View Full Version : Left Behind - Part 2 : Underground Complex (Spotlighted, vid included)

02-08-2009, 06:14 PM
Hi fellow creators!

I'm back after weeks of work on my newest level :

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Left Behind - Part 2 : Underground Complex
by JackBurton25

Get closer to the truth about the LBP Project
as you advance through the secret underground lab.

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Since it's a story-based level, you should play the first part before this one.

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02-08-2009, 06:27 PM
I loved the first part of this series.
I am now anxious to play this one.
I will come back later with my comments ;)

02-08-2009, 07:27 PM
I played the first part like you said, and i really liked it :D

Here's my feedback n the 2nd part:

- You notice you've learned from your first level, since the overall quality of this part feels alot higher.

- Minor speech bubble bug - "There's an elevator is on this floor" Kinda.. weird isn't it? i know.. i'm bughunting, sorry if i sound negative

- Another speech bubble bug, bit more serious now.. When you continue upwards, to open the door to the elevator, there are 3 speech bubbles in a row... The second one only says "....." so you probably used a "curse-word" and yeah, sometimes innocent words get censored...

- I had to find a way out of this room... Took me quite a while, nice one there :)

- So many visual details :O examples: The books in the bookcase, and the weapons behind glass.. Extremely nice :D

- The robot i had to "fight" had a visible emitter... pretty sure it was unintended. The part after you used eJammer to allign 2 cogs, to open the door

- Then again, after seeing the robot a few more times.. You either copied the "ugly" robot, or you intended the emitter to be visible. But i highly doubt it.

- After releasing the red key, i accidentally closed it.. Crushing the key. Not sure if it's fixable, but it scared the hell out of me since i didn't want to stop.

PLEASE make sure you put the mag key on the sponge, because im sure you put it on the light, and i destroyed it.. since i am that evil.

- Sigh, restarted the entire level, and played it again.. :( made me sad though.

- Woohoo, it worked now.. going on...

- Wow... amazing boss fight, one of the best out there.

Overall: AMAZING! The best level i have ever played... You've beaten Yggdrasil in looks, and Solidplace in gameplay, and i declare this level my all-time favourite! I love you.

(Since it's a F4F thread, please feedback my level Hard Simplicity - http://www.lbpcentral.com/forums/showthread.php?t=8525)

02-08-2009, 07:39 PM
"More info on the subject #. It seems he was infected..." - the word baloon after that is censored for some reason.

Other than that... this level is perfect. The design, details (like the gun case and CDC suits), mood, scale, lighting, puzzles, mechanics, and effects are all perfect. The electrical energy was my favorite thing... the decontamination entrance was great, the folding stairs and doors were precision is motion, the flipping sections and the awesome multi-stage boss was really well done. I'm doing something like this for TheGide's MGS level with a 3 plane design, so I was really surprised to see something that's mechanically and sequentially complex as a boss.

I like your reward system too. I also like how you position your point bubbles in ways that combo strings can be strategically achieved. Nobody really does that.

No critiques at all. A fantastic level.

02-08-2009, 08:25 PM
Wow! Thanks for the comments! After spending 50+ hours creating this level, this is really appreciated.

- I fixed the speech bubble. The censored word was "happened"...weird! Now it's "happ3ned", just like comput3r.
- The visible emitters are now hidden.

I will look for a way to prevent the red key from breaking.

Thanks again!!


02-09-2009, 12:22 AM
Loved the first one...will play tonight after dinner. I'm constructing a Pad Thai level. ;)

02-09-2009, 02:06 AM
Playing right now, will comment as I go along.

I love logo's and it seems like you do too. Really well done and it sets the tone for the level perfectly, I already know I am in for something special.

Great use of lighting, the way you synced the flashing LEDs looks amazing. Custom lettering, got to love it.

Small typo "This secret lab is the only up". You might want to add the word "way" before "up" :) Nice spinning chamber. I love the details on the computers and bookshelf in the next room. Gun cabinet is cool.

Another typo "There is an elevator is on this floor".

Really love this hazard room with the spinning blades. Not really difficult but visually it is completely original and I really appreciate that. This also applies to your piston staircase, very cool.

Well this took a couple of minues to figure out lol. The way you constructed these rooms with the hidden areas is masterful. Clearly a lot of thought went into the design of this level.

Wow. The way you concealed this hidden lab is brilliant. I was running around for 5 minutes trying to figure out how to proceed and as I was coming down the stairs something caught my eye. Very subtle and very well done. The next room is well constructed. Your lightning in the next room looks incredible.

