View Full Version : The Laboratory of Lord Vyemm
11-01-2008, 01:21 AM
The Laboratory of Lord Vyemm
"Atop the Halls of Fate, you discover a magically-sealed entrance to an ancient Laboratory. After disarming the seal, you enter it's dark halls. What were they trying to trap inside?"
Right around Colorado!
My first level! Designed with 1 or 2 players in mind, but it's doable with more. There are plenty of custom creations! Lanterns, Fire Drakes, and even a giant Lightning Dragon! I played this earlier with 2 other people, and they told me it was very difficult - maybe even too difficult. This was intended - I didn't want to be another 1 or 2 minute speed level like most seem to be.
The level was based off a raid zone in EverQuest II: Kingdom of Sky. I brought the style along with a few characters to the LittleBigPlanet world!
I've been working on this since Saturday night, so I hope you all enjoy it.
P.S. Hi everyone! First post!
11-01-2008, 02:57 AM
sounds really cool!
11-01-2008, 12:21 PM
Hey sounds cool! I'll check it out when I get the game today :)
11-01-2008, 01:30 PM
By the looks of them pictures, that looks pretty impressive!
11-01-2008, 10:03 PM
Had to republish due to an error with the final boss :(
If you guys have tried it / hearted it - please go play through again and unlock some cool stuff :)
11-01-2008, 10:07 PM
Looks good, and I'll play it once I eventually get my copy O_O
11-01-2008, 10:20 PM
Looking good, but could you please resize the pics a bit? A resolution of 2592x1944 is a bit of an overkill for the screens. You really don't need bigger than 800x600 or 640x480 forums. :)
11-01-2008, 11:30 PM
Yeah I'll get on that. They resized fast for me so I didnt notice!
11-02-2008, 01:03 AM
Wow, man. Fantastic work from what I see from the pictures. I'm about to check it out right now, and I'll edit with my opinion.
It's really great, visually. However, it is too hard for my tastes. The color correction and the camera angles helped in the aesthetic sense, but not for gameplay. I think if you made some parts more obvious(for example, where you are supposed to go and what you are supposed to do), it would be more fun. I couldn't get past the part after the arcane fire guy, as the lift would not go down and I saw no obvious way to lower it.
11-02-2008, 01:18 AM
I might have to make a lantern too as they are awesome.
11-02-2008, 03:46 AM
I do agree with you somewhat ConfusedCartman. There's an elevator right as you enter the room with Pardas Predd with a switch that will drop the key for the elevator. I've debated making a sign for that.
I may also lighten it a bit, as the final color correction was added at the very end without as much thought as there should have been :)
If you can find the prize bubble, my lantern in available :)
11-02-2008, 04:45 AM
I'll probably check this out tomorrow. Thought about doing it earlier when I first saw your post, but I opted to work on my level instead.
I am playing it right now and I too am having problems with the elevator. I went back up to the part with the switch and there is no key... I like the atmosphere you have created and the emphasis on a story which is something I too will have in every level I create. However, one thing a player should never experince in a level is the feeling of not knowing what to do and where to go. There are some great tips in the Ultimate Level Creation guide which could really help you in polishing up your level (Some of the tips on there were contributed by yours truly lol). I make a strong point about using the right materials/stickers/decorations when putting together your level so as to match your theme/look and the yellow arrow you used showing player to grab on to the winch contraption really took me out of the otherwise great atmosphere you had created (but maybe only I feel so strongly about such things :) )
11-02-2008, 06:45 PM
I'm not a fan of the yellow arrow either, but most people I run through the level with do not notice the lift. I have changed it to a more suitable hint.
BTW, once you hit the switch up there, the key appears on the other side, by the key hole. I just noticed that sometimes the key would get caught on the opening mechanism that holds it. I have corrected it, and it should now drop properly.
I'm loving this feedback! Thanks!
11-02-2008, 07:38 PM
I played this earlier with 2 other people, and they told me it was very difficult - maybe even too difficult. This was intended - I didn't want to be another 1 or 2 minute speed level like most seem to be.
Thank you for this. Same reason I made mine long.
11-02-2008, 07:50 PM
i think that people would rather you make a long map then a short one cause i got limited download limit which mean if i download more then 10gb i get charge per gig i go over, and if i go on a map and it oly 1-2 min long i would really be peed of, unless it a how to guide map
11-02-2008, 08:04 PM
Well, that's up to you... People shouldn't just make big or little maps because other people have download caps! They do suck though :(
11-02-2008, 08:09 PM
i know but their no way of telling, they should put an esitemate at the descrition so people can guess how long they will be playing
11-02-2008, 08:13 PM
That's a good idea. I don't have the game yet so I didn't know there's no indication of filesize. That seems like a bit of an oversight.
11-04-2008, 06:22 PM
Fixed some lighting issues and made one part a little bit more user-friendly :P
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