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Tower of Hope [Spotlighted!]

Archive: 25 posts


Name(s): Tower of Hope [Easy] and Tower of Hope [Hard]

PSN: sny83

Description: Make your way up the perilous Tower of Hope, but don't let the noxious fume oozing from below overwhelm you... You MUST have hope! Inspired by Ayreon's music and Toxic Tower from Donkey Kong Country 2. Feedback is much appreciated!

F4F: I'll try to respond to any feedback within a few days, but because the company I work for is moving to a new site in the upcoming weeks, I'll have to work overtime on a couple of occasions, which means less playtime... a feedback or two a day should still be manageable.

Images:

http://www.lbpcentral.com/forums/littlebiggallery/images/3676/medium/2_towerofhope_1.jpg http://www.lbpcentral.com/forums/littlebiggallery/images/3676/medium/2_towerofhope_2.jpg

http://www.lbpcentral.com/forums/littlebiggallery/images/3676/medium/1_towerofhope_3.jpg http://www.lbpcentral.com/forums/littlebiggallery/images/3676/medium/1_towerofhope_4.jpg


Whew, just got my third and (so far) longest project finished! And I'm quite confident that my previous feeble attempts at a level pale in comparison to this... though this might just mean that this is the least bad of the lot.

Anyhoo, I'm looking forward to what you guys think, I really put a lot of love into this one, especially due to the inspirations I had when making it. If any of you played Donkey Kong Country 2 on the SNES, you'll probably understand why the level was designed the way it was, and why I made it so hard (Toxic Tower was probably the hardest level in that game, but I love that sort of thing!). Also, if you're interested in the musical influence, go get the album "Into the Electric Castle" by Ayreon, it's a masterpiece nobody should miss.

EDIT: The level is now published in two versions: [Easy] and [Hard]. This way people looking for more challenge can try the latter, which is basically the original one, and people who want a more forgiving (but still challenging) experience can go for the former, which slows down the flow of toxic gas, makes a lot of the tough challenges easier and adds more checkpoints.
2009-03-04 19:34:00

Author:
sny
Posts: 144


oh, wow. I can't believe you haven't gotten any replies! awesome level that deserves more plays!. The second I saw your screenshots, I was reminded of levels where you have to keep climbing or else you will be engulfed by water/fire/etc. Then I realized this level is just like that! Great concept, very fun, and well executed! I hearted it and 5-starred it! I honestly did like it that much.

+ cool visuals. It is just basically a cave-like area, but you spice it up with your own cool visual style
+ tense and fun to play
+ great concept
+ neat puzzles that are fun to execute under a deadline (the hexagon one comes to mind)

-a little hard to make some of the small platform jumps
-not much story (but that's ok)
2009-03-06 02:11:00

Author:
cornontheCOD
Posts: 150


I'm glad you liked it! Thanks for all the positive feedback!

Can you be a bit more specific with the hard jumps, though? I'll see what I can do about them, but I first have to know which ones you had problems with. =)

I might add some more references to the story of "Into the Electric Castle" in the level, but to be honest, I'm planning on adding sequels (and prequels) to this level that are based on different songs from the Ayreon album, so I don't want to give away too much of the story all at once. Also, I had to make some concessions to or divergences from the actual lyrics, in order not to break the look and feel of the level - the place is called the Electric Castle after all, but I wanted this part to not have any... that's reserved for another project.
2009-03-06 17:07:00

Author:
sny
Posts: 144


I think one of the hard jumps was when you are jumping across pillars and the camera is at an angle. There is a rotating circle above you that you have to grab, but you can jump to the next pillar. This next pillar is kind of hard to judge the distance from, and I wasn't sure if I could grab onto the circle from the first or second pillar. I think it is because of the camera angle, so you might want to make the camera go back to normal once you get near the top2009-03-07 01:08:00

Author:
cornontheCOD
Posts: 150


sny, I tried to play your level and eventually had to give up out of frustration. Now, I am admittedly not a very good gamer, so any unforgiving game or level is bound to frustrate me and leave me with a bad taste in my mouth. I cannot give you a full review as I barely got into the level.