I really like the design of your gun-toting robot. It reminds me of an old movie but I just can't remember the title. Really nice use of the different planes here as the player ascends the lab.

Are you kidding me!? The key broke and I am kind of ******... restart.

OK, back to the key part and I am extra careful. Power generator is perfectly constructed and the spiinig fan is such a great detail. The pattern you painted on the wall of the elevator ride is very unique and adds further visual punch to what is already a very aesthetically impressive level.

Boss design is out of control. I LOVE the way you used lighting to indicate changing weak points, wow. Only complaint is that there was not much of a challenge but it is not a big deal.

I found all the extra points (great idea btw) and I really like this exit logo. Something else I would like to mention is your checkpoints. Often times when I leave feedback I suggest people color their checkpoints. You clearly took it a step further and built a whole design around them, well done. I have said it many a time: it is all in the details.

My only suggestion is to fix the key issue ASAP as it coulds result in someone giving you a lower rating if they get stuck.

Really incredible work once again. 5 stars and hearted and I look forward to the continuation of the story. Please check out my new lvl 218 and let me know what you think. As a fellow story-teller I think you will be able to appreciate the work that went into my writing :)

02-09-2009, 05:58 AM
- I fixed the red key bug. Now it's a one way switch, you can't destroy it by reversing the switch.

Ock and ThommyTheThird : I'll comment your levels tomorrow. :)

Thanks again for the feedback!

02-09-2009, 12:30 PM
I tried twice and couldn't get past the last boss...will try again today and comment when I get through. I will say that to that point, the level is brilliant.

In the meantime, I have two suggestions for cameras.

In the area with the ramps/robots, on the top floor, I know you had to swing the camera left to see the robot that's shooting at you, but I think it might be swung a bit too far. The camera angle makes it hard to tell which layer you are in.

At the entry to the (i assume) final boss, there's a blind jump onto those platforms. It would be better if the camera swung a few steps before you enter the chamber...and for that matter, it would be nice if that entry were just a bit taller.

02-09-2009, 12:37 PM
I really like this level it is awesome. I'm glad that I was the first to play it..... To bad we didn't make it to the end because of the lag :(
Well when I get the time to play it once more I will give you the full feedback!

02-10-2009, 01:17 AM
I suck at this level apparently. I'm clearly doing something wrong on that last boss, but I have no idea what it is. Shooting at his feet at the end is a complete pain...and of course, it doesn't help that I'm colorblind and can't tell which target I'm supposed to be hitting.


Guess I'll never finish this one.

02-10-2009, 02:11 AM
Thanks for your feedback Frizby.

Do you think the boss is too hard? Ock think it's a bit easy...

To beat him, if you don't see the red lights, when you hear a sound, it means you have to shoot another target. The last target is harder to get since you have to go near him to hit the brain in the right angle, but it's a one shot!

I will wait for more comments and adjust this part if people think it's too hard.

02-10-2009, 04:38 AM
I gave it another go and made it through...this time with my fiance telling me where to shoot because she could see the red. I don't know how concerned you are about colorblind folk, but yellow or blue would be much easier to see.

Overall, an amazing level...just as I thought the first one was. Just take a look at the camera I mentioned before, and one other suggestion: on the boss, consider taking the lower platform all the way back to the wall. I'm sure you calculated the length to avoid cheap paintgun shots, but I died a few times just because I missed the back edge of the platform (not a problem in and of itself, but if you can't SEE the platform...)

As an aside, my fiance says "How did he do that without it overheating?!"

I wanted to tell her to zip it. ;)

02-10-2009, 05:54 AM
Played this level a few times today. Once by myself and then twice more when I went through with friends.

All I can say is that it's amazing. From the interesting little tugs from the narrative to the overall level design, it was great.

And I hit the cap in my current level yet don't have near the amount of stuff you have in yours, so you did some witch voodoo there :P But, everything I have to say has already been said. Fantastic level, and probably one of the best I've ever played.

02-11-2009, 02:55 PM
frizby : Thanks for taking the time to finish the level. Greatly appreciated. I will see what I can do to adjust the lower platform for the boss.

superezekiel : Thanks for the comments! I don't use lots of materials...I think it helps a lot. Also, most of the objects in the level don't have a lot of corners. I always work with the grid.


02-11-2009, 06:39 PM
Hey, i've just finished a play through, and am typing this from memory. This is a good level, however I prefered the first.

