View Full Version : Yes, use F4F Sub-Terror (Now with new ending)

03-11-2010, 01:51 AM
Horror beyond imagination... Well, not really...
I am sort of proud to present my very first level! Sub-Terror! Journey to the center of the LittleBig World, but be careful. Not all is as it seems.

This is my very first level, and I found the logic pack extremely useful for my level. Without the logic pack, I wouldn't have been able to finish it. Keep in mind, this is sort of a beta version. Try to report any bugs you find.

03-11-2010, 03:42 AM
Nice job, just played through it smoothly with 2 players. Although some things need to be made clear in the level, such as having to grab that pillar and push it into the rubble, didn't know what to do there and ended up going back (that's just my suggestion)

03-11-2010, 08:40 PM
Thanks for the suggestion. I'll try to put that in there tonight.

03-11-2010, 09:47 PM
Ill play it later.
What a simple post from me.
The End.

03-12-2010, 06:23 AM
Yeah, I had the same suggestion as Stephanie_Ravens. I think I saw a message about pushing the rock into the rubble but it didn't show up until I had already figured it out and the rubble was crumbling. It was a very fun level. Not too hard but challenging at times. Fun story as well.

03-12-2010, 01:49 PM
GRRRRRRRRR!! Just wrote a blow by blow account/review, and pressed the back button by mistake and lost the WHOLE DARN thing!

Anyways.....Hi Darth :)

I really enjoyed your game. I loved the lighting effects, and some of the little 'twists' like the part where you go above ground, and ...(well, i don't want to give anything away for others) I liked the music, and the sound affects, and although, it was basically a run and jump platformer, it had enough variety to keep me keen and wanting to continue. The difficulty was about right for me, I died a few times, but the pace didn't slack.

My ONLY gripe is your ending Darth. You went to all the effort in making a beautiful looking game, with some real nice ideas in there, and it feels you got to the ending and just rushed it (in my opinion), and subsequently, I had to mark it down to four stars for this and only this reason.

If you had some kind of epic boss fight at the end, and maybe a little more story line, I would have hearted you and given you five stars. Its just my opinion, and don't be disheartened by my honesty. (in the last review i wrote, and lost by pressing back by mistake, I gave you a blow by blow score for different parts of the game eg: Graphics 8.7, Game play 8.5, length 9, but when it came to originality, i marked it at just 7. That gave you a total of 8.3. Thats a GOOD score, and maybe with a little more work it would become a GREAT score!

All in all, a real nice game!
Well done!

(EDIT) F4F: Pirates of the carob bean tours by shade_seeker

03-12-2010, 06:21 PM
Well, thanks for your very comprehensive review. And thanks the the suggestion about the ending. I've got something in mind, but it might take a while to finish. By the way, did you find any glitches or problems?

03-13-2010, 01:10 PM
You are welcome Darth, and no, if I had found any glitches, I would have mentioned them. (Do please pm me if/when you re-publish!!)

03-13-2010, 03:37 PM
V 1.1 is out now.

-It's more clear what to do when you reach the rock and the wall (I added a magic mouth)
-Added more sound effects throughout
-Modified some lighting
-Added a magic mouth in the mine area
-Added more sound to the current ending
-Made the current ending darken more slowly
-As for the new ending, it's not quite done, but it's getting there

03-14-2010, 08:52 AM
Congrats on finishing your first level! I only have one real level out too (the other is just a simple survival) so I can understand how you want feedback on your first creation.

Overall I thought it was enjoyable, it was a good length and wasn't too hard. I think the only time I died was at the end. This is not a bad thing though. I hate it when I start a level and the creator made one challenge that was just impossible to get past.

My suggestions on how you could improve would be to work more on the visuals, I just watched this tutorial by theAdipose and Lous on cave scenarary. The youtube links is right here! (http://www.youtube.com/user/MrMorris1980#p/u/17/rhj4GhLrhKY) I think that this might really help your level really exceed, I know that my next level actually is going to be a cave/mine level which is why I watched it.

My other suggestion is to just also just work on either adding some kind of story. Right now it doesn't really have one and so the events that happen seem kind of random. I feel like it might just improve the overall quality of the level to even have just a small one because atleast then the events that happen will seem to be related.