On the up side, it looks fantastic - the visuals are stunning and the attention to detail is impressive. But for my part, you need to add more checkpoints or slow down the progression of the gas. First time through I made it the farthest but the slingshot at the top of that first group of platforms spun me round about 340 degrees and I was back down in the gas. Repeated plays I didn't make my jumps well and landed back in the gas. This was after only a minute or so of gameplay and your checkpoint was already immersed. So... what I experienced was: die, die, die, die, die and game over. Not very satisfying dude.

Now I understand the premise of the game is to escape the gas, but what is the use in even adding a checkpoint if it almost instantly becomes an instrument of death?

I feel bad going off on such a rant after the nice review you gave up for my level. But I'm hoping you'll take this in the constructive manner intended. I would love to see the rest of your level. Based on what I've seen thus far, I am guessing it's a work of art. But I simply don't have the skills.

If you decide to take this advice and add some more checkpoints (or, as I said, slow down the gas, maybe move the checkpoint with the gas ?? ) then I would surely like to give it another go.

Sorry man.
2009-03-07 08:27:00

Author:
v0rtex
Posts: 1878


True, I think you could somehow move the checkpoint with the gas so it never becomes engulfed, it would be great2009-03-07 08:58:00

Author:
cornontheCOD
Posts: 150


sny, I tried to play your level and eventually had to give up out of frustration. Now, I am admittedly not a very good gamer, so any unforgiving game or level is bound to frustrate me and leave me with a bad taste in my mouth. I cannot give you a full review as I barely got into the level.

On the up side, it looks fantastic - the visuals are stunning and the attention to detail is impressive. But for my part, you need to add more checkpoints or slow down the progression of the gas. First time through I made it the farthest but the slingshot at the top of that first group of platforms spun me round about 340 degrees and I was back down in the gas. Repeated plays I didn't make my jumps well and landed back in the gas. This was after only a minute or so of gameplay and your checkpoint was already immersed. So... what I experienced was: die, die, die, die, die and game over. Not very satisfying dude.

Now I understand the premise of the game is to escape the gas, but what is the use in even adding a checkpoint if it almost instantly becomes an instrument of death?

I feel bad going off on such a rant after the nice review you gave up for my level. But I'm hoping you'll take this in the constructive manner intended. I would love to see the rest of your level. Based on what I've seen thus far, I am guessing it's a work of art. But I simply don't have the skills.

If you decide to take this advice and add some more checkpoints (or, as I said, slow down the gas, maybe move the checkpoint with the gas ?? ) then I would surely like to give it another go.

Sorry man.

No need to apologise, I'm happy to receive any kind of criticism.

I initially wanted to create a checkpoint that moves with the gas, but decided against it for three reasons:
-it would limit the number of lives to 8,
-it would take a tremendous amount of effort (and - frankly - more skill than I possess currently) to create a mechanism that can successfully move a checkpoint through a level filled with challenges of various shapes and sizes,
- I thought a moving checkpoint would look ridiculous no matter where it is

But seeing as very few people actually end up finishing the level, I'll have to swallow the medicine and try saving the checkpoints from the gas.

I'm sorry to have frustrated you with this, it's just that I've gotten used to playing and enjoying very hard games in the past 15 years and when I have the opportunity to create something, I usually judge difficulty based on my standards (who else's? ), so inevitably people who like strolling through content will want to hurl their sixaxis at me.

The level is meant to pose a serious challenge, though, so I am very hesitant to make it trivial with checkpoints that will in time inevitably save you the trouble of actually solving a puzzle or getting through a challenging area by simply lifting you constantly above the gas... that eliminates the whole point of the level: to get through each section in a given time frame.

I think the best solution might be to release an "easy" version of this level, in which I'll strive to make it so that you'll only end up in gas if it catches up to you when you're slow.

I'll let you know when it's finished, thanks for the feedback anyway!


I think one of the hard jumps was when you are jumping across pillars and the camera is at an angle. There is a rotating circle above you that you have to grab, but you can jump to the next pillar. This next pillar is kind of hard to judge the distance from, and I wasn't sure if I could grab onto the circle from the first or second pillar. I think it is because of the camera angle, so you might want to make the camera go back to normal once you get near the top.

You're right, I found the spot and it is very awkward to make the last two jumps. I changed the camera angle, zoomed in a bit, and extended the camera zone to the entire set of pillars, so it should be easier to time your jumps. In playtesting I even got a x6 multiplier thanks to the changes which I've been unable to do before, so I'm hoping this issue is fixed.

