View Full Version : Yes, use F4F GHOSTBUSTER WANTED: High profile firm to increase roster by one. (LBP1only)

09-03-2009, 03:54 AM

So right when you were beginning to think those Ghostbuster costumes you bought were a waste of pop-it space comes a level that will allow you to dress up like a Ghostbuster 'guilt-free'... cause everybody knows, bustin' makes you feel good.


So you answered the ad now what? Well, Janine, 'Ol bug-eyes' herself will greet and hire you at her desk. http://www.lbpcentral.com/forums/picture.php?albumid=731&pictureid=6347
It seems while the other Ghostbusters are out on-call... your first day will circle around a list of duties Janine supplies you with. All are simple enough chores. The remaining Ghostbusters all contact you in time through your GB holo-com. http://www.lbpcentral.com/forums/picture.php?albumid=731&pictureid=6344
Dr. Venkman wants you to scope-out the electrical conduits as the inadequate power needs seems to be getting worse. http://www.lbpcentral.com/forums/picture.php?albumid=731&pictureid=6342http://www.lbpcentral.com/forums/picture.php?albumid=731&pictureid=6341

Egon has been monitoring fluctuations from inside the containment field and needs you to investigate. http://www.lbpcentral.com/forums/picture.php?albumid=731&pictureid=6338http://www.lbpcentral.com/forums/picture.php?albumid=731&pictureid=6336
Winston Zeddemore asks you to ensure the lighting of the new Ghostbuster roof-signage. http://www.lbpcentral.com/forums/picture.php?albumid=731&pictureid=6340http://www.lbpcentral.com/forums/picture.php?albumid=731&pictureid=6339http://www.lbpcentral.com/forums/picture.php?albumid=731&pictureid=6337

Your day will end when you complete Janines' filing.
As far as gameplay is concerned, there are two races in the level. Apart from them, the rest of the level is mostly my infuriating brand of platforming. I'm not big on enemies you kill so don't expect any of them... My levels always focus on the enemy within. To conquer the filing cabinets for example, (I can guarantee-- you will curse me.) You must conquer what is rarely used in LBP... small articulate moves.
This is by no means an CraftEarth-shattering level. It is currently at;

94plays 9 hearts 3 stars.

If a player were to master both races... one is a pattern the other a small secret... a score of 60K would not be out of the question.

It is not problem free as I ran out of thermometer at about 85% complete and had to phineagle the rest. Still I hope you find it enjoyable and await your feedback.

09-03-2009, 03:51 PM
Ok so the level has a cool look to it and you've got some nice special effects going on. The filing cabinet was pretty sweet. Also the stylized humans and recognizable movie lines were enjoyed. But a lot of the time, the level seemed hard, frustrating, confusing. . . Also, something you may want to remedy. . . I was able to break the level; in that I escaped your construct and landed on the blank level underneath. If a level construct is easily broken out of. . . I think you lose an amount of confidence or trust from the player. Continuing in the grand tradition, I took a pic and uploaded it :D

So what was hard. . . jumping off the bottle to get to the roof section was pretty difficult. . . and after that the process of getting even higher was probably more frustrating than fun once I realised how to do it. :( And the confusing part was when i got to the top. . . i didn't see anything to fix or do. . . so i jumped down the other side for lots of point bubbles. . . mission accomplished?. . .I don't know but I really didn't want to try and get back up there.
The filing cabinet was another frustrating bit. . . had to start again from ground zero so many times. . . but that speaks more to my skill as a player perhaps than you as a creator. Lastly I'll bring up the scoreboard; it looked great hanging upsidedown with the ghost buster's logo, but with no solid ground to stand on. . . and the scoreboard swaying to and fro, I was getting flung around alot and glitched to death. . . squashed by unsean forces and I doubted that was what you intended to have happen. . -I think that can leave players thinking you don't have control over your level.

I also probably missed out on the best chunk of your level entirely cause I never managed to find my way into the containment room to the left. Likely i'll play again sometime and figure out what I was supposed to do.

