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00Sack - Betrayed (Spotlighted!)

Archive: 56 posts


Can a double-0 really trust anyone besides himself? Agent Sack finds himself on a mission to retrieve stolen data from the enemy HQ. Plenty of platforming, puzzles and paint before we find out our hero's fate!


Well, I've finally managed to get this published publicly. Let's look at the numbers... My 4th level; my 3rd with any real forethought put into it; my 2nd F4F thread; and my 1st truly FULL thermometer.

It's an MGS paintinator level (I know... another one?? but this one is awesome!) with some puzzling, and a sort of mini game thrown in. I also hope you enjoy my boss battle finish.

Thank you so much to Gilgamesh, Madafaku, Morgana25, and TheGide for their playtesting, feedback, and kind words. Greatly appreciated!

Please let me know what you think. I am an F4F participant, so if you have more than one level published let me know for which one(s) you'd like feedback.

Level Name: 00Sack - Betrayed
PSN: v0rtex2002 (please note... the 0s are zeros)
Level Location: South America

EDIT: Video!

http://www.youtube.com/watch?v=WQFM8y4Kcsg&feature=player_embedded

Video capture and edit provided by Vanemiera (https://lbpcentral.lbp-hub.com/index.php?t=t=9552). Thank you so much!

EDIT: Pics!
http://i168.photobucket.com/albums/u180/v0rtex2002/LBP%2000Sack%20Betrayed/APhoto_1.jpg
http://i168.photobucket.com/albums/u180/v0rtex2002/LBP%2000Sack%20Betrayed/APhoto.jpg
http://i168.photobucket.com/albums/u180/v0rtex2002/LBP%2000Sack%20Betrayed/APhoto_7.jpg
http://i168.photobucket.com/albums/u180/v0rtex2002/LBP%2000Sack%20Betrayed/APhoto_6.jpg
http://i168.photobucket.com/albums/u180/v0rtex2002/LBP%2000Sack%20Betrayed/APhoto_5.jpg
http://i168.photobucket.com/albums/u180/v0rtex2002/LBP%2000Sack%20Betrayed/APhoto_4.jpg
http://i168.photobucket.com/albums/u180/v0rtex2002/LBP%2000Sack%20Betrayed/APhoto_2.jpg
http://i168.photobucket.com/albums/u180/v0rtex2002/LBP%2000Sack%20Betrayed/APhoto_9.jpg
2009-03-24 03:50:00

Author:
v0rtex
Posts: 1878


I might just take a look... when I've aced endurance dojo

PS. I'd reccomend changing 00sack to 009 or something.

EDIT: I like your BR2 boss btw!

EDIT2:

Okay, playing now. The visuals are nice, but I don't think they suit the setting. A big factory/living quarters makes more sense. Also feels more MGS and les Bond.

For the VR training section, you need to add a paintinator by the check points, otherwise you are screwed!
2009-03-24 04:01:00

Author:
dkjestrup
Posts: 672


I like your BR2 boss btw!

LOL! Did you like the boss in this one!? Haha... What can I say? I'm lazy. One of the BR2 themes was Mech, and I had this guy finished.

As for the name... sorry you don't like it, but I'm not likely to change it. Or the visual theme for that matter. I appreciate the input though.

As for the paintinator, it's only needed in the last room of the VR training, and an easily timed jump will get you back down to the one in the room. But you may be right... that might just tick people off. I'll have to give that some serious consideration. Thanks.
2009-03-24 04:42:00

Author:
v0rtex
Posts: 1878


Didn't you have to shoot the green parts with the lights? Or was that like a bonus round type thing?2009-03-24 05:19:00

Author:
dkjestrup
Posts: 672


Didn't you have to shoot the green parts with the lights? Or was that like a bonus round type thing?

No... just stand on the green platforms - they are the safe zones. The last room has a paintinator trial though. Were the instructions unclear? I amde need to add to or correct them, eh?
2009-03-24 05:30:00

Author:
v0rtex
Posts: 1878


No... just stand on the green platforms - they are the safe zones. The last room has a paintinator trial though. Were the instructions unclear? I amde need to add to or correct them, eh?

I'm replaying, this time I'll read more carefully lol.

EDIT: forgot to say that I like the use of paintinator switches>buttons or 2 ways, quite uncommon

EDIT2: Regarding the VR challenge, I'll admit, it was completely my fault lol!
2009-03-24 06:07:00

Author:
dkjestrup
Posts: 672


I just played the level, I was intrigued by the name, seeing as I have a 00** set of levels my self.