EDIT: Forgot to add that the "slingshot" v0rtex2002 mentioned wasn't actually designed to be one at all, so I doubled its rotation time, which should make it clear that it's only meant to place you on the platform below it.
2009-03-07 09:37:00

Author:
sny
Posts: 144


I've just finished playing your level, here's what I thought.

+ Look well, nice use of materials and the lighting looks good
+ Good details with the bookcase, and the detailing on the steps.
+ Nice obstacles and platforming sections. They require timing and a bit of skill. They are well put together.
+ Liked the checkpoints.
+ I like it when people use orange lights around fire, makes it look cool and more threatening.

- Orange lighting on all the fire would make the level look a lot better. It would also look good on the emitted things that down.
- You need a better camera angle at the end of the pillars where you jump up to the wheel, its hard to see the red section you can grab on the wheel
- You need a checkpoint somewhere on the rotating fire wheels somewhere. Its a long trek back over the pillars to get where you where, and fustrating
- The gas rises a little to quick. I came out of a checkpoint and the gas was already there, i lost all of my lives, I think this was at the start, or very near to it.

Its a good level this, it needs better spacing with checkpoints but overall its fairly solid and plays well. Its obviously been well tested and care and effort put into the visuals.

I cant see why this level has'nt got more plays or feedback on here, its a nice level, it needs a bit of tweaking, but I enjoyed it mostly

Good job
2009-03-07 13:00:00

Author:
GruntosUK
Posts: 1754


I've just finished playing your level, here's what I thought.

+ Look well, nice use of materials and the lighting looks good
+ Good details with the bookcase, and the detailing on the steps.
+ Nice obstacles and platforming sections. They require timing and a bit of skill. They are well put together.
+ Liked the checkpoints.
+ I like it when people use orange lights around fire, makes it look cool and more threatening.

Thanks! I tried lots of new things in the visual department with this level, I'm glad people appreciate the end result.



- Orange lighting on all the fire would make the level look a lot better. It would also look good on the emitted things that down.

I actually added it to every fire that isn't being emitted during the creation of the Easy version, but you're right, I did forget about the balls of fire at the wheel challenges... I'll tweak those up in a jiffy when I get back to the PS3.



- You need a better camera angle at the end of the pillars where you jump up to the wheel, its hard to see the red section you can grab on the wheel

That was updated early today, so now I'm not sure whether you played the old version or didn't like the new one. Anyway, I'll check it out once again to see if I can add more visual cues to the grabbable surface.



- You need a checkpoint somewhere on the rotating fire wheels somewhere. Its a long trek back over the pillars to get where you where, and fustrating

I'll try that for the easy version, though I'm afraid it might cause more harm than good, since the wheels rotate non-stop.



- The gas rises a little to quick. I came out of a checkpoint and the gas was already there, i lost all of my lives, I think this was at the start, or very near to it.

This is now (hopefully) fixed in the easy version, there are a LOT more checkpoints at the beginning of the level, so you won't be overwhelmed by the fumes so easily.

As can be seen from the points above, Easy version is out now, so y'all have a choice whether you want the original challenge or a more casual experience. I'll be happy to further tweak any version if you think they're too hard or too easy.
2009-03-07 14:43:00

Author:
sny
Posts: 144


Just played them both, here's a quick review:

+Great use of simple shapes and lighting
+Looks great
+Fairly challenging

-Some parts are frustrating, like the wheels in the hard version. I just couldn't complete the hard version.
-I found the part where you grab the red orb kinda hard, even in the easy version. I just found it hard to clear that gap.
-Needs a checkpoint just before the wheels. You could place a checkpoint on the last pillar. It might make the wheels a little less frustrating.
2009-03-07 15:43:00

Author:
Entity
Posts: 274


Just played them both, here's a quick review:

+Great use of simple shapes and lighting
+Looks great
+Fairly challenging

Thanks!


-I found the part where you grab the red orb kinda hard, even in the easy version. I just found it hard to clear that gap.

I was actually thinking for a long time whether to include that puzzle or not, for the very reason described by you... actually it's not the problem of the level, but of the controls in LBP. You simply can't get Sackboy to grab, walk and jump at the same time. You have to jump while standing still and holding onto the red bubble, if you're in motion, the jump won't happen. You can see this in many levels, or even in the editor if you just make a small shape out of sponge and trying to grab+move sideways+jump.

