for not thinking fast!

I'm glad you like it. Looking forward to hearing feedback when you get a chance.
2009-03-01 18:07:00

Author:
CCubbage
Posts: 4430


Grab the checkpoint? o.O I fell trough the floor just before the end, and there was another wave of those alien thingies, from Alien Invaders o.O Also, didn't have the time for the feedback yet, Srry2009-03-02 18:48:00

Author:
ThommyTheThird
Posts: 440


Finally got around to playing this. Was really impressed by the huge variation on gameplay.

I had a hell of a lot of trouble with the pod though... I think the problem was mostly due to the first rock obstacle being too dimly lit, and also the camera angle at the start.
I'd say the lighting might be just my tv, its a pretty old specimen...

But maybe you could have a bit more of an angled camera at the very start so you can tell that the first one is on the same level as your pod... ie its about to collide.
I went through about 10 lives driving the poor ship straight into the rock....
I think was distracted by those falling flaming bits... thought that they were the real threat.>_>

After the first one though, the rest was slick and natural, with nice control over the ship and a smooth landing.

Loved the encounter with ET and his pixelated head.

The oldschool barrel hurdles was fun yet tricky, and the Splat invaders gameplay was pretty classy

I thought the Ship window bit was proper epic, and the eye really worked like a charm.

The boss I found pretty tricky too. I've played this twice.
The first time I made it to the end, with lots of luck getting past the boss cause I had no lives left after blasting away at him and his bombs for ages, then realised I could jump up and take him down from the inside.

The second time however, I knew exactly how to do it, but he had blown a big chunk of terrain up, which landed blocking the stairs up... It was kinda wedged up off ground level so he couldn't blow it up further. And there was no room for me to drag it out.... Ouchies, not something that'd likely happen... but kinda annoying.

Maybe to make the boss tactic a bit more obvious, without throwing out too blatant a hint. You could have a new camera angle come in when you've done the first bit. The angle could reveal the stairway a bit more, just to give the player a new direction.

I enjoyed every bit of your level though, and everything fitted pretty neatly with the retro sci-fi style.

Oh and I updated my Zoo level. Fixed pretty much everything you guys said, and added some prizes and bubbles. Thanks for the critique!
2009-03-02 22:15:00

Author:
Pitcard
Posts: 779


Finally got around to playing this. Was really impressed by the huge variation on gameplay.

I had a hell of a lot of trouble with the pod though... I think the problem was mostly due to the first rock obstacle being too dimly lit, and also the camera angle at the start.
I'd say the lighting might be just my tv, its a pretty old specimen...

But maybe you could have a bit more of an angled camera at the very start so you can tell that the first one is on the same level as your pod... ie its about to collide.
I went through about 10 lives driving the poor ship straight into the rock....
I think was distracted by those falling flaming bits... thought that they were the real threat.>_>

After the first one though, the rest was slick and natural, with nice control over the ship and a smooth landing.

Loved the encounter with ET and his pixelated head.

The oldschool barrel hurdles was fun yet tricky, and the Splat invaders gameplay was pretty classy

I thought the Ship window bit was proper epic, and the eye really worked like a charm.

The boss I found pretty tricky too. I've played this twice.
The first time I made it to the end, with lots of luck getting past the boss cause I had no lives left after blasting away at him and his bombs for ages, then realised I could jump up and take him down from the inside.

The second time however, I knew exactly how to do it, but he had blown a big chunk of terrain up, which landed blocking the stairs up... It was kinda wedged up off ground level so he couldn't blow it up further. And there was no room for me to drag it out.... Ouchies, not something that'd likely happen... but kinda annoying.

Maybe to make the boss tactic a bit more obvious, without throwing out too blatant a hint. You could have a new camera angle come in when you've done the first bit. The angle could reveal the stairway a bit more, just to give the player a new direction.

I enjoyed every bit of your level though, and everything fitted pretty neatly with the retro sci-fi style.

Oh and I updated my Zoo level. Fixed pretty much everything you guys said, and added some prizes and bubbles. Thanks for the critique!
This feedback actually helps tremendously. I'll analyze the lighting. I have a REALLY nice TV and it may be hard to tell the way others see the level.

