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The Dreadnaught

Archive: 7 posts


The Dreadnaught is a semi-continuation of my earlier level, Sky Town. Instead of being in Sky Town, though, you are in The Dreadnaught, the evil airship that attacked Sky Town in the Sky Town level. The level has platforming and puzzles, and looks good too! If you are worried that you have to have played Sky Town to understand the story, you don't need to. Playing Sky Town will not be necessary to get the story in The Dreadnaught.

check it out!
2009-03-04 01:42:00

Author:
cornontheCOD
Posts: 150


and the level is out.......now!

2009-03-04 02:25:00

Author:
cornontheCOD
Posts: 150


I haven't played your level, but I find it a strange coincidence that I had an idea for a story, which I'm writing into a screenplay, that had a floating country (based off of Lindblum from FF9) and there was a battle airship named the Dreadnaught....

strange coincidence indeed...
2009-03-04 08:51:00

Author:
thedrknss48
Posts: 22


wow, that's strange indeed2009-03-05 00:51:00

Author:
cornontheCOD
Posts: 150


Just finished it, and while I'm unfamiliar with the original theme and inspiration, it's easy to see that you had a clear vision on how you want the level to play, and it comes across very well. Well paced, easy to digest and neither too short, nor too long. Some more specific observations:

- I really liked the firing range, haven't seen anything like it in other levels, and it really adds a lot to the level atmosphere
- At the part where you have to bring a bomb to the Warlord, you should leave more space (vertically) between the four switches and the platforms they operate, and maybe also move them around a bit so that the switch you have to pull is above the previous platform... the way it is now sort of provokes a leap of faith by the player (which isn't necessarily a bad thing, though )
- The movable jetpack was a great idea, however, you forgot to lock the entrance to the door to the room in which you get it... I actually managed to fly back to the barb-wire room through which the bomb had to be dragged, and through a hole in the ceiling I got to fly around the entire level (I took the opportunity to examine the "rigging" of course... ), even to the scoreboard, without any challenge whatsoever.
- Speech bubbles were very well used, which is rarely seen in community levels, they tell the story and aren't overly obtrusive (or meaningless).
- You might want to consider changing the green gas scattered around the barb-wire area a bit, I've found that thin layers of green gas look really bad and unrealistic, whereas bigger areas of green gas (especially when they extend below the visible part of the playfield) are much more believable. Right now the "gas platforms" look artificially placed to make the soldiers' life on the ship harder, which makes no sense story-wise.
- It would be a good idea to show (or at least hint at visually or acoustically) how your bomb hits the enemy ship, it gives the player a sense of accomplishment.

Overall it was a good experience playing this one, it just needs some polishing around the rough edges.
2009-03-05 20:29:00

Author:
sny
Posts: 144


Thanks, I will be sure to play your level and give feedback!2009-03-06 00:25:00

Author:
cornontheCOD
Posts: 150


Bump

10char
2009-03-08 09:48:00

Author:
cornontheCOD
Posts: 150


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