View Full Version : Robotown 3

05-24-2009, 09:42 PM
Robotown like the others is a city destroyed by robots given that, the environment has a deserted feel to it. The level was made to focus on artistic design so the level is easy with no real challenge. I put a good deal of detail to the level and so its short due to the thermo. I've hidden signs throughout the level for points aswell. I worked pretty hard on this level so I'd appreciate any feedback. My PSN is Shris

05-25-2009, 10:28 PM
The monster design was pretty minimalistic, but I absolutely loved the Bridge Design.
I also enjoyed the overall look and atmosphere.
I did encounter an Out of bounds bug though on the elevator descent shortly after the bridge where you could jump onto the collapsing building and head right.
There you'd be stuck behind the buildings.

Besides that though, Great level!

05-26-2009, 09:48 AM
I love the RoboTown series, and the 3rd one has raised the bar quiet high in terms of polish, and asthetics. Its also a good length, you really dont want a level to go on for to long, so you should be happy with the time it takes to complete.
Good job on this one as with the others, 5/5 with the bril tag

05-26-2009, 01:34 PM
I just played the level, here are my thoughts.

+ The visuals are really top notch, packed with great detail
+ Brilliant materials, good choice.
+ Sticker switches for replayability, always good
+ That bridge was excellent I loved the way it built up as you walked across
+ Really like the design, its excellent
+ Brilliant see-saw :D
+ Excellent zip line sequence, probably the best I've played

- The level is well detailed, the robots are very simple, they stick out a little
- Hide the pistons on the bridge.
- The platforming sections towards the end were excellent, I'd have liked more through the level

That was a visual treat, with some great set pieces and platforming areas towards the end. I thought the length was about perfect. Excellent job.

*****, beautiful and hearted

05-26-2009, 03:34 PM
Played and ejoyed your level very much just a few minutes ago. Very fun - and I had my brother playing. We both agreed on a 5 star tag and I decided to heart it aswell :)

+ Lovely design of the city, really felt over run
+ Loved the Robo-Bridge thing
+ Some great platforming near the end
+ Lots of secrets (well, secret boards anyway!)
+ Works with 2 players aswell
+ Brilliant zip-line (especially when I asked my brother to take a photo - he had no idea he would stop grabbing and he fell!)

-Didn't like the enemy design

5 stars and a heart from me though

05-26-2009, 08:43 PM
Wow thanks for the replies guys. I hadn't noticed I left some pistons so I'll be sure to fix that up with some other things. And I realise the enemy design isn't that good, I had to scrap the old ones which I had put better design into, so they fit into the level better.

05-27-2009, 12:11 AM
I just played all 3 in this series and thought they were excellent. The design is brilliant although after playing number 3 I thought it made the first two rather redundant as they were all pretty much identical. At least it felt that way.

Having said that I loved the zipline in the first one more than the third.

I had a problem with the boss in the second in that when I destroyed it I got crushed by the parts when it collapsed then when I respawned and try to get past it I got stuck among the rubble and had to use try again. That's really annoying when you've killed the boss without losing a life.

The third one was my favourite overall though and think you could get by with just that level and delete the other 2 for something completely different. Just my opinion because they felt so similar.

I loved that bridge of course, very clever mechanics and another good zipline. I also liked the part with the cars on hoists apart from the tiny gaps you put between each one on the mid level which caused me to fall several times simply because when exiting the tiny space sackboy tended to jump forward slightly and fall off the ledge. I'm not sure why you did that, it seemed a bit of a cheap trick.

Great fun levels overall though and super design.

05-27-2009, 10:19 AM
:) i have a old level called robot town working on the 2rd one now

just played alot like my old level in looks :) did you see it on Mm pick? good job love them I hope like my robot town 2 when it come out

05-27-2009, 10:46 AM
This level looks fantastic. You've really nailed the battered up look to the level, whilst keeping it light hearted. There were a lot of secrets, which is always nice, but I tend to appreciate secrets more when I actually have to explore and find them, rather than just getting a sticker out. This, combined with the relatively slow emmitting of bubbles means I'm standing around for a bit and breaks up the flow.