+ Level looks nice, good lighting, it was a little dark on my TV I had to later the Gamma in settings though.
+ Nice lifts, I liked them
+ Nice original enemies, I liked the robot in particular.
+ Liked the VR training section and how the different stages drop, I've never seen this before, it was very well done.
+ I liked it when you got outside, the vehicles look very cool.
+ Awesome boss, it looked great.
+ Nice way to hide the scoreboard

- The section with the turrets is a problem, you have a LOT of green plasma shooting on the different planes, I would suggest a different colour plasma ball for each of the planes, so you can make it out a little better.
- Better camera angle needed after to start the computer to see the ventiliation shaft and a better camera in the section with the rats
- MM scorpions, everything else is created by yourself, seeing these was a let down

I was a good level that I enjoyed playing through, a couple of minor faults but overall it was well done, especially the VR section and boss

Good work

**** and "hectic" tag left
2009-03-24 12:53:00

Author:
GruntosUK
Posts: 1754


I just played the level, I was intrigued by the name, seeing as I have a 00** set of levels my self.Yeah... I didn't research it, but I rather figured it wouldn't be unique.

+ Level looks nice, good lighting, it was a little dark on my TV I had to later the Gamma in settings though.Do you feel I need to address this? Lighten it on my end or add a note to players to adjust their gamma?


+ Nice lifts, I liked them
+ Nice original enemies, I liked the robot in particular.
+ Liked the VR training section and how the different stages drop, I've never seen this before, it was very well done.
+ I liked it when you got outside, the vehicles look very cool.
+ Awesome boss, it looked great.
+ Nice way to hide the scoreboard Thanks! The VR section took two weeks to get right. Actually deleted it entirely twice because it just outright didn't work. Eventually came on the winning solution for it and am quite pleased with the result.

- The section with the turrets is a problem, you have a LOT of green plasma shooting on the different planes, I would suggest a different colour plasma ball for each of the planes, so you can make it out a little better.Excellent idea! I will adjust this tonight.

- Better camera angle needed after to start the computer to see the ventiliation shaft and a better camera in the section with the ratsOK - not disagreeing here, but I have tweaked those several times (trust me... they are so much better than they were). So, can you be more specific as to how you think they might be tweaked? (I understand the view to the ceiling after the you pick up the disc - it doesn't really show the open door up there)


- MM scorpions, everything else is created by yourself, seeing these was a let downActually, to be fair... :blush: the vent shaft fans are Mm too... I just stickered them to get rid of the taxi yellow and checkerboard. But I really like their scorpions... and if I could make scorpions even close to that, I would. However I will definitely consider removing them because I do like having my own content in there. In fact... thanks for mentioning the vehicles... they are rather dear to me (lots of work)

I was a good level that I enjoyed playing through, a couple of minor faults but overall it was well done, especially the VR section and boss

Good work

**** and "hectic" tag left

Thanks for your feedback! Very much appreciated. Expect reciprocation on your Siberia thread soon (probably not til tomorrow night though - real life and all )
2009-03-24 13:57:00

Author:
v0rtex
Posts: 1878


Do you feel I need to address this? Lighten it on my end or add a note to players to adjust their gamma?

It was actually only at the very start, from the first lift in it was fine. I type the comments as I'm playing so I don't forget anything, I forgot to add this in, sorry! Maybe a few more lights at the start, I played in bright sunshine, this could have been the problem, wait for more feedback, see it anyone else picks up on it, could just be me


Thanks! The VR section took two weeks to get right. Actually deleted it entirely twice because it just outright didn't work. Eventually came on the winning solution for it and am quite pleased with the result.

You can see how much time went in to it, it works flawlessly and is a great idea.


OK - not disagreeing here, but I have tweaked those several times (trust me... they are so much better than they were). So, can you be more specific as to how you think they might be tweaked? (I understand the view to the ceiling after the you pick up the disc - it doesn't really show the open door up there)

I'd stick a magic mouth near the door that opens with a cutscene camera panned out. Connect it to the puzzle so when its done the mouth activates and shows the hatch. For the airvent, it needs to show above the player more, you can't really see whats ahead. Its hard tweaking cameras for such sections, I know.


Actually, to be fair... the vent shaft fans are Mm too... I just stickered them to get rid of the taxi yellow and checkerboard. But I really like their scorpions... and if I could make scorpions even close to that, I would. However I will definitely consider removing them because I do like having my own content in there. In fact... thanks for mentioning the vehicles... they are rather dear to me (lots of work)

Actually yeah I recognise the airvents now you mentioned it, I actually never noticed, probably because they were so brief and stickered differently. The scorpions are'nt bad (theres only 3), they just stick out when everything else is well created.


