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Voltiare
01-26-2009, 05:31 AM
Description: Thank you, [INSERT NAME]. Your active participation in the H.A.T.E. program is appreciated. Your next test will be done via VR and all you have to do is commit a little murder. Sounds like a good day to me...

Well, I don't know how many hours I put into this bloody level, but I think it turned out really well. It is much more polished than the original H.A.T.E (which was fairly polished as well) and a lot less frustrating. For anybody looking for an insanely challenging level, this will not be it. If you are good with a Paintinator, I doubt you will die too often.

This level is more about using the Paintinator and killing things as that is how the program H.A.T.E_2.exe was written. It is not the same as the first where it was all about platforming and puzzling. There is a a lot of those, but more emphasis on blowing stuff up.

+ Presentation is well polished.
+ Condescending and funny dialog.
+ All items are custom (though there are those that are based of Mm's)
+ Timed to encourage speed runs.
+ Original use of paint switches.

If you find any bugs or have any suggestions, please post them here so I can fix them.

I'll upload pictures later as my camera is charging and I be requesting a video upload.

Have fun, [INSERT NAME].

Special thanks to OCK, Neverynnal, NinjaMicWZ, and Hexaghon for play testing and giving me suggestions.

Neverynnal
01-26-2009, 06:18 AM
Oohhhhh I can't wait to play the final version :) I really enjoyed testing the level, and I'm pumped to give it a play tomorrow. Gratz on finally finishing the level Voltiare!

Voltiare
01-26-2009, 06:33 AM
Tomorrow? LAME. [Schwarzenegger impression]Do it NOW![/Schwarzenegger impression]

Shining Aquas
01-26-2009, 06:43 AM
Bernard: "Here we go again"

Mind if I add to my ever growing level review queue?

Voltiare
01-26-2009, 06:47 AM
Bernard: "Here we go again"

Mind if I add to my ever growing level review queue?Yeah, review away. Thanks. :)

OCK
01-26-2009, 07:40 AM
OK, so I ran through again (3X) after our play through and here are some thoughts:

I have to begin by saying that the material selection works well. There is a lot of VR but it is off-set and contrasted by the way you painted the background white which I think was the perfect choice. Everything is clean and ultra-polished but I expect nothing less from you :)

The first room was basic but I guess you just wanted something really easy to familiarize the player with the type of gameply you are going with on this one. Still, you may want to consider adding some sort of hazard here to mix things up.

The next room is cool, nice blend of action and some platforming. I like the implementation of the box used to get the optional prize bubble.

I love the way you mixed the Gekko Skin, Blue VR and Armour materials at each TV screen section, looks fantastic.

The next room requires a bit more stealthy approach and I am liking it. I like the way you have the lasers criss-crossed and your use of the different planes here to access the next section os masterful.

Very cool 2X puzzle and props for actually decorating your 2X sign and giving it some swing.

Section 4, wow. This is Voltiare at his best. The jump pads are very cool but the box puzzle that follows is ingenious and unlike anything else I have seen before. This is probably my favorite section of the level. The design here is simply brilliant.

Section 5 and it's time to go diamond hunting. Nice variety of gameplay here, you mixed action, stealth and platforming all into this single area. I did manage to "cheat" (you know where) so definitely tweak this part.

Section 6 is a double edged sword for me. On one hand I appreciate the complexity of your construction and I can't imagine how long it took to iron out all the bugs you must of encountered. On the other hand this sort of thing has already been done in the MGS pack and I personally would have loved to see something a bit more original. Having said all that I still really enjoyed this section and I am sure others will too.

The next part where the screen collapses is dope and unexpected, nice touch. I also love the way you constructed your level here out of massive blocks. It looks great and I have not really seen it done quite like this.

OK, boss time! This is pretty bananas man. Love the attack pattern and the construction of the vehicle. How long did this take you to do? lol The spinning lights are great. Unfortunately on my 3rd playthrough I found a big bug. Somehow the rocket launcher broke off before I had a chance to destroy it and it is now impossible for me to beat the boss. This did not happen when we played nor on my other playthroughs but it happened now so please look into it asap. I think it may be possible to shoot the rocket with the paintgun which breaks off the launcher etc.

I hit the scoreboard and I have the number 1 score! I like the boxes here and the fact that the scoreboard is colored.

So now we come to the inevitable question: which is better, H.A.T.E or H.A.T.E 2? Well, let everyone decide for themselves lol. I think you really raised the bar with H.A.T.E and that level had a much larger scope. The emphasis here is on action and I wish the level were a bit longer but I appreciate the thermo limitations. The one advantage of the length here is that it really encourages multiple plays for the high score and although I already played it 4X I have yet to ACE it so I will be coming back for more. Excellent work once again and I look forward to H.A.T.E. 3 (there will be another one right?). Thank you for another amazing experience. 5 stars and HEARTED!

Morrinn3
01-26-2009, 07:41 AM
Keep dying at the elevator :P
i sux.

Voltiare
01-26-2009, 08:12 AM
OK, so I ran through again (3X) after our play through and here are some thoughts:

I have to begin by saying that the material selection works well. There is a lot of VR but it is off-set and contrasted by the way you painted the background white which I think was the perfect choice. Everything is clean and ultra-polished but I expect nothing less from you :)

The first room was basic but I guess you just wanted something really easy to familiarize the player with the type of gameply you are going with on this one. Still, you may want to consider adding some sort of hazard here to mix things up.

The next room is cool, nice blend of action and some platforming. I like the implementation of the box used to get the optional prize bubble.

I love the way you mixed the Gekko Skin, Blue VR and Armour materials at each TV screen section, looks fantastic.

The next room requires a bit more stealthy approach and I am liking it. I like the way you have the lasers criss-crossed and your use of the different planes here to access the next section os masterful.

Very cool 2X puzzle and props for actually decorating your 2X sign and giving it some swing.

Section 4, wow. This is Voltiare at his best. The jump pads are very cool but the box puzzle that follows is ingenious and unlike anything else I have seen before. This is probably my favorite section of the level. The design here is simply brilliant.

Section 5 and it's time to go diamond hunting. Nice variety of gameplay here, you mixed action, stealth and platforming all into this single area. I did manage to "cheat" (you know where) so definitely tweak this part.

Section 6 is a double edged sword for me. On one hand I appreciate the complexity of your construction and I can't imagine how long it took to iron out all the bugs you must of encountered. On the other hand this sort of thing has already been done in the MGS pack and I personally would have loved to see something a bit more original. Having said all that I still really enjoyed this section and I am sure others will too.

The next part where the screen collapses is dope and unexpected, nice touch. I also love the way you constructed your level here out of massive blocks. It looks great and I have not really seen it done quite like this.

OK, boss time! This is pretty bananas man. Love the attack pattern and the construction of the vehicle. How long did this take you to do? lol The spinning lights are great. Unfortunately on my 3rd playthrough I found a big bug. Somehow the rocket launcher broke off before I had a chance to destroy it and it is now impossible for me to beat the boss. This did not happen when we played nor on my other playthroughs but it happened now so please look into it asap. I think it may be possible to shoot the rocket with the paintgun which breaks off the launcher etc.

I hit the scoreboard and I have the number 1 score! I like the boxes here and the fact that the scoreboard is colored.

