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Spotlighted! Chroma Stone Chronicles: Part 3 - Cerrulean's Gem

Archive: 62 posts


level: Chroma Stone Chronicles: Part 3 - Cerrulean's Gem
by: Morgana25
location: Western USA

Here's a trailer/teaser for all three current levels. Thanks Again Cog!

YouTube - LBP Level ~ The Chroma Stone Chronicles by Morgana25 [Trailer] [HD]


http://i629.photobucket.com/albums/uu15/Morgana25_photos/APhoto_68.jpg

http://i629.photobucket.com/albums/uu15/Morgana25_photos/APhoto_69.jpg

http://i629.photobucket.com/albums/uu15/Morgana25_photos/APhoto_70.jpg

http://i629.photobucket.com/albums/uu15/Morgana25_photos/APhoto_71.jpg

http://i629.photobucket.com/albums/uu15/Morgana25_photos/APhoto_73.jpg

http://i629.photobucket.com/albums/uu15/Morgana25_photos/APhoto_74.jpg

This is the third of a series of levels I'm working on. Finished series will have 4 levels with the Fairies and 1 final battle against Abyssia. Each fairy has a color/material theme to the level. It's pretty easy gameplay I think. My goal was to make them look as lush and pretty as possible.


This is a water level. Dive below the waves to seek out Cerrulean, the blue fairy. Defeat her guardians and you'll earn the Saphire Light Gem. There a fish to ride, starfish to see, jellyfish to avoid, octopus to run around, sea horses with attitude, and a friendly ray to ride. I had to build this level twice as it's first incarnation fell victem to the failed to load level bug while on my moon. (BACKUP YOUR PROFILES IF YOU CAN) This second version has much in common with it's predecessor but having to redo it helped me get a better flow I think.

Hope the community likes it. As always - feedback is appreciated.

Thanks
2009-03-20 03:53:00

Author:
Morgana25
Posts: 5983


I'm going to play all your levels now, they have been sitting on my "want to play but haven't got around to it" list. I like the style of your visuals (from vids) so I expect nothing that isn't beautiful 2009-03-20 04:51:00

Author:
dkjestrup
Posts: 672


I like the style of your visuals (from vids) so I expect nothing that isn't beautiful

LOL
wow - no pressure.
2009-03-20 04:56:00

Author:
Morgana25
Posts: 5983


LOL
wow - no pressure.

Well, lol, I just played, 5 starred and hearted the first two, and will heart you soon! They are great. I know you must get a lot of flak for the length, but I will never blame someone that picks quality of quantity. My current level will probably be about the same length as yours, because I use so many corners (forest level). I was going to have it about 3 time longer, but I'm instead making a prologue afterwards, and a second part. Maybe even make it a series.
2009-03-20 05:15:00

Author:
dkjestrup
Posts: 672


Can't wait to try this. Loved the first two. Back later with feedback.2009-03-20 05:16:00

Author:
ApellesJr
Posts: 282


I know you must get a lot of flak for the length, but I will never blame someone that picks quality of quantity.


Yes - it's usually the first or second bit of feedback I get. I don't mind though because they are shorter than a lot of levels. They usually take me between 6-8 minutes to go through. I get bit by thermo all the time though and I won't compromise certain parts of the design so I have to deal. Maybe the MM gods will smile on creators in the future and give us a little more wiggle room.
2009-03-20 05:24:00

Author:
Morgana25
Posts: 5983


Why don't they do that if it's such an issue? Would bigger levels just be too much for the server to handle?2009-03-20 05:44:00

Author:
ApellesJr
Posts: 282


Probably. Look at the lag you can already get with the set up they have now. One good thing about small thermo is you need to work as efficiently as you can. I'm still working on that.2009-03-20 05:46:00

Author:
Morgana25
Posts: 5983


I've decided that I'm going to write you a review, with, a shortened suggestions section at the bottom. Mainly because I see that you are very active posting help for others, and I love the level.

Ahhh... Cerrulean's Gem by Morgana25 is a great level, continuing onwards from her (sorry if I'm wrong ) other beautiful levels in the series. Seriously, go and play'em if you haven't! I started this level, with high expectations, and for the most part, Morgana25 delivered. The level starts on land, before going under the water on a life ring to the bottom of the ocean. The level looks beautiful so far, with my only critisisms being that the wall at the start on the left, and the wall of rock on the side as you go down, being too sharp and un-rock like. At the bottom, the level real starts. I would suggest to the creator, that they should DEFINATELY make the background more complex. I loved the part by the water fairy, because the background had a lot going on. What I'd reccomend, would be to use the temples background, with lots of blue fog, like in Azure Palace. I'm sorry to make the comparison, but they both deal with similar themes. Also, perhaps put some stony structure, or maybe remnants of an old civilization to make it interesting. I'd reccomend taking a look at Jaeyden's great "Abyss" level. From here we have some fairly basic platforming. While the low part is alright, I disliked the glass only high part. Imo you should engrave some "rough stone bricks" material into the glass, as it looks unnatural. I'd say the same about the background being bland. Throughout this area there are some wonderful Jellyfish, Octupus, Seahorses and Starfish, that would look so much better with some more dramatic lighting, and buisier background. That would be my no.1 fault with the level. On to the boss fight. It was nice, but imo too short, and easy. Also, I couldn't see the boss. What I'd reccomend, would be have the real boss descend from above, and go into stage two, where you could take something from Jaeydens Abyss level or something. Another thing, was the entrance was anticlimatic. I would give the boss some speech or something. I realise that Morgana has trouble with bosses, and I'd like to help, but I think it could be better. Some simple paintinator action would be nice, even if it was *boss shoots plasma* *dodge* *boss shoots electric starfish* *dodge* *shoot boss's weak points* repeat. Then we ride an animal (not quite sure) through the next area. I'd reccomend using an invisible piston, and putting the check point on the fish. Then you are finished with the level.
I realise I had a lot of negative or suggestive feedback, and I really enjoyed the level, 5/5 and hearted, but I thought the visuals were a wee bit bland, compared, with say pyrras gem. Although I am not against multiple pathways, I'd support you if you took them out for thermo in order to make it pretty.