Thanks for your feedback! Very much appreciated. Expect reciprocation on your Siberia thread soon (probably not til tomorrow night though - real life and all )

Thanks, its actually a 4 part series with a running story and slow build up, play the rest to get whats going on (although its not important if time is short, they were finished a while ago).
2009-03-24 15:30:00

Author:
GruntosUK
Posts: 1754


Hey, i've played trough this just ago, and i really liked it I liked how you implemented paint switches to operate doors and elevators etc. And the best part of the level was the puzzle room. You had me a bit puzzled with the Pentagon shape for a while.. it was huge and i had no idea where it should've gone Also, the boss was pretty well done A bit random at times, since bullets fly in all directions when he flies in midair, but it was nice 2009-03-24 17:06:00

Author:
ThommyTheThird
Posts: 440


Thanks Thommy! I appreciate the recognition on the paint switches (working out such logic is one of my favorite aspects of creating in LBP). Glad you liked the puzzles, I had fun making them. As for the boss - random was what I was shooting for (in truth, it's the same every time, but it changes paths often enough that even after 100 plays I haven't got it down).2009-03-24 17:17:00

Author:
v0rtex
Posts: 1878


I just love this level. The first section of the level is cleanly designed and has some very nice details. The floaty communication screen is a nice touch and the paint activated lifts are cool. The level really starts to shine imo with the introduction of the sequential VR section. I can't begin to imagine how tricky it was to wire that up and it looks and plays great. Nicely challenging but not so much so you want to chuck the controller at the tv (bad idea kids - don't do that at home.) The puzzle section is also really well designed and makes you work a little to complete it. The cherry on this sundae for me has to be the boss. The design is great and I really appreciate that you have to be mindful of the plane of the level you are in. I think the amber colored plasma are some of the prettiest color lights I've seen. Nice choice for the lighter yellow green in the back too. I also wanted to mention I appreciated your attention to detail in the sand dunes. The truck and the sweeping almost sculptural arcs of the sand are well done.

5 stars and a heart - got a creator heart from me too for the evolution of your levels too. A really great level with some fantastic game play. Nice work.
2009-03-24 17:51:00

Author:
Morgana25
Posts: 5983


Thank you Morgana! Such kind words. I am very pleased you liked the level and appreciate the accolades. It is always nice to have someone recognize areas that one has poured so much time into. And to have a creator with your artistic eye compliment my design choices is very flattering.2009-03-24 18:16:00

Author:
v0rtex
Posts: 1878


Hey, I've replayed the level. I notice you've done some additional polishing up, nice job.

Final verdict : The visuals are great, the length is good, the difficulty is fair (not too easy, but not frustrating) and there's a lot of innovation not seen in other LBP levels. Although it's touted as a Paintinator level, there's a lot of puzzling and storytelling going on, which is a nice change of pace.

The definitive highlight for me has to be the green platform room and the puzzle room.

I had no idea your thermometer was full on this level, but looking at all the things you managed to squeeze in I can understand why it would be.

Awesome stuff, five stars and a heart from me.
2009-03-24 18:44:00

Author:
Gilgamesh
Posts: 2536


Ok, I know I helped you test this stuff out, but I went back this morning to see what changes you had made.

Everything is pretty smooth now. The really tricky, tedious bits flowed much better and didn't have me on the brink of a tantrum

Overall, it's a great level. The room-switching minigame is incredibly creative; I have no idea how you even thought up such a wonderful idea. Great work.

The boss is brilliant. Enough said.

Two additional issues I ran into along the way:

- Rockslide. I got stuck because the rocks fell in such a way that the path was completely blocked and I had to restart. This is yet another reason why you might want to consider changing them to stickered styro or dissolve - so you can grab and move them. I have a pic if you want to see.

- Boss area. Previously, you had electrified glass in the foreground and background layers, forcing you to take out the robot to proceed. When I played this time, the foreground glass was nowhere to be found, so I simply walked past the bot and shot him in the back. This seemed to completely undermine the point of having the bot there at all (which is to provide a challenge in the middle layer). I'm not sure if you removed the glass, or if it went "crunch" sometime during play.

Anyways, 5 stars, hearted. Great level, great mechanics.
2009-03-24 22:21:00

Author:
Thegide
Posts: 1465


Hey, I've replayed the level. I notice you've done some additional polishing up, nice job.

Final verdict : The visuals are great, the length is good, the difficulty is fair (not too easy, but not frustrating) and there's a lot of innovation not seen in other LBP levels. Although it's touted as a Paintinator level, there's a lot of puzzling and storytelling going on, which is a nice change of pace.

The definitive highlight for me has to be the green platform room and the puzzle room.

I had no idea your thermometer was full on this level, but looking at all the things you managed to squeeze in I can understand why it would be.

Awesome stuff, five stars and a heart from me.

Yeah... it's poppin' full. I've actually had the "Your level has overheated, you cannot add anything more to it." message three times now and had to back things off.

Thanks for the kind words Gilgamesh!