Ok then, hope you find this to be more helpfull than knit-picky.
Edit: ok so now i've gone back and got into the containment room. . . and I discovered I am way too underskilled a player to get past the lightning hall. . .I must have died 40 times before giving up in frustration. I can only laugh as I picture you maneuvering easily through your own creation. ;)

09-03-2009, 05:41 PM
Feedback for Feedback? I'll take you up on that.


Anyways, this level is gorgeous. I absolutely loved ripping that one part out and finding the wires attached to it ... and the slime? Visually, this level is complete brilliance, and best of all, it's so highly stylized that it stands out as something very unique.


If I have one concern, it's that I worry that "what to do next" might not be straightforward enough, as there are times where there are multiple places you *can* go. This will frustrate alot of players who will feel lost.

Perhaps some kind of easily accessible "scoreboard" to let you know what tasks you've done and which tasks still need doing? Or maybe just constant verbal directions and confirmations. I think that either (or something else that serves the same purpose) would help prevent people from feeling lost.

Also, many of the elements of gameplay seem quite difficult, and make the player question whether they're "actually doing what they're suppose to".


What's the point of having an infinite point-bubble generator? To reward people who stand there and hold it down?
So absolutely great level visually, but a bit easier to get lost in than it has to be right now.


09-03-2009, 10:24 PM
Jagrevi- Thank You so much for your honest insightful interpetation. It really helps seeing things from an outside perspective...

-indeed I am more creative in nature that structured. If I wasn't beyond the full thermometer-- the idea was to have the GBHolo-com continually hold the players hand through the level. Unfortunately, I have had to do what I can in order to give guidance. Still, this is a matter of planning, and it is to that end I must pay further attention. I thank you for your play and hope it will whet your appetite for future Gravel products. I look forward to repaying my debt.


You must have some skills sir because I think the filing cabinets are tuff to climb... and it's supposed to be... you should feel real good if you made it to top...srsly... I salute you... most players simply give-up. This means you are the type of player I am after and am sorry I still let you down... I will get better!

If a level construct is easily broken out of. . . I think you lose an amount of confidence or trust from the player.

With this level, I never really thought of it like that b/c there are very many areas you could break the (??!!) 4th wall. When you say it like that-- it makes sense--I just can not stand gas used as an all purpose corral! It is a personal pet-peeve. With that said perhaps I could better think my designs eh?

As far as the scoreboard goes... I had two more sections planned, flying books with symmetrical book stacking & firepoles. These were to lead to the scoreboard. What you see is the most oft-beat sensical way I could think of to end the level. Thank You muchly for your time.

09-04-2009, 03:01 AM
Played through the final version tonight and it's really cool. I love the desk area. Fantastic attention to detail and stylized drawings of Jeneane and the Ghostbusters. The slime river is fantastic too! Every area has some wonderful details.

That said - it's one heck of a level to finsh. You have a knack for precision jumps and platforming challenges like the bumper that pushes you up the glass semi circle, the flipper with the blue sponge on top, and the file cabinets are just merciless in terms of wiggle room. I have no problem with tight platforming but keep in mind what this kind of required precision can cost in overall plays and ratings. The strange co-existance between very generous bubble payoffs and zero wiggle room platforming is very unusual - it's almost as if you devalue the bubbles because of how many you can get on the level. It's a strange feeling I got that you don't care about scores at all and want the player to realize that. I can see you value people finishing it though. I can also see how some players will have a problem with where to go next as you don't really have anything set up to block one area from the next and no requirement to finish one area before starting another. Theoretically someone could go from entrance gate right to the final assent and miss some awesome stuff.

Being able to drop to the floor isn't something I particularly like to see but is it the end of the world - nah. I think your planning didn't account for it based on your comments above and hopefully future designs you can work around this without random gas since you don't seem to care for it.

Overall I loved the level but I have a biased towards your very unique style. I gave it 5 stars & hearted it. :) I'm proud to say as of tonight I had the top slot on the scoreboard (alt acct) so I feel like I acomplished something pretty cool tonight. I'm off to celebrate with peanut butter M&Ms! yea!