Gameplay: 8/10
Difficulty: 3/10 (1 being easy, 10 hard)
Visuals: 8/10 (I'm going to get a lot of flak about this lol)
Boss: 6/10 (improving definately)
OVERALL: 9/10 (not an average)


Suggestions

Maybe change the material of the ground, it looks a bit sharp. Also, the wall on the left is very straight. I would put a palm tree/shipwreck/lighthouse there instead if you can.
Seaweed on aforementioned wall looks a bit out of place.
On the way down the wall was a bit too straight. Angles please?
Visible player sensor below the starfish to the left of the checkpoint. Is this intended?
imo, I'd make the starfish use an invisible piston, OR use an invisible piston, using a switch to keep it extended, hooked up to a block which is attatched to a winch.

Also, for some reason the level was very laggy for me.

EDIT: SPOTLIGHT PLEASE!!

DOUBLE EDIT: I know you didn't say F4F, but I'd appreciate it if you took a look at my projects thread "The Legend of Maui: Land of the Long White Cloud"
2009-03-20 05:48:00

Author:
dkjestrup
Posts: 672


Thanks for that!

I agree with a lot of what you said. I would have loved to have more coral, more stickers, more textures and layers BUT the level is max thermo - I can't even add one more point bubble at this point. I'd need to pull an entire section out in order to add to existing stuff. It could happen but I was trying to make the length a little longer. Same thing for the multipath. I had a lot of people ask for multipath on #2 since I'd done it in #1 and I couldn't get it in so I went for it in #3. The all glass top section I wanted to be like you were swimming in the water so I didn't want to add any texture or rocks there. The glass background is supposed to read as water.

The lag is coming from the lighting. I really love the look of caustic light - like on the bottom of a pool, so I have rigged up alternating spotlights to get the shaft of light look on the background. Originally they moved so the light sort of swayed gently like waves but the lag that caused was massive so I made them stationary. I also wanted more glowy blue light in the underwater section but when the thermo started maxing I had to cut a few of them to get needed structure in to make it to the finale.

I'll check that sensor - no - it's not intentional.

Thanks for the great and honest feedback! I'm going to take another look at the level after a few days to rethink parts of it perhaps and I'll check your post again for inspiration. Glad you liked it for the most part though.

Sure I'll check out your level I don't do F4F because I work too much and don't want to violate the spirit of it but I usually check out the levels of almost everyone who leaves a comment on my stuff.


EDIT: lol - yes I'm a her or a she or a girl or a lady or a woman.... whatever you'd like to call me.... as long as it's nice.
2009-03-20 06:00:00

Author:
Morgana25
Posts: 5983


Also, I don't know if you realise this, but each extra material takes up more space. While you Chroma Stone Chronicles Logo looks great, it may be best to material change it for each level, in order to get the max out of the thermo. You could look at doing this for other materials too. Stickers also work a treat, and instead of using a wood material, you could sticker dissolve.2009-03-20 06:03:00

Author:
dkjestrup
Posts: 672


Yup - I know - I actually pulled out about 5 more materials I had in the level and used stickers to save thermo. All the glass used to be color glass - now it's clear with stikers (except the blue.) I could change the purple Chroma in the beginning but then I'd have to change the fish and I kind of like the flashing silver edges on them. I guess I'll need to start making hard choices if I'm going to change it.

BTW - I like the idea of the descending boss but have no idea how to wire them up to trip in sequence like that. Any help?
2009-03-20 06:06:00

Author:
Morgana25
Posts: 5983


The easiest way to do it, would be to use an "AND" logic gate. You can find one on many levels dedicated to that stuff, but I'd reccomend "Randofu" and his levels. Don't get freaked out, they are very simple to understand, and I don't know what I'd do without them. What you would do, would be to put a magnetic key on each seahorse, and a switch for each(inverted), with each switch opperating one of the arms on the logic gate (will make sense when you see it). Then, hook up the AND gate to a piece of dissolve, with a key on it. Use inverted switches nearby to start other emitters on the boss, and a piston to push him down. Then it would be easy to put a paint switch on him, and you can do that stage from there. Simply wire up all the emiters to the magnetic switch by the dissolve, so it starts after you beat the Seahorses.

make sense?

EDIT: I think some guys here should put up a handful of FAQs on bosses in the help forums. Would be useful.
2009-03-20 06:17:00

Author:
dkjestrup
Posts: 672


The third one is out? I'm going to play this as soon as I can Morgana.
I'm really looking forward to see what you did with the water concept.
2009-03-20 07:25:00

Author:
Zwollie
Posts: 2173


The easiest way to do it, would be to use an "AND" logic gate. You can find one on many levels dedicated to that stuff, but I'd reccomend "Randofu" and his levels. Don't get freaked out, they are very simple to understand, and I don't know what I'd do without them. What you would do, would be to put a magnetic key on each seahorse, and a switch for each(inverted), with each switch opperating one of the arms on the logic gate (will make sense when you see it). Then, hook up the AND gate to a piece of dissolve, with a key on it. Use inverted switches nearby to start other emitters on the boss, and a piston to push him down. Then it would be easy to put a paint switch on him, and you can do that stage from there. Simply wire up all the emiters to the magnetic switch by the dissolve, so it starts after you beat the Seahorses.

make sense?


EDIT: I think some guys here should put up a handful of FAQs on bosses in the help forums. Would be useful.


sort of - I know - in theory - how the and and or gates work but it's taking that theory and figuring out how to make it work on the level in terms of what I want things to do. I'll check out the boss threads and before I mess with the level I might just practice on a blank level for awhile until I really get something I like. Thanks for the help I'll let you know how it's going.
2009-03-20 08:53:00

Author:
Morgana25
Posts: 5983


sort of - I know - in theory - how the and and or gates work but it's taking that theory and figuring out how to make it work on the level in terms of what I want things to do. I'll check out the boss threads and before I mess with the level I might just practice on a blank level for awhile until I really get something I like. Thanks for the help I'll let you know how it's going.