+ It looks excellent, lighting is really moody and sets the scene well.
+ The architecture is amazing, all the use of three planes as detail etc looks great
+ The little touches like the books, guns and chemical suits.
+ Like the hidden sidequest, and the update at the end. I've seen this used someplace else ;-)
+ The mechanics were brilliant, the way everything moved and changed (your platforms and unfolding stairs etc).
+ Story and narrative again was very good.
+ Excellent boss.

- The enemies were easy to beat
- To many find the secret way out sections
- I like a few more puzzles.
- I prefered the first part

The level looks brilliant and plays really well. I actually prefered the first level but this one was still top notch, the enemies were a little easy though. I prefer puzzle levels than all out paintinator but still enjoyed this.

Hurry along with part 3 :)

**** and "beautiful" tag left, and hearted to.

02-12-2009, 05:53 PM
I thoroughly enjoyed this level and beyond a few nuisances I think that it is as good as it can be. Bring on the next level already. This level entirely takes place in this bunker/facility and as such seems a different tone than the previous level. There is some great attention to detail and I loved the bookshelf filled with books, though I keep jumping inside a shelf whenever I try to jump on top. -grrr-

The entry portion of the level is a great introduction to everything that follows but I died way too many times on the laser security eyes and had to restart the level a few times before I figured out the trick. (The entry introduction is very good but after the third or fourth time I went through it I was gritting my teeth.) The problem with the first laser eye was that it looked like I could run underneath it as it moves right and then jump back a layer into the gun display case. The glass used made it look like it was an open area and I tried many times trying to jump in there.

After I worked the trick out it was smooth sailing from there, though I feel a bit silly for not catching on earlier. The level is a large level with different areas being different enough that is did feel like separate sections of a facility. The architecture and set design reminded me more of Metal Gear than it did in the first level but Iím happy with that. (Hidden base in Alaska? Shadow Moses anyone?)

The straight lines and angles on everything gives it a professional, futuristic feeling and appeals to me and I love your clean acting and looking machines, doors, flip-out platforms and so on. Very slick.

I did do a bit of wandering around and backtracking looking for various computer servers and this does help extend the play time of a level without increasing the size. This can really be abused in video games and this level didnít quite get that far I think.

Your presentation of the level, the hidden passageways and panels hiding and revealing sections is very sophisticated and well done. The challenge of the level was a good mix of exploration, search and recover missions and shooting robots though I think there wasnít too much threat from the security bots as you can usually take them out with much fuss.

The final boss was also a very good design, very good use of lighting for feedback but the vulnerable areas were very small in some sections with the tail section being the biggest thing I saw. The boss wasnít too hard though, there are tense parts with the plasma balls but there seems to be a sweet spot on the lower platform where most of the balls donít seem to directly pass through. It is a good challenge that is doable without needing to die needlessly to do so.

The bonus point section is a good use to incentivize doing the extra work in the level to get a higher score. As I mentioned in your other review there do seem to be a typo or two or just some strange syntax in some of the pop-up messages. (Again you say, Ďhearthí instead of Ďheartí.) The pop-up messages are farther apart now and seem to be a better pacing of interruption for the story and gameplay.

The story itself is interesting and Iím looking forward to see which angle you end up following. The premise you have gone through so far is reminiscent of an episode of a Japanese twilight zone type program Iíve seen before and Iím curious to see how much they follow each other.

Good work, a very clean and professional presentation that is definitely worth a lot of attention.

02-17-2009, 04:31 PM
Hey Jack! Thankyou for your helpful comments concerning Electronomicon DELTA - if you play it again you'll see that I've fixed the issues already! How's that for fast work!

I might as well begin by saying that the only 'con' that I found was the odd spelling mistake - well done for an absorbing and inventive story, great fun to play.

The first part was well designed with quirky humour and nice details. It's difficult to move on to a discussion of part 2 without making it sound as though I'm criticising part 1, but I'm not, I don't think you should change it. Nevertheless part 2 is a phenomenal progression from the first part. The polish is much more evident - some of the areas are stunning and the machines and bots - including the big boss are of professional standard. The level has a real sense of exploration about it, and at no point felt like just trudging around corridors aimlessly. The secondary objective was great and the look of the whole level is spot on.

I have to single out the radiation suits and the gun cabinet as examples of attention to detail. They made me laugh. Very good, and I look forward to your next effort.

I gave top marks to both levels and hearted you as a creator. Nice job.

