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Tomb Of Tutensackmun 2

Archive: 5 posts


Yes, it's here, the sequel. Unlike many movie sequels this is not a rehash of the original, but an entirely new adventure.

https://lbpk-production.s3.amazonaws.com/player_creations/1665566/preview_image.png
https://karting.lbp.me/v/zp5q

This is a 1st person view mini adventure with the all new "footprint cam". By looking down you can see where you are stepping, making avoiding obstables and triggering events more accurate.

Your movement is the standard karting set up to ensure newbies don't get confused by strange controls and your "looking around" cam is controlled by the RIGHT STICK. You may also exit the level at anytime by holding down R1 and L1 just in case you're getting too frustrated!

If you've been following the build in the 'projects' thread you'll know that I have incorporated a 'reset to start of section' rather than throwing you all the way back to the beginning of the level. This should ensure you don't throw your controller at the screen if you do get killed during a section!

As always this level could easily have been double the size but for the thermo......but fear not, there are puzzles that I built and intended to use that will definitely be used in the 3rd and probably final instalment of Tutensackmun.

I hope you enjoy the level as much as I did creating it.

Sure you're ready?

https://lbpk-production.s3.amazonaws.com/player_creations/1665498/data.jpg

https://lbpk-production.s3.amazonaws.com/player_creations/1665500/data.jpg

https://lbpk-production.s3.amazonaws.com/player_creations/1665502/data.jpg

https://lbpk-production.s3.amazonaws.com/player_creations/1665504/data.jpg

Happy Adventuring Sackfolk!
2015-10-17 10:34:00

Author:
Scorpio1357
Posts: 460


This was hands down the best first person level I've played so far.

As a note, I played it before reading this post. Also, I know the thermo was at the limits, so any suggestions i give are just me throwing ideas around. There was nothing critical to be addressed in any way.

I loved the footprints. At first I thought they were a really nice aesthetic addition that was strangely missing from others, but was even happier when it had gameplay uses.

The spike traps killed me a lot of times, took me a bit to recognize the pattern, which was nice. I loved the maze and the spiders. It would have been nice if some would knock you off or shoot something at you when you passed by. I really liked the swinging part too, it was a lot of fun and made me feel like Indiana jones, but it went by really quickly. Not sure how you'd lengthen it though. Would have been cool if there were some more swinging parts, just random and not necessarily important. Like over a gap in the maze and over a skeleton sentry or something.

I really appreciated that it was a mixture of puzzles and platforming. A+ job.
2015-10-19 00:31:00

Author:
StJimmysAdiction
Posts: 388


This was hands down the best first person level I've played so far.

As a note, I played it before reading this post. Also, I know the thermo was at the limits, so any suggestions i give are just me throwing ideas around. There was nothing critical to be addressed in any way.

I loved the footprints. At first I thought they were a really nice aesthetic addition that was strangely missing from others, but was even happier when it had gameplay uses.

The spike traps killed me a lot of times, took me a bit to recognize the pattern, which was nice. I loved the maze and the spiders. It would have been nice if some would knock you off or shoot something at you when you passed by. I really liked the swinging part too, it was a lot of fun and made me feel like Indiana jones, but it went by really quickly. Not sure how you'd lengthen it though. Would have been cool if there were some more swinging parts, just random and not necessarily important. Like over a gap in the maze and over a skeleton sentry or something.

I really appreciated that it was a mixture of puzzles and platforming. A+ job.

Thanks for the review. All comments positive. Excellent.

The spiders that drop down will kill you if they touch you. They are strategically placed at the points where you'll probably be concentrating on not falling off the path rather than avoiding them. There were many more initially but thermo forced removal of half of them. Each dropping spider is made up of six motors so quite thermo heavy. Unfortunately to complete the build something had to give!

As you said, there is a pattern to the spikes. Once you see it you can get through every time without being killed.

More swinging sections.....ok......Tutensackmun 3 should cover that!

2015-10-19 07:28:00

Author:
Scorpio1357
Posts: 460


You could give the grapple hook to the player as a default so you don't have to place the power up out in the level. Some signage in the beginning next to a noncritical swing could make people keep their eyes out for possible places and the L1 symbol that always pops up.

Regardless, an excellent level.
2015-10-19 14:16:00

Author:
StJimmysAdiction
Posts: 388


You could give the grapple hook to the player as a default so you don't have to place the power up out in the level. Some signage in the beginning next to a noncritical swing could make people keep their eyes out for possible places and the L1 symbol that always pops up.

Regardless, an excellent level.

The grapple hook power up does make it a little obvious what you have to do i guess, but it's still not a easy task for the less experienced player to make it across.

The default L1 symbol pop up doesn't appear when you are in 1st person view (though that might be something i did with the hud). This is why I placed small stones either side of the grapple hook with L1 written on them.

I really like your idea of giving some swing practice early on (non lethal) and then finding potential grappling places through the level. I think that's a definite for TUT3.

Thanks again for the generous comments. It really is appreciated after the time spent creating this level.

2015-10-19 14:31:00

Author:
Scorpio1357
Posts: 460


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