If you want I could probably make a tutorial. Also DCF made a boss tutorial, but that has more to do with boss movements than attack patterns.
2009-03-20 09:22:00

Author:
dkjestrup
Posts: 672


Just finished playing - very cool. I actually thought the lag was kind of cool - it added to the underwater ambience

I agree that it would be cool if the 2nd boss descended after the first one. To do it is pretty simple:

Attach a magnetic key to the first sea horse and a switch near it and set the it to direction and set reverse. When you kill the first sea horse, the magnetic switch will be triggered

Set a piston to lower the 2nd sea horse - attach the magnetic switch to the piston.

there ya go - first sea horse disappears, triggering the magnetic switch - sea horse lowers.

OR you could also set the sea horse to simply activate from the magnetic switch instead of the pull switch.

Hook the
2009-03-20 22:36:00

Author:
CCubbage
Posts: 4430


Just finished playing - very cool. I actually thought the lag was kind of cool - it added to the underwater ambience

lol - I thought that too.... then I decided it was a problem. I've updated the level and took out all the lighting above it and simplified it so the lag is minimal in the fish section. Still a big laggy elsewhere - I'll have to play with it.

Hey - I know dkjestrup didn't care for the plain blue glass background but I wanted it to be like you're in water and there's not much texture or variation when looking straight at water so I thought it worked - any opinions on that? I didn't want it to be temple underwater so much as water as water. If it's too visually dull I can rethink it but I didn't see it as too plain if it's viewed as a representation of water. Can I get some feedback on that?



I agree that it would be cool if the 2nd boss descended after the first one. To do it is pretty simple:

Attach a magnetic key to the first sea horse and a switch near it and set the it to direction and set reverse. When you kill the first sea horse, the magnetic switch will be triggered

Set a piston to lower the 2nd sea horse - attach the magnetic switch to the piston.

there ya go - first sea horse disappears, triggering the magnetic switch - sea horse lowers.

OR you could also set the sea horse to simply activate from the magnetic switch instead of the pull switch.

Hook the

I'm going to have to set that up to see if I understand it correctly. There's a rainbow of mag switches all over those poor seahorses already so I'll need to check if I can get one more on them to control a descend.

Thanks for helping out everyone - once I get this switch stuff figured out I'm hoping to be a more rounded level designer... not just eye candy girl.... although that doesn't sound all that bad either.
2009-03-20 23:33:00

Author:
Morgana25
Posts: 5983


I just played it through again (jumped into 2nd place this time!). I'm probably not the best to comment on visuals (I'm more technical than visual...) but I thought it was nice. What you could TRY doing is taking pictures of underwater backgrounds and stickering them onto the background glass to see what affect hit has. It may give the look of foggy distant underwater scenery - which could be very cool. But I haven't personally tried it on glass this way. I did do it on rubber in Splat II to give a cave area depth.2009-03-21 00:20:00

Author:
CCubbage
Posts: 4430


I was wondering, as you haven't mentioned it, have you changed the camera zone for the boss? I couldn't see what was firing at me! Also, it would be cool if the attacks came, and you dodged them, and then one seahorse comes down for 10 seconds or so. Would make it take longer.2009-03-21 01:02:00

Author:
dkjestrup
Posts: 672


What you could TRY doing is taking pictures of underwater backgrounds and stickering them onto the background glass to see what affect hit has. It may give the look of foggy distant underwater scenery - which could be very cool. But I haven't personally tried it on glass this way. I did do it on rubber in Splat II to give a cave area depth.

Good idea - I'll try it on my moon. I'm trying to work out a few things with it on my moon before I decide to upload it again.



I was wondering, as you haven't mentioned it, have you changed the camera zone for the boss? I couldn't see what was firing at me! Also, it would be cool if the attacks came, and you dodged them, and then one seahorse comes down for 10 seconds or so. Would make it take longer.

I widened it as far as it can go - I think I need to move the seahorses in a bit (too wide) That's going to take a little work. I'll for sure do it though. I like the idea of one at a time attacks too. I'm reworking the area/boss on my moon and will update it as soon as I can work it out.

BTW - I got to thinking about the switching you and CCubbage were talking about above and while I still don't get it 100% I kind of had a breakthrough about a future boss (5th level of Chroma Stone) I wrote out a script of what I want to happen and in what order it would need to happen to work. My goal is to make it happen and finally have a decent boss battle. Wish me luck! It's going to take me little while to do it and I still need to finish CS4 so I've got some time.
2009-03-21 05:42:00

Author:
Morgana25
Posts: 5983


Good luck on making a good boss. I still haven't made one, BUT I have a very, hmmm, mechanical mind. It took about 2-3 weeks of create, and now everything makes sense, I can make quite complex stuff if I want to.

As for the water, what you should try is get the temples background, and change the fog so it is blue and quite thick. You could try with other backgrounds too. Water can be a tricky thing lol.

Also, about your boss, if you have ANY problems feel free to ask. That is what I like about LBP: the problem solving aspect.

EDIT: what is the theme of CS4? Sky/Wind temple? That would be cool, if you are be sure to use giant jets and invisible rubber to simulate wind!
2009-03-21 05:52:00

Author:
dkjestrup
Posts: 672


Good luck on making a good boss. I still haven't made one, BUT I have a very, hmmm, mechanical mind. It took about 2-3 weeks of create, and now everything makes sense, I can make quite complex stuff if I want to.

As for the water, what you should try is get the temples background, and change the fog so it is blue and quite thick. You could try with other backgrounds too. Water can be a tricky thing lol.

Also, about your boss, if you have ANY problems feel free to ask. That is what I like about LBP: the problem solving aspect.

I tried the temples background and it looks good - my only regret if I change it is I really like the clear teal blue of the sky when you're above the water... guess I'll have to make a choice.