09-04-2009, 03:49 AM
Ok, I just gave this level a shot. Here's my summation:

Visually, this level is fantastic. You've done some GREAT character models - some of the best I've ever seen. I also love the different sections and jobs you have to complete.

That being said, I definately have issues with this level.

Considering the graphics and the subject matter, I'm really surprised at the platforming difficulty. It was not only difficult to make a lot of the jumps, but many times it was hard to tell HOW to do the jumps. For instance, when you go up the lift and get to the section where you have to get on the bottle and jump up - just jumping from the top of the bottle to the platform took me MANY tries, to a point where I had a knot in my stomach. Many would probably decide fairly quickly that this jump is not possible and would look for another way up.

I think if the subject matter for the level was more hardcore it would be different, but the graphics and ghostbusters theme will attract a wide range of audience, many of whom will be disappointed when they attempt to play it.

My suggestions for the level would be the following:

- Play it with some other players and watch how they react to the different sections. Once you see how much they struggle with each area it may give you some ideas on how to play-balance those areas.

- Maybe as you enter each section tell the player what they're trying to do in that particular area - this will give them some guidance and give them a feeling of progression. Right now its hard to tell if you're progressing through the level.

All-in-all I was torn - for a Ghostbusters-themed level that could appeal to everyone, I would give it a 3 star. For a hardcore gaming experience I'd give it a 4 star. If the level had more guidance for each section and less precision jumping I'd give it a 5.

I would be a bit less confused if I knew what your target audience was for this level.

09-04-2009, 01:53 PM
I'm playing the level now as I type.... I Loved Janine and the desk at the start, the attention to detail, and corner editing work is excellent. I agree with the people above about the tiny space to maneuver and the precision jumping required. The springboard section is overly difficult. Then added to the section after it, I had a hard time getting off the cats tail because of the lip, and then kept dying when trying to fall down the hole after the switches. I had to restart here, I spent 15 minutes or so trying to get past the section, but once the switches are pulled once, it seems impossible to get on them again.

I had to stop playing here, I tried and could'nt even complete the first platforming section. I started to get angry and had to stop. Ive been playing levels on and off for most of the day, it could be me, but I'll have another go tomorrow, it'll be the first level I play.

Sorry about my lack of skills this afternoon :D

09-04-2009, 02:48 PM
Grant showed me this, and...we failed.
We couldn't get past the spiky flipper things at the start, and eventually I grabbed onto the sponge at the top, and points began emitting infinitely...we quickly got the high score (well, we would have done if we'd finished the level). After a while of just racking up points we gave up.

09-04-2009, 03:39 PM
I wanted to see if it was just my skills that had let me down, but its even harder in 2p. I'm definetly going to have another attempt tomorrow, I loved the start section and really want to see what happens after the section we were stuck on.

09-04-2009, 04:09 PM
The one thing I can say about that section.... and many of them for that matter, is that with practice it's easier. Never easy mind you but easier. It's a level that demands you try and try and try again.

09-04-2009, 05:57 PM
Grantos & 49dra- Firstly, Thank You for taking the time to play my level. I mean that! Unfortunately, the level wasn't designed as a 2p combo, and to be honest it is unfair to it, and you! Sorry bout that! The first section is by far the easiest... if that means anything. I can only ask you try again and give me your thoughts.

I used to think my levels were not that hard... like any game, my mechanics involve trial and error. You try and fail, try and fail, try and fail. learning as you progress until you are at the end of the game... stringing correct movements together would result in victory and hi-scores. With infinite checkpoints and no enemies (except yourself) I was really hoping to create a powerful and rewarding experience. When you finish, I want the player to stick out their chest with pride.

It is saddening for me to realise I did not accomplish this but that is why we are all here... I hope to bring it all together someday, and with your help-- I will.

If someone could contact me with a diagram on how I could simply reset switches with a players death I would be indebted to them... as of this writing I do not know how.