Maybe I'll also add another hint while blasting the final boss. The idea was to force you to run in and get him to try to hit you (yes - this is one of the few LBP levels where the alien is ACTUALLY aiming for you) and shoot his bombs to blow up the background. I added a hint already, but maybe another one is needed after a while.

Thanks a lot for the input. Also, I've gone in and played your level several times. Had to let my son play it also.
2009-03-02 23:03:00

Author:
CCubbage
Posts: 4430


Hehe I always love how, no matter how much you've used the tools in Creating all sorts of things, you'll always be surprised what other people can make. I think the lbp creating community will stay fresh for a loooonng time.

I wonder what yur son had to say about Hotdog eating penguins and smoking bears O_o

I've also got a retro shooter-ish level. its based off warioware twisted. It's not very technical, as it was my first real project. Theres a video link of the actual warioware game in the link in my sig @_@ loved that game
2009-03-02 23:19:00

Author:
Pitcard
Posts: 779


Hehe I always love how, no matter how much you've used the tools in Creating all sorts of things, you'll always be surprised what other people can make. I think the lbp creating community will stay fresh for a loooonng time.

I wonder what yur son had to say about Hotdog eating penguins and smoking bears O_o

I've also got a retro shooter-ish level. its based off warioware twisted. It's not very technical, as it was my first real project. Theres a video link of the actual warioware game in the link in my sig @_@ loved that game
I don't need a link of the nose-picking part of Warioware - I've LIVED it! I have twisted, touched, and smooth moves. I think either touched or smooth moves also have a nose picking part. Wii remote doesn't work too well for that though - get's stuck.
2009-03-02 23:27:00

Author:
CCubbage
Posts: 4430


I don't need a link of the nose-picking part of Warioware - I've LIVED it! I have twisted, touched, and smooth moves. I think either touched or smooth moves also have a nose picking part. Wii remote doesn't work too well for that though - get's stuck.
YOU HAVE TWISTED!!!

Successss! That game didn't even come out in ireland or uk...
So i've never found someone who's played it, and its my favourite warioware. So many bits of cool junk to unlock. That Nosepick boss has inspired me to no end...
Me and a few mates even did a mural in my school, with that robot in it. Its based on the evolution of man, goes from an Ape... to Man... to ROBOT... then flies off to the land of win.
2009-03-02 23:33:00

Author:
Pitcard
Posts: 779


YOU HAVE TWISTED!!!

Successss! That game didn't even come out in ireland or uk...
So i've never found someone who's played it, and its my favourite warioware. So many bits of cool junk to unlock. That Nosepick boss has inspired me to no end...
Me and a few mates even did a mural in my school, with that robot in it. Its based on the evolution of man, goes from an Ape... to Man... to ROBOT... then flies off to the land of win.
Heh heh.... yeah, twisted was brilliant. Very original concept - hardware in the cartridge to detect movement while playing the game. I HAD to buy that one. I think it was my favorite too, although I love all the Warioware games.
2009-03-02 23:44:00

Author:
CCubbage
Posts: 4430


Hey CCubbage, as i promised here's some feedback:

- I loved the pod at the beginning. Gave a nice arcade-like feel to it I thought the fire was lethal at first though, so i bumped into the rocks, but that's just my fault.
- One thing about the pod though, there's a little rock right before the pod, and if you jump on top of it and walk to the left, you end up behind the pod. Instead of inside. Annoyed me a few times.
- The dragon coming out of the wall is really cool, but you can barely see it. Might want to make the light a little brighter.
- Alright! ET! This was a funny section, abou the phone and all I also love the pixel-look. What's the blue little thing near his chin? It looks like a sound effect.. but it's awkward.
- Also it's a bit weird that you have to suicide to get out of the ET section, but it does fit.. seeing as ET is stuck down there aswell.
- The little Donkey-Kong like section was a bit odd. First of all, i don't believe that the electric balls actually rolled. Because they change direction really weird when they land on the platform beneath. And they go way slower than they would if they were rolling freely. Also, if you jump off those rocket things, when there's a electric thing right above you, Sackboy auto/switches lanes right into the electric ball.
- The little hallway, with the evil monster on the background was pretty cool. But i didn't like the way the cabin was swinging, but hey, that's your choice. Having it move by piston might make it look dull though.
- I liked how you had to get up close with the alien, in order to kill him.
- Teleportation to earth was cool. Better than those lame: Activate checkpoint, die, spawn teleporters.
- Oh.. managed to beat the wave of aliens at the end now.