I agree that it's very annoying but it felt so boring to just put a switch there, I wanted something the player has to hold on to. If more people give up at that point, I'll be forced to change it... *sigh*

I wish Mm fixed this bug, it's annoying the hell out of me in many levels.


-Some parts are frustrating, like the wheels in the hard version. I just couldn't complete the hard version.

-Needs a checkpoint just before the wheels. You could place a checkpoint on the last pillar. It might make the wheels a little less frustrating.

This is now added to both Easy and Hard version, I've also changed the fireballs to look cooler, as suggested by GrantosUK.

By the way, the feedback so far has been wonderful, keep 'em coming, guys!
2009-03-07 17:14:00

Author:
sny
Posts: 144


I liked the level quite a bit. I did think the "easy" one was rather challenging (lots and lots of little things to jump on to), so I really have to wonder what the other version is like.

My only complaint is that at the top of the tall thin columns, you are supposed to grab onto a wheel that is half burning... My issue is that the camera at this point is skewed downward so it is really hard to see.

Hearted
2009-03-10 18:56:00

Author:
dobi6
Posts: 359


I liked the level quite a bit. I did think the "easy" one was rather challenging (lots and lots of little things to jump on to), so I really have to wonder what the other version is like.

Thanks! I'm afraid the hard version is simply going to annoy most people (apparently very few LBP players played platform games from years ago, back when this level would've been somewhere early on in a game, based on difficulty ), but maybe some hardcore happy gadders will stumble upon it from time to time and have a good time.


My only complaint is that at the top of the tall thin columns, you are supposed to grab onto a wheel that is half burning... My issue is that the camera at this point is skewed downward so it is really hard to see.

I was afraid this might confuse people, and it seems it does... those wheels to the left aren't actually burning at all, there's just an orange light there that's making it look dangerous. In fact, in hard mode, you actually have to run atop the non-grabbable part for a bit in order to climb to the next one. The three wheels on the right side, on the other hand, are burning, but that part of the level doesn't have camera zones.

Anyway, I'll try to mess around with the camera angle some more there, it seems to be a place where even the easy version gets difficult for most.

Thanks for the feedback!
2009-03-10 19:38:00

Author:
sny
Posts: 144


Hey sny,

I actually played your level a while ago - I've just got so many pages of notes to type up it gives me a bit of a headache thinking about it.

I haven't played the easy version - mostly because when people write 'easy' on a level I think they're implying that I'm a total wuss if I consider playing it. So into the 'hard' version I bravely trod.

I enjoyed the difficulty settings - I did have to restart three times, but I didn't feel frustrated, it was as a result of tough challenges not irritating design flaws. The wheels at the end did have me gritting my teeth a bit (they are tough as nails), and I also got a little bit annoyed at getting the pink floaty key across the circle platforms (nice design on those btw, lol), sackboy actually does feel like a sack when you start trying to double moves up - Mario he isn't.

I did feel like I'd beaten a genuine challenge though, and can now laugh derisively at anyone who took the easy route (kidding).

I much admired the look of the level - the economical use of materials to create a solid theme, and the original custom shapes of the platforms create a consistent and characterful atmosphere.

I admire your level - but some are going to mark it down for difficulty I'm afraid. Certainly not me though, top marks.
2009-03-11 14:06:00

Author:
Boogaloo
Posts: 254


I haven't played the easy version - mostly because when people write 'easy' on a level I think they're implying that I'm a total wuss if I consider playing it. So into the 'hard' version I bravely trod.

You have a point there, maybe I should change 'Easy' to 'Normal', as it's meant to be challenging for the general (casual) LBP audience.


I enjoyed the difficulty settings - I did have to restart three times, but I didn't feel frustrated, it was as a result of tough challenges not irritating design flaws. The wheels at the end did have me gritting my teeth a bit (they are tough as nails), and I also got a little bit annoyed at getting the pink floaty key across the circle platforms (nice design on those btw, lol), sackboy actually does feel like a sack when you start trying to double moves up - Mario he isn't.

I'm considering changing that part in the Easy version to a simple switch-flipping one, it seems very very few people know that you can't jump, move sideways and grab at the same time (the game won't let you). I'm happy the difficulty hasn't deterred you from getting past those wheels, they are meant to be an ultimate challenge for those that got that far.


I did feel like I'd beaten a genuine challenge though, and can now laugh derisively at anyone who took the easy route (kidding).