I will also be updating to remove infinite bubbles from the cheese on the mousetraps as that was never the intention and somehow it was inevitably changed in some update...Thanks Guys!

09-04-2009, 06:38 PM
Wow..with all that epicness of tl;dr, I suppose I've got to play it again!
If I forget, come hit me.

09-04-2009, 07:14 PM
Wow..with all that epicness of tl;dr,

I think I'm out of the loop on this one ... "tl;dr"?

09-04-2009, 08:56 PM
Grantos & 49dra- Firstly, Thank You for taking the time to play my level. I mean that! Unfortunately, the level wasn't designed as a 2p combo, and to be honest it is unfair to it, and you! Sorry bout that! The first section is by far the easiest... if that means anything. I can only ask you try again and give me your thoughts.

I used to think my levels were not that hard... like any game, my mechanics involve trial and error. You try and fail, try and fail, try and fail. learning as you progress until you are at the end of the game... stringing correct movements together would result in victory and hi-scores. With infinite checkpoints and no enemies (except yourself) I was really hoping to create a powerful and rewarding experience. When you finish, I want the player to stick out their chest with pride.

It is saddening for me to realise I did not accomplish this but that is why we are all here... I hope to bring it all together someday, and with your help-- I will.

If someone could contact me with a diagram on how I could simply reset switches with a players death I would be indebted to them... as of this writing I do not know how.

I will also be updating to remove infinite bubbles from the cheese on the mousetraps as that was never the intention and somehow it was inevitably changed in some update...Thanks Guys!
Resetting the switch - simply attach a winch to the handle of the switch (set to invisible) and set it to pull to the left using a proximity switch when the player enters the area to the left.

And don't get me wrong - I like the game, but the "try and try again until you get it" mechanic didn't seem to suite the theme of the level. It's a much more hardcore mechanic than many of the players of LBP enjoy, but your graphics and theme of the level are suited for a much greater audience.

Couple places to mention:

1. When you go to the left and the mouse-trap things throw you up in the air - for most people this is difficult enough without the spikes that make you carefully maneuver around it.

2. When you get to the top of that area, the platforms are a bit small and take a lot of practice. Also, as GrantosUK mentioned - the tail COULD be fun, however the little look on it that makes it difficult to jump to the switch makes it frustrating.

3. I managed to swing on all the switches and flip them (which took a LOT to get to that point) but when I dropped I fell on electric and couldn't see what I could have done differently.

4. The bottle you have to jump on - I had to hop up and down about 20 times before I got it exactly right.... making that particular section a bit easier to accomplish would make it fun rather than frustrating.

I used to think my levels were not that hard... like any game, my mechanics involve trial and error. You try and fail, try and fail, try and fail. learning as you progress until you are at the end of the game...

No matter the difficulty, a really good game leaves the player with the feeling that it was "fair". When they die, they felt they deserved it.

I think with a bit more playtesting and making some changes, this level could be extremely popular.

09-04-2009, 09:06 PM
Hi Gravel, I just played this and I was about to give you a lengthy critique, but it looks like other members have done the job for me, especially Sir Cub just above.

I'll try to be brief.

From the opening scenes, I not only wanted to like it, I DID like it. Great characters and speech, with a mixture of authenticity and humour. Care has been taken with layouts and mechanics, and very well crafted I must say.

Here's the bad bit...

I was a bit peed off. I think I spent too much time seeing the potential of the level. 'If only this...' and 'if only that'. But, and it's important, please please don't feel like you've taken a beating on this thread - you haven't. You're a darn gentleman, and the folk here are trying to be diplomatic and saying 'Yes, I love it, but if you fix a few things, it will be tremendous'. I hope you get that feeling, because that's what's intended.

It is a good level as it stands - I mean it - but how you go about these suggestions is your decision.

