View Full Version : Yes, use F4F Trapped Transition *Spotlighted*

02-25-2010, 07:22 PM
Trapped TransitionMaboe84
You are trapped in a weird facility. Can you escape and uncover the secrets of this place? [This is an adventurous portal parody with a friendliy companion cube. Don`t miss the prices!]
Hi everyone!
I finished (and published) my new level called Trapped Transition.

I hope you enjoy it and that there are no bugs or glitches.

Big thanks go out to Taffey who helped me to improve my textboxes. Thanks Taffey!






Enjoy your play!

02-25-2010, 07:31 PM
Aww, why did I have to lose my PSP today? Rest assured I'll play it tomorrow.

02-25-2010, 07:36 PM
Oh i have to do a quick republish. Just a moment :D

Edit: done!

Edit2: didnt work.. how to repair broken textboxes? (end is missing)

Edit3: Sry had to do a 2nd republish... one textbox still messed up... *#+!&$"!&*

02-25-2010, 08:10 PM
Bymessed up do you mean the ***************** messed up? If so you may need to rephrase the text.

02-25-2010, 08:19 PM
Oh i have to do a quick republish. Just a moment :D

Edit: done!

Edit2: didnt work.. how to repair broken textboxes? (end is missing)

Edit3: Sry had to do a 2nd republish... one textbox still messed up... *#+!&$"!&*
Altering the text slightly seems to help. Try adding an extra space at the end or between the sentences. That's worked for me before.

If not, delete part of the text, exit the textbox, re-open the text editor, and add the text back in. That should work also.

02-25-2010, 08:27 PM
Strange I didn't see any text box problems when I was playing.

02-25-2010, 08:29 PM
Just finished it. Didn't notice any text issues at all... I write up a review tomorrow but I've already given it 5 stars...

02-25-2010, 09:51 PM
Strange I didn't see any text box problems when I was playing.It seems since strawberry cheesecake (update 2.03), publishing a level will often truncate the last word or two from random text boxes. I haven't yet been able to find any particular pattern, and it definitely has to do with the upload process. Once you get all the text in an uploaded level working properly, it never has any problems again and everybody can view it just fine.

Well anyway, hopefully Arrestor has managed to fix the issue.

02-25-2010, 11:55 PM
Looks very cool, cant wait to play it. From what I've seen in the pics looks wonderful, even though some of the textures seemed a bit out of place. Thats only a minor problem though, so I'll be dling it later today if I can. I'll probably review it later.

02-26-2010, 04:02 AM
Hey Arrestor,

The strawberry cheesecake is not a lie! Hehe. You never fail to impress with your levels, and I appreciate that this one was distinct from your previous levels in terms of both aesthetics and gameplay.

I've never experienced a Portal recreation on any LBP level before, so this was a fresh experience. Not only did you successfully incorporate the unique gameplay of Portal, but you also managed to inject some humor to the storyline.

I personally love the material choices and stickerwork you did throughout the level. The actual Portal game had some pretty cold and bland gray tones, and I'm glad you took the artistic license to reinterpret it with this level. I thought the graph paper and blue sketchy-type sticker graphics made this cool blueprint-like effect, which was a fresh take on the high-tech theme rather than using gray-sheen metals that would've been the easy route to take. It was a bold choice in design, and I think it was successful in making this level stand out from other high-tech-ish levels out there.

Now the gameplay was just unique fun. I liked the concept of having the companion cube teleport from point A to point B using portals, which I thought was an ingenious way to recreate the Portal gameplay. However, I think you could have implemented this a little better. As I was playing throughout the level, I thought of some missed opportunities to make it more challenging and to capture the "puzzleness" of the original Portal gameplay. So in the original game, the player strategizes where to place the portals in order to go from point A to point B. In your level, the portals are fixed, so it's only a matter of dropping the companion cube into one portal, and it magically appears where it needs to be. While this is unique in itself, I thought it was rather easy, and I think making it more challenging and puzzle-like would've been more interesting. For instance, the angled yellow portal could've been attached to a vertical piston, and the player could manipulate the height using a three-way switch. That way, it becomes more of a puzzle as the player has to strategize a bit to get the companion cube to point B.