I much admired the look of the level - the economical use of materials to create a solid theme, and the original custom shapes of the platforms create a consistent and characterful atmosphere.

I admire your level - but some are going to mark it down for difficulty I'm afraid. Certainly not me though, top marks.

I was prepared for getting lower marks due to the level's difficulty, so I'm not too concerned about it. However I promise my next level will be much more accessible, even though I think it'll be very hard for me to create a level that appeals to casual Happy Gadders... but I'm willing to take on that challenge.
2009-03-11 15:29:00

Author:
sny
Posts: 144


So... sny... I finally got around to trying your easy version of this level, and it was fabulous! The design and visuals were excellent, and the pacing very much easier to manage (thank you for that).

That first jump is still a tough one for the dexterity-challenged, but I managed it. After that it gets much more playable. It's not too easy, so as to make it a bore; and the flow of play (and the aforementioned pacing) is quite nice.

The floaty bit took me a couple tries before I realized I wasn't meant to ride it down anywhere, but that I was to bring it back.

I am having trouble finding much else to gripe about. It looked and played splendidly. Nice job! (and thanks again for dumbing it down for us old, slow folks )
2009-03-16 05:11:00

Author:
v0rtex
Posts: 1878


Hey.

I played the easy version, and it was good fun. The difficulty seemed fair and balanced. Got through in my first attempt, and ranked 3. on the leaderboard, yay!

The graphics were simple, but it was very clear to see the elements of importance. Overall i found the level enjoyable and balanced, although a bit too simple and too similar to most other levels in LBP.

I would appriciate if you would play my level "Save Die Reload!" and post your comments in https://lbpcentral.lbp-hub.com/index.php?t=t=9714
2009-03-16 23:32:00

Author:
CarlsenJeppe
Posts: 67


Hey Sny,

I just played through the hard version. Overall, very nice design. Perfect geometry and excellent lighting make for a very remarkable visual experience.

The gameplay elements were enjoyable. I was a bit perplexed how to solve the red floaty ball puzzle. Twice I grabbed it only to fall to my doom. The rotating wheels while simple, were very unique in their design. So clean, yet so much more than a plain slab of rotating fuzz.

I did find two game-breaking bugs, which I suspect you will want to address immediately. First, right at the beginning, you cross the chasm and go up the steps, then platform hop back across to the right. If you make it to the 2nd or 3rd platform, and fall before reaching the checkpoint, the red gas has already migrated upwards, and the only active checkpoint is covered. So, you cannot finish the level because your respawn point is covered in deadly gas.

The same thing happened to me at the rotating wheels at the end of the race. If you grab the very last wheel and do not reach the race close gate, the same thing happens.

Both bugs can be fixed by not allowing the gas to move upwards until the next checkpoint is made active. These bugs I suspect occur frequently as well. In the first scenario, all you have to do is miss your jump, and you're stuck in the death loop. In the second scenario, if you've grabbed the wheel too early or too late, sackboy will be burned as the wheel rotates, causing you to fall.
2009-03-17 01:19:00

Author:
Thegide
Posts: 1465


As promised, I will recite my review of your level from LBWorkshop in the spirit of F4F:

"Alright I played your level yesterday and as posted in my comment I think it is a bit too dark. Taking out a little of the darkness would help the level to be less demanding for the eye.

I liked your visual concept, it was consistent and gave me the feel of a very unwelcoming place with harsh environment. Your toned back decoration was well set and did not take away the focus from the tasks at hand, which is good since your level is really challenging, even in the [easy] version. Most of my lives where wasted trying to bring the floaty ball from one side to the other.

The platforming was well made, the pacing was right and I always knew what to do and where to go. What I missed a little where some new ideas but that is perfectly fine if you want to concentrate on standard platforming which is not new but well and solidly done in this level. The end came exactly when I wanted it to come since your level is very challenging which should not be over a too long period of time.

I gave you a 4/5 stars because your level was overall challenging not frustrating, delivered a solid piece of platforming fun and the overall look and feel fit together. This combined gives a worthwile experience that challenges the player to do it better on a second try or even advance to the [hard] version."
2009-03-18 09:15:00

Author:
Fjonan
Posts: 359


Thanks for the reviews, guys! I actually feel kind of dumb for not thinking about stopping the gas with some sensor switches before the next check point is activated... I'll get that fixed in the next update, now that I have a bit of play time on my hands.