Who ya gonna call? :)

09-04-2009, 10:33 PM
There some stuff here i absolutely loved - the secretary was amazingly done. It IS merciless as Morgana mentioned. Generally speaking, alot of the platforming is challenging, but is it wee bit more over complicated than it needs to be.

e.g. its hard enough being 'flippered' and landing on the smallest of safe zones (surrounded by electrofied), but if that wasn't hard enough, you put nails on the flippers as well. I'm actually impressed by the utter evilness of it, lol.

The jump from the bottle to the ledge, just make the bottle slightly bigger, its an unnecessarily tricky jump..

The jump from the cardboard boxes to the glass curve to get to the roof is more frustrating than it needs to be, just because of the moving box you have to stand on. Its hard enough to get the timing right without falling off the box and having to climb back up again. Just make it so you don't needlessly fall off and that section goes from frustrating to challenging.

Thats as far as i got, i couldn't work out what to do at the top.... :blush:

Its all easily tweakable so far though, and i want to see the rest....

09-05-2009, 02:17 AM
Anybody following this thread I need a quick consensus...

the lightning throwing/frying/electrified/ghostly/beasty would be better with a straight tail or a slight curved one????

my fear was the player may jump and slide right off that end, that's why it is hooked.

Please don't feel you have to respond to me here, if you want to great, but you can pm me or leave a visitor note... not trying to seem desperate to over-inflate my own thread.


Do to the general response and also my will to become more accesable... I have edited a few things and am still open to further changes so please talk to me as I have ears.

- removed spikey nails off of mousetrap arms thus de-leathalizing them unless they bonk you in the head.

-grabbing cheese/sponge on the mousetraps now give a finite amount of points.

- enlarged the bottle so it is now much easier to begin the journey of scaling the GB's HQ.

- effectively changed the first cardboard brick... to a stand still brick, to ease the timing of the tubeythonk flip brick.

09-05-2009, 03:24 AM
Of all the things on this level that were hard for me the tail is a non issue. It was just fine as it was. :)

09-05-2009, 04:56 AM
It may have been fine for Morgana but I couldn't get past that guy for the life of me. I'm sure I was over thinking it every time I managed to get there. . . but it was always hard trying to figure out where I wanted to stand for the best jump. Most of the time my problem with the jump wasn't so much the tail as it was the arm/elbow hiding behind the mane monster cutout. I would hit it when making the jump and get stunted, unable to reach the switches. I was convinced that to succeed in the jump, i needed space out from under that elbow thing. . . and the only way to do that I thought was to stand on the hook of this wobbling tail. . . too hard for me. (maybe if the tail was a little longer?) But anyways thats me, It sounds like others got by just fine.

09-05-2009, 10:42 PM
I think I'm out of the loop on this one ... "tl;dr"?

tl;dr usually means "too long; didn't read"... Buut... even knowing that, I'm still not sure of what that comment was saying. "epicness" of "tl;dr"? i think he's saying that people are talking about the level so much that he wants to give it another shot?

Anyway, just played through it a couple of times - And I still think there's stuff I haven't seen in this level.

You've definitely got your own style, that's the best thing going for this level. It's different in many ways - visually you've totally got your own style (but I did see a lot of dark matter bits holding up stuff! I'd shrink those down so they aren't so noticeable, or move them off screen somewhere), and even gameplaywise you've got your own style. The platforming in this stage I can pretty genuinely say is UNLIKE anything you see elsewhere in this game. You're used to certain things - spinning sponge circles on bolts, swinging sponge handles on strings, etc. You didn't go that direction. You really set out to do some different things, and I definitely performed some platforming in your level that I've never done in this game to date. So kudos for that.