So now we come to the inevitable question: which is better, H.A.T.E or H.A.T.E 2? Well, let everyone decide for themselves lol. I think you really raised the bar with H.A.T.E and that level had a much larger scope. The emphasis here is on action and I wish the level were a bit longer but I appreciate the thermo limitations. The one advantage of the length here is that it really encourages multiple plays for the high score and although I already played it 4X I have yet to ACE it so I will be coming back for more. Excellent work once again and I look forward to H.A.T.E. 3 (there will be another one right?). Thank you for another amazing experience. 5 stars and HEARTED!Thanks for all the effort that you put into the feedback.

- Hazard in Room #1.

Certainly possible. Hmm, I wonder what though...

- Cheating in Room #5.

I wonder if this is going to be a common way to complete it. Plus, even Portal had multiple ways of completing the rooms if you think outside the box so maybe it isn't a bad thing? *shrugs* Plus, it'll help you during speed runs lol.

- Unoriginality in Room #6.

I made it because I thought the one in Mm's level was awesome, but I wanted mine to be harder. I think I'll wait to see what other people have to say first before tearing it down. We'll see, but I still need a way for the player to go upwards to fight the boss if I revise it. Spring boards?

The next part is a redux version of the original H.A.T.E. Same design, different materials.

- The Boss

It took me a crap load of time. First, to figure out how to make it more than just another tank and second, how to program the attack sequence. There is a lot of logic behind the scenes to make it happen. Oh yeah, and you get it when you ace it...not the logic though. I should add the logic as a prize too, but it wouldn't be fully hooked up.

As for the bug, how would you fix this? Speed up the rockets as they shoot up? Hmm, I guess I'll have to study Rex lol.

- H.A.T.E vs. H.A.T.E._2

They are really different in terms of how the game is played so I find it hard to compare. On a technical and polish standpoint, H.A.T.E._2. No contest. On the length and gameplay side, maybe H.A.T.E.

The reason is that H.A.T.E. wasn't as detailed (since that was the point) and I only used about 4 materials (lol) so I could make the level a lot bigger. For H.A.T.E._2, details like materials, enemy turrets, and geometry forced my hand. I wanted to go to 10 rooms like the original. Ah well, at least I found a cop out with the interruption of the program lol.

- H.A.T.E._3

Yeah, there will be another. I'm not sure when. I kind've feel like playing a different game for once and then come back and either work on Project Shipwreck or H.A.T.E._3.

And thanks for the heart. I need em.


Keep dying at the elevator :P
i sux.

PROTIP: Avoid bullets. They hurt.

Morrinn3
01-26-2009, 08:20 AM
PROTIP: Avoid bullets. They hurt.

And armed with such wisdom I was finally able to overcome. Even got up to the top five on the scoreboard!... Of course there were only five names...

Voltiare
01-26-2009, 08:22 AM
And armed with such wisdom I was finally able to overcome. Even got up to the top five on the scoreboard!... Of course there were only five names...So how was it? Did you like the elevator section or would you rather have something different?

OCK
01-26-2009, 08:31 AM
- H.A.T.E._3

Yeah, there will be another. I'm not sure when. I kind've feel like playing a different game for once and then come back and either work on Project Shipwreck or H.A.T.E._3.


I would love to see Project Shipwreck finished :)



And thanks for the heart. I need em.

I thank you for creating a level that was worth hearting and if H.A.T.E is anything to go by then you will have a whole lot more hearts soon!

Morrinn3
01-26-2009, 08:39 AM
I thought it was excellent! And keep the elevator. Tough but cool. I gave it a nice big heart and intend to have another go at it later.
Right now however I'm looking at your other levels, Gotta say I'm enjoying the underwater exploration feeling from that unfinished Shipwreck design. Can't wait to see that one done.

Creative
01-26-2009, 10:00 AM
I feel like exploding right now. I tested your level and you could of published that to the public with an outstanding reception. I'm so excited... :)

NinjaMicWZ
01-26-2009, 11:41 AM
Played this twice to try and beat OCK... first time I only died once but spent time reading, second time I was doing great and just was a total idiot on the elevator this time and I filled my profile up because I won all your prizes :/ so the message kept killing me.

Excuses, excuses I know. :D

I'm confident that this is the best and most polished VR paintinator level out there, and I see these two levels as different sides of the same coin. The original had the benefit of completely taking you by surprise with no expectations, and while this level has expectations it defies them. It gives you the exact opposite, a totally fresh take on the box premise of the original (such as moving it with the paintinator), some homage to the past and enough new to feel fresh and different. Rather than being a rehash, it's what a real sequel is.

I do wish it were longer as your knack for this is compelling, and the speed run nature of this level makes it breeze through, but I'm not stupid and I know what can and can't be done. You may not have provided the completely left field, out-of-nowhere epic-to-end-all-levels that people were expecting, but you provided one hell of a time trial that oozes personality and fits as a nice place holder into what will surely be a legacy of great installments. The balance needed to make short addictive run this polished and varied is an accomplishment. You can't exactly come out of nowhere twice.

One thing the original had was a real sense of closure, and this feels more like a segueway to 3, due to it's length and it's brevity of an ending... but it fits with the non-stop, high thrills pace of the level itself.

I'm no stranger to this problem, myself, but if you can just make that red VR piece on the tank disappear at the end you'll have it finished off nicely. I would put spikes on the front of the tank instead of electrifying it, or one slab of electrified material on the nose, and then have the whole thing VR red to fit with the other enemies.

I enjoyed this alot, am glad it's finally here, and of course have it hearted... but :/ @ having this high tech cube design and no reason to use it myself

Entity
01-26-2009, 11:52 AM
I just died at the elevator. I'll give it another go in a moment.

Visually, it looks very cool, much more polished than the original H.A.T.E. There's also some pretty nice gameplay sections, such as hiding from the spotlights, and shooting the platforms down.

Some of the gameplay could've been more original, though.

5 stars and hearted!

blizzard_cool
01-26-2009, 12:05 PM
I'm going to try it right now!

Voltiare
01-26-2009, 04:16 PM
Thanks to everyone who has played it or said they would!

As for the level, I think I have thought up solutions to the problems brought up in the thread. I will try to do it later tonight or tommorow.


I'm no stranger to this problem, myself, but if you can just make that red VR piece on the tank disappear at the end you'll have it finished off nicely. I would put spikes on the front of the tank instead of electrifying it, or one slab of electrified material on the nose, and then have the whole thing VR red to fit with the other enemies.The reason for it not looking like the other enemies is that the VR section is a computer program while the boss at the end is a real tank. I think I might add spikes though.

Oh yeah, and I actually couldn't figure out how to open your cube. I went to create mode and couldn't find a way to open the game data...

BTW, how long is it taking you all to finish the level the first time through? 5 minutes? 10 minutes?

Neverynnal
01-26-2009, 04:55 PM
Hmm I think around 7 minutes you get into the top 5 at the moment Voltiare. Don't trust me on that number though.

So yeah.....Number One on the scoreboard! I am officially the master of the paintinator! :p

I love the look you gave the level since the last time I played Voltiare. Really well done, and I'm glad you switched it up a little bit. The level is just pure fun. Also, the boss was well designed and predictable enough to be a lot of fun. Just smoooooth. :) The challenge isn't there like the original, but you obviously didn't intend it to be as brutally hard as the first, and you pulled off a really crisp level. It's so basic, yet so freakin beautiful, and I really think that's the charm in your HATE series thus far. You really pulled off a winner, great work!