Overall, amazing level! I loved it. It's simple yet really fun. Good job!

PS: Still got the #1 score
2009-03-03 13:30:00

Author:
ThommyTheThird
Posts: 440


Glad you finally finished it! And yes, you still have the high score. Of course, I refuse to get high scores in my own level because it seems unfair (after playing it a thousand times during development....)


- One thing about the pod though, there's a little rock right before the pod, and if you jump on top of it and walk to the left, you end up behind the pod. Instead of inside. Annoyed me a few times.

Yes, I put the rock there to make it more obvious what plane the pod was on. I'm not sure this is an issue or not.... if you went behind the pod, could you jump on the rock and get back again? (I'll check this out later)


- The dragon coming out of the wall is really cool, but you can barely see it. Might want to make the light a little brighter.

I can definately make it a little brighter. I was trying to make it JUST light enough to make it mysterious. Kind of a "there's something scary there.... but it was a little hard to make out... what was that???"


I also love the pixel-look. What's the blue little thing near his chin? It looks like a sound effect.. but it's awkward.

I'm not sure. I'll check it out when I get home. I didn't think there was anything on his chin. It MAY be seeing the light shine through his eye. He is an EXACT pixel representation of the original Atari 2600 ET - which did have that little hole there.


Also it's a bit weird that you have to suicide to get out of the ET section, but it does fit.. seeing as ET is stuck down there aswell

In the original Atari 2600 ET it was SO difficult to get yourself out of the hole when you fell in. I was trying to replicate the irritation by doing the same thing here.


The little Donkey-Kong like section was a bit odd. First of all, i don't believe that the electric balls actually rolled. Because they change direction really weird when they land on the platform beneath. And they go way slower than they would if they were rolling freely.

They are definately rolling freely. I was playing Donkey Kong on my DS and trying to get about the right speed. I made the floor the exact angle it would take to make them roll properly AND at the same time have the sackboy be able to run uphill properly. However, when the barrel would land and hit the next floor it wouldn't turn quick enough - so there is an invisible wall pushing the barrel the other way when it hits the floor to make it a little or "arcade-ish". That's probably what seems a little weird, but then again the original game was a little weird the way they turned also...


The little hallway, with the evil monster on the background was pretty cool. But i didn't like the way the cabin was swinging, but hey, that's your choice. Having it move by piston might make it look dull though.

I may need to explain this a little better in the game - you walk into that little room and the door slams. You are now trapped. They are "picking up" the room you're in and transporting you. So, you ARE actually on a big chain. Thought it would be a pretty cool thing to be swinging around and seeing the scenery around you.


I liked how you had to get up close with the alien, in order to kill him

To me, this is the highlight of the level. I tried to think of a boss that was impossible to "cheat" on with the paintinator (standing waaayyy back) but yet was completely fair. I'm glad you liked it. This area is probably costing me a lot of hearts and ratings.... but, hey! To me it's worth the tradeoff. Not too many levels in LBP where you get to run in and REALLY blow a place up piece by piece.


Teleportation to earth was cool. Better than those lame: Activate checkpoint, die, spawn teleporters

I struggled a while with how to end this level. I'm glad this idea worked out. I generally agree with you on the "death" approach, but I've seen a few places where it was done really well. For instance, in 218 OCK managed to fit "death" into the story, and in "The Bearer III" by Takelow it was completely appropriate because Frodo did, in fact, almost die during that part. I think the thing that made this work was the idea that you could shine a TON of lights in the players eyes and obscure what's going on around them.