Thanks for the boss help offer - if they ever get that online create thing fixed that would help a ton. I'll have to probably ask you questions here though.



EDIT: The 4th is atmospheric. Pretty general term for airy stuff, although I'm not locked into just that on the level. It's going to be purple themed - title is Chroma Stone Chronicles: Part 4 Irridia's Gem - it's an amethyst so it needs to be purple. I only have three or four things worked out in my head for it so far. CS3 ate up so much time since I had to build it twice that I didn't get started on 4 until very recently. I try to take a break from one level and start the other one to reduce burnout on a level. I can only work with one theme for so long before I get a little bored.

btw - how does one make invisible rubber? I know theGide used it on his glider level but how can you caputre something invisible to emit it?
2009-03-21 05:55:00

Author:
Morgana25
Posts: 5983


You could always just sticker the background blue outside? Like put a big piece of dissolve stickered sky blue, with some clouds stickered on?2009-03-21 06:04:00

Author:
dkjestrup
Posts: 672


btw - how does one make invisible rubber? I know theGide used it on his glider level but how can you caputre something invisible to emit it?
Rubber AND dark matter become invisible when you draw them really thin because of the rounded edges.
2009-03-21 11:53:00

Author:
CCubbage
Posts: 4430


Hi Morgana, I just played your level. Here are my thoughts:

I believe I read somewhere that you are a graphical designer. Well.. it certaily shows. Your style is very consistent en perfected. Sorry if this description sounds a bit odd, I'm dutch-speaking and at a loss for the right words somethimes. But you get the picure I hope: concerning design, you're a real pro.

Except for design, what I liked the most was the underwater-ish feel you managed to capture perfectly. The rising bubbles... the popping bubbles!! (brilliant, that)... the lighting (especially the contrast between the cave with the popping bubbles and te surrounding underwater scenery)... the slippery glass and even the occasional framerate drop. All these things made movement under water just about sluggish enough to make it believable.

Suggestions I have are;

- the platforming is OK for me, but then again I'm not much of a platformer. (I almost had to restart because of the jelly fish but I still got second place. woohoo!) However, because you're obviously going for style, those who go exclusively for platforming (read: a lot of people that play tis platformer called LBP) might be a bit dissapointed. The platforming is after all very straightforward. To make it a bit more challenging you could swap the narrow stone pillars for rocker platforms for instance. The lenght was OK though. I read dkjestrup thought it a bit short, but I didn't get that feeling at all (again, this might be because I'm a slow platformer).

- the boss was really too easy. Though I'm the spastic type, all the plasma balls managed to miss me completely, and not the other way around as it should be. At one time, I thought I really would have to dodge one, but by the time my brain unfroze the ball was allready past me. You could also electrify the seahorses to force the player to make precision jumps for the brains (that would have killed me a dozen times).

- The race trough coral was fun, but here you could add a bit more peril too?

- Some final points: I also noted a white light near the first girl that seemed to flip on and off as if it were controlled by a player sensor. It looked a bit out of place. Also, the placement of the stone blocks in this scene look a bit too intentional.

That's it! 4 stars and let me know if you republish it. Also, if you have trouble with switches, I'm your man.

Regards, Wonko
2009-03-21 15:08:00

Author:
Wonko the Sane
Posts: 109


Morgana,

I just finished playing all three of the Chroma Stone Chronicles levels (as well as Cupid's Palace) and I was very impressed. Your visual style is stunning and beautiful. And personally, I don't mind a relatively short level if there is attention to detail (provided I am given the chance to slow down and look around at said details, which I was ).

I really enjoyed playing all four of them, but as this thread is for Part 3, I will contain the remainder of my post to that level.

Again, visually, artistically, a virtual masterpiece! Truly eye candy! My only caveat to that statement is that I agree with an earlier post regarding the stone at the beginning of the underwater section: too straight. It gives the sense we are entering an aquarium, not the sea. But I also know what a maxed out therm is like and wholly understand if fixing this is not really an option.

I also agree with several other posters that the frame rate lag actually plays into your hand here. It's amusingly serendipitous , IMO.

As for the glass, I disagree that it is too simple. I like the effect, and the open ocean feel that it lends. Sometimes less is more. But that's just me.

Also loved popping the bubbles (and thanks for the magic mouth telling me what to do :blush.

I would have to disagree with Wonko about your boss though,as either he is very lucky or I am not. I got hit 3-4 times by the plasma balls (though I am arguably one the very worst platformers in history).

Okay, now a few things I noticed...

- At one point I missed my jump from one fish to the next and fell right through the blue gas and onto the floor of the level. Had to do the retry.

- At the second set of starfish swings (the one with three starfish), I repeatedly got caught up on the coral that's behind the checkpoint there, while I tried to time a jump and grab. Then once I had a hold on the coral I was unable to get back on the ledge and had to drop to the gas.

- After meeting the fairy, it is possible to use the starfish/winch and get on top of the blue arches. When here, you can see the edges of the glass and other "off camera" bits.

All-in-all a beautiful, fun level. 5/5 and a heart. (that goes for the other three as well). Very nice work!

(Also... thanks for your help this morning - much appreciated)
2009-03-21 18:28:00

Author:
v0rtex
Posts: 1878


Great feedback guys - Thanks! I'm off to tweak the level then I'll edit this when I've made some adjustments.2009-03-21 20:54:00

Author:
Morgana25
Posts: 5983


I also noted a white light near the first girl that seemed to flip on and off as if it were controlled by a player sensor. It looked a bit out of place.

I think you're talking about the floaty white "fairy" lights that I have floating in the title section. They wink out after a few seconds and when they pass behind the letters they wink too. I think that's what you're seeing. I'll take a look but I don't have any player sensors there for lights... just the emitters.

Thanks for the great feedback though!


EDIT: ok the flashing light in question was glare from a light above wreaking havoc on the shadows behind the fairy. All fixed now.
2009-03-21 21:01:00

Author:
Morgana25
Posts: 5983


Ahhh... so it is sky themed! What a guess!
Looking Foward to it!