Oh and apologies for taking a stab at your play/heart ratio haha...I played it 5 times to try and get the top score, and I barely managed it. But yeah 5 stars/hearted. Great work man!

NinjaMicWZ
01-26-2009, 05:10 PM
Thanks to everyone who has played it or said they would!

As for the level, I think I have thought up solutions to the problems brought up in the thread. I will try to do it later tonight or tommorow.

The reason for it not looking like the other enemies is that the VR section is a computer program while the boss at the end is a real tank. I think I might add spikes though.

Oh yeah, and I actually couldn't figure out how to open your cube. I went to create mode and couldn't find a way to open the game data...

BTW, how long is it taking you all to finish the level the first time through? 5 minutes? 10 minutes?

Ah that makes sense now... I didn't think of that. Slap some Gekko skin on it then? lol

If you're in create mode, you press start and go to messages, click view messages and the game data ones should be there. It just puts the object in your community objects. The last one I sent should be the right one - with the laser grid in the middle and the polysterine exterior, and 4 tiny armor plates on the corner. I figure the laser one might not be good on therm, but if it is, it's pretty slick. :hero:

I got through in probably 10 minutes. Probably quicker for most of us since we tested it before a bunch of times. I realized that shooting the cube really speeds things up in a few places and I think that's the most innovative part of the level design - that it's open for shortcuts and can be exploited, yet you still have to master the timing in order to do it.

ThommyTheThird
01-26-2009, 06:53 PM
I loved H.A.T.E And i really liked this one aswell! as OCK already mentioned his favorite part, and i'm quite sure he means the same part as i do, is absolutely genious!

The part where you shoot the buttons to launch the box upwards and then to the right

Anyway, I still like the original H.A.T.E a bit more, but that's because of the nice puzzles, and i'm all inot geniously designed puzzles! :D (Yet i suck at making such puzzles myself)

Keep up the good work, and i'm looking forward to your next level, whether it be H.A.T.E 3 or something else :)

Voltiare
01-26-2009, 08:49 PM
I loved H.A.T.E And i really liked this one aswell! as OCK already mentioned his favorite part, and i'm quite sure he means the same part as i do, is absolutely genious!

The part where you shoot the buttons to launch the box upwards and then to the right

Anyway, I still like the original H.A.T.E a bit more, but that's because of the nice puzzles, and i'm all inot geniously designed puzzles! :D (Yet i suck at making such puzzles myself)

Keep up the good work, and i'm looking forward to your next level, whether it be H.A.T.E 3 or something else :)Yeah, that part was a eureka moment.

I think I will try to put more of an emphasis on puzzling in the 3rd one. The people have spoken.

OCK
01-26-2009, 11:07 PM
Oh and apologies for taking a stab at your play/heart ratio haha...I played it 5 times to try and get the top score, and I barely managed it. But yeah 5 stars/hearted. Great work man!

My apologies in advance for taking an even bigger stab at the ration seeing as how I will forced to reclaim the top spot lol.



I think I will try to put more of an emphasis on puzzling in the 3rd one. The people have spoken.

Yeah man I would love if you did a 50/50 combination of paintinator stuff and puzzling for H.A.T.E 3 but regardless of what you do I know it will be great :)

Voltiare
01-27-2009, 03:48 AM
UPDATE:

- Added some electricity in Room #1 to spice it up a tad.
- Fixed the cheating method in Room #5.
- Reworked the flow of the puzzle in Room #4. I was always perturbed by the fact that the level showed the answer before the problem (Bad design). Most people when they see the paint switch, shoot it, get the cube, and instantly know what to do even if they haven't seen a switch yet. Instead, I switched the placement of the cube and the switch. Now people will see a switch first before trying to figure out how to solve it. All in all, I think it will feel more rewarding for the player when you get it right.
- Fixed the 1 in 100 bug that OCK found...I think. I set it up so it should work, but I have no reliable method of checking if it is right since it is so rare.
- Added the boss' logic as a prize for acing it too although some assembly is required.

So has anyone aced it yet?

Shining Aquas
01-27-2009, 04:24 AM
So yeah.....Number One on the scoreboard! I am officially the master of the paintinator! :p

Give me a few days, and your score is forfeit.

Voltiare
01-27-2009, 04:41 AM
UPDATE:

- Fixed a retarded annoying design flaw by me in Room #4.
- Fixed the boss. Somehow I messed up the wheels and the tank started bucking like a bronco. Now it rolls smooth again.

I just aced it with a score of 70,000. Beat that punks. I melted the boss so fast that he didn't even get to fire it's missles. I check the scoreboard and I'm still in 3rd...odd.

Creative
01-27-2009, 09:08 AM
Okay, first thing's first - this level is awesome and you're a very talented creator. Now that's that out of the way, let's talk about the problems...

I think we all know it's quite short... Because I played the Unofficial Beta of your level, I was expecting more in the final version. I understand you were already close to finishing and the thermometer was about to krmshplode.

Wait; I'm sorry. There are no problems. That is honestly the only problem I can think of. Everything was so polished and it flowed superbly. You implemented the Paintinator perfectly aswell :) The part with the cube and platforms was genius. The difficulty was spot on, not unnecessarily frustrating and not really easy.

5 stars and hearted. I can't wait for H.A.T.E_3 and I'm looking forward to checking out the changes you made (and I'm gonna try to get the #1 score! ^_^).

blizzard_cool
01-27-2009, 11:02 AM
I played it yesterday and I really enjoyed. To get this out of the way 5 stars & hearted.

Your stage is the only stage (ever) that I don't hate because of the VR material. It actually gave it a really nice touch. I started hating it because of the many VR levels but let's forget that and move on, shall we?

The best thing about the stage are your mechanisms & great use of the paintinator. I really just rushed trough the level the first time I played in the hope of getting 1. on the scoreboard. But I ended up as the the 5. ( am I still the 5. on the scoreboard? ). I didn't actually read all the speech bubbles except the ones at the end.

I didn't even try to beat the boss (**** you OCK, the 1. on the scorboard! {no offense dude}) because I wanted to get first....

I played it a second time because it was so fun! Oh sry I didn't say what I think of the level.
Pros:
- design & looks
- the mechanisms
- fantastic use of the paintinator
- the thing with the bouncing box was really fun
- nice boss (yes I played it another time to beat him...)
- I didn't think it was to short. The length is just right
Cons:
- not as challenging as the first one
- not so many puzzles
- I couldn't go to the 2x player part :(

Can't wait for H.A.T.E 3
Hey how many H.A.T.E levels are you planing to make??

Stooginho
01-27-2009, 11:25 AM
We came up 8th on the leader board last night & were pretty chuffed with that, out of 90 odd plays :)
Beams an amazing touch, whole thing visually amazing - again! - and slightly easier than the first. Saw a few copy-cat levels too, in terms of layout & colour, which is a great compliment I suppose.

NinjaMicWZ
01-27-2009, 11:41 AM
#2 yo... wouldda probably been #1 but I died twice on the elevator and once on the boss. I did also kill it before it fired a single missile.

Hexagohn
01-27-2009, 11:43 AM
Gah I want to play it now but I have to leave for school in 5 minutes! I will play it when I get back I promise, my brothers are big fans of H.A.T.E 1 I am not gonna tell them its out til I get home though because I don't want them to play it without me =)

NinjaMicWZ
01-27-2009, 11:45 AM
btw, love what you did to the jumper room and room #1. It's awesome now... I'm trying again now, and just somehow got the cube stuck in the tube by shooting it back up in there and now I have to restart. :/ I was smokin' fast too!

