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Miglioshin
05-27-2009, 09:48 PM
Hi pals,
just published Platforms Madness 2 (V1.0 -- NORMAL MODE)
EDIT:
just added an insultigly easy mode version in wich I removed quite all the enviromental dangers, slowed timed traps and weakened the offensive power of the bosses.

Ah! I nearly forgot IT IS NOT long as the first... lol

Brief description:
--------------------------------------------------------------------------
18 deadly rooms in an even more mechanized complex!
Evil bosses, mean machines, puzzles, challenges and secrets await!
If you'll survive long enough...
--------------------------------------------------------------------------

This time I tried to be brief (lol), but I packed quite all the map with all kind of things like in the chapter before.
The mechanics behind the traps are the most complex I can think of until now.
The level is not insultingly easy (this time), but neither extreme.
I tried to offer a progressive increasing difficulty during the level but this not means that it starts plain and simple.

If you are willing to leave a comment I will be pleased, but I must say in advance that I will respond with the same kind of feedback I will receive, deep and accurate or brief and... brief.

Sorry, no pics as usual _

EDIT #2
No longer F4F.

brnxblze
05-27-2009, 09:59 PM
Awesome, you published it! I will be playing this ASAP (probably tomorrow :( ) and tell you what I think!

olit123
05-27-2009, 10:07 PM
Hey there, so I just played this, didn't complete it :( . To get the negative stuff out the way, I'd say it's a little too hard. Maybe you could make some bits a little easier? Or add a few more checkpoints around the place. To the more positive stuff, I was really impressed with some of the puzzles that were going on there! Also, I loved the contraptions and how smoothly some things ran. I will be having another go on this level soon. ;)

Miglioshin
05-27-2009, 10:12 PM
Hey there, so I just played this, didn't complete it :( . To get the negative stuff out the way, I'd say it's a little too hard. Maybe you could make some bits a little easier?


I will publish also an easier version in my next projects



Or add a few more checkpoints around the place.


Overheating...



To the more positive stuff, I was really impressed with some of the puzzles that were going on there! Also, I loved the contraptions and how smoothly some things ran. I will be having another go on this level soon. ;)

I'm looking forward to it

brnxblze
05-29-2009, 07:18 PM
Okay Miglioshin I'm playing your level right now.

Postives:
-Nice intro
-You have A LOT of great puzzles and creative things I've never seen done before (like the room that says 'Throw' and you have to pull something on elastic so it can go up to hit a button that shoots paintballs at the walls to open the door.)
-Love the next 'Throw' room as well!
-Cool boss/enemy in the next room with the rotating brains.
-I liked the swinging across the lever thing.
-The puzzle wheel thing was a lot of fun, much more challenging than those mazes that you just have to rotate since you have to move different platforms into place
-I loved the elevator that went up left right down instead of just up, I have no idea how you did that (invisible platforms with invisible pistons maybe?)
-Nice dragon thing, I didn't get to kill it but I got some of the brains. (I killed it the second time around!)
-The boss in the bonus room was awesome and challenging.
-Nice boss at the end.

Negatives:
-Man, that yellow box (in the room with the green blue pink and yellow boxes that you have to put in place) was annoying to get down there! I did it (after like half an hour) though lol. (It was much easier the second time I did it.)
-You might want to put a double life checkpoint in the blue room after the jetpack (right after the dragon), there was way too many things to do to only have 4 lives. (Now that I think of it, I could've went down and got another checkpoint :grr: I feel so dumb, now I have to start over!)

And finally after like an hour or two I beat it! It took me like 3 tries, after the second try I almost gave up and tried the easy version but I saw how extremely easy it was so I decided to give the normal one another try. I gave it a 5 Star rating, Hearted it, and Tagged difficult because it was HARD. I think this one was actually longer than the first but it was still great. I liked the look of the level even though it only had MGS material. Good job once again!

Miglioshin
05-29-2009, 10:35 PM
Postives:
-Nice intro



Glad you appreciated.




-You have A LOT of great puzzles and creative things I've never seen done before (like the room that says 'Throw' and you have to pull something on elastic so it can go up to hit a button that shoots paintballs at the walls to open the door.)



Again, thanks.
I'm always trying to be original, at least untill it will be possible...
I wanted to insert that 'puzzle' in a different way, but I didn't come up with something 'easily playable' yet... but I will continue to work on that...




