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dawesbr
02-18-2009, 02:09 PM
dawesbr here, throwing my helping hand into the mix to review your creations. I will review ANY level, so long as it's playable for 1 player, and will include feedback on many areas including visual, complexity, playability, enjoyability, inventiveness, and more. I can post the review in this topic, or in a thread that has been made for your level.

Just one requirement; Use this form, and post it here. I'll review it ASAP:

Level Name: [Name here]
PSN ID: [PSN here]
Description: [Description here]
Thread: [Optional - if you have a thread that you want the review posted in, put the link here]

Completed reviews - Now in order of Score!
---graygoose--- Metal Gear Karas (http://www.lbpcentral.com/forums/showpost.php?p=150608&postcount=13)
---Miglioshin--- Miglioshin's Fantasy Adventure Pts 1&2 (http://www.lbpcentral.com/forums/showthread.php?p=149953&postcount=7)
---misterwonderloo---WONDERLOO PARKOUR MADNESS (http://www.lbpcentral.com/forums/showthread.php?p=149953&postcount=13)
---dkjestrup--- The forgotten relics of the sack (http://www.lbpcentral.com/forums/showpost.php?p=151085)
---ThommyTheThird--- Hard Simplicity (http://www.lbpcentral.com/forums/showthread.php?p=149885#post149885)
---Hamsalad--- !!ZoMbIe OnSlAuGhT!! (http://www.lbpcentral.com/forums/showpost.php?p=151064&postcount=27)
---LuckyShot--- The Rocket Trilogy (http://www.lbpcentral.com/forums/showthread.php?p=149953&postcount=17)
---Hamsalad--- ZoMg ZoMbiEz! (http://www.lbpcentral.com/forums/showpost.php?p=150930&postcount=41)
---deboerdave--- The Mad House (http://www.lbpcentral.com/forums/showthread.php?p=149953&postcount=15)
---Coxy224--- Swamp Rollers (http://www.lbpcentral.com/forums/showthread.php?p=149953&postcount=6)

Queue
---brnxblze--- Mission 1: The Bank Robbery
---Walter-Kovacs--- Which way is up? & Keep up!

The queue is closed for now while I build on LBP and deal with school work. Sorry! PS - Don't worry those on the queue, will be done.

ThommyTheThird
02-18-2009, 05:57 PM
Alright, i see you're bored :D This will keep you busy.

Level Name: Hard Simplicity (Version 1.7)
PSN ID: ThommyTheThird
Description: This level is all about secrets, and it will keep you busy finding them.
Thread: http://www.lbpcentral.com/forums/showthread.php?t=8525

dawesbr
02-18-2009, 08:18 PM
Your review is served, hot and fresh:

http://www.lbpcentral.com/forums/showthread.php?p=149885#post149885

Coxy224
02-18-2009, 08:43 PM
Level Name: Swamp Rollers
PSN ID: Coxy224
Description: A quick little survival challenge. Jump onto a roller and then see how long you can survive.
Thread: No - sorry :(

Miglioshin
02-18-2009, 08:48 PM
Level Name: Miglioshin's Fantasy Adventure ch.1 & ch.2
PSN ID: Miglioshin
Description: A classic adventure of knights and swords.
Sackboy is summoned into another dimension to slay a cruel demon...

dawesbr
02-18-2009, 09:01 PM
Coxy224 - Swamp Rollers

I love survival challenges (and have made one myself featured on the Mm page), whether the more grandiose and complex, or, as this one is, the simple. The visual opening is great - love the trees and so on, but, as the person in the comments said, make the first jump easier. There are several other points that are needed to really improve this level -

1. Add more events - e.g., one of the balls has a stream of plasma balls shoot on it, meaning it must be avoided, and so forth (see "event sequencers" in the Mm Survival Challenges video)

2. Change the points - Maybe have them move across, a la Meerkat Bounce in the story mode, meaning the player has to jump from wheel to wheel, adding more fun to the mix. Right now, there are just too few - you need more to separate the scoreboard.

3. Shorten the distance between wheels. Right now, they're too far apart.

4. Increase the intensity of the music. I'm sure the track you use has an awesome guitar bit that could really build up tension.

5. Make the rollers circular, not slightly oval.

Most of these points entail some sort of different feature, which is the thing most lacking - originality. Right now it's just another jump on the rollers game. Apart from these points, this survival challenge is a good base - not worthy of 4 stars quite yet, but with some modification it could easily make that level. And it most definitely doesn't deserve the "lousy" tag.