I'm just replaying the level again, and imo you should remove the seaweed and shell that are on your left just at the start of the level. They look out of place as you are on land.

Also, visuals wise, I am going to take back my statement that it isn't as good looking as your other CS levels if: You add a nicer background, and if you make all the straight edges a bit rougher. Other then that, the visuals and decoration use are stunning!

EDIT: and my sackgirl is officially lesbian with your custom characters lol, the fairies look AMAZING!
2009-03-21 21:26:00

Author:
dkjestrup
Posts: 672


Made some more adjustments - still haven't been totally convinced about the background changing.... I moved the seahorses so they are more visible in the finale and added some extra gas to the fish area to prevent dropping out of the level. I'm also in process to change the rock edges. Check back in a while if you're so inclined to see the updated level.2009-03-22 01:07:00

Author:
Morgana25
Posts: 5983


Made some more adjustments - still haven't been totally convinced about the background changing.... I moved the seahorses so they are more visible in the finale and added some extra gas to the fish area to prevent dropping out of the level. I'm also in process to change the rock edges. Check back in a while if you're so inclined to see the updated level.

Sure, it's your descision. I'll be sure to check it out soon. Also, did you understand what I was saying about the whole wheel and all that? Because it was hard to explain; I don't have a USB keyboard OR a mic.
2009-03-22 01:52:00

Author:
dkjestrup
Posts: 672


Hey Morgana, I'm just playing through your levels now in order, I may as well post all the thoughts here.

You create brilliant characters and objects, I loved the start of part one, the detail is outstanding in everthing. I liked the burping slime monsters and felt sort of guilty killing the mountain goats but did it anyway for the 50 points I managed to get stuck behind the hibernating bear that pops out though, I had to pop Sackboy. You make great looking rocks and cave systems by the way, you get the sense you're up high and then running into the depths of the rocks. Your dragon also looked good and had a nice little mechanic to beating it. I enjoyed playing that level, it was a joy to look at and played really well. ***** and hearted.

Onto part 2. Again great first impressions, the details and especially the lighting is awesome. The underground section looks amazing, the red lights set it off really well, and I still love your rocks Nice lighting for the boss, although I beat him easily it still looked very nice. I'd slim the size of the paintinator switch down on the secret block though, it sort of detracts from the whole feel of the level I think. Loved the ride out of the caves also, nice addition. Another excellent level, they are a pleasure to journey through. ***** and hearted again

And part 3, well it looks awesome again, the lighthouse and beach looked great, as does the sections underwater, again loads of details which I love. The bubbles are nice touch, adds to the atmosphere. I agree the lag makes it feel like your underwater but it strangely works I think. Good idea using the fish as platforms, the starfish as swings and the jellyfish as hazards, nice touch. I actually died on the starfish section and had to restart the level, definetly the hardest part of the series so far. Its no trouble though, I really want to see the end and am having a blast playing through these. I expected a reward for popping all the bubbles after the glass slide though, I popped everyone and nothing nevertheless I had fun and it was a good idea ( and linking all them bubbles to a switch would be a nightmare). Your wheels and seahorses looked outstanding, attention to detail again is brilliant I actually had a little problem with the seahorses boss, not in the fact that they are broken, more the fact they killed me (Its 1am in the UK and I'm little tired). I never got to see the end, tonight but will try again tomorrow. ***** and hearted again.

I loved this series of the levels, they look fantastic and play really well. Fantastic job, can't wait for part 4
2009-03-22 02:11:00

Author:
GruntosUK
Posts: 1754


I expected a reward for popping all the bubbles after the glass slide though, I popped everyone and nothing nevertheless I had fun and it was a good idea ( and linking all them bubbles to a switch would be a nightmare).
Just thinking about the bubbles, she could put a mag key on each of them, and an inverted Mag Switch with a massive radius, so that when they are all gone something happens?

EDIT: just played through it again (well almost) and was going to get a highscore, when I got to the boss and the right seahorse wasn't spinning! I'm sure it is glitched, I pulled the lever and the other one spun!

EDIT2: Just had quite a good idea, instead of having a switch, why don't you make it you drag something that is emiting smoke/gassy stuff (like what was under the octopus) to the side you want to spin? Cause then it would look like they are confused because they cannot see?!
2009-03-22 02:20:00

Author:
dkjestrup
Posts: 672


I've played through all your levels and I love them all, including this one.

To be honest though, I'd have to say this is the least impressive for me. The attention to detail wasn't quite the same, and I didn't get that feeling of total immersion like i did in your other levels.

Other than that though, great job here. I cant wait for the last parts of the series!
2009-03-22 03:43:00

Author:
ApellesJr
Posts: 282


I agree ^^ but I think it is the background, although she doesn't wish to change it. I'm eagerly looking forward to CS4, as a Sky Themed level has a lot of potential. I still liked it though.

Morgana25: I think the changes to the walls were perfect. Much better indeed.
2009-03-22 06:13:00

Author:
dkjestrup
Posts: 672


To be honest though, I'd have to say this is the least impressive for me. The attention to detail wasn't quite the same, and I didn't get that feeling of total immersion like i did in your other levels.


I think a contributing factor to the immersion being less on this level is on the first two I have really enclosed and heavy spaces and this one is much more open. there isn't a roof for most of the level so I think it just feels airy.... or in this case more watery I guess.

The detail did suffer a bit due to thermo. It's the bane of my existence on LBP. (that and complex logic...argh) I am really bad at cutting down the numbers of materials and I'm slowly working on using the corner editing tool to cut the points of complex shapes (the seahorses are all done with corner edit tool.) But I did an experiment with Chroma Stone 3 on my moon about two nights ago. I took out four materials completely from the level and replaced them with stuff I already had tons of in the level and the thermo barely dropped. My theory is that "complex shapes" and lighting are dragging this level's thermo up big time. Without compromising some design (the fish and the octopus and the caustic lighting effect) I don't think I can drop the thermo much more than it is. I may be at the point of accepting the levels flaws as they are. Doesn't mean I can't tweak a few things still.