02-17-2009, 06:40 PM
Just finished both parts of this series and throughly enjoyed them both. I really appreciate the world you've created and the attention to detail that you've applied to it. Usually, I'm not a big fan of the tight corridors and rooms as I find it difficult to run and jump, but I was never bothered by that here. Everything was designed very well to prevent getting stuck on other layers, objects, etc.

- Visuals: Extremely detailed environment (decontamination suits, stasis tubes, etc) really pulls you into the story.
- Puzzle solving: Very inventive puzzles. The hidden lab and paintinator door mechanisms come to mind.
- Story: This is another aspect I'm never that big on, but you sucked me in with your well told tale. I'm curious as to what will happen next.
- Bonus Objectives: Destroying the 5 servers was a nice addition.
- Boss: I felt the boss was well designed, with a nice progression from weak point to weak point. I did fine him a bit easy, but I personally like that.

- I can't really think of anything really. I really enjoyed it as is.

Great level! I look forward to the next entry in the series!

02-18-2009, 12:33 AM
hey man i just played part 1 and 2 of ur levels, both amazing and 5 stars but heres a bit of crows nd prawns for ya :P

+verydetailed environments ( wow )
+good story
+ reminds me of deus ex for ps2, which is a good thing :)

-always have double life checkpoints i feel, noone wants to fail halfway through an awesome level
-an extra checkpoint for the boss please as when playing multiplayer ( witht he lag ) its so much easier to die :(
-the part where it ays find the entrance on the second floor staircase wasnt very clear, i went the right way out of pure luck, itll b cool if it was clearer where 2 go here

again both 5 stars, good job! :p

02-18-2009, 05:03 AM
frizby : Thanks for taking the time to finish the level. Greatly appreciated. I will see what I can do to adjust the lower platform for the boss.

superezekiel : Thanks for the comments! I don't use lots of materials...I think it helps a lot. Also, most of the objects in the level don't have a lot of corners. I always work with the grid.


I'm actually working on trying to keep my stuff together more now because of this post.

And I have a level up for F4F if you're interested. It's in my sig and I've only gotten one post of feedback, so anymore help would be great :)

02-20-2009, 01:14 PM
Thanks all for the comments. I will try to fix those issues when I have more time.

I have really good feedback in general, but some people don't seem to read speech bubbles and don't know where to search. I think that's why this **** "frustating" tag is haunting my level...

"Tricky" is good. "Frustating" is the worst tag ever... when searching for random levels, if I see "frustating", I often choose another level.

If you play this level, please put any other tag than "beautiful" or "brillant" just to replace this tag... thanks!

02-23-2009, 03:01 PM
I'm playing this level now, but didn't finish yet, because I haven't beat the boss. He's really hard haha Today will be my third try to beat him (but now I will kill him :D)

I liked more this part than the first. The visuals is even better, wow. Loved the pc's, machines, cameras, etc! This one has more "tech" feelingh hehe

The gameplay mechanic is the same, but now is more challenging, with some trick (and creatives) obstacles and more paintinator courses. Lots of small and cool puzzles too.

The story is going to a really interesting direction. I'm really curious to know what will happens in the next episodes hehe

02-23-2009, 03:30 PM
I really enjoyed this level. It has great visuals and awesome gameplay. The amount of detail you put into this level is really awe inspiring (the different rooms, the gun case, the test tubes, and just everything else). I actually got lost while looking for a way to turn the power on for the elevator, but since I got to experience all the details again, it didn't bug me too much.

The robot enemies look good, but they're too easy. Make them have more health and possibly make them attack faster. The boss wasn't hard (dodging attacks), it was just hitting his weak points that was.

Keep up the good work. 5 stars/hearted

02-23-2009, 03:40 PM
Hey, just wanted to throw a quick comment on here and say I REALLY enjoyed these levels. I haven't been giving as much feedback the last few weeks from being tied up with playing tons of levels for the spotlight - but I played these about a week ago and truly enjoyed them. The boss at the end of 2 was especially brilliant - with many bosses I've run across lately it was easy to just stand back and fire with the paintinator - but the way you designed this area was great. Really made you work for it!

Nice job!

02-23-2009, 04:00 PM
I'm playing this level now, but didn't finish yet, because I haven't beat the boss. He's really hard haha Today will be my third try to beat him (but now I will kill him :D)

Here's the trick :
When there's too much bullets, just jump on the little platform behind to the left near the wall. This is a safe spot that most bullets will not reach. Now you just have to aim for the red lights.