+Nice setting
+Increases in speed
+Challenging

-Inventiveness
-Point separation
-Hazards.

dawesbr
02-18-2009, 10:04 PM
Miglioshin - Fantasy Adventure

Pt. 1

As soon as I spawned and walked a few metres, I knew that this was going to be a good level. The silhouhette style works beautifully when coupled with the stained glass, and the atmosphere is really built up with sounds of the wind and rain. The lightning is absolutely incredible, and the background is beautiful. The dreaded jump left to right and grab swing on the roof is a frustration, but doesn't stop this from being a beautiful level.

The "heavy" swinging materials need to have some sort of death if you fall off, and same when you go above them, else you have to restart the whole thing. Other than that, this is a solid, beautiful level with few complaints, if it is a bit short.

Pt. 2

This is really getting good now. Once again, beautiful sights and sounds create an intense atmosphere, and, thankfully, the level gets a little more dangerous. The giant bird's speech when you arrive in the clouds could not be read (it disappeared), but apart from that, a wonderful opening. The challenge of equilibrium was fun, I loved the sound they made, however, the one problem was working my way to the very top only to fall - maybe a smaller checkpoint at each side instead of one big one?

The test of quickness was pretty, but relatively easy, and the test of focus seemed a bit out of place, even though it was good fun and very nice to look at. It would be better if the gas were a little shorter at each end. The bell was a lovely touch at the end of this section.

Based of the length of part 1, I was expecting this to be the end, but was pleasantly surprised when I found out there was more. The red crystal was easy, and I found that the retracting staircase could be exploited, if you grab the stair you're on just before they retract - you don't have to restart. Green, again, was easy, but I loved the tower. The fire swings on the way to yellow/blue were EXTREMELY frustrating - used up 3 checkpoints to get past them 3 times. They get all out of sync and it gets exceedingly annoying. The magic lift was a great contraption, however it could jar along the floor sometimes. The main complaint about the lift is the respawn - If you fall off, you have to wait up to 3 minutes for it to respawn!

It took me a while to work out that I had to bring the crystals to the wolf - from his instructions it sounded like I just had to find them! After, the crystals I didn't find any other problems with the level!

Both parts are most defnitely 5-star! Top work!

+Beautiful
+Charismatic
+Use of sound
+Challenging
+Varied

-The dreaded left-right jump!
-The even more feared roof-grab-swing!
-Timings (lift/fire swings)

PS (- it's not complete yet!)

deboerdave
02-19-2009, 04:42 PM
hi i have a survival challenge that you could check out.

level: The Mad House
psn deboerdave

the difficulty progress as time goes of course. if you want to see all the progressions but keep dieing there are some safe zone where u can just stand but you cant get anypoints. the set up is you have to do things to generate points and then collect them

misterwonderloo
02-19-2009, 04:59 PM
i've got a new one that don't have a thread yet.... i would like to it reviewed......

level: WONDERLOO PARKOUR MADNESS
psn: misterwonderloo

i've got 2 versions of this level published... the easy version with normal dispersed checkpoints prepared for multyplayer action and another version hyper realistic one player, one life challenge.... i'll challenge you to reach the end of this last one ;)

graygoose
02-19-2009, 06:58 PM
Hello please try my best level so far

Level Title : Metal Gear Karas
PSN : graygoose
Simple Description :the level is meant to be played like a real Metal Gear Solid game so theres gonna be stealth and action, also it wont be a metal gear solid without a metal gear in it, and there's one waiting for you in the end.
thread : http://www.lbpcentral.com/forums/showthread.php?t=8909

dawesbr
02-19-2009, 06:59 PM
Right, I've played the first two with a mate but he died to easily so I haven't seen the full level. I'll play through them all now.

LuckyShot
02-19-2009, 08:31 PM
So yeah I dumped about 300 hours into this trilogy, and I don't have much time to be on forums and such promoting my levels since I'm in the military and they don't like to let me have any free time. So I am hoping if my levels are any good, eventually a lot of people will play them, so I don't feel like all those hours have been wasted... If you don't do multiple levels, just review the last one. Thanks a lot in either case.