-Love the next 'Throw' room as well!



I saw quite all kind of springboards all around the levels I played so far, but I thought that I never saw an 'half-automatic-time-delayed-switch-activated' springboard... lol




-Cool boss/enemy in the next room with the rotating brains.



I replicated (less or more) one of my favourite bosses of an old game I really loved on the Amiga -- 'Turrican' you know it? -- the boss was the one coming towards you smashing all in his way with rotating blades, and you were on a moving floor (moving in the direction of the death, of course... lol), and you had also to jump pieces of junk...




-I liked the swinging across the lever thing.



Just another variation of the 'swing-across-the-deadly-gap' I didn't saw (in the levels I played).




-The puzzle wheel thing was a lot of fun, much more challenging than those mazes that you just have to rotate since you have to move different platforms into place



Thanks a lot, same as above.




-I loved the elevator that went up left right down instead of just up, I have no idea how you did that (invisible platforms with invisible pistons maybe?)



No.
Far away from the thruth... lol
It's just "Miglioshin Tecnology" a.k.a. ShinTec (known by who? lol)

I would explain how to, but seroiusly, it's too complicated for my bad english, I just can't find the words.


I used only the platform Sack stands on, with a checkpoint above for two reasons:
1 - It can't move backwards
2 - It's to 'heavy' to be acquired and spawned again

The pistons that moves the platform are connected to 2 three way switch (up-down and left-right).

Theese switches are connected to 4 winches.

The winches are connected to four mag-switches positioned in 2 different U shaped black material containers.

At the top there are flipper pistons that act like quick open-close (but this comes later).

All along the path of the platform are positioned mag keys (where it stops, ok?), while on the platform is glued a mag switch that single shot activate the pistons of the 2 U shaped containers.

On the pistons (the U container) are placed 4 mag switches that controls the winches (connected to the 2 three way switches) and above are placed several emitters.

When you want to move the platform you need keys (let's say: green-up, blue-down, yellow-left, red-right).

You emitt a red key above the U container that activate the platform, when the platform reaches the end a key activate the quick open-close of the pistons that let the emitted key fall in the U container.
At the bottom of the U container there's another red mag switch that trigger with a single shot another emitter that emitt the second key (green-up) above the correct U container (the one for up-down) that trigger the winch that pull the 3way and make the platform to go up, than another key triggers the quick open-close, the green key fall and so on...

Sorry I hope I have explained well, this was the best I can.






-Nice dragon thing, I didn't get to kill it but I got some of the brains. (I killed it the second time around!)



I needed an excuse to make the player stay on my marvellous automatic multidirectional platform!!!!
So I thought of a timed-boss and added a bonus if you kill it.




-The boss in the bonus room was awesome and challenging.



That was very long to tweak...




-Nice boss at the end.



And it's a five-minutes-to-build!




Negatives:
-Man, that yellow box (in the room with the green blue pink and yellow boxes that you have to put in place) was annoying to get down there! I did it (after like half an hour) though lol. (It was much easier the second time I did it.)



I know, that's intentional since you can skip the room, don't you want to earn your points? lol




-You might want to put a double life checkpoint in the blue room after the jetpack (right after the dragon), there was way too many things to do to only have 4 lives. (Now that I think of it, I could've went down and got another checkpoint :grr: I feel so dumb, now I have to start over!)



Yes, maybe a double one...




And finally after like an hour or two I beat it! It took me like 3 tries, after the second try I almost gave up and tried the easy version but I saw how extremely easy it was so I decided to give the normal one another try.



I told... it's insultingly easy! :)




I gave it a 5 Star rating, Hearted it, and Tagged difficult because it was HARD. I think this one was actually longer than the first but it was still great. I liked the look of the level even though it only had MGS material. Good job once again!



Thanks.
Actually it is a lot shorter than the first, but it requires time because it's more difficult.

brnxblze
05-30-2009, 06:15 AM
'Turrican' you know it?

Nope, never heard of it before.



I would explain how to, but seroiusly, it's too complicated for my bad english, I just can't find the words.

I didn't even notice you had bad english, you speak well to me but that might be because I can't speak english correctly either and I've been living here almost my whole life :D .




I used only the platform Sack stands on, with a checkpoint above for two reasons:
1 - It can't move backwards
2 - It's to 'heavy' to be acquired and spawned again

The pistons that moves the platform are connected to 2 three way switch (up-down and left-right).