It's really hard to do a balanced level when you are going in a different direction than platforming. Most people EXPECT platforming when starting a level in this game, and many of them don't read a single speech bubble... But I'm pleased that almost everyone here like it, you are my target audience!

CCubbage & RickTheRipper, I'll try your levels tonight!


03-11-2009, 01:51 PM
Added a video, thanks to Vanemiera!


03-13-2009, 03:43 PM
Hey Jack, I did get a chance to play part 2.

The level really integrates well with level 1. Visually, its a seamless transfer. Immediately I was dazzled by the decompression chamber and the following weapons cabinet. What I really like about the series so far is how architecturally sound the design is. Every room has a point and looks like i should be there.

Remember what I mentioned about the speed sensors on the checkpoint lights in part 1? Well, I was a bit disappointed you didn't do that to all the checkpoints in level 2, but no biggie. I liked the subquest where you have to destroy the servers as well.

The gameplay on this one is good. Really liked what you did with the turrets/red key area. The fact that you do some behind-layers stuff is neat, and even the mechanism by which the red key is released is pretty cool because here you've used gravity to make it work. This sort of ingenuity is vastly underrepresented in most peoples LBP mechanics.

Your red deadly laser caught me on my first pass. Despite using these in my own levels, I was caught unaware that it was deadly. Perhaps a warning speech bubble, or some stickers to hint you shouldn't try to run right through it.

I ran into a small hiccup in the first area where you have to take the paintgun up to the 2nd floor stairs. As I was trying to jump on the stairs I hit the wall switch with my head, and had to pull them down again, which meant I had to ditch my paintgun and do it all over. A bit annoying.

The shooting-the-gears puzzle was great. I love physics puzzles that require the paintinator!

Anyways, I'm a bit hazy on everything in the level, since its been a couple days since I played it... so I'll jump to the boss sequence.

My overall impression on the boss is that it's very well done. Challenging, but not unfair. I liked how many different targets you managed to hide in compartments. Now, a few things worth noting. First is that your targets aren't very visible. You've hidden the paint switches IIRC, so it takes the eye a while to pick out where the next target is. (This is why my targets are brightly colored with VR material on Metal Gear Zero). Making them stand out would make this fight a bit more friendly. Secondly, the boss room is your worst enemy, not the boss itself. I died more trying to get back to the boss that I did from the boss itself. That little flap on the ceiling caused me to miss my jump a couple times, and a few other times, I died from plasma balls that hit me while I was jumping back to the boss platform. It's frustrating when you can't even gear near the boss to start attacking it. I should note that I didn't pass the boss either. I got to what I think was his last stage when my lives ran out. He only killed me maybe 3 times, the rest were from falling to the electrified floor or getting nailed by a plasma coming back from the checkpoint.

Still, it's very good. My critique doesn't change that. But, these are things to consider should you wish to improve this even further.

Overall, a very enjoyable 5-star experience. Of both levels, I think I still like part 1 the best. It felt a bit more polished, and definitely has more mood to it.

03-14-2009, 10:08 AM
Video looks great, playing through the series now.

I'm living it so far, but the camera is a constant anoyance (I'm playing the first right now).

5 stars and hearted the first level. Brilliant, very nice design, great job, onto the second. I can imagine if MM looked at this level they would be smirking about the story. Very nice indeed. Like a mix of mission impossible and portal.

Feedback for Part two:

I think for my next project, after my current series (a couple months from now) I'll do some kind of industrial themed level like this. The theme is great, as the simple materials and sharp corners make it thermo friendly. My current project is eating up the thermo. A level about 1/5 times as long as your second will most likely take 3 levels!

+Brilliant lighting off the bat, sets a very good mood.
+nice music
+detailed custom content used as decoration
+custom text
+even more custom decoration, very sexy
+nice decoration of checkpoints
+I never noticed the change in music, great job
+seamless interconection between areas, great flow
+great way to get people to explore, witht he server mission

-maybe want to change the speech bubble? I know you wrote **** but some idiot might report it
-A wee bit too much handholding --- In part three maybe "The comms are down, communication will be limited" would be nice. Atm its "go up then right, do the hokey pokey and turn around"
-red door sticks out a bit. How about pale blue?
-Uh-oh! The parts that come down over the spikes? Well one of them didn't come down, instant reset.
-a double checkpoint infront of the forementioned sections that come down over the spikes? Cause it can be quite difficult jumping as your head hits the roof.

GAMEOVER!!! Nice boss though! :)

5/5 and hearted