Anyways for a first time level I enjoyed it. If you have a chance, could you check out my first time level, it's Joe Snow's Mountain and the link to it is in my sig, thanks!

03-15-2010, 02:49 AM
Alright, V1.2 is out. You may notice the level has gotten lighter if you've played it before. If anyone thinks it's too bright, say so.

-Used Adipose and Luos' cave method in some parts
-Lightened up the level
-Added a magic mouth to the beginning
-Remodeled some parts
-Tinkered with the lighting
-Made some of the lights oscillate a bit
-Added more sound effects
-Changed some dialogue
-Added some score bubbles

03-15-2010, 02:19 PM
Hey Darth, really glad you have changed some stuff :)

OK, first off, the first speech bubble is ********** out ( I had exactly the same problem with one of mine, (there were NO profanities etc)

I like the new lighting effects in the cave.

Liked the flickering lights.

Still the same ending, I'm guessing you are working on that?

One point, now that it's all a bit lighter, some of the backgrounds do seem a little plane like shebhnt mentioned.

So, its better, but still a lame end, and again as mentioned, a little more story line perhaps?

Feel free to add me Darth, I 'maybe' be able to help you in create mode. (I too, am new to this, but a different perspective may help)

Flame Dragon
03-15-2010, 04:18 PM
I'm pretty surprised.
It's awesome for your first level (my first level was pretty bad and almost impossible to complete lol).
The level looks not bad, pretty good visuals.
The cavern looks pretty.
The level is fun, and some effects you made are nice.

2 Things i didn't liked however:
- When you get to the surface, it looks really bland, it's just a white road with nothing in it... A wasteland. Make it look like better, add grass, flowers, trees and decorations.
- The Ending is not bad, however the house looks a bit bland, make the grass and the trees visible from the inside, and decorate it.

Overall... It's pretty good.
F4F my Darkmist Woods level, you may get some inspiration from this level, since it's a "Dark" Themed level like yours.
You may also want to check my The Cursed Well level.

Gratz. Bye

03-16-2010, 07:20 AM
For a first level you did a lot of things very well!

+ Loved the shapes & geometry of the rocks in many places
+ Great lighting in a few places too - the crystal area and the blue green lighting area
+ camera shake on the bridge was a nice touch.
+ Loved the embedded spikes

Couple of things to think about for future levels

- Use all the layers yiou need to for depth and detail - The crystal area is a great example of you already seeing how to do this.
- Flat areas you walk through aren't very engaging for the player and can slow down the pace of your level.
- Keep materials/theme consistent. The white box area on top feels very out of place to the rest of the level.

Overall a great first effort. Looking forward to more from you :)

03-16-2010, 07:55 AM
Hi, I just played you level. I think it's pretty funny, and not too hard. Visually is not empty, but it could be more complete. Overall, 4 stars.

Things I liked:
- the ambientation is nice
- the surprise when you are about to (you think) finish the level
- that you have to interact with the level (playing around with rocks)

Things I would change:
- I think you should not leave empty the back layer. If you "close" behind, the feeling that you are enclosed in a cave will be stronger
- this level demands some dangerous creatures in the cave, in my opinion
- you could consider also including more platforms, and less "just walking"
- the white area when you reach the surface is out of context, it looks like you are inside a building. Why don't you try a forest or something like that?

F4F my boss Equilateral tank, If you wish.

03-16-2010, 06:26 PM
Thanks for all your suggestions. As for the new ending, I've scrapped that bit. But I suppose I'll add more to the short scene at the end to make it look nicer. And I'll try to do all the F4Fs today.

EDIT: V 1.3 is out now

-Several aesthetic changes to make the level more claustrophobic/pretty/nice/etc.
-Further use of Adipose and Luos' cave method
-Prettier ending scene
-Tinkering with lighting, stickers, pistons, etc.
-Many more stickers/decorations on the surface area
-Added some glowing eyes that open and close watching you
-Added dripping water... Unfortunately, you can hardly see the glass drop
-Changed the materials in many places
-Added more to the back layer

03-20-2010, 08:16 PM
Ill give this a go when I get on later. ill give a review then. :-)

03-20-2010, 08:23 PM
Okay, so I just played this and realized that I already had with Morgana and...Chuck and Joey, I think. Here are my thoughts:

Visually, Sub-terror is pretty decent. It could have been far more varied, though. You stuck with pretty much one material throughout the whole level, which is fine for a cave level, but it could have looked better with just a little more variety. As far as caves though, go, Sub-terror is pretty good, especially considering it's your first level. One thing I really didn't understand is the white area. It's just an empty space with an elevator that drops and a checkpoint. Is this just a place-holder for something better, or is this really all there is going to be? I thought that an intentionally over-the-top happy section (sun with a smiley face, tons of flowers and hills in the background, Gardens-esque)would have been great right here. My only other complaint visually is the part where you wake up. The bedroom looks really blocky. If you went in there with the corner editing tool and fiddled with some things, I'm sure it would look much more visually appealing.