On my first try, I also got stuck after the dark-screen cutscene that preceded the activation of the alarm. The door to the right slightly moved upwards, so I had assumed the level was broken. I had no idea that I had to backtrack to the earlier scene with the dissolve material, so maybe you could direct the player better in that area? Or maybe I'm just dumb, and everyone else figured it out. :(

Even with those missed opportunities and minor issues, this level still exceeded all of my expectations, and it truly is a unique experience in terms of both visuals and gameplay. This obviously deserves 5:star:s and a level heart. And of course, I hearted you already!

"If at first you don't succeed, you fail,"

02-26-2010, 05:28 AM
Another great level from you Arrestor. Even though I did have something of a sneak peek into the story, I was very pleasantly surprised when I played this. From a visual perspective, jeffcu28 is absolutely correct. Your choice of the blue graph paper was perfect, and the little bits of color here and there (such as the light beams) were a great addition without making the level look like a rainbow. I think a lot of people would have tried to do the sterile, white lab room look but your level has a lot of dimension and visual appeal. I guess what I'm trying to say is that it simply feels like Portal, which more important than trying to look exactly like it. Very nice artistic choices you made. I like the cameras that follow you around the level as well.

The gameplay is also very, very good. I usually don't like Portal levels all that much because they often don't get the teleportation mechanic quite right. Your idea to make the portals only for inorganic objects is brilliant and very well implemented. jeffcu28 mentioned that more puzzle-like gameplay would be good - I both agree and disagree. On one hand, a real brain bending Portal puzzle level would have been great, but on the other hand I like the fact that this covers a complete story. It also serves as a proof of concept, and I'd love to see this mechanic in a "puzzle room" type sequel with a bunch of tricky test chambers to get through. Anyway, back to this level. I thought you had a lot of really creative platforming ideas and implemented them all quite well. The large spinning "fan" had me stumped for a little bit, but then I realized how simple and elegant it was - and it worked great. You also did a great job including hidden areas, each with their own distinct, fun challenges. The black screen for the power out was also a nice effect and very well used. I don't want to give away anything about the ending, but I'll just say that the way you used the scoreboard is fantastic. That was one of my favorite parts of the whole level.

I didn't come across too many problems, but there are a couple that stood out. The first one seems to be the same issue everybody is having. After the blackout, I just didn't know what to do. I played with the switch a few times and tried to run under the door, but decided the level was broken and restarted. When I got the same result the second time, I knew I had to do something different so I backtracked until I found the open security door. You definitely need to add a speech bubble somewhere near the blackout that says "Hmm, I can't get through this way. I wonder if I should head back and see if any security doors have opened." or something like that. As it is, I think most people will get confused about what to do. I also had a small problem with the companion cube near the secret room. The cube jammed inside the moving platform mechanism and I couldn't get the cube out. I moved the platform back and forth a few times and the cube came loose, so it worked out ok. I don't know if there's much you can do about that. I like the design a lot and I'm not sure if there's anything you can do to improve it. Most of your speech bubbles look good, but I did see two right at the end that need fixing. The first one I saw ends with "[ SACKOS" and doesn't have the other side of the bracket - I assume it's supposed to say "[ SACKOS ]." The other one says "... shut of" - this should be "... shut off". The last error I saw is in the level description. At the end it should be "prizes", not "prices". My last suggestion would be to modify the "maximum emitted" value on your blackout screen so that the player is only able to activate it once. As it is right now, you can make the screen black out as many times as you want by flipping the door switch, which can get a little annoying while you're trying to figure that part out.

So the only real issue I came across was getting stuck after the blackout, and everything else is just minor details. I really loved this level and gave it 5 stars and a heart. Great work yet again!

02-26-2010, 08:30 AM
Hi all and thanks for the feedback!
I thought of that blackout section too... I hoped everyone would figure it out cause they maybe remember the electrified door where the access was denied. I think i have to change that and also work on the textboxes (again...)

I know there are many possibilities to build puzzles with these portals. But i didnt want to make it to hard. There my be another portal level which will be more work for the brain than for the thumbs!

I already republished the level and fixed some bugs in textboxes. Besides that i added/changed some texts so you shouldnt get stuck anymore.

02-26-2010, 05:57 PM
I have never played portal so I'm not really sure what all of the portal references are about. Of course I get the idea of the teleportation and I found this mechanic worked really well, I'm just guessing I missed quite a lot of in-jokes.