Voltiare
01-27-2009, 12:19 PM
btw, love what you did to the jumper room and room #1. It's awesome now... I'm trying again now, and just somehow got the cube stuck in the tube by shooting it back up in there and now I have to restart. :/ I was smokin' fast too!Oh my god, my brother did that too. I'm like "What are you doing? Why would you do that? UGH, you ALWAYS find a way to break my level." and then he just says "Bad level design.".


I think we all know it's quite short... Because I played the Unofficial Beta of your level, I was expecting more in the final version. I understand you were already close to finishing and the thermometer was about to krmshplode.
I really don't think it is that short as it is still a good 10 minutes the first play through. I would say it is too short for a H.A.T.E. level though lol. It needs to be an hour long.


Hey how many H.A.T.E levels are you planing to make?? Dunno. I guess until I get bored of the creator or bored of the series.

Thanks to all who 5 starred it lol. For some reason, some guy was just like "This is crap" after I first published it and down rated it. That's the kiss of death because I was hoping to see it on highest rated for a little bit. T_T

Hexagohn
01-27-2009, 05:52 PM
Oh my god, my brother did that too. I'm like "What are you doing? Why would you do that? UGH, you ALWAYS find a way to break my level." and then he just says "Bad level design.".


I really don't think it is that short as it is still a good 10 minutes the first play through. I would say it is too short for a H.A.T.E. level though lol. It needs to be an hour long.

Dunno. I guess until I get bored of the creator or bored of the series.

Thanks to all who 5 starred it lol. For some reason, some guy was just like "This is crap" after I first published it and down rated it. That's the kiss of death because I was hoping to see it on highest rated for a little bit. T_T

I hate it when that happens, sometimes I think people take advantage of the fact that it has few ratings and rate it badly. I see it happen with a lot of levels and it has happened to all of my levels. Still not home so I havent played it yet but I will soon. 10 minutes is a good length I think. At least for one because most levels take twice as long with 4.

moleynator
01-27-2009, 08:39 PM
Dont play with crap people...

My mate died so many times that we couldnt even finish the level. I found it to be a perfect difficulty though. I will post more feedback when I actually finish it tonight.

Voltiare
01-27-2009, 08:42 PM
Dont play with crap people...

My mate died so many times that we couldnt even finish the level. I found it to be a perfect difficulty though. I will post more feedback when I actually finish it tonight.Ha, how far did you get?

moleynator
01-27-2009, 09:03 PM
Ha, how far did you get?

2nd enemies on the elevator. I said "Do the one on the right 1st coz it shoots more." He started shooting left and got hit from behind. EVERY TIME!!!

He has issues...

Neverynnal
01-27-2009, 10:08 PM
/flex

Well I took back 2nd place from NinjaMicWZ now. I'm alright with being second fiddle to the level's creator :D

You changed it up a bit too I see Voltiare. I like how you changed around the box section although I had the same problem as Ninja the first time and the box got stuck in the chute because I shot it more than once. Also the electricity in Room 1 is a nice little touch to add a bit of difficulty. Good idea

So yeah, I'll get that number 1 spot back in due time. Died twice on the elevator and triggered the spotlights once and it delayed me about 10-15 seconds so :p Love this level! And sorry again for butchering your play/heart ratio hah!

OCK
01-27-2009, 11:42 PM
I tried reclaiming the top spot yesterday and I also encountered the box in the chute problem. Look into it ASAP :)

Mod5.0
01-28-2009, 12:27 AM
its really good but it lost the feel of isolation but thats my opinion

Voltiare
01-28-2009, 12:34 AM
Wow, all three got the dreaded cube in chute bug lol. I think I already know of a fix for that so it will be republished later tonight.


2nd enemies on the elevator. I said "Do the one on the right 1st coz it shoots more." He started shooting left and got hit from behind. EVERY TIME!!!

He has issues...Yeah, but at least I know that it isn't too easy like I thought it might be.


its really good but it lost the feel of isolation but thats my opinion

Probably. The reason is that a computer program doesn't need cameras or scientists looking in so it looses some of the charm of the first.

CCubbage
01-28-2009, 03:21 AM
Just got back from playing this, and it is a lot of fun, and had some really quality puzzles in it.

One thing that is bothering me just a tad (and if this was ANY other author I wouldn't mention it, but...) I KNOW you can put something in the part where the floor raises that is less media molecule and more you. I don't know exactly what, but if there was some kind of puzzle that would get you to the next level above that would be the thing that would make this game a perfect 10 for me.

I gave it 5 stars and a heart, so don't get me wrong - it was great! But it's just missing that one thing that would put it at the top, and also incorporate a little of the Portal mechanics.

You know, when I played the original H.A.T.E., there were 2 things that occurred to me:

1. The switch puzzle really made the game for me. I used the stickers, figured out the order of the switches, then started the game over so I could do it quickly. Considering the subject matter, I thought it was brilliant. Best part of the game. It actually gave me the same feeling I got when I was playing Portal.

2. Considering the mechanics of the original Portal I always wondered what an author like you could do with an emitter puzzle. Something like dropping blocks in the floor, having a pause, and having it shoot out of the wall or drop out of the ceiling by use of emitters. That, combined with the paintinator could be a VERY cool puzzle waiting to happen. (some puzzle that ends up raising the floor with each piece solved).

The game is great the way it is, but just think about it a little. It's a beautiful game, but I would LOVE for this to be a masterpiece.


Edit: one more thing ;) I think you're plasma areas are much more lethal than mine.

Creative
01-28-2009, 09:00 AM
Wow, the changes you made actually work wonders even though they're not massive. You were right; it's much more satisfying when you figure out how to use the cube now. For a few seconds I was like "Hm..." then I was like "Oh yeah!".

Nice work man :)

TJapan
01-28-2009, 10:39 AM
Hey man, i played your level last night and i meant to give feedback, but my internet was doing stupid things and deleting everything i wrote... very annoying. so, this isnt as good as the first 2 times i wrote it, but perhaps more to the point.

Pros: Very well built, bug free and smooth level! i had a ton of fun playing it, and you seriously had some great ideas for the paintinator. The Puzzles were well thought out, and the whole thing was seamless.

Cons: too much of the same rehash from the MGS levels. you have the skill, i really wish you could have made it look a bit more custom. also, a camera angle fix would be great for the elevator, as i couldnt really see what i was shooting at.

Overall a great level. im a paintinating master, but im a bit slow on the puzzles. If i could make a suggestion... make the timed portion optional, with a switch to drop it down... the reason being, that ticking for a whole level drives me insane!

Hope you get a chance to play one of my levels, no feedback necessary, i just hope folks enjoy it. of course feedback DOES make a creator feel all warm and fuzzy :)

5 Stars from me! and I'll heart you as a creator once i can get back on the game.

Walter-Kovacs
01-28-2009, 11:44 AM
Reading this thread makes me wish I didn't have to wait 4 months to play PS3 again. :(

Hexagohn
01-28-2009, 04:57 PM
That blows Walter, anyway I played Hate 2 last night I loved it. I am glad the white VR materials worked out, the puzzles were really cool and the enemies were the perfect difficulty. The elevator sequence was almost exactly the same as the one in the MGS pack for a little bit I thought it was an exact replica painted differently and some of the enemies were so close to the MGS ones I don't know why you bothered making your own. Sweet level 5 stars and I forgot to heart it but it deserves it and I will in a few minutes =)

blizzard_cool
01-28-2009, 07:05 PM
**** it! I'm 6. on the scoreboard now
*crys in the corner*

Voltiare
01-29-2009, 05:06 AM
Well, I've been thinking it over and I think I will tear down the elevator and put in a couple rooms that are more puzzlely. It sucks, but ya gotta do what ya gotta do. I'm deleting the published level and I'll work on it whenever I can.

