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View Full Version : Yes, use F4F *SPOTLIGHTED* The Mine



standby250
11-21-2009, 06:14 PM
The Minestandby250
http://i601.photobucket.com/albums/tt100/standby250/APhoto_1.jpgSackboy is trapped in some deserted mines. Its up to you to help him out! Use his spongy brain and your cunning to overcome all obstacles which come his way.
all
So, what's this level about?
You are Sackboy (as usual), a cunning little woollen creature whose occupation is adventure and heroics. This time, Sackboy finds himself in an abandoned mine, and needs to find his way to safety, using some old mechanisms left from the mine workers to his advantage.
http://i601.photobucket.com/albums/tt100/standby250/APhoto_2.jpg

What kind of mechanisms are used?
Well, Sackboy, in this level, will need to handle explosives, and many switches, including a mechanism in which he will need to repeat a tune played in order to clear his path. Sometimes he may also need to be quick, as some of the doors open and close on timers.
http://i601.photobucket.com/albums/tt100/standby250/APhoto_6.jpg

Hmm... that sounds all good. But I'm afraid I am a score points addict!
Don't worry! Simply play the level through once, and you will recieve a sticker at the end. Then play the level again, this time stickering all the switches you can see to achieve a higher score! There are also many prizes to be won, some of which include an impact explosives emitter, a light cart plus small checkpoints, a bottomless scoreboard and all the 3d tools you need to make your very own 3d level! (If you don't have them already!)

Anything else I should know?
Just enjoy yourself, and feedback to me to report any glitches or problems that you have experienced, and I'll correct them for you!

Any screenshots to show me?
Of course! Look below!

http://i601.photobucket.com/albums/tt100/standby250/APhoto_4.jpg
Sometimes a little cart is your only friend in the darkness

http://i601.photobucket.com/albums/tt100/standby250/APhoto_5.jpg
Unfortunatly, this friendship doesn't last long with the incinerator around!


http://i601.photobucket.com/albums/tt100/standby250/APhoto_7.jpg
Ooops! Sackboy better move fast! That firey boulder looks like it could turn Sackboy into a rather burnt jumper!

http://i601.photobucket.com/albums/tt100/standby250/APhoto_3.jpg
I wonder how our cute little hero will overcome this obstacle!

Thanks for reading, I hope you enjoy it! :)

lbpholic
11-22-2009, 07:05 AM
this level looks really good thanks on posting this up here good luck with it thansk will play it later

MrTran
11-22-2009, 11:06 AM
Wowwwww. Excellent puzzles and gameplay mechanics! Couldn't find a single thing wrong or out of place with the level. 5 stars and hearted!

F4F: http://www.lbpcentral.com/forums/showthread.php?t=18995

The Gentleman
11-22-2009, 11:55 AM
The mechanics and puzzles were extraoridinary! Mentally challenging but not fustrating or impossible to figure out. Excellent sruff mate!

standby250
11-22-2009, 02:05 PM
Thanks! I worked really hard on this - during the making of the level there was alot of cursing involved! Got any tips for improvement? I'll def check out your levels later and get back to you on that.

Noroibito
11-22-2009, 03:53 PM
Just Played the level and have to say that I cannot find a single thing wrong. :p

+The intro was nice =)
+The first bit of platforming was sneaky! using light against me.
+Short occasional backtrack was a good touch.
+I liked how you added SO much variety in the level. (Platforming, Puzzles, Chases, Escorts)
+The level looked very good too.
+The way some things worked really astounded me. XD I'm not the best at logic.
+The length was also very good. Lengthy but not too long

Maybe the only gripe could be the name? Maybe something a bit more unique than THE MINE? :p But that's utterly up to you!
I enjoyed this level and hope to see more!

:star::star::star::star:/Satisfying

F4F: Oh and can you please give back feedback on my level SIREN: The Lost World [Episode 3- Holes] (http://www.lbpcentral.com/forums/showthread.php?t=18012)? Thanks in advance and hope you enjoi!

standby250
11-22-2009, 04:08 PM
yeah I know what you mean by the name! got any other suggestions for it? I'd like to change it but i couldn't think of anything more... suitable! yeah sure I'd love to check out your level.

Noroibito
11-22-2009, 04:16 PM
lol. I'm not the best with names either! But I'm sure you'll find something out! And thanks!

carl
11-22-2009, 04:34 PM
Just gave this a shot. The imagery was really nice, though at times, a little too dark to get around easily - though that could have been on purpose?

You had some complex and decent puzzles in there. Some brilliant hidden areas.

If I could give any advice for improvement, it would be to remove those floating arrows and give the user a curious incentive to go in that direction.

The final part involving the rolling boulder was quite difficult - very good though. Those tunnels leading off into the background looked really nice, great visual effect. Though I didn't know if it was possible to use them to let the boulder by. Died trying.