Nevertheless, I thought it was a really fun experience, and the story aspect was ace. I especially liked how the scientists behind the glass ran away as you approached. I was a little confused after the blackout as well, but I found my way right in the end without having to retry or anything. The one thing that got me really confused, though, was the big rotating platform thing. I had guessed by the shape of it that you somehow had to get scooped up in it or something, but in the end found myself just about managing to jump on top instead. I'm not sure if I did it right or not, but somehow it just wasn't quite the solution I was expecting.

The boss at the end was very cool and I enjoyed unplugging him, it was a really nice touch.

The design was excellent but, again, I can't compare it to Portal as I don't really know anything about it. I especially liked the enclosed, industrial looking areas, like the room with the huge fan, they were a nice touch compared to the more clinical exterior.

Overall, a great level. I will be sure to look up Portal to get in the loop.

02-27-2010, 05:34 AM
Hey Arrestor,

I re-downloaded, replayed, re-awwed, re-laughed, re-5-starred, and re-hearted. Hehe. :)

Good job on the revision! I think players will be a whole lot less confused with that section now...

Take care,

02-27-2010, 07:55 AM
Hi, Arrestor. Thanks for new cool level. I love original Portal gameplay and you did very big job to create portal atmosphere in your level. Very cool. I played only in fix version, so I hadn't any problems and just enjoy level gameplay. All obstacles are very logic and cool done, especial thanks for cool cube - you did very well job with corner tool. And thanks one more time for many cool details, that create portal atmosphere. And of course - very goof humour - my respect for it. So here are 5:star: and heart! You did great gift for me, as for portal's fun.

02-27-2010, 04:24 PM
I re-downloaded this and gave it another play. Your revisions are perfect - no complaints here! Excellent level. :)

5 more stars and another heart!

02-28-2010, 02:58 AM
Hidy Ho Arrestor! Wow, I absolutely LOVE Portal, so this level was a delight for me to play!!! You did such an incredible job with keeping this level with the true spirit of portal! The scenery was awesome, the companion cube looked great, and the physics of the portal were excellent. Huge Kudos to you for a job well done. In my opinion, this level blows your other levels out of the water!

And that says a lot, because I couldn't even finish it. I am probably just a complete idiot, but I was short on time, and after the black screen popped up, I just couldn't figure out what to do. I even backtracked and jumped down the elevator after messing with the door switch and killing myself a bunch of times in the portal :( Anyway, I just had to give up there, but I was already super impressed with the level.

The only inconsistency that I ran into in the level was the first moving portal. I never dropped the companion cube into the first portal, but when I moved the second portal the companion cube was already coming out of it. So I had multiple companion cubes. If you decide to republish, you could make it so the portal won't work unless the companion cube has fallen in.

Well, that's all I've got. I hope to try it again soon when I have more time, and now I know that I need to back track since I read it on here :D

[EDIT - I just played the level again and beat it :) It was pretty easy to figure out where I needed to backtrack to once I was on a second playthrough, but on the first run it was a bit confusing. Either way, this is an awesome level :D]

02-28-2010, 08:44 AM
Thanks for the feedback Poo! Glad you liked it!

Yeah i know you can use the moving portal without the cube. I wanted to give the player the possibility to get a cube back in case of losing one. So the players wont have to backtrack and get a cube from the beginning. The challenge sure is to get that first cube through the obstacles but you can do it without that one.
I thought much about the difficulty level in this creation cause there was this hard puzzle in "dream or reality" that i really loved but nearly nobody was able to solve it like it was supposed to be...

02-28-2010, 08:22 PM
Just replayed the level and found the secret cheesecake! Awesome.

02-28-2010, 10:13 PM
I played it, and I love it! I wondered when I was going to see a Portal level on LBP PSP. ;)

So, I liked the whole "speedy thing in means speedy thing out" concept. And... LEAVE ME ALONE WHITE LITTLE CAMERA OF DEATH! :p

Well, :star::star::star::star::star: and a ♥. The cheesecake is a lie I say! :p

03-04-2010, 08:47 PM
I am not going to spoil to much but when I got to the end I was actually able to end the level without defeating the boss I just jumped right by the head killed myself but activated the scoreboard. I think this might be a glitch i am not sure.