I'll look at the seahorse spinning thing. I did move them closer together to get a better screen shot of them and may have neglected a mag switch radius. They are set up so that only one rotates at a time and they only rotate when they drop down so having one stationary is normal. I'll double check that it's set up right - did a quick change on it before heading out for the evening and may have missed something.

dkjestrup - I think I understood about 35% of that level with the boss stuff - I've been through it again and can't seem to understand the first big circuit. The individual parts I think I get but when it comes to the whole - my head goes all wobbly. I'm not giving up though - my goal is to be a switch jockey eventually. Thanks for all the tutoring and help. I'll get it eventually.

Thanks - as always - for the great feedback. Glad you're liking the series, even with it's quirks.
2009-03-22 06:25:00

Author:
Morgana25
Posts: 5983


Okay, I'll type it out here.

Have your "wheel". Put one "tooth" (like a cog) sticking out of it. That way you can block it off at certain points. Put one bar of dissolve at the top, blocking it. Connect this to the sensor switch. You may want to hook some sounds up to this, for dramatic effect.

For stage one, lets say we want it moving side to side, firing plasma. Then every 20 seconds have it stop shooting, and have a way of attacking it (lets say paintinator weakspot). Place a piece of dissolve blocking the wheels movement. Have the keys on the "tooth" of the wheel, for simplicity's sake.

We can put a magnetic key by the dissolve here, which is attached to another, SIMPLER, wheel, without any obstructions. Place a switch on this wheel, attatched to the emitter for the plasma. Place another that is attatched to a piston to make it move. Finally, another switch attatched to whatevery uncovers the paintinator weakspots. Then, around the wheel (spinning very slowly) place keys for when you want it to attack and move. Just make a continuous stream of them for now, and set the switches to ON/OFF. You could use ONESHOT if you wanted to time them in pretty patterns.
About 2/3s around the wheel, don't place any keys to make it move or shoot, but place keys that open the cover for the paintinator spot.

The boss will fire and move, for however long you made it, and have about 10 seconds (idealy) where it is stationary and vulnerable. Hook up a paintswitch to the dissolve on out MAIN wheel, and to the stage one wheel (always make with dissolve), so when you have defeated this stage it moves to the next.

For the next stage, place some dissolve in the path of the "tooth" and a key that is attatched to another wheel, so when the main wheel gets there, the next wheel starts. And so on.

If you don't want paintinator action, simply use a grab switch (reccomended) or any other type of attack, and attatch this to an emitter that emits paint onto a paintswitch (off screen). Then hook the switch to the dissolve so the wheel continues.

When you have finished the last stage, I'd reccomend hooking the paintswitch up to some explosives inside the beast.

I hope you got all of that lol, feel free to ask about any of that!
2009-03-22 06:46:00

Author:
dkjestrup
Posts: 672


I am so going to diagram that out on paper first. lol I'm so low tech. It's clear enough to read but I want to make sure I get the why of where things go and how to set them.
Thanks for the written tutorial

dkjestrup - Hey - I have an "alternate" version of CS3 on my moon with a background and the lighting tweaked. If you're so inclined I'll invite you over to check it out to see if you think the background really will make that big a difference in the level. I'm sort of 1/2 and 1/2 on this so I'm interested to see what you think when you see it. Let me know if you're on LBP and available and you can give me your opinion.

I did change up the bubble cave section to reward diligent bubble poppers (on both versions so that's going to stay).... prize isn't fabulous but if you like popping bubbles it should be fun.
2009-03-22 08:30:00

Author:
Morgana25
Posts: 5983


I am so going to diagram that out on paper first. lol I'm so low tech. It's clear enough to read but I want to make sure I get the why of where things go and how to set them.
Thanks for the written tutorial

dkjestrup - Hey - I have an "alternate" version of CS3 on my moon with a background and the lighting tweaked. If you're so inclined I'll invite you over to check it out to see if you think the background really will make that big a difference in the level. I'm sort of 1/2 and 1/2 on this so I'm interested to see what you think when you see it. Let me know if you're on LBP and available and you can give me your opinion.

I did change up the bubble cave section to reward diligent bubble poppers (on both versions so that's going to stay).... prize isn't fabulous but if you like popping bubbles it should be fun.

Glad to hear it! I hope all goes well with your boss, and hope that CS4 has an epic fight!

Sure, I'll play through it with you. I have school though, so I might not be on much. If you see me logged in, feel free to invite me!
2009-03-22 08:34:00

Author:
dkjestrup
Posts: 672


hey Morgana25

I played your levels this morning part 1 to part 3. The 2nd and 3rd are my favorite.
2009-03-22 12:28:00

Author:
mfd17
Posts: 67


Just played through all three parts. Not bad, not bad at all.

In generel, I would prefer a small puzzle element to your bosses.. They all looked cool, but were a bit simple to defeat.

My biggest issue were the framerate in part 2 and 3, which were horrible at times. You have so much visual detail in your levels, that you should be able to clean it up a bit to improve the framerate.

Please check out my level "Save Die Reload!", user: "CarlsenJeppe", thread: https://lbpcentral.lbp-hub.com/index.php?t=t=9714
2009-03-22 12:56:00

Author:
CarlsenJeppe
Posts: 67


Morgana, I haven't played this yet, but I will play it soon and I'm looking forward to it! The first Chroma Stone was lovely and fantastic. I just need to play 2, and then I'm on this one. I keep meaning to, then get sidetracked with other things LBP -- I'm sure you know what that's like. 2009-03-22 21:54:00

Author:
Unknown User


Morgana, I haven't played this yet, but I will play it soon and I'm looking forward to it! The first Chroma Stone was lovely and fantastic. I just need to play 2, and then I'm on this one. I keep meaning to, then get sidetracked with other things LBP -- I'm sure you know what that's like.