Two additional issues I ran into along the way:

- Rockslide. I got stuck because the rocks fell in such a way that the path was completely blocked and I had to restart. This is yet another reason why you might want to consider changing them to stickered styro or dissolve - so you can grab and move them. I have a pic if you want to see.
No need for the pic - I'm pretty sure I know what you mean... it's happened to me. As I said before, this section would/will be a nightmare to modify. You're probably right though. I'll make a back-up copy and play with it - see what I can do.

- Boss area. Previously, you had electrified glass in the foreground and background layers, forcing you to take out the robot to proceed. When I played this time, the foreground glass was nowhere to be found, so I simply walked past the bot and shot him in the back. This seemed to completely undermine the point of having the bot there at all (which is to provide a challenge in the middle layer). I'm not sure if you removed the glass, or if it went "crunch" sometime during play.I'm guessing you were standing where it was to be emitted. I probably need to re-think this... what do you think if the glass was always there? (currently emitted after any two arms of the main boss have been disabled - uh-oh... that was a boss-kill hint. shame on me)

Thanks again to both of you for your help with this!
2009-03-25 05:03:00

Author:
v0rtex
Posts: 1878


Sorry for the double post. Just added pics to the initial post!2009-03-25 23:28:00

Author:
v0rtex
Posts: 1878


I just got done with this level and had to come and say - this level ROCKS! The falling rooms was a fantastic innovation, and the final boss was fantastic. I usually give a bit of input on how to make it better, but I didn't really run into any issues myself.

Unfortunately, a level with this much challenge is bound to get a lower rating, which is kind of heartbreaking - this is definately a 5 star level.

I gave it 5 stars and a heart - great work.

I'm going to document a few areas that I think are causing some lower ratings, but these are by no means weak points in your level:

The falling rooms - the part where you have to jump on the moving platforms behind glass, pull the switch, bounce up, and jump on onto the blinking platform before the room falls - fantastic section, but difficult for a first-time player. The part with the bouncy floor would DEFINATELY give a noob a knot in their stomach.

Part where you have to shoot the floor to make it collapse - REALLY easy for someone to miss and cause them to wander around, exit, and give a poor rating.

End boss - could be difficult for a less-skilled gamer to realize the arms on the right side of the robot need to be shot to kill it.

But, as I said - not weak points in your level, just things to keep in mind if you're trying to hit the masses with a high rating.


If you want to check out a really fun level, you can try my "Splat Invaders Saga" level (and if you like it, you could move on to "Splat Invaders II: The Caverns of Splat" to finish the story).
2009-03-25 23:45:00

Author:
CCubbage
Posts: 4430


Edited main post with video by Vanemiera.


I just got done with this level and had to come and say - this level ROCKS! The falling rooms was a fantastic innovation, and the final boss was fantastic...I gave it 5 stars and a heart - great work... Thanks! Nice to hear.
Unfortunately, a level with this much challenge is bound to get a lower rating, which is kind of heartbreaking - this is definately a 5 star level.Yeah... I was making it with the players here at LBPC in mind really, and didn't give a lot of thought to how it might get rated publicly. Oh well... someday I'll make it onto the Cool Levels!
The falling rooms - the part where you have to jump on the moving platforms behind glass, pull the switch, bounce up, and jump on onto the blinking platform before the room falls - fantastic section, but difficult for a first-time player. The part with the bouncy floor would DEFINATELY give a noob a knot in their stomach.I know, right? I had to laugh at myself while I was creating it - because I know if I was playing a level like this (SO much different playing stuff you've designed and play-tested 100 times) that I would've broken furniture in my house with projectile PS3 controllers. I've made it no secret that I am not much good actually playing LBP.
Part where you have to shoot the floor to make it collapse - REALLY easy for someone to miss and cause them to wander around, exit, and give a poor rating.Hmmm... I thought it failry obvious, what with the hint from Octagon and the exposed paint switch, but I have of course always known it was there. Any suggestions for a subtle hint down by the switch?
End boss - could be difficult for a less-skilled gamer to realize the arms on the right side of the robot need to be shot to kill it.Really??? Huh... Again: any hint suggestions? I hate just outright telling them with a magic mouth.
But, as I said - not weak points in your level, just things to keep in mind if you're trying to hit the masses with a high rating.

If you want to check out a really fun level, you can try my "Splat Invaders Saga" level (and if you like it, you could move on to "Splat Invaders II: The Caverns of Splat" to finish the story).

Thanks CCubbage! I did play Splat Invaders last night and am going momentarily to add feedback to your thread. But let me just say, that it was awesome, yet frustrating (as I was unable to finish... read your thread for more).
2009-03-27 05:03:00

Author:
v0rtex
Posts: 1878


Yeah... I was making it with the players here at LBPC in mind really, and didn't give a lot of thought to how it might get rated publicly. Oh well... someday I'll make it onto the Cool Levels!