But some of it did feel a bit obscure. A few people mentioned that they had some confusion as to where to go/how to get there. I think that's the level's biggest issue. The difficulty you could always tinker with in little ways to find a happy medium, but the level's biggest issue with me is direction. I love that it's non-linear and you can go about the different sections at your own pace. But the sign is an example here - once at the top of the sign, sure I confirmed it was there... but then I just jump down and collect point bubbles? You should definitely give people a job to do there, even if it's something really really simple like a single switch. Put a small accomplishment at the end of each of the "jobs", and maybe have those switches all go to an AND gate, and have that AND gate reward the player with something at the end. Or, even without the AND, do individual rewards. For example, for each ghostbuster you complete a job for, he shows up at the filing cabinet area to give his thanks? OR, even simpler, once at the top of the sign, make it so the player can't proceed to the right until they do something - then dissolve your wall and the player's free to proceed. It would really increase the feeling of accomplishment and satisfaction I think.. I think you're trusting the players to find their own satisfaction in getting through the tough spots, but just a little bit of something could help this along.

but basically, I wasn't sure if I had done everything up there. I ended up climbing back up a couple of times to double check.

Likewise, there's just a bit of a lack of direction overall. The first time through I took the left up, got off to the left, and was at the end of the level. Basically all I had done was jump off the desk to the right and gone straight to the filing cabinet. I thought "wow, that was short... where's all the stuff from the screenshots I saw?" So I went back and played through it again. Of course, I wasn't able to complete the playthrough another time, but I was quite proud of myself for having gotten to the top of the filing cabinet the first time through!

But I'm just seconding what some of the general consensus is here - some of the platforming seems a bit obscure, and at times downright diabolical - there are too many places where the player can break through the walls and find themselves outside of the level's boundaries - and there's an overall lack of clarity and direction. But otherwise, I love that it's nonlinear, I love the options you give the player, and I think it's refreshing to see such a unique art style as well as a very unique take on platforming challenges.

09-06-2009, 03:42 AM
Even though I just edited entry #17 with a level update I just got to ask... Did anybody get the "No Ghost" puzzle on the way up to the roof of GB's HQ?

I need to know because that would effectively cut off a lot of the level for the player...

Oh, and Teebonesy thank you, (tl;dr) is probably something that is associated with my posts around here and I was completely in denial of and unaware...

09-06-2009, 03:55 AM
Hey Gravel,

I know you asked me to check out the level again, which I honestly tried to do. I just cannot manage to get up on the roof. Even when it appears I time it right, and it shoots me off into the glass curve, it never works. I always seem to hit the glass too hard, and lose all speed. I would like to see what's up there, but I think I've tried on half a dozen different play sessions to no avail.

Also, I made it through the mousetrap/mouse section in the wall, but when I tried to drop down the hole, I died on the electric floor. I got confused and gave up. I understand that I was supposed to go down there now, so I may have to try again.

06-23-2010, 03:36 PM

Thought an epic bump would be the best way to handle this...

Nine months ago I created a Ghostbuster level that was recieved entusiasticly but it had problems. It's been deleted off the servers now for several months... I started updating it with the feedback I had recieved and some special attention/suggestions from Sir Ccubbage. Long story short, the results will be published sometime today. It's not vastly different but hopefully it will play vastly better.

'Ghostbuster Wanted' hasn't been updated at all visually, that never really was the problem, I basically just tried to pare-down some clumsy gameplay mechanics, eliminate a couple of level escape exits, and make it way less difficult and actually completable! I'd love to hear what you think...

As I have already done F4F w/this level, If you leave me detailed thoughts I'll be happy to do the same...

Obligatory pics:






I hope you enjoy, as always... designed with 1P in mind (so its pretty multiplayer unfriendly) Thanks!

06-23-2010, 07:27 PM
ill give it a try :) pic doesn't show for me

EDIT: well as odd as it was, i actually had some fun playing this level, good visuals, some humor, and you still managed to fit some platforming in :star: :star: :star: :star: :star: oh and i was very much able to complete it, bonus points :P

EDIT EDIT: oh F4F you say? :) lol idk just give my LBW5 a try if you want, don't feel obligated :)

06-23-2010, 07:45 PM
On the top of the [firestation?] there is a sticker switch. Does that require Ghostbusters DLC? I didn't have whatever was needed, so I just went left to the filing cabinets. Several minutes later, I was the first to finish the level.