Gameplay-wise, Sub-terror is your standard running, jumping, and swinging level. This could be a little off-putting, but I think it looks good enough and is arranged good enough to pass as a pretty fun time. The ending part where the cave collapsed could have taken a little less time or have gotten more noticeably extreme (giant chunks falling, the ground shaking more rapdily), but these are all small gripes.

Well done. I had a good time playing this one, gave it 4 stars. I hope to see more from you.

EDIT: And now, after re-reading this, I think this comes off a little on the negative side. Don't take this feedback negatively, I did have a good time playing this. Sometimes I tend to focus on the bad things a little too much. :p

03-21-2010, 03:47 PM
Thanks for your feedback! I think I'll add a speed switch to the piston when the cave collapses, along with the larger rocks. As for the house, I think I'm going to add a new ending anyway, but I'll see what I can do with the house. As for the materials, I haven't really been able to find another good material to use for more than small details. I've got basic metals and basic stone as well, but they don't look too good in large amounts. As for the surface area, it needs some work, but it look weird when I make it all green. And I don't think I have the smiling sun sticker...

EDIT: V 1.5 is out, the major alterations being the ridiculously happy surface and making the room at the end look nicer...

But there's also something else... I've released the Sub-Terror V2 beta, with an early version of the brand new ending, no dreaming involved. The new part isn't quite finished, but I want some feedback before I continue.

EDIT 2: V2 is finished!

05-04-2010, 09:41 PM
Totally forgot to leave feedback on this level. Sorry, DX I'll try to play it when i'm not that busy.

05-05-2010, 07:56 PM
As requested, Feedback:

This level was quite a bit of fun, I really enjoyed the work you'd done with sound and lighting. I think that those details are what really make this level fun to play and look at.

As such, the first issue I had with the level was that "happy place" (for lack of a better term lol). This area wasn't as fun to look at, and i'm not sure that the white really works there as a ground. Frankly, if I had to choose, I'd go back to the cave, its cooler looking! :p But yea, I didn't really care for the white wood look, and I think you might want to make it so your lift doesn't hover up in the air as well.

Meanwhile, back in the bat cave, I continue on my subterranean journey. When the rocks fall for the first time, the noise and effect didn't line up. I heard the sound, then a little later I saw the rocks. I loved the crystal and waterfall areas- very cool. The chase at the end is also awesome.

I somewhat wonder if you've experimented with different materials in the cave? It does look quite good, but after a while the same rock type gets a little boring. I'm curious if you've tried using other rocks for different cave layers to get a different effect. As I said, the level was quite good, so don't take this as an order or anything, I'm just curious to see if this might make it better :p

:star::star::star::star: for you, thanks for the fun :)

05-05-2010, 09:17 PM
Thanks for your feedback! As for the cave materials, aside from the most common stone, I've got some basic metal and a small bit of basic stone. Basic stone doesn't really look that good as it is. I have to put stickers on it so it won't stick out... If you have any suggestions for materials, feel free to suggest them. As for the "happy area", that's a bit problematic... I could make it something like a forest, but what about the elevator? It'd be rather odd to have an elevator in the middle of a forest... Or any natural environment, to be honest. I'm not completely satisfied with it myself, but if you have any sort of idea, I'd be glad to hear it.

EDIT: Oh, and as for the rocks, The sound effect is of them braking off of something, which is why they show up a moment later.

EDIT 2: Made more rocks basic metal and made the lift stop right above the ground instead of floating.

EDIT 3: If anyone actually ends up reading this... This thread has been dead for a while. Anyway, the entire surface area has been "refurbished", and now there's no white wood in sight. It's also got some nice new lighting effects, and the elevator looks alot better.