I absolutely do. I've got a list of about 7 or 8 levels to check out and haven't been able to play at all today. My nieces are in town and they win over everything in my life. Hope you like 2 and 3 and I'm pleased you enjoyed 1. Thanks for checking them out.
2009-03-23 03:55:00

Author:
Morgana25
Posts: 5983


Hiya, Morgana. Played 2 the other night with xkappax, and loved it. Played 3 this morning, and also loved it. Especially the emitted bubbles -- those were really cool. Maybe it was my connection or perhaps it's a bad server day for Sony, but all throughout the underwater section (which is most of the level, I suppose) I experienced wicked lag. I'm going to replay it again to see it the lag still occurs.

But apart from the lag, it's beautifully done. I really enjoy playing your levels ... they are among the best of LBP. And of course your artistic style is uniquely your own, not to mention it's really impressive what you're able to accomplish in LBP. Great work!

Ah, I was messing about with the Light Cycle I won in your Tron level. I'm so using it that in one of my levels. I might replace one of the rocket cars in my Super Ultra Challenge level. Or I might put it in a new one. Dunno yet, but I love it. And if you replace the front motor with a bolt, you can make it do controlled wheelies and everything! Awesome.
2009-03-25 18:54:00

Author:
Unknown User


Hiya, Morgana. Played 2 the other night with xkappax, and loved it. Played 3 this morning, and also loved it. Especially the emitted bubbles -- those were really cool. Maybe it was my connection or perhaps it's a bad server day for Sony, but all throughout the underwater section (which is most of the level, I suppose) I experienced wicked lag. I'm going to replay it again to see it the lag still occurs.

The lag is pretty much there all the time. It's because I have pistons moving in a very lit environment in the fish section and with all the bubbles moving it's hard not to have it lag. I though about simplifying it to reduce the lag but it sort of helps the being underwater feeling so I'm leaving it in.


But apart from the lag, it's beautifully done. I really enjoy playing your levels ... they are among the best of LBP. And of course your artistic style is uniquely your own, not to mention it's really impressive what you're able to accomplish in LBP. Great work!

Thank You!


Ah, I was messing about with the Light Cycle I won in your Tron level. I'm so using it that in one of my levels. I might replace one of the rocket cars in my Super Ultra Challenge level. Or I might put it in a new one. Dunno yet, but I love it. And if you replace the front motor with a bolt, you can make it do controlled wheelies and everything! Awesome.

That's cool! I'm not really good at making vehicles but the light cycle was a blast to work up. The only design problems with it I found are if it's in the front plane of the level you need to pop or dissolve the bike to get out and the back wheel can get a bit bouncy. I'm glad you like it and, yea, go nuts tweaking/changing it - I'd love to see it evolve.

Thanks for playing and for the compliments.
2009-03-25 20:46:00

Author:
Morgana25
Posts: 5983


If you don`t mind, I thought I`d do feedback for the 3 of these levels in the one thread so 2 other levels don`t get bumped off the page.

Part 1:

- 3 seconds in and i`m wondering why the hell I haven`t played any of these! It looks great. The symbol thing at the start is fantastic.
- Love the fairy. That is character design that I couldn`t dream of doing. Brilliant stuff.
- The part with the different paths was a little odd in my eyes since they were so close that often you could see the other path anyway, so I didn`t see the need for sign posts. Not that they get in the way or anything, just struck me as odd.
- The boss was very well made. Maybe a bit easy to beat but that doesn`t take away from the complexity of it all.

Part 2:

- You stepped it up a gear or two here!
- Straight away and it`s more challenging than the last one.
- The best inside of a volcano I'`ve seen. Brilliant use of fire and lighting. I can feel the heat!
- The looming shadow of the boss appearing was straight out of Hollywood!
- Volcanic eruption very good.

Part 3:

- Totally new style again.
- Loving the bubbles and lighting. Really does set the scene well.
- Coral is excellent
- Another well designed boss.

All in all it`s a great series. My only critcism would be that they`re a little easy (I only died once in 3 levels) but I don`t find that a huge issue. All 3 get 5 stars and a heart from me.
2009-05-03 18:57:00

Author:
Matt 82
Posts: 1096


Thanks for playing them

I don't make em very hard. It's not one of my strengths and this way it's a pretty kid/newbie freindly level. Can't all be hard can they.

Glad you enjoyed them. #4 is in the works - about 1/2 way done. I've got a few teaser pics in my profile gallery if anyone's interested.
2009-05-04 00:13:00

Author:
Morgana25
Posts: 5983


Thanks for playing them

Glad you enjoyed them. #4 is in the works - about 1/2 way done. I've got a few teaser pics in my profile gallery if anyone's interested.

Awesome, can't wait for it. I'll be checking the pics out soon
2009-05-04 21:23:00

Author:
KoRnDawwg
Posts: 1424


I finally got to play this. My husband is actually a big fan of your levels, and he was going to play the second one, but then I told him a third one was out! So, we played it. I really liked it. I think that evil lady is hilarious (in a good way)

I had some trouble in one spot, the part where you have to climb the coral. My stupid box ghost kept going into the wrong plane and then falling. That's probably a player error though, and not a level maker error.

Oh, and we left you a picture of us having fun ^_^
2009-05-05 17:39:00

Author:
xkappax
Posts: 2569


AWESOME! I love it when people leave me photos on my levels! There are some great ones from LBPC members on a few of my levels.