Thanks for the feedback. I'll go back and make a few changes tonight!
2009-03-03 13:54:00

Author:
CCubbage
Posts: 4430


Hey, just letting everyone know I made some major improvements to this level and republished it under "Spat Invaders II: Caverns of Splat V1.2" if anyone wants to check it out again (and re-heart of you liked it....)2009-03-07 16:44:00

Author:
CCubbage
Posts: 4430


Hey, just letting everyone know I made some major improvements to this level and republished it under "Spat Invaders II: Caverns of Splat V1.2" if anyone wants to check it out again (and re-heart of you liked it....)

Some great improvements, I'm going to leave some feedback later
2009-03-07 17:32:00

Author:
Snowspot
Posts: 265


Just played it!

Aaaaarrgh - I'm really annoyed. Not at the level, lol. It failed to upload my score at the end!

I think your improvements are excellent! I love the classic invaders before the pod descent, they look ace.

Was that dinosaur there before? I laughed when it popped out.

The tip for the boss was cool too - though because you'd explained it to me already I had no trouble with it.

There is a tiny glitch, right at the very end (just before the scoreboard). After blasting the last invader, there was a plasma ball still being emitted from the lower right side.

Other than that (and the scoreboard failing to load, grr) I had no problems.

The classic invaders at the start are a great addition, and might clue people in to the nature of the pod design too. I laughed when I read your game description, lol.

I tried to heart it, but it kept just making that kissing noise without hearting. I'll play through again later to place on the scoreboard (!!!) and heart it.

EDIT: When I played it 10 minutes ago it had 2 plays and no hearts, and when I played it a second ago it was back to the original plays/hearts - before you changed it V1.2.

Anyway - I got #5 on the scoreboard! How thommy managed over 5000 is beyond me, lol. I think I destroyed a lot of the points in the boss room by exploding bombs next to them. *sigh*

Also - the glitch I mentioned before was gone the second time.

Fantastic!
2009-03-07 18:06:00

Author:
Boogaloo
Posts: 254


Heh - yeah, when I published Splat II out again under V1.2 within a few minutes it had 26 plays, a 1 star ratio, and tags like "Rubbish" and "Daft". 2 more times caused similar results... so I had to delete that one and use the original. I think this allowing players to rate a level they haven't actually played through is going to drive me bonkers!!!!!

As for the glitch - it's actually a backup system I have on the invaders. Since the paintinator can actually break a piece of light material off without the switch firing, I have an alternate way of detecting whether the aliens have been destroyed - but if this happens the firing is still happening. So, a work-around that doesn't happen too often but not much I can do.
2009-03-07 19:20:00

Author:
CCubbage
Posts: 4430


Heh - yeah, when I published Splat II out again under V1.2 within a few minutes it had 26 plays, a 1 star ratio, and tags like "Rubbish" and "Daft". 2 more times caused similar results... so I had to delete that one and use the original. I think this allowing players to rate a level they haven't actually played through is going to drive me bonkers!!!

*sigh*

It reminds me of the time (a few weeks ago) that I had the whole family over for dinner and I made a killer paella, all fresh shellfish - the works, and I had to make a little plate of fish-fingers and baked beans for my ten year old cousin. Ironically he thought my paella was 'fishy'.
2009-03-07 19:55:00

Author:
Boogaloo
Posts: 254


*sigh*

It reminds me of the time (a few weeks ago) that I had the whole family over for dinner and I made a killer paella, all fresh shellfish - the works, and I had to make a little plate of fish-fingers and baked beans for my ten year old cousin. Ironically he thought my paella was 'fishy'.
Exactly. However, this is more akin to putting your 10-year-old cousin in charge of rating the food at upper class restorantes. MM puts WAY too much power in the hands of people who aren't really equiped to handle it.

How about movie critis - could you imagine allowing a movie critic who had never seen the entire movie "Cloverfield"? "Yeah, it was pretty boring - it was about a bunch of people talking at a party. 1 star."
2009-03-07 20:47:00

Author:
CCubbage
Posts: 4430


Just went through this, but I'll have to replay it again later, I actually missed the checkpoint at the last space invaders minigame section, and got shot by one of the baddies, so that ruined any high score chances.

