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MAZED AND CONFUSED : Still Spinning

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Just published; MAZED AND CONFUSED II : Still Spinning. This takes the rotating maze concept to dizzying new levels. It is pretty much an entire level rotating. And I've added various obstacles, checkpoints, and score bubbles throughout. And the REAL cool thing... there is a boss to take out in this level. Just to warn you though, this is the biggest maze I've made to date (Jumbo Sized). I hope you all like it. It can be found by searching PSN mindphaser74. Hope you all enjoy.

Don't forget about MAZED AND CONFUSED I though, it still pretty fun!
2009-02-22 18:19:00

Author:
mindphaser74
Posts: 349


what is this site's policy on "BUMPing" a post?2009-02-23 18:58:00

Author:
mindphaser74
Posts: 349


I played through this level last night partially because as I was curious about your rotating puzzle mechanic.

Boy, I didn?t know what I was getting into. This level was an intense level that is very simple in premise but is taken to an insane degree. I?m curious to see what the amount of times played to amount of people finish ratio this level will be at when it gets a lot more traffic as this was a difficult level to finish.

I didn?t get near your high score but I was just so happy to finish that I didn?t care too much about how much I got. This is also one of the first levels that I actually liked the prize bubbles you had and may load them up in a moon level. I want to see the mazes without them rotating and to be able to see the details I missed when playing the level.

So the premise is very straightforward, a rotating cube that you go inside that is a full on maze which then rotates until you are able to get out the other end. It starts out with small cubes that are on par with a few of similar rotating cube mazes that I have come across in other LBP levels. Then the level throws a bigger cube, and then a bigger cube and then a bigger cube and then a bigger cube and then when you are gasping for air and begging for mercy throws a vertical maze to get to the scoreboard in your way. (Of course this was just my take on the level, your mileage may vary.)

I enjoyed most of the puzzle boxes a lot and the see-through back layer added a cool factor to them. In general I didn?t encounter any bugs in the level with the exception of when I went into the last rotating box. It is so big that at the outer limits of the box the angular velocity is pretty high compared to earlier boxes. I got pushed back into the airlock section and then back through the first door so that I was in the entrance spot.

I tried, of course, to jump out and somehow cheat my way past the cube but the level design doesn?t allow this. I was able to get back into the cube though the second of the two airlock doors evaporated under the strain of the rotating cube and my pushing on it. It took a little bit to get used to the increased speed of each new cube but after a few minutes it was back to spelunking as usual.

It is also possible to fall or exit the cube on the down turn when you are lower than the platform and if you do there is a fiery death waiting for you. This happened to me early on in the level and I was extra careful to avoid it from then on out. If I had died falling out of either of the last two cubes I would have quit the level out of frustration. How do you handle the checkpoints in this level? I don't remember seeing any checkpoints before or after cubes and my big fear was that if I died I?d have to start again from the beginning of the level. If this is the case I?d consider that a level breaking flaw that you could easily fix by placing checkpoints after each cube.

It would also help people who are not as hardcore to finish the level if you could move the checkpoint at some point so that those who cannot figure out the maze could suicide and still see the rest of the level. (Maybe if you get to a certain proximity of the center of the maze.) Of course that would be tricky to do it in a way that wouldn?t allow them to earn points but it was just a thought.

This isn?t a level that has platforming, paint guns, creatures or any other type of item, it is all about making your way through rotating mazes. It may be good to be a bit more descriptive in your level description as this level is for the dedicated player who likes a challenging maze game.

The worst cube in the level, in my opinion is the one I think you call Big Red. That is the one that I termed the bloody-intestine-maze-from-hell. I was originally struck by how the material you used looked like arranged excrement but after about twenty minutes or so in that puzzle it looked like so much small intestines laid out everywhere and the red glass background really added to the effect.

I think I spent close to or more than an hour of continuous play on this level alone in my one play through as there are some really time consuming puzzles toward the end. I managed to beat each race sequence with the exception of big, bloody red one so the timing of the races seems to be fairly well gauged between them.

The last vertical maze was a nice change on the rotating theme as I was pretty burned out by the end but this too is something that isn?t just a simple maze, it goes on and on and on for a bit.

I am really happy to have finished this level and it feels like I?m in an exclusive group of players for having done so. I like the pre-emptive difficulty aspect of the level. It seems that you knew that other people would make bigger rotating puzzle cubes after you released this level so you went ahead and made it bigger than their bigger levels before they even thought about make them. That?ll show them!
2009-02-24 18:37:00

Author:
Trindall
Posts: 297


It is so nice to finally have some feedback on a level I created about 2 months ago. Those were some nice compliments too. I do wonder what it takes to get a level noticed, maybe just some more time. This isn't the only LBP forum I reveal my levels on.

First off, I don't know if you know this, but I have 3 other maze levels out there. 2 of them are bonus rounds (so to speak) of the original Mazed and Confused and the keys are obtained through that level (so you should have them already). These 2 levels are just a single large maze each, but did use up the full thermometer bar. This is because the rotating maze in both levels is packed with point bubble emitters, which IMO is great because when the points appear, they roll with the motion of the maze, thus creating a "mad scramble" of sorts for the points (extra cool with multiplayer). But because the emitters take up so much heat, I had to limit the 2 levels to a single maze each. There isn't a clock on these 2 either (would have made a players decision on point bubbles vs time score too difficult IMO). The 2 levels are called MAZED AND CONFUSED : Master of Mazes and MAZED AND CONFUSED : La Fiesta.

The 3rd level I hinted at earlier is called MAZED AND CONFUSED II : Still Spinning. At it makes the earlier mazes seem dull. This level has 1 JUMBO sized maze that is 2 layers deep, has a timeclock (very long) and point bubble emitters. BUT it also has 13 spinning/rotating/moving obstacles within the maze (something that wotked great). It has 13 checkpoints (incidentally, you were asking about the checkpoints in the mazes you tried; there was 1 checkpoint at the start and inside each maze and the 2 bonus levels had 2 checkpoints in each maze - 1 at the start and 1 in the middle). And at each of these 13 checkpoints is a switch that releases points and clears a part of a path to the maze center, where a big MAZE-BOSS is waiting and this maze is also bouncing with piston usage (real challenging and fun). I have still been doing the final testing on it the last couple of days and it is online to play. I think it might even be bug-free at this point. As it takes an hour to playtest though, I won't get around to it until I have more free time tonight.

And actually I don't really mind the competition of others making mazes, in the level you played I scattered 4 maze templates (as prize bubbles) that allow everyone make their own mazes quickly and easily. I was hoping to kind of create another sub-genre in LBP with the maze concept and maybe get others to make mazes that I don't already know the solution to (though mine are still fun even though I know the correct path often enough).

Yeah, so thanks again for the time you put in and I think and hope you like the other mazes. If I missed any of your questions just let me know.

PS, the last 2 "rotating" mazes on the level you played were actually the same size, but I don't know if you noticed that the 2nd one rotated in a different direction than the rest. This can be tricky to adjust to. And something interesting, I've tried a maze on a wobble bolt but the stop time (when it switches from one direction to another) is too great for my tastes, even with the pause set to 0. Although some future mazes might make use of a switch to change a motor bolts direction.

Again, thanks.
2009-02-26 21:17:00

Author:
mindphaser74
Posts: 349


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