Level Name: Mr Rocket and His Army of Bobs < Level Name: Mrs Rocket's Robot Factory
Level Name: Kid Rocket's Revenge <
thread:
http://www.lbpcentral.com/forums/sho...662#post149662

All the levels are located in Australia.
PSN and Forum name: LuckyShot

Story: A young couple have a baby early in their marriage, but the mom is paralized during labor. The father buries himself in his job as a rocket scientist - making rocket powered robots, and the family grows apart. After years of being overly medicated the mom slips the family some of her therapy psych-medication, and thus an entire family of rocket scientists with an army of robots goes crazy and tries to take over the world. Of course, there is always a hero - made out of sack material - who will try to stop them (that's you)

dawesbr
02-19-2009, 09:03 PM
---Misterwonderloo--- WONDERLOO PARKOUR MADNESS

Judging from the name I was expecting this to bealong the lines of the many Mirror's Edge levels that are released on LBP - standard running, jump over block, jump and grab, then run some more. I was therefore pleasantly surprised when I came to play through this level. While it had a bit of a strange intro (NB - jumping off of the lifts mid-air can both cause you to stick in the gaps in the wall (bad for 2-player) and also allow you to grab the light switches on the ceiling, which defeats the jumping bit below), it was soon into a good flow of interesting sections and motifs.

The girder section, while similar to that of the Metropolis levels, was none the less fun, and was good to try and race through. The small holes in the girders do cause some annoyance when you get stuck in them, however. The flip-downable bridge was a surprise as I only noticed the switch on the third playthrough (NB - The bridge can break the point on the second pedestal - not a game-breaking bug, but it sounds a bit ugly when it breaks). The fact that this area is mainly multi-pathed is great, and the way that taking the upper course, which is harder to stay on, leads you to a quicker time is a great addition.

Other parts that need special mentions are:

The rolling wheels, while fun, have several problems. You can jump out the front and fall to the floow of the map, a ball on the layer behind will sometimes draw you onto it via forced level-changing, and occasionally, you will get squashed by the ball itself.

The two moving pillars (one with spinning arms, one with balls) are a nice design, however once (frustratingly on the hard mode), I was randomly squashed while holding the spinning arm.

The stomping pillars are cool, however they are EXTREMELY difficult. The first two are not that hard, but the sequenced ones are almost impossible until several lives have been lost.

The rest of the level was fun and challenging, but the two main fatures of this level that make it really a 5-star stage, are the detail and the replayability. By using simple materials effectively, and choosing perfect lighting, this level has a great atmosphere that makes it great to play. This, coupled with the fact that it was so addictive it got me playing again and again when I had other reviews to do, just so I could get one more point, makes me arrive at the following conclusion. The easy mode is easily a 5-star. Beautiful design, fun gameplay, and outrageous addictiveness make this a must-play. However, I have to rate hard mode as a 4-star. It's just TOO hard (especially the aforementioned pillars)

+Beautiful
+Fun
+Addictive
+Simple

-Can get too difficult
-A few tweaks needed to fix some problems.

Hamsalad
02-19-2009, 09:12 PM
I appreciate this thread you have. you rock!

Level Name: [Zomg Zombiez!]
PSN ID: [Ham_Salad](it will be best to search that)
Description: [A Zombie adventure level that is varied, going from a police station to graveyard into a mausoleum and then into a laboratory!]
Thread: [Thread is in my link for it.]

Also if you have time and you get bored or want to do more and no one else is in queue. You can do my Survival Challenge!

Level Name: Zombie Onslaught
PSN : Ham_Salad
Description:Survival Challenge where you are held up in a barn agaisnt an endless army of zombies that progressively come out faster while it changes from day to night.
Thread: In sig

dawesbr
02-19-2009, 09:15 PM
-deboerdave- The Mad House

The Mad House is pretty mad, there's no doubt about that. The simple opening and presentation of the rules set the scene - a mish-mash of ordered chaos, leading to a mad dash to grab random bits of floor in order to collect glowing balls. The opening was nice, as I've already mentioned, however I do not like the way the challenge starts. It is all to easy to be absentmindedly holding R1 as you fall, grab the floor, and have to restart. A shame, really, as the level itself is quite good.

It can get difficult just jumping to reach the different switches, but difficult means challenging, which is what this is - a challenge. The first few times I completely mis-judged the jumps, but after a while I got the hang of it, and enjoyed the simple mechanic (which I am surprised I haven't seen before!). After about 7 tries, I finally made the big number 7, and was extremely annoyed when I jumped off of the switch at the top, only to be killed by the eye that spawns. There was NO warning it would kill me, and my elation that I'd made it to the top was short-lived.

This problem occured at other times, such as the blue-yellow star that appears. I thought it would just knock me, so I allowed it to hit me as I was falling, and about to grab the right hand, swinging switch.