Lots of variety too. Good stuff. Thanks :)

PSN: carlnewton Level: Patience

standby250
11-22-2009, 04:46 PM
yeah I guess the arrows were just - well I was worried that people might not know what to do if they weren't there. Yeah sure I could think about getting rid of them.
The chambers leading off at the end - I did that because I'd pretty much only just figured out how to use the 3D tool after ages of trying! I mean
I worked it out eventually (obviously!) but I didn't want to overdo the 3D.

carl
11-22-2009, 04:58 PM
I didn't want to overdo the 3D.

You didn't. I thought it was great. Good stuff.

standby250
11-22-2009, 05:10 PM
In all the levels I've made I've always never got many plays! (or hearts!). luckily I didn't turn to H4H! I think I've found they key to getting a few more plays (Through here :))

CCubbage
11-23-2009, 11:29 PM
This is an extremely polished, well-thought-out, and fun level. I throroughly enjoyed it. I loved all the puzzle elements, and you stayed in theme throughout the level.

The only area that I, at first, had an issue was when pulling the cart with the light. I pulled it up to the edge of the area where I had to swing across, and it would go the other way a bit... so at first I thought I had to swing in the dark. But the next time I pulled it up it stayed. So, no problem but I thought you'd like to know this confused me at first.

I gave it 5 stars and a heart - very cool!

As for plays and hearts... it's all about publishing practices. There is a thread from RangerZero not too long ago explaining the whole thing. You should check it out - there's NO reason your level should have only a handful of plays. If you decide to republish to get your level into cool levels, let me know and I'll put the heart back on.

standby250
11-24-2009, 12:26 AM
thanks for that! yeah the cart thing by the swinging bit was quite glitchy even when making the level. I experimented with all different materials, and I'm not sure if you noticed this, but sometimes the light cart thing offers some resistance when pulling it across the bridge, and sometimes jumps around a little bit? But I reckon this is just a minor thing because with some strength and pushing it from behind, it works out okay.
p.s. Loved your barrel level I'll have to play your other levels too!
:)

CCubbage
11-24-2009, 12:07 PM
One thing you COULD do with the cart is attach a hidden winch to it, lower the strength a bit, and have the grab sponge slowly drag the cart towards where its supposed to go. It would SEEM like the player is moving it, but it would make it much easier to get it to it's destination.

olit123
11-24-2009, 03:58 PM
Hey there I played this levels and I gotta tell ya, it's the one of the best I've played in a while.

I really liked everything about this level, especially the puzzles. I really loved how you put clues everywhere to help players who haven't the best problem solving abilities (like me.) I think my favourite puzzle in the level is the one where you have to move the blocks of wood up and down to prevent the small object from falling off; it required your brain and a bit of skill.

I also really like the atmosphere in the level, I think having some the lights set to 'speed' did it for me.

I gave this level :star::star::star::star::star: and a heart, tagged 'Brilliant'

Since you are doing F4F please can you check out one of my levels, see my sig.

standby250
11-24-2009, 04:21 PM
thanks! I reckon this is one of my best levels yet... now just need to get plays! Sure I'll check out one of your levels a bit later - first I gotta do some stupid coursework though! I also need to think of some ideas for my next creation - got any suggestions?
P.s Did you encounter any problems during playing the level?

MrsSpookyBuz
11-24-2009, 08:29 PM
Hello there!

Just played your level. Overall, I thought it was enjoyable and full of variety. There were some interesting little puzzles, but nothing too taxing or frustrating. Very well done.

Just a minor thing you may wish to tweak...

- the first time you have to shoot the bombs with the paint gun, you can't really see the bomb you're shooting. It's not too difficult to complete, but perhaps adjust the camera angle a tad.

Like I say, very good level. As for the name, I think The Mine is decent enough.

:)

standby250
11-24-2009, 09:23 PM
To everybody who has given feedback so far - thanks alot for it! It's really nice to hear back from everybody!
Here are some updates concerning things people have told me

x The mine cart - I'm still struggling with the concept of the winch idea CCubbage! Could you explain a bit more? I'm not sure if I could do that effectivly or not!

x The pointy arrows - could I get some feedback on whether or not you guys would like them removed please? I've heard they're good - and that I should remove some of them. Any more views on this?

x Now to come to MrsSpookyBuz's point about the camera setting - I have now updated this so you can see where you are shooting on the bomb thingy. I can tweak again if it's still not okay

Alrighty then - thanks!
:)

CCubbage
11-24-2009, 11:52 PM
What I meant with the winch idea is to attach a winch to the right side of the cart, and the other side of the winch to the destination. Set a directional grab switch on the sponge used to pull/push the cart and attach it to the winch. Lower the strength of the winch so that when you grab the cart, it self-moves towards its destination.

I don't know if it would work in your design, so you need to determine if its feasible.