Thanks for anyone who has played it already and I'll try to get to yall's levels when I get through with some tests.


some of the enemies were so close to the MGS ones I don't know why you bothered making your own.
Because I wanted to learn how to make them. If I just changed the material on them, I wouldn't learn anything. Instead, I was taught some lessons on how to make objects and protected brains that allowed me to create the disconnected effect after Room #6.

As for why they are so similar, it's because I think they are just the best way to make them. That's all. I mean, how would you improve on their design?

Neverynnal
01-29-2009, 05:26 AM
You're tearing it down? Awww man, just because a few people would rather see some more puzzles doesn't mean the level isn't brilliant as it is. The more I played it the more fun I had, and it's one of those levels I keep coming back to because the replay value is really there. You should keep it up to play :p and then delete it when you release your "improved version". Although, I still think the elevator section is A LOT of fun even if it resembles the MM version.

Anyway, sad to hear this, but I anticipate your revamped version all the same.

Walter-Kovacs
01-29-2009, 05:33 AM
I haven't played the level, but as far as the elevator being to similar to the MM level...can't you just add some new element to it to make it unique? All it needs to do is stand apart from the MM level and it will be original enough.

Voltiare
01-29-2009, 06:21 AM
If I was going to do an elevator that was different, I would make a puzzle elevator where you had to complete the puzzle and go back to the elevator before it starts moving again. Unfortunately, I can't think of the logic to support it.

Example 1) An AND switch with a proximity switch on the elevator and another switch that activates when the puzzle is complete. Unfortunately, the proximity switch would go off when you first get on the elevator so the elevator would just leave the player on that floor when they complete the puzzle.

Example 2) A switch for the puzzle activates an emitter with a proximity switch on it that dissolves the material w/ key for the elevator to move again. Again, this is impossible since the elevator needs a key to stop the elevator at the correct level. And you can't attach an emitted switch to it.

So the player has to stay on the elevator. And what are you gunna do? Can't really do puzzles on the elevator so I guess you just shoot stuff, which is what Mm did. How could you make it that much different?

So it's got to go. Maybe I'll make a challenge level where you go up the elevator to increasingly hard enemies though. That actually sounds pretty awesome.

Whalio Cappuccino
01-29-2009, 06:40 AM
If I was going to do an elevator that was different, I would make a puzzle elevator where you had to complete the puzzle and go back to the elevator before it starts moving again. Unfortunately, I can't think of the logic to support it.

Example 1) An AND switch with a proximity switch on the elevator and another switch that activates when the puzzle is complete. Unfortunately, the proximity switch would go off when you first get on the elevator so the elevator would just leave the player on that floor when they complete the puzzle.

Example 2) A switch for the puzzle activates an emitter with a proximity switch on it that dissolves the material w/ key for the elevator to move again. Again, this is impossible since the elevator needs a key to stop the elevator at the correct level. And you can't attach an emitted switch to it.

So the player has to stay on the elevator. And what are you gunna do? Can't really do puzzles on the elevator so I guess you just shoot stuff, which is what Mm did. How could you make it that much different?

So it's got to go. Maybe I'll make a challenge level where you go up the elevator to increasingly hard enemies though. That actually sounds pretty awesome.

This might help a bit, not exactly what you want but you might find a work around.

http://www.lbpcentral.com/forums/showthread.php?t=7491

OCK
01-29-2009, 06:43 AM
I personally think changing up the elevator section is a good call and I look forward to what you come up with :)

You know you are one of the creators I respect and admire the most but I have always made it a point to try and help a creator improve a level in every possible way by leaving good feedback vs just endlessly praising what is already an amazing creation. Thanks for listening to those of us who thought maybe the elevator section could be a bit more original (even though it is great as is).

Walter-Kovacs
01-29-2009, 07:12 AM
If you are going to scrap it, you should reuse the elevator and make an elevator mini-game or something. You could make it really tall and have it be a survival challenge. At least then your work wouldn't go to waste.

Creative
01-29-2009, 09:09 AM
I loved the elevator section though :(

CCubbage
01-29-2009, 01:21 PM
How about a box-shooting puzzle where you shoot specific combinations of boxes, they drop sections to the floor, and you use them to climb higher? Or a combination shoot boxes, pull boxes?

Not that I am saying you copy it, but the ORIGINAL first tomb raider game had a great puzzle where you pull different sections of boxes over to reveal areas that you could then use to climb higher up the level.

So....

There are a bunch of stacked boxes. Some are stationary, others can be pulled. You pull a box out of the way, causing another box to drop, therefore creating an opening that you climb up into and get a little higher. All the boxes could be emitted into place so that a switch could start the whole puzzle over. Something like this could play well into your "timed" theme for the level. It may also fit well into the portal theme.

Voltiare
01-29-2009, 06:19 PM
If you are going to scrap it, you should reuse the elevator and make an elevator mini-game or something. You could make it really tall and have it be a survival challenge. At least then your work wouldn't go to waste.Yeah, I was actually thinking about doing this too. Seems like a pretty good idea.


Considering the mechanics of the original Portal I always wondered what an author like you could do with an emitter puzzle. Something like dropping blocks in the floor, having a pause, and having it shoot out of the wall or drop out of the ceiling by use of emitters. That, combined with the paintinator could be a VERY cool puzzle waiting to happen. (some puzzle that ends up raising the floor with each piece solved).There will be a room with this idea. Thanks, CCubbage.

mrsupercomputer
01-30-2009, 05:24 AM
Most of my thoughts have already been addressed in some form or another, so I'll just add that I didn't mind the similarities with the MGS levels. I mean, with the gameplay and visuals being as polished as they were, why would I? Great job.

NinjaMicWZ
01-30-2009, 06:20 AM
If you're really going to scrap this, make this level Hate 1.5 and just build a real 2. Don't change it, it's great, and don't waste it.

Voltiare
01-30-2009, 06:33 AM
I'm not scraping the entire level. I am just taking out the elevator section and replacing it with 2-3 more original test chambers.

I saved the elevator so it might come back in a survival challenge level.

Yarbone
01-31-2009, 07:01 AM
I can't find your level... I'm stupid <__>
Is it locked or something? o_O

Voltiare
01-31-2009, 07:07 AM
I can't find your level... I'm stupid <__>
Is it locked or something? o_OYep. The new version is published, but is locked for the time being. When I am finished with the new rooms, it will be back on it's feet.

Yarbone
01-31-2009, 07:40 AM
Ooh ok! I'll play it when it's done ;)

blizzard_cool
01-31-2009, 03:16 PM
Oh good I found it locked today and I was afraid that it was moded

Yarbone
02-01-2009, 03:16 PM
I'll provide you with some feedback when it's unlocked...

NinjaMicWZ
02-02-2009, 11:47 PM
Now that all our scores are gone and you release the redux... I hope the boss is still exactly the same, if you know what I mean.

;) - why does this have to be a girl?