EDIT: Only for the easy version, though, since the gameplay of the level from Donkey Kong Country 2 that I tried to reproduce was even more unforgiving in this respect: there is only one save point halfway through the tower, and any error before that meant you have to restart the level. Now I know the average gaming community isn't interested in that kind of difficulty anymore, but this just means that the hard version isn't for the average gaming community, but platformer veterans instead, I guess.
2009-03-28 14:23:00

Author:
sny
Posts: 144


Hey, just got done playing this level. I chose the hard version. Why? Because I wouldn't have been satisfied knowing I played the woosie version.

I gotta say, this level does EXACTLY what it sets out to do: it get's your adrenaline rushing, as well as forces you to THINK and pay attention. This level is definately not going to be for the general LBP crybaby audience, but man - I really enjoyed it.

There isn't a lot I can comment on that's WRONG with the level. In the context of a challenging race, I think it was executed perfectly. It has great visuals, nice ambience, and the entire layout is well-thought-out.

The 2 areas that stood out for me was the rotating hammer-spikes on sticks (this one took standing and staring for a minute to figure out), and the octagon-stack-puzzle.

One thing that I really have to give you credit for - many people who try to create a level like this require REALLY touchy jumping to ramp up the difficulty. I didn't find anyplace in the level that was cheap - any time I died I felt like it was my own fault, which is the way it's supposed to be.

Great job - 5 stars and a heart!

(by the way.... I pulled off 3rd place, just a little behind 2nd place)
2009-04-01 18:42:00

Author:
CCubbage
Posts: 4430


Got a chance to check it out last night and it's really fun, in an omg, I've just got to finish this level, kind of way. I started out on the hard version and really loved the colors you picked and the look of the level. The platforming wasn't easy but that's what I loved. I really had to work to get to the next checkpoint. I made it as far as where the floaty thing spawned and was like "hugh"? Stood there for awhile and still couldn't figure it out. Finally had an idea to move it and the gas got me. LOL.

After that I decided I had to run the easy version one to see if I was really that dense. Turns out I had the right idea on the hard level - just not enough time. I'm not mentioning it to complain - it was all me but I though you'd appreciate my reaction to your setup.

After that I went back to the hard version and finished it after a few runs through. It's a level you can't play and be passive - that's for sure. Your design demands players pay attention and think about how to progress - It's a rare thing to see in most levels so it really stood out for me for that reason.

5 stars for me & a heart! I'm "hoping" you'll go for a sequel?!?
2009-04-03 02:11:00

Author:
Morgana25
Posts: 5983


Thanks to both of you, I'm glad you liked it.

I don't think I'll do a sequel to this level in particular, it's nowhere near that popular (yet) to justify that, but expect my next project to be equally challenging in terms of platforming.
2009-04-03 19:51:00

Author:
sny
Posts: 144


My apologies in taking so long to get back to you with F4F, I have been away from my PS3 for a very long time. I had the chance to try out the level last night (easy version), here are some thoughts:

I liked your theme and all of the materials selected made sense. You had some nice lighting effects and there was a great overall symmetry to the level.

I appreciated the little details like the windows you cut into the background, very nice touch. I enjoyed the writing and it served it's purpose in driving the player forward. Standout moments were when the player needs to bring the red "orb" to a particular spot and a platforming section near the end where you use a very cinematic camera angle that really added a lot of flavor. The octogon puzzle was also great and I wish there were more original moments like that.

My complaints with the level are that it did not really show me anything new. I appreciate originality and gameplay elements that are completely different from anything else I have seen before and I just did not get that from this level (maybe the hard version has something more to offer?). I am not a huge fan of race-type levels unless they are truly innovative (Starstruck series for example) and I did not feel as if this level did enough to really set itself apart from the rest. I was also a little disappointed with the ending (or lack thereof). With all this talk of hope I was expecting an angel or something to be waiting for me at the finish lol.

Having said all that I really appreciated the overall polish and your adherence to your theme and I look forward to your future projects
2009-04-26 12:59:00

Author:
OCK
Posts: 1536


I tried the hard version of this , and it was awesome. Everything was very well done. It was a great challenge that I thoroughly enjoyed it. Great work!!!2009-04-30 01:48:00

Author:
smasher
Posts: 641


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