And I didn't think the arrows were bad... it all depends on your audience. If you're trying to do a level with a puzzle feeling to it, not putting arrows may be better - but you may get some poor ratings from youngsters who don't understand it.

standby250
11-25-2009, 12:17 AM
I'll copy the level, as to not damage any existing creations on there, and do a bit of fiddling with it - see if it works out or not =) thanks for that I'll def give it a go - it'd be cool if you could replay it once I've done it - see if its okay?
Thanks in advance (Hopefully :))
Ps. Yay! Cool Levels! I'm honoured! :D

CCubbage
11-25-2009, 01:07 AM
No problem, loved the level... and, in fact, the cart thing was not a big deal - I just felt like if somoeone wasn't dilligent in pushing it they may lose the point of the puzzle. I will definately play through it again if you change something and want me to look at it.

standby250
11-25-2009, 08:01 AM
thanks :)
as for the pointy arrows thing - would it be worth making a difficulty setting screen at the beginning where you can choose between easy (pointy arrows showing you things) and normal (no arrows)? Just an idea that popped into my head.
:)

UPDATE: Any problems that may (or may not) have been encountered during the musical repeat thingy have been fixed

CCubbage
11-25-2009, 11:03 PM
I have no preference to the point arrows. I thought they were effective, but it really depends on the type of level you're going for - action or puzzle. I think it would be a bit odd to have a choice.

standby250
11-26-2009, 12:31 AM
Yeah in the end I kinda came to that conclusion too. I made the option thingy at the beginning, and I played it through a couple of times, and I thought it might be a bit disruptive to the level - for example, if people didn't know what to do, or it might have ruined the atmosphere of the level. So I scrapped it, and just made some minor changes to the level to improve effeciency and reduce confusion (such as some contraption thingys glitching out, or not working to 100%) still some changes I might need to make, but if you guys have any ideas or more feedback coming - or even just your opinion of the level - it'd be great to hear it!
Thanks everyone

Hibbsi
11-27-2009, 01:29 AM
OK, I've played through it 4 times, and here's what I've got for you.

Gameplay:


Puzzles- quite fun and not generic puzzles that you see all of the time. I didn't have any of them break on me so that's good.
Difficulty- I aced it 2 of the 4 times I played it. I only died when being chased by the giant flaming boulder. The camera position made it somewhat difficult to see what was in front of you, but maybe that was just to increase the difficulty. Otherwise, easy to average difficulty.
Length- I think the length is fine, though I could possibly see people thinking it is too long. None of it is drawn out too much, which is important, so good job there.
Bugs- As already mentioned in this thread, the cart bounces and is sometimes difficult to move.

Visuals:


Lighting- Nice in some areas, but could use some work. In an underground level, I think that none of the foreground should be visible, and that everything should be dark outside of the actual chambers and rooms that the player will be in. Simply stated, I think that there should be no universal light, and that all of the light should come from in the level itself. (This isn't that great of an explanation, I know lol. I'll explain it to you more if you want me to via PM) This is all my opinion, though. LBP offers artistic license to do whatever you want so you might think differently :p
Scenery- Coherent and consistent. It could use some cleaning up in spots, just to remove some excess corners where something doesn't line up. Also, consider using some more stickers to shade and add variety and texture the walls, floor, and ceiling. Otherwise, though, it's looking pretty good.


Conclusion:
It's looking great so far, and the only things I can see that need improving are just tidying up and tweaking the lighting or stuff like that. I give this a 8 out of 10. So it's close to being really really good, just a few things here and there.

Good work, and good luck! :)

ChocoGirl
11-27-2009, 04:46 PM
I played your level just few minutes ago!
Its awesome :)I love your design!The light,that shined orange was
so beautiful in the mine :) Good color choose :)But i had some
problems with the part,where i had to put the white stone to the
other side .. It was for me a little bit difficult .. but its not a problem :)

4(,5) stars :D :)

SHENOA77
11-27-2009, 07:14 PM
All around pretty good level. Enjoyed it very much. It's not very difficult, which means its accessible to all audiences so I imagine this will keep some excellent ratings and plays.

standby250
11-28-2009, 07:56 PM
Thanks to everyone who has posted so far - I'm sorry for not posting back sooner, I've been a little busy :).

(Quoted from Hibbsi91) Visuals:
Lighting- Nice in some areas, but could use some work. In an underground level, I think that none of the foreground should be visible, and that everything should be dark outside of the actual chambers and rooms that the player will be in. Simply stated, I think that there should be no universal light, and that all of the light should come from in the level itself. (This isn't that great of an explanation, I know lol. I'll explain it to you more if you want me to via PM) This is all my opinion, though. LBP offers artistic license to do whatever you want so you might think differently
Scenery- Coherent and consistent. It could use some cleaning up in spots, just to remove some excess corners where something doesn't line up. Also, consider using some more stickers to shade and add variety and texture the walls, floor, and ceiling. Otherwise, though, it's looking pretty good.