DRT99
02-04-2009, 12:42 AM
As for the bug, how would you fix this? Speed up the rockets as they shoot up? Hmm, I guess I'll have to study Rex lol.

I've already spent hours watchin' REX, And I can tell you right now.
REX fires it's rockets upwards in a layer that It won't be getting shot at in.
If you look closely, you can see the missles fly behind the paint.

EDIT:
I too, tried to play you'r level again today, found it's icon, saw it locked, and got so confused I went to bed at 6:30 because my head hurt.

Voltiare
02-13-2009, 06:41 AM
UPDATE:

- Finished and published the level.

It's locked, but you can get the key. Just go to my LBP profile, look at my levels, and go to level ???. The password is "MESSY". Put it in and get the key.

Then play it and tell me how it is! If all is good, I will unlock it for good. THEN I CAN WALK AWAY.

NinjaMicWZ
02-13-2009, 05:36 PM
I KNEW that final puzzle would work if I could see what I was doing... the larger paintball is absolutely ace. This level is pure genius... even after having alot of spoiled for me in testing, there is still a magnificent thrill in doing all of this in perfect order and trying to beat the clock with your prior knowledge in hand. THAT was the spirit of the original, and after playing through the original last night... I honestly feel that you've managed to create a better sequel.

I was totally happy with the first version of H.A.T.E. 2 and long for the elevator, but the portal mechanics you created are a work of art. 1 & 2 are officially a perfect couple.

I just scored 78,610, and kept dying in the 2nd to last room :/ that second supercharged tank's plasma sprays are not easy to avoid and I was in a hurry. I'll probably be able to ace this level sometime, and that shows that there's perfect balance to it. It's compelling and rewarding, difficult, but possible and everything is implemented in a way that death is never cheap - you die from being careless or slow.

Amazing level. More than 5 stars.

The commentary level is a great idea... you really take your creation seriously, and are building a great legacy with things like this. Everyone's always in a rush to publish their next level and get it done, but you not only made a great level, you made it twice and have a creation that does so much new stuff, that it warrants an interactive documentary. It reminds me of when Capcom cancelled the 90% done Resident Evil 2, pushed it back another 6 months, and released one of the best games ever when it was all said and done. They did the same thing with RE4 after early showings.

I think the idea of an in-game making-of using the game engine itself, played the same way the game is... is a first.

CCubbage
02-13-2009, 09:18 PM
Went through the new rooms, but had to quit to go pick up my son. But wanted to throw in a little note:

PROS:

WOOOOOW! This is %^&^$%$ awesome!


It's kind of interesting - you replace out the elevator and decide to throw in a few different rooms to replace it - and it turns out to be the best part of the game!!!! Man, people are going to FLIP when they see this.

By the way, although I didn't finish the very end, it all worked flawlessly. I would be surprised if Valve didn't base a new Portal game on YOUR game.


CONS:

Had to quit.

Voltiare
02-14-2009, 12:29 AM
I KNEW that final puzzle would work if I could see what I was doing... the larger paintball is absolutely ace. This level is pure genius... even after having alot of spoiled for me in testing, there is still a magnificent thrill in doing all of this in perfect order and trying to beat the clock with your prior knowledge in hand. THAT was the spirit of the original, and after playing through the original last night... I honestly feel that you've managed to create a better sequel.

I was totally happy with the first version of H.A.T.E. 2 and long for the elevator, but the portal mechanics you created are a work of art. 1 & 2 are officially a perfect couple.

I just scored 78,610, and kept dying in the 2nd to last room :/ that second supercharged tank's plasma sprays are not easy to avoid and I was in a hurry. I'll probably be able to ace this level sometime, and that shows that there's perfect balance to it. It's compelling and rewarding, difficult, but possible and everything is implemented in a way that death is never cheap - you die from being careless or slow.

Amazing level. More than 5 stars.

The commentary level is a great idea... you really take your creation seriously, and are building a great legacy with things like this. Everyone's always in a rush to publish their next level and get it done, but you not only made a great level, you made it twice and have a creation that does so much new stuff, that it warrants an interactive documentary. It reminds me of when Capcom cancelled the 90% done Resident Evil 2, pushed it back another 6 months, and released one of the best games ever when it was all said and done. They did the same thing with RE4 after early showings.

I think the idea of an in-game making-of using the game engine itself, played the same way the game is... is a first.Glad to see that there were no hiccups. The last room's puzzle isn't perfect, but it is as good as I could get it with the tool's available. I think it turned out nice and I hope I see more of this Zeldaesque puzzle in the future.

I have to say that the commentary idea was pretty good lol. I thought it might help to show my thought process and it could be a help to some people. Plus, it gave me a chance to thank everyone and pimp lbpcentral.


Went through the new rooms, but had to quit to go pick up my son. But wanted to throw in a little note:

PROS:

WOOOOOW! This is %^&^$%$ awesome!


It's kind of interesting - you replace out the elevator and decide to throw in a few different rooms to replace it - and it turns out to be the best part of the game!!!! Man, people are going to FLIP when they see this.

By the way, although I didn't finish the very end, it all worked flawlessly. I would be surprised if Valve didn't base a new Portal game on YOUR game.


CONS:

Had to quit.

Valve has actually contacted me for some ideas for Portal 2.

Not really.

Thanks for playing, but I expect you to come back to finish!

Whalio Cappuccino
02-14-2009, 01:07 AM
Definately need to play this, I might bump you up in the feedback thread of mine, strictly because I NEED TO PLAY THIS!

Oh, and if there is any way possible that you can send me that password thing, that'll be great, I need it for my level and I'm too lazy/dumb to make one.

Voltiare
02-14-2009, 01:21 AM
Definately need to play this, I might bump you up in the feedback thread of mine, strictly because I NEED TO PLAY THIS!

Oh, and if there is any way possible that you can send me that password thing, that'll be great, I need it for my level and I'm too lazy/dumb to make one.You mean give you the password or give the you password device?

The password is "Messy" in case of the former.

Whalio Cappuccino
02-14-2009, 01:22 AM
The device please. :)

Voltiare
02-14-2009, 01:37 AM
The device please. :)Sure, I'll make that level copyable whenever I get on.

CCubbage
02-14-2009, 02:47 AM
Okay, I finished it! Twice!

The first time I was at the final boss and one of the rockets the boss was firing actually knocked the top part off the tank, which separated the object and it was impossible to end (the tank just went back and forth forever). It was actually the top part of the tank that raised right before the rockets were fired that broke off (I could see it laying down to the left of the tank).

2nd time everything worked like a champ - so you may need to make a small adjustment so the rockets don't drop so close to the tank.

Voltiare
02-14-2009, 05:41 AM
UPDATE:

- Fixed the boss so it's impossible to skip.
- Tweaked Room #6.
- Unlocked the level. Yay!

OCK
02-14-2009, 08:24 AM
Well I played the updated version last night and I LOVE the three new rooms that replace the elevator. This was exactly what I was talking about when I said that I am sure you could come up with something completely original that will blow everyone away and you did not disappoint.

Room 6 - Very clever use of boxes and paintinator. I don't want to spoil anything so I will leave it at that.

Room 7 - You took concepts from room 6 and went crazy with them. The implementation of paintballs here is ingenious and inspiring and it will have people scratching their heads for a few minutes trying to figure out how to solve the puzzle.

Room 8 - This is what we call thinking outside the box. Absolutely incredible mechanics, clearly a lot of thought went into this.