Making it into cool levels isn't really the issue - this is the easy part. Just modify the level a little and repost to get people to play it. Check out my "Good publishing practices" thread for some good advice to get into cool levels. However, once there if there is challenging parts the noobs will rate it poorly and the rating may suffer.


Hmmm... I thought it failry obvious, what with the hint from Octagon and the exposed paint switch, but I have of course always known it was there. Any suggestions for a subtle hint down by the switch?

One way would be to block the player from going all the way back to the beginning. Since it said to go back the way you came, I went ALL the way back without paying enough attention - I had no idea exactly what I was looking for. You could also emit a camera that pans down when they pass by this area to make it more obvious.

The reason I said these were not weak points is because, personally, I LIKE having parts in a level where you have to pay attention and think a little - it frustrates me that you can't make a level where you subtely give clues - you have to almost put big red arrows on things or some kiddies will rate you poorly... I think it's perfect the way it is, but if I passed by it once you KNOW someone else will.


Really??? Huh... Again: any hint suggestions? I hate just outright telling them with a magic mouth.

Here's what I think part of the problem is: Since the camera angle is panned to the left and the additional parts you have to shoot are on the right, it's a little odd at first that you have to shoot something that you aren't really looking at directly. My first reaction was "ok, I think I'm done..... OH there's also some things on the other side I need to shoot". Normally in a commercial game if you have to shoot things on both sides of the enemy, you are looking dead on at the boss. But, once again - I thought it was fine the way it is but I'm trying to think ahead a little at players that need it spelled out for them.


I did play Splat Invaders last night and am going momentarily to add feedback to your thread. But let me just say, that it was awesome, yet frustrating (as I was unable to finish... read your thread for more).

I look forward to hearing your input.
2009-03-27 05:41:00

Author:
CCubbage
Posts: 4430


Making it into cool levels isn't really the issue - this is the easy part. Just modify the level a little and repost to get people to play it. Check out my "Good publishing practices" thread for some good advice to get into cool levels.I have read this, and have followed virtually every step. I've only been doing the mod/republish routine 2-3 times/day though, as I have to go to work (oh if only someone would pay me to do this).

As I go to bed tonight it's at 222 plays and 19 hearts. It shows up on the Newest pages after I republish, but I have only ever seen it on the Cool Pages very briefly after I first published.


You could also emit a camera that pans down when they pass by this area to make it more obvious.I've added a camera zone there that's only activated after you come back downstairs. I think it will help.

As for the challenge in the VR Trainer... I have thought about adding a control outside the arena allowing the player to choose the level of difficulty: Hard=Just as it is; Medium=Add more time to the timers; Easy=No timers - levels are passed by triggering player prox switch on the platforms (or some other switch - the problem with the prox switch, is if they just run over the platform and don't stand still on it, they'll get squished). But alas, I am truly maxed out on thermo. These options would be nigh on impossible to implement.

Thanks for all your thoughtful input. Very much appreciated!
2009-03-27 07:14:00

Author:
v0rtex
Posts: 1878


Some of those 203 plays (the unhearted ones) are probably people playing it multiple times too. I've played it three times already... I LOVE the VR section & Boss. Sorry to screw up the heart/play ratio but it's too darn fun!!!2009-03-28 17:43:00

Author:
Morgana25
Posts: 5983


Some of those 203 plays (the unhearted ones) are probably people playing it multiple times too. I've played it three times already... I LOVE the VR section & Boss. Sorry to screw up the heart/play ratio but it's too darn fun!!!

LOL - You're apologizing for loving my level? No... you're apologizing for skewing the stats - I know. But my understanding is that the heart/play ratio isn't really that important. And I love that fact that you enjoy playing it! :hero:
2009-03-28 18:04:00

Author:
v0rtex
Posts: 1878


I've played your level and overall I really liked it but I had one problem,
In the room with the 3 different coloured key things, the blue one fell down the ramp where you enter the room from and its impossible to fly down there, and with out the jetpack I found it impossible to more the keys so could you try and make them lighter. Apart from that it was really enjoyable.
If you have time then please play my temples of azera level (see sig)
2009-03-28 23:43:00

Author:
Sweetums66
Posts: 10


I've played your level and overall I really liked it but I had one problem,
In the room with the 3 different coloured key things, the blue one fell down the ramp where you enter the room from and its impossible to fly down there, and with out the jetpack I found it impossible to more the keys so could you try and make them lighter. Apart from that it was really enjoyable.
If you have time then please play my temples of azera level (see sig)

Yes, this happened to me once as well. I actually tried to include a sliding door after you enter, so nothing can fall down there, but the thermo prohibited that. And I really want them to be of the VR Metal (color coding, aesthetic appeal) so making them lighter isn't an option. What I think I may have to do is add an emitter (if the the thermo allows me), and and a mag switch down below, so if it senses that the thing has been dropped, it will emit a new one. It's the only solution I can come up with.