Yeah I can definatly go over some parts with some stickers - stickers such as rust and dirt right? I also discovered that when an exposive explodes, it leaves behind some dusty stickers, which you can then pick up and use. I'll tell you when I've done that =). I'll also look into making it darker, although I may then need to add more lights as it may then be a bit TOO dark! It'd be cool if you could explain what you meant about the foreground and all... I'm a bit confused!
:)
UPDATE: Level has now been made slightly darker. If it is too dark, then please post here! If not, I'll assume everything is okay =)

SHENOA77 and ChocoGirl - I'm glad to hear you enjoyed the level! Would any of you guys think that a 2nd level in the same theme would be a good idea? I mean, I've got some ideas and I thought that perhaps it'd be cool to continue it, but in the 2nd part, you actually manage to escape the mine. Tell me what you think! (That parts to everyone!)
Thanks everyone!:D

CCubbage
11-29-2009, 01:02 AM
Congratulations on the spotlight! This level definately deserves it!

Madafaku
12-01-2009, 03:47 AM
Ok so I just played it, I give up.

I mean I have to say the first half of your level is awesome... unfortunately I can't play through the rest of it. The level seems broken to me. Like when I push the little light up mine cart to the swing across part there is only one ball to swing on... after like 15000 tries I finally made it across (almost impossable) and raised the bridge... and on top of the bridge was the other ball.. so then I push the cart to the incinerator, and climb the stairs... and thats as far as I can go.. It seems to be that a broken wench is standing between me and the rest of the level because I just have a ball laying on the gound with an up arrow on it..

Soo I figured it was probably just broken for me (my lbp does wierd things somtimes) but second and third playthrough was the same thing.. so yea if anyone else has had this problem, then you may can fix it standby.. and if its just me then that sucks because I don't get to finish the level... :( .. but yea anyway the first half is super cool, and congrats on the showcase!

standby250
12-01-2009, 05:24 PM
When I read this is was amazed as I have never heard of this happening with my level before - but, sure enough, I played it and there was an era of brokenness around it. I was quite puzzled about how it happened as I always check my levels before and after publishing. Anyways...
Update: The problems encountered above have now been fixed =) Still no idea how it happened, but no matter now.
Thanks to Madafaku for pointing this out to me :)

To anyone who has had this problem, it'd be cool if you could replay, and tell me if the problem is still there!
Thanks!

CCubbage
12-02-2009, 06:34 PM
Yeah, weird things can happen... When I republish a level after release I wait a bit until I know the level is on the server, and I play it from the server instead of from my moon once all the way through..... it's important especially during a cool pages run - a few hours of a broken level on cool levels could mean 500 1 star ratings....

SHENOA77
12-02-2009, 06:42 PM
SHENOA77 and ChocoGirl - I'm glad to hear you enjoyed the level! Would any of you guys think that a 2nd level in the same theme would be a good idea? I mean, I've got some ideas and I thought that perhaps it'd be cool to continue it, but in the 2nd part, you actually manage to escape the mine. Tell me what you think! (That parts to everyone!)
Thanks everyone!:D

Absolutely. This level's done so well, spotlighted and everything. I'm sure if you were to make a sequel it would be embraced by everyone who enjoyed the original. I wish you luck with it.

standby250
12-02-2009, 09:39 PM
Yeah, weird things can happen... When I republish a level after release I wait a bit until I know the level is on the server, and I play it from the server instead of from my moon once all the way through..... it's important especially during a cool pages run - a few hours of a broken level on cool levels could mean 500 1 star ratings....
Yeah it's odd isn't it, the things LBP can do when your not looking!

Awesome. I'll get started on the second (and probably last bit) of the group of levels. Anyone fancy helping me out with some technical sides of it? Like, for example, I want to do a big kinda boss part at the end of the level, but instead of battling against an actual boss, I want you to be fighting to keep the mines standing long enough for you to escape. Any ideas of how I could achieve this?

piggabling
12-03-2009, 12:20 AM
Let's see....... I suppose I may be able to help.

Will you be staying in one spot or running along inside a tunnel?

If you are staying in one spot, you could be inside a big room and shooting the ceiling to "glue" it together to prevent it from falling, maybe?

I'm not always to great at the imagining part of levels! :p

standby250
12-03-2009, 12:29 AM
I haven't really decided yet, just an idea which came to mind. Which would you think would be better? Running or in one spot? I guess the running could add a bit of drama to the level, but then again I had a running spot at the end of my last level, so I'm not sure if I should repeat myself. Also, how would I go about "glueing" the roof together using a paint gun?

UPDATE:
Now the lighting in the level has improved, as well as an improved entrance sequence (Thanks to Hibbsi91!)


Thanks! :D