Anyway, here's what I thought:

- I loved the combination of themes and challenges from old games, it brought back some memories.
- The darkness really suits the level, but there was one spot (right after getting out of the spaceship after the descent into the crater) where I was confused for a second or to whether I should get out of the ship and go right (especially after ending up in two screens worth of pitch black darkness!), but I only paused for a short while, so it wasn't an issue for me after all, I'm just thinking that some might waste time there trying to figure out what to do, so a small visual cue could be useful.
- I LOL-ed at the E.T. part when I saw him down there, and since I wasn't alone in the room, everyone was giving me a ludicrous look (nobody got the reference, obviously...), but that's OK. Brilliant humour!
- The boss fight was a little weird, I spent about a minute or two trying to get up to/shoot the triangles above the boss, and only after seeing that they were invulnerable did I try to get up close to his head. It wasn't frustrating, though, since I was going to collect the score bubbles under the triangles anyway... just confusing.
- The falling cow was a cool idea as well, but I moaned when I realized that I have to go down there to collect the points, then up again... you might want to use a cutscene to show the cow's demise and then dispense the score bubbles at the top.

Overall a fun experience, I'll be sure to replay it soon!
2009-03-08 12:36:00

Author:
sny
Posts: 144


Ahah! New changes to the already epic level. Playing it now, with new feedback

Pros:
- The web-like decoration, with all the strings.. Brilliant! In my opinion it looks really nice
- Also, the invaders in the first section look really good. A differetn style than the ones you encounter later on, but i liked them
- The dragon is a bit easier to spot now. And still has that "ooh what is it" factor to it. Good job I read that Boogaloo didn't even notice the dragon before this change..

Cons:
- Awww, no more computer in the beginning? (Never mind, you just moved it. Yay!)
- Also, you've mentioned that the little cabin that's moving, is picked up by that monster you see at the end? I don't think many players will experience it as being picked up. Maybe add a little monster hand that rises from the botom? Like on the front thin layer? So you can see you've been picked up? Just an idea.

Overall, nice changes A great level became an excellent level

P.S: I squished my own highscore, and am now #1 wih a score of 7,605
2009-03-08 13:59:00

Author:
ThommyTheThird
Posts: 440


Thanks for the additional feedback guys!


The darkness really suits the level, but there was one spot (right after getting out of the spaceship after the descent into the crater) where I was confused for a second or to whether I should get out of the ship and go right (especially after ending up in two screens worth of pitch black darkness!), but I only paused for a short while, so it wasn't an issue for me after all, I'm just thinking that some might waste time there trying to figure out what to do, so a small visual cue could be useful.

This was actually the feeling I was looking for. I try to put little dramatic moments in my games where people kind of wonder whats going on (just my personality). So I thought it would be kind of cool if I plunged them into darkness while walking for a few seconds so they wonder what's going on.


The boss fight was a little weird, I spent about a minute or two trying to get up to/shoot the triangles above the boss, and only after seeing that they were invulnerable did I try to get up close to his head. It wasn't frustrating, though, since I was going to collect the score bubbles under the triangles anyway... just confusing.

I'll think about it and see if I can come up with an additional speech bubble that will help.... this is definately one of those areas that will cost me hearts because people may feel like they can't do it, but it's a puzzle and something that's unlike anything else - figuring out how to kill him - and you can't cheat by just standing back.


The falling cow was a cool idea as well, but I moaned when I realized that I have to go down there to collect the points, then up again... you might want to use a cutscene to show the cow's demise and then dispense the score bubbles at the top

I'll think about it - but the points ARE coming out of the cow... once again, kind of a humorous thing - making players work for the points. Heh.


The web-like decoration, with all the strings.. Brilliant! In my opinion it looks really nice. Also, the invaders in the first section look really good. A different style than the ones you encounter later on, but i liked them

I had a review from GrantosUK where he said he wished the game was longer. I practically had NO thermo left and decided to backup the game and TRY to put one last area in. I decided right at the beginning would be good - but instead of aliens I decided to do a spider splat room right before descending - kind of open the game with more of a bang. I think it makes it much better. I just breathed a sigh of relief when I got it to work without the game crashing on me. These Splat areas take a LOT of resources.


Also, you've mentioned that the little cabin that's moving, is picked up by that monster you see at the end? I don't think many players will experience it as being picked up. Maybe add a little monster hand that rises from the botom? Like on the front thin layer? So you can see you've been picked up? Just an idea.