Thanks for the feedback! I will definitely take a look at your level.
2009-03-29 00:00:00

Author:
v0rtex
Posts: 1878


I have read this, and have followed virtually every step. I've only been doing the mod/republish routine 2-3 times/day though, as I have to go to work (oh if only someone would pay me to do this).

As I go to bed tonight it's at 222 plays and 19 hearts. It shows up on the Newest pages after I republish, but I have only ever seen it on the Cool Pages very briefly after I first published.

I had to basically sit on the day I published my level and republish every hour or so to keep it in view, 300 plays will stick it on page 5 of cool levels, it gathers momentum easily from there, thing is, you only have seven days.

Good job I'm currently unemployed
2009-03-29 00:22:00

Author:
GruntosUK
Posts: 1754


I had to basically sit on the day I published my level and republish every hour or so to keep it in view, 300 plays will stick it on page 5 of cool levels, it gathers momentum easily from there, thing is, you only have seven days.

Good job I'm currently unemployed LOL - Yeah... I sat today and watched it and republished every time it slipped. 300 must not be the magic number if the rating is at 3 stars, because I currently have 340 plays and I still can't keep it on the cool pages (at all). As I turned off the box tonight, it was sitting on page 9... but it will fall off again, I have no doubt. Still has the "glow" about it.

It's pretty frustrating frankly.

And my kids have given up on me completely (deep sighs and rolling eyes all day long).
2009-03-29 05:51:00

Author:
v0rtex
Posts: 1878


oh - that's so sad.

If it makes you feel any better I played it again today and brought a friend who really likes it too.
2009-03-29 07:16:00

Author:
Morgana25
Posts: 5983


Yeah, as mentioned earlier - it's a combination of plays, hearts, and rating. There is no magic play number. If GrantosUK had a higher rating and more hearts to begin with it would require far less plays. This would naturally happen since his level is much easier and has no difficult puzzles to solve (and has cheetahs at the end!!!!). I'm sure, however, if you decided to try a relaunch everyone here who has played it would give it a high rating, put a heart on it, and give it a good send off.2009-03-29 11:59:00

Author:
CCubbage
Posts: 4430


Yeah, as mentioned earlier - it's a combination of plays, hearts, and rating. There is no magic play number. If GrantosUK had a higher rating and more hearts to begin with it would require far less plays. This would naturally happen since his level is much easier and has no difficult puzzles to solve (and has cheetahs at the end!!!!). I'm sure, however, if you decided to try a relaunch everyone here who has played it would give it a high rating, put a heart on it, and give it a good send off.

Yes, I think I may do that. I'll have to try and schedule at a time when I can babysit it for a while at the beginning. It gets a bit tiring... There's an odd sort of glitch with my level: about 25% of the time, if I change something (anything) the big hummer at the end won't take off and the obstacle/sand-dunes/scoreboard assembly doesn't drop. It's based on a prox switch under the truck, and I can usually fix it by just tweaking the radius on it. Anyway... point is... I really have to play test it every time I make my little mod and republish, otherwise I might leave the game broken. Sucks.

But I think when I do relaunch it, I'll remove the VR Training section and replace it with a rocket cheetah playground.
2009-03-29 16:23:00

Author:
v0rtex
Posts: 1878


Nooooo.... oh lord no! Keep your integrity! Without your integrity, what do you have? A level that 10,000 6-year-olds like - which only leaves you with an empty feeling inside...2009-03-29 17:06:00

Author:
CCubbage
Posts: 4430


Nooooo.... oh lord no! Keep your integrity!

I second that! No Cheetas.... even in the desert.

Also - wanted to let you know (forgot last night) The 2x run through the VR worked perfectly. Thought you'd like to know.
2009-03-29 19:03:00

Author:
Morgana25
Posts: 5983


OMGosh! I was kidding! Thanks Morgana - I really do appreciate knowing that. So your friend enjoyed the ride?2009-03-29 19:10:00

Author:
v0rtex
Posts: 1878


yea - he was WOWing in text all over the place. Said he really liked it. Thought the VR was brilliant. He plays a lot so I'm sure he'll take some of his buddies over to see it too.2009-03-29 21:01:00

Author:
Morgana25
Posts: 5983


Really great level. Lots of originality.

3 stars? Come on! 5 stars and a heart from me.
2009-03-29 21:32:00

Author:
Killian
Posts: 2575


Really great level. Lots of originality.