Things are much more intuitive this time around, and the race finally made sense to me! :)

06-23-2010, 09:55 PM
You are too good to me... last post months ago and the first post this time! To answer your question Comph, YES a DLC sticker is needed but its on the other side of the sign... on every checkpoint, and I even put it right there in the begining calling it your GB patch or something...

I'm not sure I could ever call it intuitive, tbh... but with some additional visual cues, more speech bubbles, and an overhaul in pulling back the difficulty... I'd like to think its completeable and somewhat solid.

Personally, I didn't have any problems hearting this one-- even though it is mine... I don't think its 5 stars... but the subject matter, the difficulty, the sense of humour, and a few of the visuals-- made it an easy level for me too like!

06-24-2010, 05:06 PM
Ah, yes, I thought that might be the case. Since I don't own the Ghostbusters DLC pack, trying to pick up the sticker promptly deletes it. I did get your hint, though, and tried to snatch it. Sadly, I could not.


06-24-2010, 09:53 PM
Much better - I enjoyed the level quite a bit this time through. Couple things - I would strongly suggest not using a dlc sticker as a sticker switch. I also do not own it. Maybe take a picture of the sticker and use your own?

Also, after the race - the very last jump with the far back camera angle.... It took me tons of tries to make that last jump because I couldn't judge the jump based on the camera angle. In fact, after a bit I decided it was impossible and looked for another way. Maybe zoom in and/or change the angle so the player can judge the jump.

Great job!

06-25-2010, 07:45 AM
Thanks guys. Not really sure I understood how the game used dlc and sticker switches... That is not a very good set-up I have currently... will change immediately! Probably a third of the level unavailable... Lots of points too! Thank you both and Wolvie too for bringing it to my attention.

Ccubb- Your point is well taken and indisputable, I should tweak the camera for that jump... but I wont. I've read lots of complaints about the 'zoomed out camera'and most are warranted... In this particular case though I think the epic scope it creates is important...Afterall, all that size is going on (impossibly so) just on the otherside of an everyday average wall-- I like that thought and the juxtaposition alot. That and its already earned a huge 'frustrating' tag... so why not give the masses something to hate. What I did do however is I stickered the base floor of the jump black, thus creating an easily visible take-off leaping zone, which will probably cut your jumping attempts in half.

06-26-2010, 12:58 AM
Played it by myself the other night.
Decent direction, mouse section is way better(larger hit zone on the mousetrap if I am not mistaken), etc. I couldn't time the higher mousetrap correctly though.

No ghost/DLC is a shame, as I don't have the DLC (you could just change it to the ghost in a red circle, and you sticker over it with a red square sticker or something). I tried taking the sticker off the side of the sign, but you can't pick it up without owning the DLC.
Plus the cabinet climbing I found quite hard. (again :P) I think that's the part where most players reach for the frustrating tag. Usually I overshot the jump and then fell down, tried to correct myself which made me fall down some more. :P You sure know how to punish inaccurate jumpers.
Great level though. :)

06-26-2010, 04:31 AM
Hey Heist the sticker has been changed so if your interested... or bored, feel free. If you possibly remember the filing cabinets, from before, it used to be one of the hardest things I've ever done in LBP. Zwol Morgana and I used to fall all the way down just to watch Leon i think it was go bounding straight up!

Now, the start is unchanged... but theres a midway checkpoint and handholds atop where the cabinets start to sway...Thanks for your play and kind words!

06-26-2010, 09:07 AM
Wow, I donít think Iíve ever played a level quite like that before - just so much unbridled originality, lol! There are some superb visuals, with the desk area at the start and the filing cabinet from hell area at the end standing out in particular. Then, the gameplay is as original as the art style. There are several mechanisms/ideas I hadnít come across in LBP before.