The ending was...well...mad, and I did accidentally spend a while getting buffeted about without any progress downward, and once was boxing-glove-punched into the gas on the left, which I thought was ugly and unnecessary- maybe slide something over this?

Other than those points though, this was a fun and challenging Survival Challenge, a good, solid 4-star

+Fun
+Challenging
+New
+Addictive

-Don't know what'll kill you
-Entrance into main area can be bad.
-Glove-knocking problem

EDIT: Acknowledged, Ham and Lucky, will get right onto them soon

dawesbr
02-19-2009, 11:12 PM
Well, I'm spoilering LuckyShot's because it's over 1000 words (it's three levels):

Your link's broken. Here's the review:

---LuckyShot--- The Rocket Trilogy

Pt 1.

All the best things come in threes, or so they say. I was pleased to see a project such as this - series of levels have always appealed to me. So I set off on my adventure hopeful for a good story complete with good levels.

Well, straight away, check the first box. If you choose, as I did, to see the story, your greeted with a scene-by-scene rendition of the story thus far, complete with magic-mouth narration. While not exactly cliched, the intro is a bit...odd. Anyway, box two - the levels.

The first level had a bit of a hazy opening. The moving boxes were quite annoying, not knowing which to move to and when, and it got quite hectic. The enemies, as well, got in the way sometimes and became quite a pain. Getting out of the last box was also very difficult - this definitely needs a fix.

The tried-and-tested chucking spinners are here, and there are no complaints, except maybe to remove the first small one, as it is not needed. All bases are covered here with glass walls to stop you from going where you shouldn't.

The dropping boxes bit was simple and easy, but the last block fell off-centre. Nothing much else to say about this bit.

The rocket ride up wasn't pretty.I got squashed in the corner of glass (not dead squashed, but pushed), and it looked pretty bad, but I'm sure a few changes can be made to make it a) SLOWER and b) SMOOTHER

The boss fight itself was quite complicated. I had absolutely NO idea what to do at first, and started firing the rockets at the guy, which did nothing. Then I notcied the brains on the floor, got those, and was left with one simple conclusion - there are other brains on his back. Unfortunately, when shooting Mr Rocket, I had hit the spinners that allow you to get back on his back. Luckily for me, there was a small chunk left, but otherwise it would have been totally obliterated and made impossible.

All in all, with a slightly unpolished and basic look and a buggy boss-fight, but with a few fun-to-play sections, part 1 gets 3-stars

+It has a boss fight
+Fun to play

-Buggy
-Complex

Pt 2.

Having finished off the father, it's now time to take on the wife! The intro was nice, I liked the road on the ground, but please don't use the sackboy shape for people! The spinning things are a good fallback here, but when they switched positions I went with my instincts and held onto the first one, killing me in the gas - move it out a bit further.

Mrs. Rocket's speech bubbles went away before I could read them, as did the robot's before I could kill him. The gap in the floor on the indiana-jones-rock-fall-run filled with gas I presumed to be a safe-house from the spikes, and jumped in, on my last life, forcing me to restart! Other than that, I liked this section.

The next spike bit seemed a bit easy, but was quite fun to play. The introduction to Bob II was odd. I killed the first one, and killing him sent me back a layer, so I obviously decided to continue right, and ran into the gas. I accidentally set off the box which revealed the second...and Mrs. Pocket introduced him as if he were the first!

The giant sumo guy got annoying, because runnning straight onto the platform in front of him caused a forced layer-jump into the electric. I had to go really slowly. But other than that, it was a nice, well built enemy.

The falling, alternating electric-polystyrene blocks got quite annoying, because they were very hard to jump onto, and in the next section, I could barely see what I was doing at all behind the grill! (The rotating blocks)

The zero-g bit was quite annoying because I couldn't jump into the circular room, it was too high! Plus, I don't really get the "zero g" bit. And one last point - you can drop forward a layer out of the 90-degree grab-switch area with the respawn in and fall all the way back down.

The next parts seemed fine, until the boss fight. It was great fun, but the enemies that spawned got a little stuck. The fourth level bit was a bit easy, it needs to be a little more varied, but it was fun overall.

Part 2 gets 4 stars

+More fun
+More story
+Boss fight!
+Better visuals

-Still a bit buggy
-Hard to see in places
-Visuals still aren't where they could be (see part 3 ;))

Pt 3

The third level, the final in the trilogy. This revisits the launch site from part 1, and I can't help but notice it's a little different from before, but that doesn't matter. The first section was good, except for two things - plasma balls that appear on spotting you escape the area after the doors go up, sometimes killing you when you spawn (NB, the colours are nice but the lights cause a bit of lag (on the doors), and, for the second spotlight, is very hard to find the way around.