3 stars? Come on! 5 stars and a heart from me.
Well, you know... it's sad when you get some of those players who say "how DARE he make me think! I'm gonna teach him a lesson and give him a low score. If I wanted to THINK I woulda stayed in middle school!"
2009-03-29 23:39:00

Author:
CCubbage
Posts: 4430


Well, you know... it's sad when you get some of those players who say "how DARE he make me think! I'm gonna teach him a lesson and give him a low score. If I wanted to THINK I woulda stayed in middle school!"

I don't think that is the problem, more of

"X button? But I can't be bothered! huh! 1 star and boring, why should I have to go out of my way to use the controller?"
2009-03-30 08:12:00

Author:
dkjestrup
Posts: 672


Every time a level of this caliber gets a 1 star rating a digital fairy dies (Peter Pan just in case no one's seen it)..... ok, not really but I does suck a ton. I'm trying to do my part every time I play, the level gets the big 5 stars from me, but I'm only one tiny vote in a sea of ramp lovers. *sigh* Hang in there Vortex2002 - it's a 5 star level stuck in a 3 star world. 2009-03-30 08:39:00

Author:
Morgana25
Posts: 5983


LOL - saw your comment on the level last night. Thanks for helping!! 2009-03-30 13:44:00

Author:
v0rtex
Posts: 1878


OK - Just a few mods to fix the last few (known) bugs.

I've changed the blue (round) puzzle piece to be emitted, so if it does get dropped down the ramp, it will spawn a new one.

I've fixed a couple of the magic mouths so they pop up in the correct order every time (no one mentioned this, but it kept happening to me, so...).

Added some more sound effects.

And I took TheGide's advice and changed the rocks (most of them anyway) to stickered styro. This really does work well and totally fixes both bugs in that section. Thanks for the advice!

Also - I am planning next week (probably Tuesday or Wednesday) to republish this from the start and make another run for the Cool Levels pages. So if you liked playing this level, I would surely appreciate it if you'd stop by and give it another go and throw me up some stars (five perhaps??) and your hearts.
2009-04-04 18:47:00

Author:
v0rtex
Posts: 1878


Awespme level man, good to see some people actually put some effort into it.
Oddly it only has 3 stars, this is probably by the players that jusyt want to walk through a level, so don't worry, your level is just another 5 star demeened by the unworthy XD
2009-04-04 20:59:00

Author:
Silverleon
Posts: 6707


Congrats on the spotlight v0rtex, loved the level having an intrest in the 00 series myself

More than worthy of the spotlight
2009-04-05 02:05:00

Author:
GruntosUK
Posts: 1754


Sweet, I just watched the video and I can't wait to get to the PS3!!!!!2009-04-05 17:50:00

Author:
tjb0607
Posts: 1054


Oh my god your level is AMAZING. I think you just made my favorite LBP boss ever. It simply feels great, it's moving, it feels real and dynamic. And it totally killed me. lol

Your VR rooms is a GREAT concept. I love them. The computer room is my favorite room though. I like it's puzzle-ish style.

2 things I didn't like though. 2 cheap death I had.

-the part with the ground placed ala donkey kong with some electric things rolling down. I wasn't prepared, the first one spawn late and I couldn't react right. You should make those starting to spawn right when you enter the section a bit earlier.

-in the computer room. The green key. It's only when you grab the key and start moving around the electric things that you start spawning the electric stuff that falls down. I think those should be spawning right when we enter this room so the player is aware of them. When I grabed the key I was so sure there was no new danger that I had a cheap death on those.

In short, it's a better level design if killing hazards aren't coming out as a surprise imo.

.
2009-04-06 02:59:00

Author:
RangerZero
Posts: 3901


Thanks for the kind words everyone!

I have just re-released the level on a hopeful run for the top of Cool Pages.

If you liked the level, I'd encourage you to go out and give another play (or two).

I have made a few subtle changes according to advice I've garnered from this thread. So thanks to everyone for their feedback!

I've moved the location to the SW US. Still named 00Sack - Betrayed under my PSN: v0rtex2002
2009-04-08 06:03:00

Author:
v0rtex
Posts: 1878


Seriously people, if you haven't played this level then you are doing something wrong. This really is the epitome of 5 star stuff. It's just one that you have to see to believe.2009-04-08 07:00:00

Author:
Jaeyden
Posts: 564


Thanks Jaeyden. Pretty high praise from a creator of you caliber. 2009-04-08 08:00:00

Author:
v0rtex
Posts: 1878


Thanks for the kind words everyone!

I have just re-released the level on a hopeful run for the top of Cool Pages.

If you liked the level, I'd encourage you to go out and give another play (or two).

I have made a few subtle changes according to advice I've garnered from this thread. So thanks to everyone for their feedback!

I've moved the location to the SW US. Still named 00Sack - Betrayed under my PSN: v0rtex2002


You mean you just unlocked it now right?
If so then continue to republish as frequently for the rest the 7 days.