Rooms 7 & 8 in particular are probably the best puzzles I have ever seen in LBP and I applaud the thought that went into them. I already gave this 5 stars and a heart so it's a shame I can't give you two hearts lol. I only have one question to all those who said "keep the elevator": do you still stand by that statement after seeing what Voltiare has replaced it with? :)

dkjestrup
02-14-2009, 08:28 AM
Because I cannot use my PS3 for a while (wont read disks: needs fixing) would you mind telling me what the puzzles are? you can PM me if you don't want to spoil it, it's just I loved the original HATE 2, (I don't have the MGS pack, so I didn't realise it was coppied) and would like to know how a great, polished and simplistic level has changed :)

CCubbage
02-14-2009, 11:33 AM
I only have one question to all those who said "keep the elevator": do you still stand by that statement after seeing what Voltiare has replaced it with? :)
Personally, when I first played through H.A.T.E. 2 I thought "I REALLY liked it... but there's just some unexplored territory that is wasted on the elevator."

This level just jumped from "this is a nice addition to the H.A.T.E. series" to one of the best and most polished levels I have seen in LittleBigPlanet.

I know many who play this won't appreciate it, but I can only imagine how much work it must have been to tweak those puzzles and get them EXACTLY right. Kudos!

ThommyTheThird
02-14-2009, 12:26 PM
Is it just me or... I can't find the level. And now after a long search i found one that's locked..?

Voltiare
02-14-2009, 12:31 PM
Is it just me or... I can't find the level. And now after a long search i found one that's locked..?Just look up my name. Might be easier that way.

Marklin80
02-14-2009, 12:59 PM
ThommyTheThird if you didn't know it you can put @ in front of someones psn you will be directed to one of his / her levels directly, that way it gets much much easier to search for levels.

ThommyTheThird
02-14-2009, 01:00 PM
Yeah sorry, i've been messing arund with your ??? level for about 20 minutes.. trying every combination. Should've just read that it's MESSY.. I hate myself.

Anyway, expect feedback real soon.

EDIT: Finding the level wasn't the problem, but finding that it was locked and unlocked by the ?? level was my problem.

ThommyTheThird
02-14-2009, 01:25 PM
Alright, here's your review:

Pros:
- Amazing use of the paintinator: Those jumppads, where you basically launch yourself were great.
- And ofcourse the box-"puzzle"
- Really great use of the paintinator once again. (see the misc notes 2 and 3)
- Holy crap!!! Room 7 is pure genious!
- Wow.. you keep amazing me. The flipper kind of section, where you have to allign them. Brilliant.


Cons:
- Is there a computer screen missing right before aprt 7? o.O it's one of those rooms where they usually are, but it's empty.
- You can skip the boss, if you move into that dodge-hole, you can go behind it, and then you have JUST enouh room to get behind it.

Misc:
- The beginning seems like it hasn't changed since i played it long time ago. But it was mostly the end that neded a little polish.
- Trying to find out how t do the section right after the "Paintballs push things" advice.
- Woot, figured it out. I feel dumb not seeing that.
- Still kept the room switching thing near the end i see :P
- I believe your boss bugged on me. I killed it's plasma-shooter, and it's rockets.. And now it doesn't do anything.
- Woot, my score is lame since writing reviews doesn't make you faster :D

Overall:

Amazing level, with loads of detail into it.
You might want to check into your boss, since i think it's broken. Or i just did something wrong.

ThommyTheThird
02-14-2009, 01:39 PM
Sorry, but it also bugged in your COmmentary version. I think it's the plasmashooting thing. If you destroy it, it gets blown up, but it then bounces onto the rocket pad. And i think that might cause issues. I feel bad for not killing it, but i just couldn't....

mrsupercomputer
02-14-2009, 03:51 PM
Simply brilliant. You're puzzles are simply amazing and you've used the paintinator in some of the most unique ways. I must say that I am throughly impressed with every single room, but as others have pointed out, 7 and 8 are some of the best puzzles I've seen. I just can't say enough about how creative your use of the paintinator is. Whether it's shooting switches at the right moment, shooting blocks into place, or aligning platforms to ricochet paint. All are simply ingenious.

I also love the detail you've put into the environment. I mean, for the most part it's very simple colors and shapes, but little details like the way the doors look really add to the feeling of being immersed in this laboratory test.

All the changes you've made have been fantastic in my mind. Well done!

superezekiel
02-15-2009, 12:12 AM
Section 6 in OCK's post is where I keep dying. I'd love to give some more feedback, but Everywhere I go in that section, I die :( I need some guidance.

Voltiare
02-15-2009, 12:32 AM
Section 6 in OCK's post is where I keep dying. I'd love to give some more feedback, but Everywhere I go in that section, I die :( I need some guidance.Just think. What are the tubes on the ground for? What usually comes out of tubes? What do you need to jump up to get out of the room?


Alright, here's your review:

Pros:
- Amazing use of the paintinator: Those jumppads, where you basically launch yourself were great.
- And ofcourse the box-"puzzle"
- Really great use of the paintinator once again. (see the misc notes 2 and 3)
- Holy crap!!! Room 7 is pure genious!
- Wow.. you keep amazing me. The flipper kind of section, where you have to allign them. Brilliant.


Cons:
- Is there a computer screen missing right before aprt 7? o.O it's one of those rooms where they usually are, but it's empty.
- You can skip the boss, if you move into that dodge-hole, you can go behind it, and then you have JUST enouh room to get behind it.

Misc:
- The beginning seems like it hasn't changed since i played it long time ago. But it was mostly the end that neded a little polish.
- Trying to find out how t do the section right after the "Paintballs push things" advice.
- Woot, figured it out. I feel dumb not seeing that.
- Still kept the room switching thing near the end i see :P
- I believe your boss bugged on me. I killed it's plasma-shooter, and it's rockets.. And now it doesn't do anything.
- Woot, my score is lame since writing reviews doesn't make you faster :D

Overall:

Amazing level, with loads of detail into it.
You might want to check into your boss, since i think it's broken. Or i just did something wrong.I'll check the boss, but it was fine the last time I checked. Hopefully, I didn't do anything stupid before republishing...

And yeah, Rooms 6-8 are pretty nuts. Probably the best puzzles I've made.

There is no computer at #7. After Room 6, you are pretty much on your own.

And I thought I fixed the boss skipping thing. Hmmm...


Simply brilliant. You're puzzles are simply amazing and you've used the paintinator in some of the most unique ways. I must say that I am throughly impressed with every single room, but as others have pointed out, 7 and 8 are some of the best puzzles I've seen. I just can't say enough about how creative your use of the paintinator is. Whether it's shooting switches at the right moment, shooting blocks into place, or aligning platforms to ricochet paint. All are simply ingenious.

I also love the detail you've put into the environment. I mean, for the most part it's very simple colors and shapes, but little details like the way the doors look really add to the feeling of being immersed in this laboratory test.

All the changes you've made have been fantastic in my mind. Well done!Thanks, man. If there is one thing I think I do well, it would be my puzzles.

blizzard_cool
02-15-2009, 04:44 PM
**** you NinjaMicWZ & Voltiare!!!!!!
You just couldn't let me be 1. , could you? (I'm 3.)