That's so funny - I have a fan Sounds weird but much appreciated.
2009-05-05 18:02:00

Author:
Morgana25
Posts: 5983


I can't believe I haven't played any of these before! I absolutely loved them! Your visual style and story telling is great. I loved the design of the fairies and the creatures within each level. Your opening title is very nice as well! I can't really think of any criticisms that haven't been addressed in the thread already, but just wanted to tell you how much I enjoyed the levels. Bring on part 4!2009-05-05 21:13:00

Author:
mrsupercomputer
Posts: 1335


Thanks! There are teaser photos for #4 on my profile in the gallery section. It's coming along. A few weeks and I think I'll have it done. Trying to have a "decent" boss in this one. 2009-05-05 21:41:00

Author:
Morgana25
Posts: 5983


I played all three of these today and I like them. The character designs are great, and I like that you have them recurring again, to give the series a connected theme. I like the lighthearted feel of everything, so that your serious quest doesn't feel like a burden, and how each one has a specific look and setting that fits the gem you're questing for the and the fairy that goes along with it. The bosses were surprisingly good, with nice touches (like the smoke in the nostrils) but the dual seahorse design in this one was very nice looking. I also liked the mountain goats in part 1 ALOT - they look really good, and the fact they're battering you with their head is creative. I flipped one over from the back, and it smashed it's head into the ground, launching itself a way in the distance somewhere that wasn't a bug, it was just me messing around with things.

The witch popping out everywhere and laughing is hilarious. It seems like she's subconscioussly based on some heinous catty woman you might have known and don't like, and is being unknowingly mocked here

I like the multiple paths in this one (and in part 1). It's good design, and done in a way that you're not given a consequence for missing one or the other, and can easily backtrack to see what the other is like... I'm kind of glad I slept on these for awhile, because I got to play the series in succession. It reminds me of old final Fantasy and Dragon Quest, looking for elemental crystals and a point blank reason - do this and you get this. I'll be there to play the next one
2009-06-10 22:39:00

Author:
Unknown User


I'm so glad you liked them. I'm especially pleased that you liked the boss designs too. It's my weakness (boss battles and making thing more challenging seem to be the hardest for me - although your tutorial was really helpful for boss mechanics! Thanks for that)

Still working on #4 but time is a luxury right now and going is slow. Fear not - I will finish the series though.
2009-06-10 22:48:00

Author:
Morgana25
Posts: 5983


I figured I should probably let you know what I thought of your levels, since you've left feedback on all of mine. I actually played the first two quite a while ago, and I was gonna give you some feedback, but I just forgot. sorry. So, I finally got around to playing the third one today. I really liked all three of these levels. Your visual style is very nice, and your layout is very nice also. I think each level is better than the last. Your characters are great looking. and your bosses are fun. Overall a really great set of levels. Great work!!!!2009-06-11 02:30:00

Author:
smasher
Posts: 641


This was my favourite of the three levels because these colours are just my cup of tea.

I felt I was ACTUALLY under water!! How on earth did you do the bubbles???? They were fabulous!

Absolutely brilliant series.

I loved it.

Icey
2009-06-14 22:18:00

Author:
IceMaiden
Posts: 1057


Hi morgana!

Just played this one, some feedback...

+ I love creators which have their own unique style, and well... you've got that! I really like the style of this level, creatures and characters are nice designed and the scenery is great too (love the corals and the bubbles)
+ multiple paths, i like that in a level
+ nice varierity of gameplay (platform & race)

some cons...
- this level had some serious frame rate issue's
some parts were really hard to play (like the part with the spinning glass)
I guess this is because of all the lightning going on?
- (only a minor one) but at the part where you fall down in the water with the lifebuoy, i was able to go back up on the right side, i could see a bunch of big spots there

It's a nice level with a good varierity of gameplay and it looks great too!
The only drawback i had were those framerate issue's which made it a bit less fun to play, still 4 stars.

(gotta play the other 2 now)

misty.
2009-06-26 21:47:00

Author:
Mother-Misty
Posts: 574


Yea the lighting lags it big time. At one point I retooled it and pulled out a bunch of lighting to fix it but I didn't like the look and I justified the lag as it makes it feel a little more underwater like I think.

I appreciate the play through and hope you enjoy the other 2
2009-06-26 21:53:00

Author:
Morgana25
Posts: 5983


I thought about saying a lot of things, but it looks like the lag issues and suchlike are already addressed elsewhere.

What I WILL add: Starfish were my freaking bane. I don't know what my malfunction was, but the swing-a-starfish-over-a-jellyfish bits killed me like CRAZY. I ended up grabbing the tops of them, then making short choppy jumps over the top point of each star, grabbing like crazy and hoping I didn't get anywhere near my Jelly Kryptonite.

It was such a bizarre issue for me that it bumped me down from 5 stars to 4 - I went from rubbernecking the scenery to STRUGGLING FURTIVELY FOR SURVIVAL. I am not sure this is your fault.

I want to talk to you about boss stuff offline - I get the feeling you and I think similarly about switches - they're there to use, and not always to understand.
2009-07-02 05:53:00

Author:
coyote_blue
Posts: 422


The jellyfish/starfish section is a bit tricky. I put an alternate route in so you only had to deal with two starfish max in the level. I'd been trying to ramp up the challenge on the levels as I went along and this one has a few parts that aren't easy - not all that hard but yea, more than a walkthrough in some spots. Glad you liked the rest of it and I got your note about the boss. I'm going to have a look at it to see if it's something I can manage to put together. I've learned a bit more about bosses since making #3 but am by no means logically minded. 2009-07-02 07:41:00

Author:
Morgana25
Posts: 5983


Hi there,

Finally got around to playing your levels and I really liked them! they are very beautifully made, and designed. I had a lot of fun playing all three in the series. I'm just going to write my impressions of all three levels here....

PROS

Very good to look at including some nice characters.

The bubbles in the underwater bit were cool.

The volcano/underground section was my favourite, very atmospheric.

Great story, and goal setting right at the start, with a connecting theme.

Nice boss design.

Secret areas/points bubbles.

CONS

I would say they are too short, but realise that with this amount of detail the thermo is most probably maxed out so this is not really a con - quality over quantity is always good in my book.

Could do with a bit more challenge. These levels are more of a sight seeing tour with only a mild challenge at the boss.

There is a lot of slow down on the underwater level, not sure if it's intended, but it actually does add to the feeling of being underwater, so I guess this is not really a con either

SCORE

Gave them all :star::star::star::star: and hearts, and hearted you as a creator! Keep it up!
2009-07-04 02:07:00

Author:
chillum007
Posts: 228


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