It's actually a part that I took out of the book "Hitchhikers guide to the galaxy" where they trap the characters in a section and take the section away.... but I've been having a hard time conveying that to the player. Here's what's happening - they trap you in a little part of the hallway, then pick up the hallway with a space ship and carry it to a new location. I am probably going to spend a little time working on this tonight - maybe a speech bubble combined with some other effects such as breaking sounds.


A great level became an excellent level. P.S: I squished my own highscore, and am now #1 wih a score of 7,605

Glad you liked it! I have actually at this point hit the most I can do with the thermo without it starting to break the game. The cavern vertices and separate moving objects really hit the thermo hard. I noticed your score before reading this. I'm VERY impressed. I don't normally exit my own game to have own score on the leaderboard because I don't think it's fair as an author to have my high score there - but I WILL tell you that your score is higher than ANY score I've earned in this game!


And while I'm at it - Thanks OCK and Ninja for spotlighting my level! It made my day!
2009-03-08 22:51:00

Author:
CCubbage
Posts: 4430


Well I played again and I LOVE the additions you made to the level.

The splat sequence at the start was fun and I like the way you used string to create the web effect, not really seen tha done before. I like the material choice on the background here and the way lighting was used, great stuff man.

The croc-like creature while descending looks amazing and I wish there was a way to fire at it's face while descending in the pod lol. Something I forgot to mention the first time I posted was how much I liked your use of the forground layer. Those rocks have such a jagged, alien look to them and it really adds a lot to the visuals.

The new background elements during to recycling part were nice and the surprise ending caught me off-guard lol. I am glad to see that you are one of those creators who is constantly adding to the level and pushing everything to it's limit. I wish I could give the level another heart
2009-03-09 06:00:00

Author:
OCK
Posts: 1536


well done on getting spotlighted man!

Well deserved!
2009-03-09 10:52:00

Author:
wexfordian
Posts: 1904


Well I played again and I LOVE the additions you made to the level.

The splat sequence at the start was fun and I like the way you used string to create the web effect, not really seen tha done before. I like the material choice on the background here and the way lighting was used, great stuff man.

The croc-like creature while descending looks amazing and I wish there was a way to fire at it's face while descending in the pod lol. Something I forgot to mention the first time I posted was how much I liked your use of the forground layer. Those rocks have such a jagged, alien look to them and it really adds a lot to the visuals.

The new background elements during to recycling part were nice and the surprise ending caught me off-guard lol. I am glad to see that you are one of those creators who is constantly adding to the level and pushing everything to it's limit. I wish I could give the level another heart
Thanks, man! Definately no more segments in this level - I hit the wall with virtually every single part of thermo. It's near the top and keeps coming up with different messages every 5 seconds while trying to edit the level (with nothing else I can make more efficient) - whew!


well done on getting spotlighted man!

Well deserved!

Thanks, man! You too - I put about 40 plays on your Pinball Wizard 2 level... sorry!
2009-03-09 13:39:00

Author:
CCubbage
Posts: 4430


Hey Cubbage, you left a comment in my thread almost a week ago, sorry its taken so long to get back to you. I have been meaning to retry the boss after I managed to completely avoid it last time I played the level

I did you a detailed review in the Review League thread a bit ago so will only hit on a few things!

+ LOVE the space invaders sections.
+ Landing craft section is fantastic, I beat it in two lives this time, must have been all the practice last time.
+ Looks brilliant, lighting, materials, details, everything top notch.

Now the boss, took a little working out and a few lives but I can see why you wanted me to go back and have another go, it was awesome. Perfectly designed with a well thoughtout mechanic to defeating him. It required brains, planning and some good aim to get there.

Sorry it took so long to get round to it. I am kicking myself for not getting to it earlier now. Its also criminal its only ay 3 stars

***** and hearted
2009-03-16 13:17:00

Author:
GruntosUK
Posts: 1754


Hey Cubbage, you left a comment in my thread almost a week ago, sorry its taken so long to get back to you. I have been meaning to retry the boss after I managed to completely avoid it last time I played the level

I did you a detailed review in the Review League thread a bit ago so will only hit on a few things!