Theese switches are connected to 4 winches.

The winches are connected to four mag-switches positioned in 2 different U shaped black material containers.

At the top there are flipper pistons that act like quick open-close (but this comes later).

All along the path of the platform are positioned mag keys (where it stops, ok?), while on the platform is glued a mag switch that single shot activate the pistons of the 2 U shaped containers.

On the pistons (the U container) are placed 4 mag switches that controls the winches (connected to the 2 three way switches) and above are placed several emitters.

When you want to move the platform you need keys (let's say: green-up, blue-down, yellow-left, red-right).

You emitt a red key above the U container that activate the platform, when the platform reaches the end a key activate the quick open-close of the pistons that let the emitted key fall in the U container.
At the bottom of the U container there's another red mag switch that trigger with a single shot another emitter that emitt the second key (green-up) above the correct U container (the one for up-down) that trigger the winch that pull the 3way and make the platform to go up, than another key triggers the quick open-close, the green key fall and so on...

Sorry I hope I have explained well, this was the best I can.



Wow, that is complicated-ly awesome! I would've never thought of that I might have to read it like 4 more times just to understand exactly what to do (nothing to do with your english, you explained it perfectly.)



I know, that's intentional since you can skip the room, don't you want to earn your points? lol

Yeah I guess so, if it was too easy I probably would've complained about that so never mind what I said before lol.



Thanks.
Actually it is a lot shorter than the first, but it requires time because it's more difficult.
Yeah that's probably it, I loved the difficulty though.

Coxy224
05-30-2009, 10:27 AM
Played this one with Zwollie today and I have to admit we had a lot o fun. We didn't finish the level (we got pretty **** close) but I feel I've played enough to give feedback and tell you the problem we ran into.

Pros:
+The visual style, as always, is very good
+Some more great puzzles
+Being able to skip some of the puzzles
+Nicely placed prize bubbles
+I'm suprised you haven't run out of ideas, but most of the rooms are still feeling very new - congrats to you on that
+Nice difficulty

Cons:
-Still very long, but all that does is take away some replay value


The problem me and Zwollie faced was just after a bit with the paintinatior. We had been going up n a lift and then it stopped and some of the lift disapeared so you could see the paintinators. Then you have to dodge plasma balls and wait until the things shooting you turn round and then you shoot them.
We just destroyed all of them and then a platform came down - unfortunately it only came down to a height we could jump onto. Also, we couldn't get out of where we were from either of the sides. I took a picture and I'll try to upload it if you don't know what I'm talking about.

Still though a very good level. I would have rated 4 stars, only because of the bug though.
Very good

blizzard_cool
05-30-2009, 11:26 AM
I still have to beat this... last time I died at the part after the dragon -.-

Miglioshin
05-30-2009, 11:44 AM
Played this one with Zwollie today and I have to admit we had a lot o fun. We didn't finish the level (we got pretty **** close) but I feel I've played enough to give feedback and tell you the problem we ran into.

The problem me and Zwollie faced was just after a bit with the paintinatior. We had been going up n a lift and then it stopped and some of the lift disapeared so you could see the paintinators. Then you have to dodge plasma balls and wait until the things shooting you turn round and then you shoot them.
We just destroyed all of them and then a platform came down - unfortunately it only came down to a height we could jump onto. Also, we couldn't get out of where we were from either of the sides. I took a picture and I'll try to upload it if you don't know what I'm talking about.



Oh... I understand.
I provided a quick fix changeing the shape of the platform, now it is possible to climb also if it stucks above the checkpoint.

In both versions obvious!

Thank you so much I will feedback asap.

CCubbage
05-31-2009, 01:50 AM
Ok, I got a chance to play this earlier. Wow! Great job, practically flawless experience!

Couple things:

On the part where you activate the tractor beam that takes up up - this part REALLY threw me. When I would jump into the area and the big laser sound came on I would jump out again.... so I didn't realise it was about to take me up. This caused me to mess around in this part of the level for about 10 minutes trying to figure out what to do next. My feeling is it should either go up fast so that the player KNOWS they are being raised up, or block their exit once they enter the tube.