OK I loved the new version of H.A.T.E !!! I loved everything that you changed!!!! It's really just awesome.
It's actual puzzle solving & a great challenge. I just loved the whole looks of the level & the (now this was seriously just ingenious) mechanisams. Must play!

frizby
02-15-2009, 10:54 PM
I finally played both H.A.T.E. and H.A.T.E. 2 back to back. I really enjoyed the puzzles...some of the best I've seen on LBP, and I think you've really captured the vibe of Portal if not the exact same mechanics. Just as an experiment, I'd like to see you repost a copy of this level as "Little Big Portal" just to see what kind of traffic you get.

Overall, I think I enjoyed the first one a bit more, but 2 didn't lack for brilliant moments. I think the MGS tanks turned me off just a bit, not because I don't like them, but rather because they just felt out of place.

2 also felt a bit short, but that was only after playing the first one, which was positively epic...perhaps the closest I've come to feeling like I just played a full game in a LBP level.

Both 5 starred...both hearted...and hearted you. Amazing work.

Oh...one mixed metaphor...the expression is "served them right" not "deserved them right".

superezekiel
02-15-2009, 11:46 PM
Just got done with a full, solo playthrough (playing with a friend really helped when my lack of understanding set in)

It was fantastic! I think the dialogue could use some work, as the writing tries but doooesn't quite hit the mark I think. But the puzzle designs were great (especially the last few) and the end boss was fun (though I wish you have made your own [at least I'm pretty sure that's the boss from the MGS level pack?])

Pros:
+ Amazing "paintball" teleporter is simple, but genius. The part where it's bouncing off and through those pads was amazing. Great idea!
+ Use of teleporters throughout for the puzzles was just great in general. I know your themes of the HATE series come from Portal but slapped into the LBP universe, and this time you truly nailed it gameplay wise. I loved the first HATE, but HATE 2 feels like what HATE always wanted to be.
+ Use of the paintonator was great as well.
+ Aesthetics were nice.

Cons:
- Needs a little more user friendly direction to help with the puzzles. Just a littttle nudge in the right direction to let people know about the teleporters would really help. I know you don't want to give too much a way, but I think some initial visual cues when first introducing some of the concepts would go a long way in helping people figure out your puzzles.
- Aesthetics were nice, but I felt the blend was a little weird. Something felt off about it, and it had less of a sense of place to me than HATE 1 did. Might be just me, but it's something to think about. (edit: Just figured it out, the people that were in the windows! They added so much for me. If you had space, I'd love to see them back. But you probably don't :P)

Other wise, I loved the level. Very neat concepts, and I even managed to snap and trippy awesome photo at the end of the level! I'll post it up once I find a memory stick duo around here so you can use it in your post.

So, all in all, I had fun, very nice concepts and a unique style that no one has yet to replicate on LBP.

5 stars, Hearted, "Puzzles".

edit: for F4F, if you could try my Stella Deus level (link in my sig. BRING A FRIEND!) and give me some feedback on it that'd be great! :D

Voltiare
02-16-2009, 04:54 AM
I finally played both H.A.T.E. and H.A.T.E. 2 back to back. I really enjoyed the puzzles...some of the best I've seen on LBP, and I think you've really captured the vibe of Portal if not the exact same mechanics. Just as an experiment, I'd like to see you repost a copy of this level as "Little Big Portal" just to see what kind of traffic you get.

Overall, I think I enjoyed the first one a bit more, but 2 didn't lack for brilliant moments. I think the MGS tanks turned me off just a bit, not because I don't like them, but rather because they just felt out of place.

2 also felt a bit short, but that was only after playing the first one, which was positively epic...perhaps the closest I've come to feeling like I just played a full game in a LBP level.

Both 5 starred...both hearted...and hearted you. Amazing work.

Oh...one mixed metaphor...the expression is "served them right" not "deserved them right".Haha, I never tried putting in "Little Big Portal" as there is no portal gun. Since there were no portals, I thought calling it portal would just be wrong. So instead, I tried to capture the essense of Portal and make it my own.

And yeah, it felt short compared to the first. #1 is practically a marathon because there were no turrets. If I took the turrets out of the rooms in H.A.T.E._2, I could build 2-3 more rooms easy.

I'll try to fix that expression. Thanks for the hearts. I love em so and I'm glad that you checked out the first H.A.T.E. too.


Just got done with a full, solo playthrough (playing with a friend really helped when my lack of understanding set in)

It was fantastic! I think the dialogue could use some work, as the writing tries but doooesn't quite hit the mark I think. But the puzzle designs were great (especially the last few) and the end boss was fun (though I wish you have made your own [at least I'm pretty sure that's the boss from the MGS level pack?])

Pros:
+ Amazing "paintball" teleporter is simple, but genius. The part where it's bouncing off and through those pads was amazing. Great idea!
+ Use of teleporters throughout for the puzzles was just great in general. I know your themes of the HATE series come from Portal but slapped into the LBP universe, and this time you truly nailed it gameplay wise. I loved the first HATE, but HATE 2 feels like what HATE always wanted to be.
+ Use of the paintonator was great as well.
+ Aesthetics were nice.

Cons:
- Needs a little more user friendly direction to help with the puzzles. Just a littttle nudge in the right direction to let people know about the teleporters would really help. I know you don't want to give too much a way, but I think some initial visual cues when first introducing some of the concepts would go a long way in helping people figure out your puzzles.
- Aesthetics were nice, but I felt the blend was a little weird. Something felt off about it, and it had less of a sense of place to me than HATE 1 did. Might be just me, but it's something to think about. (edit: Just figured it out, the people that were in the windows! They added so much for me. If you had space, I'd love to see them back. But you probably don't :P)

Other wise, I loved the level. Very neat concepts, and I even managed to snap and trippy awesome photo at the end of the level! I'll post it up once I find a memory stick duo around here so you can use it in your post.

So, all in all, I had fun, very nice concepts and a unique style that no one has yet to replicate on LBP.

5 stars, Hearted, "Puzzles".

edit: for F4F, if you could try my Stella Deus level (link in my sig. BRING A FRIEND!) and give me some feedback on it that'd be great!Nope, the boss was custom, my friend and it took me forever to design and program.

Thanks for all the kind words. As for your suggestions, I guess I'll try to highlight the first teleporter a little more as I know most people will just give up and rate it crap (which somebody already did. GRR.) and tweak the dialogue a bit. The windows won't be able to make it in as my thermometer is full. Plus, having VR scientists looking into a VR program doesn't make much sense.

I'll be sure to check out your level whenever I have the time!

superezekiel
02-16-2009, 06:42 AM
I forgot it was VR :p And looking back, after having had time away from the level, all of my complaints are so minor it's not even funny. I want to take back all of them, ESPECIALLY the one about it not feeling like one place. It really did thinking back to when I did all of the puzzles. My only complaint that remains is a little nudging helping hand for the initial teleports.

And sorry, the boss seemed really familiar. In that case, WOW. Very tight and formulaic in a really, really nice way. Great job with that!

Love the level and I hope you like my level whenever you try it :)

edit: http://img9.imageshack.us/img9/4446/aphotoei8.jpg
gotta love scoreboards :p

Voltiare
02-17-2009, 02:33 PM
http://img9.imageshack.us/img9/4446/aphotoei8.jpg
gotta love scoreboards :pO.o. What happened in the picture? lol

superezekiel
02-17-2009, 03:47 PM
I wanted to take a quick pic of me standing on all the boxes (love that part at the end) and the scoreboard did it's "YOU WIN!!!!" zoom in on my face right when the pic took. I remember doing the exact thing by accident in the beta before. Makes for a mighty neat picture, me thinks.