+ LOVE the space invaders sections.
+ Landing craft section is fantastic, I beat it in two lives this time, must have been all the practice last time.
+ Looks brilliant, lighting, materials, details, everything top notch.

Now the boss, took a little working out and a few lives but I can see why you wanted me to go back and have another go, it was awesome. Perfectly designed with a well thoughtout mechanic to defeating him. It required brains, planning and some good aim to get there.

Sorry it took so long to get round to it. I am kicking myself for not getting to it earlier now. Its also criminal its only ay 3 stars

***** and hearted
I'm glad you finally had time to play the final boss - this was definately the highlight of the level I felt.

Interestingly, I had re-released Splat II and published it when less kids would be playing (check out my thread on Good Publishing Practices) and managed to get a 5 star rating and about 25% hearts.... which ended up kicking it into cool pages unintentionally. It's now a 4 star rated level with good tags on page 3. It's pretty much the exact same game with some visual improvements, so no need to play it again... but I'm glad you liked it!

I noticed Jaeyden got the high score over the weekend - actually got a higher score than I'm able to get in the game which was awesome!


EVERYONE READING THIS - If you design a challenging level, please read my "Good Publishing Practices" thread! I've spent the last 2 weeks experimenting, and there are definately some great ways to work around the kids - not completely, but gives your level better chances.
2009-03-16 13:30:00

Author:
CCubbage
Posts: 4430


Yeah I read and posted in your publishing thread cubbage. Its great someone has taken the time to try and work the shambles of the system out. I have another two levels of my series to complete (well one and half now) and then I am going to have an experiment myself.

I think the last time I played Splat 2 I had the top score, but Jaeyden has decimated that. I guess I should have used more than 2 lives on the lander this time round, bumped it up a little
2009-03-16 13:43:00

Author:
GruntosUK
Posts: 1754


absolutely awesome!!
this level has it all. Platforming, shooting, story,and bosses. I loved it. I thought your lighting and visuals were stunning, and the difficulty is just about right. I cant see anything that needs improvement. Great work!!
2009-03-31 01:32:00

Author:
smasher
Posts: 641


My roommate and I played through all your levels the other day and we both loved them. He keeps asking me now if we can play "That shooting level" lol. I really couldnt find anything at all to critique. I liked the 2nd level alot more though because of the storyline.

Amazing job though, I hearted the 2nd one.
2009-03-31 04:46:00

Author:
ApellesJr
Posts: 282


Glad you guys liked them! I was trying to make them different enough so that both levels could stand on their own (I get bored REALLY easily when creating and have to do something different constantly).

I actually thought the story in the first one was really good - although it's sort of a "Portal" theme where you really don't know what's going on at the beginning but you start to realize you've been abducted by aliens and they're experimenting on you. You escape recycling and manage to infiltrate the mother ship. The story in the second level is spelled out more.

I also found it interesting different players tend to really gravitate more towards one or the other based on how "hardcore" a gamer they are. The more hardcore seem to enjoy the 2nd more because it requires much more gaming skill.
2009-03-31 13:11:00

Author:
CCubbage
Posts: 4430


Finally got a chance to check this out today (yea - being home sick has it's advantages!) It's an awesome level and super fun! I don't have any suggestions I think it's great as it is. I loved the lighting - red & light blue always look interesting and alien when combined and I loved how you left a bunch of the caverns in darkness - really brought out the lighting when it showed up on screen. The amazing thing for me in this level is the range you're showing as a creator. You've managed to put everything from 2D arcade style, 3D Platforming and cinematic areas (I love the landscapes that pass you and the eyeball in the trapped corridor!)