The boss guy where you shoot his heart - the first couple times he killed me because I had no idea shooting was doing him any harm. After shooting the outside section I coudn't hear the normal "you're doing damage" when shooting him, so after I tried shooting for a bit instead I tried dodging plasmas and jumping inside him.... so I kept dying. Going all the way back to the beginning after dying because you couldn't figure out how to kill the guy was kind of a bummer.

So this brings up another point.... now hear me out.... this level is REALLY long when you are playing it for the first time and don't know how to solve the puzzles yet. And if you die pretty far into the game, I'm not sure a LOT of players will take the time to start over. And, of course, LBP has no save in the middle of a level. My suggestion is, at some point, to start using infinite checkpoints - only because I honestly don't think anyone dying about half-way through will take the time to start over. (however, I totally understand your intent on making it the way it is and it certainly didn't prevent any enjoyment for me).

Miglioshin
05-31-2009, 12:16 PM
Ok, I got a chance to play this earlier. Wow! Great job, practically flawless experience!

Couple things:

On the part where you activate the tractor beam that takes up up - this part REALLY threw me. When I would jump into the area and the big laser sound came on I would jump out again.... so I didn't realise it was about to take me up. This caused me to mess around in this part of the level for about 10 minutes trying to figure out what to do next. My feeling is it should either go up fast so that the player KNOWS they are being raised up, or block their exit once they enter the tube.


This is something I would never expected...
A mouth saying 'don't move' plus a red arrow sticker pointing up should work.




The boss guy where you shoot his heart - the first couple times he killed me because I had no idea shooting was doing him any harm. After shooting the outside section I coudn't hear the normal "you're doing damage" when shooting him, so after I tried shooting for a bit instead I tried dodging plasmas and jumping inside him.... so I kept dying. Going all the way back to the beginning after dying because you couldn't figure out how to kill the guy was kind of a bummer.



Mmmhhh... maybe I should put some holes around to allow players to see the how many brains are left...




So this brings up another point.... now hear me out.... this level is REALLY long when you are playing it for the first time and don't know how to solve the puzzles yet. And if you die pretty far into the game, I'm not sure a LOT of players will take the time to start over. And, of course, LBP has no save in the middle of a level. My suggestion is, at some point, to start using infinite checkpoints - only because I honestly don't think anyone dying about half-way through will take the time to start over. (however, I totally understand your intent on making it the way it is and it certainly didn't prevent any enjoyment for me).



I guessed you would have enjoyed this level, but, honestly I don't know where to insert an infinite checkpoint, so, if you have any guess about it I will gladly follow it without complaining.

Thanks for the feedback first of all I will fix those issues immediately and then I will fedback-back.

CCubbage
05-31-2009, 12:29 PM
This is something I would never expected...
A mouth saying 'don't move' plus a red arrow sticker pointing up should work.

I think my first impression when jumping into the tractor beam and you could hear the siren sounds and the laser was "I did something wrong in the puzzle... and it's going to kill me". May not be everyones issue so you could certainly get other's opinions (I may be a bit weird!). Personally, I would just emit a tiny piece of dark matter blocking the player from leaving for a couple seconds.



I guessed you would have enjoyed this level, but, honestly I don't know where to insert an infinite checkpoint, so, if you have any guess about it I will gladly follow it without complaining.

Don't get me wrong.... I absolutely LOVE the level (in fact, it's one of my favorites in the past week), and have made it to the final boss - but died because I hadn't quite figured out the pattern. I was studying it and hadn't quite figured out the lightning-plasma patterns yet so I didn't quite know why I was dying. BUT, it's a really well-designed boss

The best answer may be to have a number of people play it without any knowledge at all and figure out what areas they had the most problem with, and then possibly add an extra double-life checkpoint in that area. I actually had completely figured out the final boss by the time I was hit with the last plasma... which means a LITTLE more life would have done it.

Miglioshin
05-31-2009, 01:14 PM
I think my first impression when jumping into the tractor beam and you could hear the siren sounds and the laser was "I did something wrong in the puzzle... and it's going to kill me". May not be everyones issue so you could certainly get other's opinions (I may be a bit weird!). Personally, I would just emit a tiny piece of dark matter blocking the player from leaving for a couple seconds.


Just inserted the mouth saying 'Stay in the tube' and stickered the tube itself with a red arrow pointing up.
(the level is really overheating; in pause mode it says 'overheating' when i release pause it earns a little-little-little thermo just to not overheating...)