Some negative points for me:
More than once I ended up in the windows of buildings. This is OK when they are on the plane behind, but not when I'm stuck on the front plane with no means of escape and have to try again.
The seesaw section didn't work for me, I was on the wrong plane. try using an MGS spotlight to do your detection so the seesaw won't trigger unless sackboy is on it.
The zipline sequence seemed like a waste to me. There is loads of background detail there that could have been used for platforming etc. but instead I was just holding R1. Although apparently I'm the only one this bothers!

four stars and beautiful.

05-29-2009, 01:01 AM
Really liked the gameplay on this and the rusty industrial look is great! The enemies are pretty simple looking but the rest of the level looks great so it wasn't such a big deal for me. The swingy circles are brilliant and the zipline is really fun!

I gave it 5 stars and hearted it! Thanks for sharing it!

05-29-2009, 07:33 PM
I'll have to play this one since it's getting so many good reviews. :)

05-29-2009, 08:04 PM
Thanks again for the feedback guys I really appreciate it.

05-30-2009, 04:27 AM
You deserved it.
Here's hoping for a Spotlight.

05-30-2009, 04:09 PM
Wow. I just played your Robotown series as well but had a different playing experience...

Its not that I quit-out either, or gave it a quick glossing over... I played the heck out of these levels (got the second hi-score on part 2).

The look of these levels are very appealing... in fact the enemy robots (I call them obeyotrons) I like! They're not so easy, or to hard, and depending on the angle of incline can be fun. I also really like the billboards, but, prefer my payoff at the end. There are three other things I couldn't be more positive about in my review; the first levels' zipline (took me by surprise), the third levels automated bridge (both offer no gameplay but are fun to watch!), and the third levels' swinging-no-motor-inertia-gears. This last element points out for me the major drawback of these levels... they are very light on gameplay. Couple that with the incredible amount of dead ends and cheap deaths... and it got (for me) a little challenging to persevere. As rtm mentioned, I had to 'try again' more than several times and continually jumped into the background for no reason what-so-ever. And that is probably what bothered me most, the feeling of waste on the level, wasted gameplay opportunity, wasted secret hiding places, wasted actions-with no real re-action or payoff.

Please don't get me wrong, all three of these levels are worth-playing! All three of these levels are better than my personal best... and I would be very proud to call them my own... Just found them to be like Robotown itself... kinda empty with such promise... If I could bend your ear for just a second more, for the 4th?, bring it into the past (a bright and gleaming future!) more innovation, more gameplay mechanics. Thank you for sharing your artistic vision... LBP is a better place for it.

06-01-2009, 01:17 AM
I played this yesterday finally... I thought it was awesome. A real killer with the looks and terrain design... the asymmetrical and oblong shaping of everything is so stylish and edgy, it gives it such a unique look, but in this episode especially the shaping and placement of the terrain is done perfectly in this style - no hitches, everything keeps flowing, the whole place feels huge and open, and intertwining, even though it's really just a linear corridor... it makes Robotown progressively feel like this cool, futuristic world with alot more to it than what you run through from time to time. The winding design the whole way through was a perfectly paced layout that kept it moving and fun.

The texture choice is great... seamless, lots of variety, but all color coded and complimentary.

I don't mind the enemy design at all... I think they're just right, they have a cartoony, humorous simplicity, and just feel like they're living parts of the environment. Obviously, going lean on the enemy design also letsw you put much more detail and play value into the level itself too - and it shows.

The whole thing feels like an MM level, without having that try-too-hard, but-not-quite feel to it... it feels original for a change.

I did get lodged in a few windows a couple times. A pane of glass, or some carefully placed single-plane grey gas would prevent players from plane shifting where they don't need to.

The swings and rides, collapsing architectures, and the awesome bridge are my favorite bits of the level... only thing I would suggest is a little more use of sound. That's just my personal preference, because I slap sounds and triggered noises all over everything - metal clanks set to "on destruction" for enemies, a few squeaky metals and whatnot for any moving parts, and enough keys/switches set up to trigger them all properly and I think the level would really pop to life.

...it was on page 2 when I played it though, so it obviously was doing fine as it is.

06-01-2009, 10:44 AM
Hey, I just played your level and I thought it was great! Looks great, and plays great! No complaints!

06-01-2009, 12:35 PM
Could you post a screenshot, or a video? People are more likely to play it that way.