03-05-2010, 07:35 AM
Hmm yes that could be one... thanks!
But i think most of the players will see how its supposed to be solved (at least i hope so)

03-07-2010, 04:44 AM
Hey Arrestor,

Good job on making it to the Community Spotlight! This level was a fantastic interpretation of a unique game, and I love how you made it your own. If you haven't checked it out already, it's also on the front page of highest rated! Congrats on a double win! :)

Arrested in a cheering mood,

03-07-2010, 07:42 AM
Oh i i didnt see the spotlight yet. Thanks thats great! (btw. Cosmic pinball was on page 1 for 3 days, and now i kicked it off there with trapped transition :D)

03-07-2010, 03:10 PM
Congrats on the spotlight Arrestor! This level is still one of my favorites!

03-07-2010, 06:50 PM
Good job on getting another spotlight Arrestor, I finally watched an extended trailer of portal on the 'you' tube. Looks most impressive, and I think you did a really good job of capturing the idea of the portals in a workable way, and the tone of the 'experimentors'. Good stuff.

03-07-2010, 09:53 PM
Way to go Arrestor, your levels are always great and this one was no different.

03-08-2010, 09:49 PM
Congrats Arrestor!

Hmm, I wonder what your next level will be... You've done a volcano, a dream sequence, pinball, and Portal. Let's see here. Well, according to my custom-made predictability algorithm I have developed, your next level will either be "A Day In The Life Of A Smurf" or "Dance Dance Revolution".


03-09-2010, 05:43 AM
Hehe! Yeah i think when it comes to topics i am quite convertible...
Actually i am working on the next level but i am also very busy in reallife at the moment. Besides that i already have some ideas for another level going round in my head. We will see what it will be and if it will be strong enough to push the first one to the back of my mind again :D
Hmm i think you should go over your algorithm again :D

03-10-2010, 11:07 PM

Let me start out by saying that I usually avoid tribute levels. I’m not a fan of shoe-horning some other game mechanic into LBP(kinda hypocritical since I enjoyed making my DK one). Also gameplay usually takes a back seat to graphics since many just try to capture the look of the game they are paying homage to. But in this case you were able to balance both. The graphics are well done. You created a believable environment with the combinations of textures and stickers you used, no small feat considering the mish-mash of styles you’re given to work with.

The level was very fun to play, and I did a number of times. I am now tied for 1st place, I think. It’s easy but that didn’t bother me since it’s paced very well and keeps you busy throughout. As other have said you captured the portal mechanic well. I liked the blackout part as well as the moment of confusion with the door. The secret room was cool as was getting up to the scoreboard. I was able to get past the alligator thing after a number of tries = P Only problem I would say is that I would have liked my cube to have been more involved with my movement through the level. For instance, in the beginning you put the cube through the first portal it triggers the staircase. It would cool to have it land on the switch that triggers the stairs to rise. The cube does activate things but it seems to stuff running behind the scenes.

I gave this 5 stars and hearted it. Great level.

03-11-2010, 10:45 AM
really good level! 5 stars and heart

Lleonard Pler
03-13-2010, 11:40 AM
I finally could play the level.

It's a very interesting departure from your previous levels, both in setting and gameplay. Also, everything looks polished and so professional. Mechanisms work smoothly throughout the level, letting you solve the clever puzzles without major problems.

My favourite part was the electrified corridor, great effects there. But my favourite puzzle was the one where you drop the box into a wagon and then move it across the gas. Simple but perfectly crafted!

Having some hidden parts and a secret room was a nice touch.

My only complain was that in the last section of the level, when you activate those switches it's hard to tell where to go next. Maybe some symbols would have helped.

Anyway, this was a very enjoyable level. You've really progressed as a creator. It looks just professional and as good as a story level. 5 stars and hearted!

11-02-2010, 03:37 PM
this is a gr8 lvl! no probs wiv txt boxs or anything, and who ever sed the cake is a lie, replay the level and look around, oh, by the way, jst befor i battle SACKOS, i can see a block of disolve on the uvr side, i assume its a plug that kills it, but the scorebord always activates when im halfway through the mouth, soo i dont think i see the ending:( but uvrwise a great level:gopher: :star::star::star::star::star: and a<3

11-02-2010, 03:51 PM
Wow you are late to the party :D
But its great to see some feedback again. Yes the scoreboard bug is a known issue in this level...