Don't get me wrong.... I absolutely LOVE the level (in fact, it's one of my favorites in the past week), and have made it to the final boss - but died because I hadn't quite figured out the pattern. I was studying it and hadn't quite figured out the lightning-plasma patterns yet so I didn't quite know why I was dying. BUT, it's a really well-designed boss


Maybe I used the incorrect words, in fact I was pretty sure you would have enjoyed the level.



The best answer may be to have a number of people play it without any knowledge at all and figure out what areas they had the most problem with, and then possibly add an extra double-life checkpoint in that area. I actually had completely figured out the final boss by the time I was hit with the last plasma... which means a LITTLE more life would have done it.


This is for your enjoyment: that is NOT the final boss, it is the blue dragon-dog thing in the bonus secret area, right? (that means that he's the strongest and dangerous boss of the level; but I left a secret possibility to kill it easily by brave palyers...)

Atm I rushed to fix the level, so meanwhile I released "Platforms Madness 2 (INIFINITE LIVES -- NORMAL MODE)".

Your suggestion concerning checkpoints is right (...have some people play it...), but I have "only" lbpcentral people; it is difficult to guess how many lives a player requires to understand/being able to overcome a certain challenge (and I know that you know it), so, maybe my decision is a little bit hasty, but it is a quick decision and took me a couple of minutes to change all the checkpoints in the level and save it in another slot with another name and another badge/icon.

BTW: I saw you have many F4F levels, so, is there one in particular you want me to play?

CCubbage
05-31-2009, 01:27 PM
For play testing, you could probably get input from players that fit the profile of ones you think would enjoy the level. Maybe NinjaMicWZ would be a good one. I'll ask him if you'd like. I'm not sure the length and difficulty of this one fits the general LBP audience, so I wouldn't worry about them that much.

Probably the one you'd most enjoy of mine is Vertigo, if you like a good challenging game, but I generally don't expect F4F myself.

Miglioshin
05-31-2009, 02:24 PM
For play testing, you could probably get input from players that fit the profile of ones you think would enjoy the level. Maybe NinjaMicWZ would be a good one. I'll ask him if you'd like.


Oh why not, yes, you'll do me a big favour.



I'm not sure the length and difficulty of this one fits the general LBP audience, so I wouldn't worry about them that much.


Usually I worry only about lbpcentral, I think that this community is the REAL lbp audience.



Probably the one you'd most enjoy of mine is Vertigo, if you like a good challenging game, but I generally don't expect F4F myself.

Yep.
I already played it some days ago and I enjoyed it without complaints.

CCubbage
06-01-2009, 02:39 PM
By the way, I finished the normal version! Awesome stuff! So now that I've finished I can give proper feedback.

This is, undoubtedly, one of the most ingenious levels I've played. Once I figured out each section, it was a breeze and very enjoyable. The truth is, I thnk playing it with infinite checkpoints would have ruined the experience for me. When I crossed the finish line, I was SO proud of myself!

The change you made to the first brain boss definately helped see what was happening. The magic mouth in the tube will help some confused players, although I still think it would add more drama to simply not let them out of the tube (a siren going off before the lift is a bit scary - which is a good thing. I think the initial "OMG! What's happening!" to a first time player is priceless), but of course this is up to you. Not a big deal.

Couple places where you could have an additional checkpoint:

Right after the brain boss - I think many first time players will have practically no life left at this point. They would probably be upset if they died on the part immediately to the left where you grab and drop onto the button, then go left to the next button.

The room with the thick vertical then horizontal lasers where you have to step on the different buttons.... this part could use a checkpoint right after the bounce/grab part just before. It's a bit difficult to figure this part of the level out, and it's pretty far into the game.

But dispite this few suggestions, you got 5 stars and a heart from me - fantastic design and great visuals (Basketsnake was watching as I played... in his words "Epic!")

NinjaMicWZ
06-01-2009, 09:50 PM
I aced everything up to the section that had the jungle music, right where there was 4 red spinning grab wheels, a moveable, electrified red block that resets itself and two blue plasma balls to dodge immediately afterwards. I got up the red wheels fine the first time, and died at the plasma balls. Then the red block seemed much less forgiving after that.