.
2009-04-08 16:02:00

Author:
RangerZero
Posts: 3901


Yes, I unlocked it last night. Am republishing as often as my job, children, and social life will allow.2009-04-08 16:09:00

Author:
v0rtex
Posts: 1878


Awesome. I hope it will climb. Leave some feedback about your progress. (maybe not here though )

.
2009-04-08 16:24:00

Author:
RangerZero
Posts: 3901


I loved the level, but I died late into the level. I don't remember how I died, though.

+ Cool use of the paintinator
+ Good use of the MGS pack materials
+ I loved the training part with the red flashing lights and the platforms you have to get to. One of the most innovative and fun things in LBP

- Some of the enemies take a few too many hits. I nearly lost before the training thing because the enemy on wheels took so many hits. Also, I think the turrets take too many hits. It's fun at first, but if you're just peeking out every now and then for 50 shots, it can get boring.

F4F: Frost
2009-04-10 01:55:00

Author:
cornontheCOD
Posts: 150


i love your level, but that electric mouse part is rock hard, i lost here and so i'll play it again later. i like the stealing the disc part and the VR training.

5/5 +hearted you and level
2009-04-10 19:41:00

Author:
MegaBlob
Posts: 291


i love your level, but that electric mouse part is rock hard, i lost here and so i'll play it again later. i like the stealing the disc part and the VR training.

5/5 +hearted you and levelHuh - I actually considered making this section much harder, as I thought it was way too easy. Just move all the way up to each non-electric platform and bide your time under them. The mice really do come down in a very predictable pattern.
2009-04-11 01:14:00

Author:
v0rtex
Posts: 1878


I'm finally going back and playing through the spotlight levels from before, and I'm a completionist, so I decided to play Betrayed before going to Revenge. And I must say, the pics in your player-upload box don't do the level justice.

I think people were taking pictures of themselves having BEATEN the boss, so it just looked like "guy in desert" pics. I wish somebody would have taken a pic of themselves in the computer room - that would have been a better example of the awesome design.

Use of the Virtual Reality room drop was ingenious. There's got to be multiple possibilities for this.

Jet pack computer puzzle was awesome. I especially liked the bit with the pulley that opens the wall.

Boss was good, but I found an exploit. Just run up the middle to the right side and stay there. When the support machine appeared (Kill! Kill!), I was to the right of him, and just shot him in the back of the head a bunch. Maybe he should fall on the right side as far as possible, then he would have landed on my head. It also seemed easier to find "dead spots" on the right, where I could just stand and not get shot.

Of course, this might not be bad - someone who had trouble attacking from the front could experiment and find this way to win before running out of lives.

I also understand the plasma emitters are limited so the bullets don't reach the ground when he jumps. Seems like a Mag key/AND switch combo, or a plain 'ol sensor switch, could make him stop shooting entirely on the way up. (Now that I think of it, that might already be happening, so if it is, forget I said that last bit.)

Anyway, 5*/H, and looking forward to picking up where I left off.
2009-10-14 15:18:00

Author:
coyote_blue
Posts: 422


Hey - Thanks for the kind words. This thread hasn't seen any action in a good long while. I still contend that this level is my best work. It all just seemed to come together for me here. Not that I think the next two are bad, I just don't think they have the same balance and polish (wish I could figure out how to replicate that, y'know?).

Anyway... Hope you enjoy the rest of the series!
2009-10-14 15:53:00

Author:
v0rtex
Posts: 1878


A lot of praise has been given already, consider it ditto'd for me, however here are some things I think you could improve upon.

-The visuals at the very begining rock section are a little pedestrian. Personally, I hate that particular rock texture, I rarely think it's used well seeing as how overused it is. I think you could add some more detail to the rock face (use a styled, paper thin layer, darker rock texture in front of it, to give it that nice two tone effect. Put more pipes in, vents etc.
-You made this before creator pack one, evidently, it might be worth going back over it and replacing those 3 double life checkpoints with one infinite checkpoint and replacing that computer puzzle section with a tetherless jetpack with a few X's at the exists.
-Also, I accidentally'd your whole computer puzzle, by the way. I accidentally put the pentagram piece in upside down, as you can only grab it on one side, that made the level uncompleteable. I suggest centering the key switches on key pieces and make the key detectors on the computer directional only to their hole.
-The bits you have to hit on some of the enemies are obscured by their weapons, this can make them a little annoying.
-A few mismatched materials that didn't quite fir the theme. Remember, bond is a super sleek, super hi tech, almost 60s in its cheesiness, spy thriller.

Apart from that, frickin' genius. VR bit was ingenious too. Good job for the most part, just a few touch ups and it'll be even better.
2009-10-25 13:46:00

Author:
Asbestos101
Posts: 1114


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