Generally I loved playing it but I did feel I was groping in the dark a little at times. This is partly due to my having the temerity to play a Ghostbusters level without having seen the film. A lot of the speech bubbles meant little to me but that just added to the surreal nature of the experience. There was only one area where I got frustrated and that was the slime section. I could not for the life of me work out which way I was meant to go and what I should be doing. I did manage to get some fiendish-looking contraption to drop down but I couldnít work out what to do next and had no idea what the route for the race was. Both times I played I ended up exiting that section baffled and without completing it. My excuse is that it was pretty late when I was playing. The good thing though is that failing one of the tasks doesnít prevent you from going on to the next one!

Thank you for a unique LBP experience! :D I think I gave 4 stars and Iím going to go back and heart it just for the sheer originality on display.

06-26-2010, 10:38 AM
I give up with your levels Gravel, you're just evil !!

I tried this last night with mrsv and Icey. We had enough trouble with the first sections that by the time we got to the filing cabinets I already had steam coming out of my ears. Every section we did is multiplayer unfriendly but the filing cabinets are just annoying. In the end they both turned off their controllers so the camera would follow me up but I still couldn't do it. I kept landing on one box that 'boinged' but didn't actually do anything so I've no idea what that was all about.

After 15 minutes of continually falling to the floor I gave up and we quit, vowing never to play a level of yours again and saying "We should have known better than to even attempt it in the first place".

06-26-2010, 05:46 PM
Ah, lass-

You warm the very cockels of my soul... For some reason, I think you may have gotten the level more than you even realize... :) And if I am honest with myself, the slime section is weakest by design due to thermo constrictions... I think I could have easily broken this into four seperate levels and they would have each been the stronger for it... but none of that occurred to me those 10months ago... Thanks so much for your time, I do hope you enjoyed...

OK Vista. You and me at 12 paces...

Well, in my defense it does say 1player in the title and 'sole' in the description (lol) (Between you and me), I think those other two may be holding you back! Yeah it is very multiplayer unfriendly, I said so myself in one of these posts... Please dont stop trying my levels, I love you guys for it, and I do love the fireworks after the fact! In fact, you went easy on me this time around... Don't go soft on us Mr.V! Oh and thanks for entering the character design competition... I love your work!

Save your ire anyway... my next levels are ones your REALLY gonna hate... (I promise you will...) but its pretty... that is depending on how much of it you actually get to see... But you'll be able to complete the prologue... I promise.

And Mr V? You may call me Bill or Billy and I still offer a guided tour to any of these for you and your lot! Thank You Sir! One of these days I just know it'll be a pleasant experience for all!

06-27-2010, 09:11 AM
So Gravel, I've waddled in with the help of my zimmer frame, donned my ten times multi-plyer lenses and here I am managing to type a response after Rhy showed me how to open the lid of my laptop.

You are absolutely right, we were holding mrvista back, that's because we were so busy standing around chatting about hairdressers and daytime T.V. and trying to work out which button to press for what,(the controlls are much easier to operate on a washing machine), we hardly noticed poor mrv driving himself mad with a filing cabinet and a purposeless boingy thing. We helped him out, as mrv so rightly pointed out, by turning off our controllers whilst simultaneously managing to continue our mindless chatter which now took the form of questioning each other about what the hell we were even doing in this level in the first place. Now look what happened when we weren't holding him back, he got so frustrated and irritated he quit the level! Amazing!

Anyhow, I digress, (Rhy told me how to spell that), superb visuals in your level as usual Gravel, you are a wonderful artist and have the most amazing skills and I can't wait to see your next level. Might be an idea if you install a cordless jet pack so mrvista can carry us through it!


06-28-2010, 02:23 PM
I tend to agree with a few of the others here, CC, Teebonesy, Mrvista.
I think graphically it is excellent and a 10 out of 10 for originallity.
The playability and confusion on where to go I did not like at all.
Mrvist only tried the filing cabinet for 15 minutes, well I tried it for much longer than that with no luck.
In fact, a few times I got stuck inside the springy drawer and couldn't get out.
After giving up on that, I finally ended up in a loop I couln't get out of.
Looping from the bottom back to the top where I started over and over again.
An inch more tether on that jet pack would have made that a little easier too.