I was on normal mode, and saw how exclusive the scoreboard top 5 is though, so it's understanding I wouldn't get it on my first try. This level feels like a polished and complex combination, a middle ground of two of my favorite levels - Voltiare's "H.A.T.E." and Cdubb024's "VR Mission". I'm kind of daunted at redoing all the block puzzles and the little slider thing since I know the solution - perhaps a race (shrink them with emitters to make them fit) would spice those sections up a little for anybody who might replay?

I also know I'll run through more carelessly because I'm familiar with it and probably not have the nice score I was building up, but that's a fault of me, not the level... I always do that.

I was loving it though. This is definitely a great level, a thinking man's dexterous solo mission, and I'll probably retry again later today. I can see the care and planning, and time taken into constructing a level with so much manipulation and mechanical minutia. One thing I loved, also, was the use of sounds - I'm a sucker for sounds, and it's always neglected in some of the best levels that are otherwise perfect... it's just polish. This is a master at work, and it's a VR level that has the ornate design and artistic sense that your Fantasy level's have... quite an achievement to give VR a personality and stylish look for once.

Good stuff, man. I like how you always have different versions available for all your work... Ccubb does that too, and it seems to be the best route to take to accomodate all players.

Miglioshin
06-02-2009, 02:32 PM
By the way, I finished the normal version! Awesome stuff! So now that I've finished I can give proper feedback.


My congratz, it was not an easy task. lol
Seriously.



This is, undoubtedly, one of the most ingenious levels I've played. Once I figured out each section, it was a breeze and very enjoyable. The truth is, I thnk playing it with infinite checkpoints would have ruined the experience for me. When I crossed the finish line, I was SO proud of myself!


And if that comes out of the mouth of the creator of Splat Invaders, it is true without doubt.
Thanks, I'm glad with that.



The change you made to the first brain boss definately helped see what was happening. The magic mouth in the tube will help some confused players, although I still think it would add more drama to simply not let them out of the tube (a siren going off before the lift is a bit scary - which is a good thing. I think the initial "OMG! What's happening!" to a first time player is priceless), but of course this is up to you. Not a big deal.


At the end I decided to follow entirely your suggestion so I had an emitter to emitt an invisible dark matter wall for 10 secs.
(just in both the normal modes)



Couple places where you could have an additional checkpoint:

Right after the brain boss - I think many first time players will have practically no life left at this point. They would probably be upset if they died on the part immediately to the left where you grab and drop onto the button, then go left to the next button.


I removed the door (that was really useless since the size of the boss...) and added an extra normal checkpoint.



The room with the thick vertical then horizontal lasers where you have to step on the different buttons.... this part could use a checkpoint right after the bounce/grab part just before. It's a bit difficult to figure this part of the level out, and it's pretty far into the game.


I managed somehow to insert an extra c.p. also here just before the last red electrified door.
But I don't remeber wether I removed the other c.p. (the one above the higher platform).



But dispite this few suggestions, you got 5 stars and a heart from me - fantastic design and great visuals (Basketsnake was watching as I played... in his words "Epic!")


And I'm 'happy and satisfied'.
Thank for the useful feedback you always provide.

Miglioshin
06-02-2009, 03:01 PM
I aced everything up to the section that had the jungle music, right where there was 4 red spinning grab wheels, a moveable, electrified red block that resets itself and two blue plasma balls to dodge immediately afterwards. I got up the red wheels fine the first time, and died at the plasma balls. Then the red block seemed much less forgiving after that.


What do you mean? Have you lost the game after that/due to that?
Maybe I have to slow it just for a second or for an half...
It is connected to a one shot flipper piston that when it reaches the end it resets the 2way switch in the room.
I think you encountered some sort of glitch that make this system not to work properly.



I was on normal mode, and saw how exclusive the scoreboard top 5 is though, so it's understanding I wouldn't get it on my first try. This level feels like a polished and complex combination, a middle ground of two of my favorite levels - Voltiare's "H.A.T.E." and Cdubb024's "VR Mission". I'm kind of daunted at redoing all the block puzzles and the little slider thing since I know the solution - perhaps a race (shrink them with emitters to make them fit) would spice those sections up a little for anybody who might replay?


Indeed it would help for sure, but the major issue with following your interesting and useful suggestion is that I haven't enough thermo space to insert at least two race tracks (start and end gates); now that I think of it I can't insert nor just one long race track that starts before the first puzzle and finish after the second... too bad.