This is a no brainer for me - 5 stars and heart! Great Level.
2009-04-02 00:13:00

Author:
Morgana25
Posts: 5983


Thanks! My A.D.D. nature kind of shows with this level, doesn't it? I can't stay interested in a single idea longer than 1 section....2009-04-02 02:55:00

Author:
CCubbage
Posts: 4430


OMG - Just found the trapped "alien" at the bottom of the pit.... don't want to be more specific or it ruins the surprise. Seriously funny! Nice little easter egg. 2009-04-06 18:12:00

Author:
Morgana25
Posts: 5983


OMG - Just found the trapped "alien" at the bottom of the pit.... don't want to be more specific or it ruins the surprise. Seriously funny! Nice little easter egg.
Yes.... but did you get his candy? Finding this little guy is actually a great way to kick up your score a bit. As well as purposely crashing your pod a few times. Man I love this game....
2009-04-07 15:32:00

Author:
CCubbage
Posts: 4430


yes - candy was given 2009-04-07 15:45:00

Author:
Morgana25
Posts: 5983


Having missed this one for whatever reason, I had a shot about 10 mins ago. I think this is my favourite of your levels.

The use of lighting is probably the best I`ve ever seen. Love the variety of challenges as well.

The only thing that I could suggest was that at one point I was under heavy fire from Invaders above. I took cover under a small ^. It disappeared! I don`t know if it was because I kept shooting it or if it was timed, but I died a couple of times in quick succession because in all the excitement I hadn`t seen it go. I also had a couple of spawn kills right as cmae out the checkpoint.

Certainly nothing that would take away from an awesome level. 5 stars and hearted.
2009-05-06 16:48:00

Author:
Matt 82
Posts: 1096


Interesting, I've never heard of the shield disappearing. Was it in a middle section or near the end? I'll check it out and see if I can make it happen. It's possible that something slightly changed after the Yarg update (Yarg actually broke this level when it first came out and I had to repair it). I think the shield is just red-stickered poly glued to the wall - but it's possible that its dissolve with a hidden switch on it that makes it disappear if you keep shooting it. I'll check it out.

This was definately the most difficult of my levels to build. Especially the pod descent. Having it 100% reset its self everytime you crash, AND at the same time explode when hitting rocks was tough.
2009-05-06 20:43:00

Author:
CCubbage
Posts: 4430


It wasn`t the last section, it was the one nearer the middle.2009-05-06 22:51:00

Author:
Matt 82
Posts: 1096


Ok, it looks like the shield was made of dissolve and I originally had it to be destroyed when it was shot.... but then I took the paintinator switches off so it wouldn't... but the pieces could still be destroyed with a point-blank shot of the paintinator. I changed the shield to cement to prevent the player from destroying it.2009-05-07 02:18:00

Author:
CCubbage
Posts: 4430


Just played this today, and i have to say wonderful job!

The lighting is excellent, and the scenery is fantastic! I loved that little ET atari game reference there, and the cow rescuing, they were cute. My favorite part would probably have to be the lift area- where the aiens abduct you. Only problem i noticed was there, as the magic mouth starts up before they start moving you.

Actually.. on second thought, i noticed a big problem lol. (second play while i'm typing ) I was going down in teh rocket pod... and for some reason, the bottom fell off o.o I was crushing a stone against the left side of the pod and the wall, and the bottom fell off, the brain crushed itself, and then the pod blew up. Not sure how or what caused this... odd glitch lol.

The Splat invaders must study a lot of classic arcade games for their strategery. DROP DOWN! INCREASE SPEED! REVERSE DIRECTION!

Overall, great job again, 5* and hearted
2009-05-08 23:03:00

Author:
Burnvictim42
Posts: 3322


Heh.... yeah, there's definately a lot of interesting stuff in there. Between the original Splat Invaders Saga and Splat Invaders II I was trying to cram a lot of totally different ideas for each section that would keep the player entertained.

As for the issues... right as the text message is saying "where are they taking me" a creek sound occurs, so I was trying to have the sound be the start of the abduction.

The rock glitch was kind-of-sorta on purpose. Originally when I put the rocks spitting out of the walls, I noticed that if I wasn't careful and I rammed the pod into the rock it would wedge the bottom of the pod away and the pod would break apart. When the bottom of the pod hits one of the big rocks it's triggered to blow up the entire pod.

It actually seemed kind of cool to me that you could break the pod apart and die by not being careful with the rocks, so I left it that way. Doesn't happen too often, but its interesting when it does .

Thanks for the feedback! My general goal is to try to incorporate new play mechanics whenever I build levels.
2009-05-08 23:57:00

Author:
CCubbage
Posts: 4430


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