I was loving it though. This is definitely a great level, a thinking man's dexterous solo mission, and I'll probably retry again later today. I can see the care and planning, and time taken into constructing a level with so much manipulation and mechanical minutia. One thing I loved, also, was the use of sounds - I'm a sucker for sounds, and it's always neglected in some of the best levels that are otherwise perfect... it's just polish. This is a master at work, and it's a VR level that has the ornate design and artistic sense that your Fantasy level's have... quite an achievement to give VR a personality and stylish look for once.


Oh... you make me blush! lol



Good stuff, man. I like how you always have different versions available for all your work... Ccubb does that too, and it seems to be the best route to take to accomodate all players.


That's due to some players comments.
Some of them were saying ''maaan it's too hard!'' some other were saying ''It's insultingly easy!!''.
So I thought seroiulsy about it.
You find it's too easy? Play EXTREME/HARD mode!
You find it's too hard? Play EASY mode!
But this will surely mess up with the level score itself (harts and plays).
Like we say here in Italy: ''You can't save the dogs and the lambs!'' you have to choose.

Thanks for the really positive feedback.

Since I'm working hard on Legend of a Hero ch.3 (I know you like that series of levels), I will send you a PM just before releasing it.

Ah, just one thing I nearly forgot, what level of yours do you prefer me to feedback in return?

Morgana25
06-04-2009, 02:19 AM
And now you're in the cool levels section of the forum - why? Because it's AWESOME!

Had a ton of fun making my way through this one. Really entertaining and fun. Looks great. Takes a long time to get through but it's fun so that's a good thing.

btw - total chaos when you try it with 4 people but on a positive note - nothing broke! Nice work! 5 stars & hearted - thanks for sharing it!

galacemiguel
06-04-2009, 03:13 AM
From simply seeing the start of this level you could tell that without a doubt this would be an awesome one. In other words, it looked beautiful. Great choice of materials. They really add to the overall appeal of the level. It was a little challenging at some points, but some of the puzzles were simply brilliant. Definitely a solid platformer. Great job!

F4F: The Cave Ruins

Please post your comments in its official thread: http://www.lbpcentral.com/forums/showthread.php?t=11762&page=2

Miglioshin
06-04-2009, 05:50 PM
@Morgana
Thank you so much for having 'launched' my level into cool pages with the 20th post.
I'm glad you liked it and had fun despite of its lenght.



From simply seeing the start of this level you could tell that without a doubt this would be an awesome one. In other words, it looked beautiful. Great choice of materials. They really add to the overall appeal of the level. It was a little challenging at some points, but some of the puzzles were simply brilliant. Definitely a solid platformer. Great job!


Thanks a lot.
I needed a material that looked like 'neutral' without being 'bland' because the level(s) doesn't have a story or a particular purpose (for players...), it's made just to offer the players a challenge without a reason and for me to practice a lot with building stuff and puzzles design...

The VR materials looked great for this purpose, all was left to do for me was to give the level an unique look dragging it in my personal design & look style, and give it a particular 'feel' detached the most possible from the general feel of the game itself.

The 'madness' come straight from my will to insert in it the most weird and complex mechanics that I wouldn't experiment in another level of mine because of the high risk of ruining (or quickly overheating) it. (multidirectional-automatic-platforms, time-delayed-switch-activated-springboards, platforms made out of light and so on... you saw them there's no need to point them all out).

In fact I consider this set of levels like a box where I build and test my experimental machinery without minding the thermo required (and have other players of all kind to test it), and this is the reason I decided to split the levels into rooms.

Each room is a different 'experimental box'; I consider useless to create a complicated object in an empty level and test it just to see if it works, the really important thing is how it works INSIDE the level you'll put it into.
You can build a perfect object that (for some reason) doesn't 'works' for the level you made, the result?
The level sucks and the awesome-well-designed-full-of-effort object you made will die unnoticed...

The map feature I inserted is in fact an early experiment of what I have really planned out and there are a bunch of ideas and bosses I didn't inserted nor in the 1st neither in the 2nd, so, atm I'm at work on my other saga (Legend of a Hero) but I don't exclude (the opposite I said in earlier posts) a future 3rd 'experimental box'...

Thanks again (also to all who have played the level and have spent their spare time to leave me feedback or simply trying and retrying to beat the level)

P.S.
I will feedback ASAP, the next three days I'm a little busy so please leave some more time.

RickRock_777
06-10-2009, 04:32 AM
Hi Miglioshin. I played Platforms Madness 2 (V1.2--Normal Mode) this morning, and I have some feedback, and a request for assistance. Also, when I added this level to my list, it was a F4F thread, but I just noticed you removed the F4F. Don't worry if you can't find the time to play my Showcase level, Takken (Part 1)-The Beginning, and provide feedback.:).

I liked the entrance and the way you setup the first platform challenge.
But, sad to say, I didn't get past the first challenge, and I really wanted to see the rest of the level. I would have restarted, but I had to get ready for work. Anyway, I apparently over-analyzed the situation (I think). If you would, please tell me where I went wrong, so I can make it through next time.

I was able to easily get the red block to fall to the lower level, and used it to activate the lever switch on the wall. I then see the button switch descend (nice effect), ran to it, jumped on, and saw the overhead platforms descend, and the 2 at the bottom rise . I jumped off, and the platforms ascend to where they came from, and the bottom 2 return as well. So I pull the block to the switch and use it to activate the platforms. I tried to jump on the lowest platform, but try as I may, Sacky could not make the jump. I then made several attempts to get the block to wedge under the lowest platform, which I did successfully. I then jumped on the platform, really expecting a prox sensor to start the platforms descending again, but nothing happened. At this point, I could see no other scenarios to try.

As I said, I'd like to be able to play the whole level. Could you possibly steer me in the right direction, or should I have been able to jump on the lowest platform. I don't want to assume their was a problem with the lift.

Thanks:).

Rick

Miglioshin
06-10-2009, 05:21 PM
I really don't know exactly how this can happen sometimes...

The truth is that the lowest platform got stuck in the floor!

There are actually 3 low platforms!

The correct steps are the following (as you did...):

1 - Lower the switch

2 - Press the violet button randomly to have the red cube fall from the middle platform

3 - Drag the cube over the button to keep it pressed

The platforms are actually smaller than the hole that hide them, but occasionally (not very frequently) it happens that the lowest platform doesn't come out...

I'm very disappointed with that issue, I tried out I don't know how many tweaks... the only thing left to do, it seems, is to remove the entire segment or have it work in another way.

As I said before, it has happened occasionally to me (like 10 times against all the plays I did from the beginning of creation (and that is the first thing I created in the level...).

In those occasions I restarded the level, the following play was always ok.

So I cannot really understand what is the problem with that platform (and the same thing happens with the blue gem in Legend of a Hero 2, occasionally it glues to the floor in a certain spot, always the same spot... ???)

I removed F4F since I stopped working on this level to work more on Legend of a Hero 3 (50% ready) and a brand new idea I didn't see yet on LBP.

Give it another roll if you will, then let me know if this issue still bother you.

Thank you very much.

I wanted to play Takken one of theese days and leave feedback, now I have one more reason to do it.

RickRock_777
06-12-2009, 08:53 PM
OK Miglioshin, I'm back, and with some total play experience this time:D.

Your challenges were Brilliant, Difficult, and Ingenius:idea:! The stage and visuals were very impressive as well. And my mind was totally immersed in the complex nature of this level, and I'm glad I was able to see it this time. The mechanics in this level have a masterful touch and an incredible attention to detail. The flow of the play was superb. I played both the Normal and Infinite Lives version, and spent, in total, over 2 hours playing these this morning--I have never done that before with any level. This has to be one of the best replay value series I have seen on LBP.

I rated both of these levels 5-Star, hearted both, and hearted you as a Creator. I will play these again (and again:D), with my goal being to make it into the Top 10.

One suggestion: My nemesis was the 4 spinning wheels where you pull the switch to activate the moving electrified block. I repeated this section at least 20 times, before overcoming it's critical timing requirements. On the next section, I dodged the first plasma ball, but was airborne a tad too long and the 2nd plasma ball sent me back to the checkpoint before the spinning wheels. Could you possibly place a checkpoint between the Spinning Wheels OF MADNESS...MADness...Madness:D, and the Plasma Ball dodge challenge, as a reward for enduring the Spinning Wheels OF MADNESS...MADness...Madness:D. Just a thought:).

Very Well Done!

I highly recommend this series of levels to everyone who thinks they are, or actually is, a great gamer--you will be humbled!:)


Rick