The slider-jumper bit was also very nice, and an improvement on the rotating balls of the first two parts.

The next part was again good, but was hampered by the infernal blocking-of-view by the wire material in front!

I was a bit confused when the security barrier appeared...to stop me going the same way again, but oh well. The rotating triangles were good, I like this sort of contraption. I took the "faster" route, and found it very easy to navigate.

Bob III is probably the best boss fight of the series. It looks really great, is real good fun to play, and gives a nice sense of achievement when completed. I had no problems with this at all, except for the intro just before fighting him, when I fell off of the opening pillars that lead onto the wavy ones, and landed inbetween the two sets, stuck.

The security chase was a problem, however. Very easy to avoid, but the camera wouldn't turn, forcing me to have to slow down to let it catch up! I also fell off at the triangles, and used the lift to get me up, but the triangle on the right pushed the lift back the first time.

The fight with Kid Rocket was a close second, good fun and once again with no problems. I accidentally hit his main brain immediately after hitting the second half of the wheel - perhaps put it somewhere else?

Overall, due to much better visuals, even more fun gameplay, and a good storyline to boot, this level completes the series with a flourish, and if it weren't for a few bugs, would make 5-star. For now, it's four and a half, but with a few minor tweaks, it'll be there.

+More fun!
+Longer level
+2 Great boss fights
+Less buggy
+Less repetitive
+Much better visuals

-Still a bit buggy
-A bit laggy in some places (lighting)
-A bit easy in others.

PS - Phew, over 1000 words!

EDIT: Ham, you're going to have to wait until tomorrow.

deboerdave
02-20-2009, 01:20 AM
thnaks for giving it a try and i appreciate the feedback.


-deboerdave- The Mad House

I do not like the way the challenge starts. It is all to easy to be absentmindedly holding R1 as you fall, grab the floor, and have to restart. A shame, really, as the level itself is quite good.


To start the challenge i put the dissolve floor so i could have a way to have the behind the scene mechanics not start until the player is in position (the same switch that disolves the floor kick starts all the timing mechanism of increasing the difficulty) and i also wanted to give the player a choice of which platform they can start on. This was the simplest way i could think of executing this. suggestions welcome. Maybe a cut scene that triggers just as you are about to hit the floor that explains this would be helpful.




The ending was...well...mad, and I did accidentally spend a while getting buffeted about without any progress downward, and once was boxing-glove-punched into the gas on the left, which I thought was ugly and unnecessary- maybe slide something over this?

Thanks for pointing this out. I Needed a hole for the checkpoint to slide through after you start and just put some gass there so the player cant fall out of the level. I will change this to a door that closes after the checkpoint paasses through.


-blue-yellow star that appears. I thought it would just knock me, so I allowed it to hit me as I was falling, and about to grab the right hand, swinging switch.

I choose to use a pinwheel with gass attached behind it, becuase the the colors of the pinwheel fit with the rest of the theme of the level. i tried using like a fire ball but it just didnt look nice to me. Maybe i will try electrifying the pinwheel to make it more obvious that it will kill you. but the pinwheel is actually a layer in front of the playing field and the gass is suppose to kill you if it hits you.

Thanks for the feedback. it was helpful and pointed out some things i can polish off a little better.

keep up the good reviews

thanks

dkjestrup
02-20-2009, 06:15 AM
LEVEL: The forgotten relics of the sack...

PSN: dkjestrup

PLZ and TY!! :)

dawesbr
02-20-2009, 11:09 AM
Hamsalad, I've done the main part, posted in your topic:

http://www.lbpcentral.com/forums/showpost.php?p=150930&postcount=41

SC will be up soon (I want to play through a couple more times to try the airstrike)

dkjestrup, watch this space.

dawesbr
02-20-2009, 04:44 PM
-dkjestrup- The forgotten relics of the sack...

I've played the Jack McSetback levels, and was expecting something similar from this level. I went left when I started, and was wondering what the lights were, spent a while jumping about there trying to figure it out, then went right to discover I'd been an idiot. Ah, well. Love the level design, but the shaking when I went on the bridge needed to be a bit smoother (loved the lighting effect. You haven't happened to have played the Miglioshin levels I reviewed, hm?) NB- Small graphical bug, the glass to the left of the checkpoint was incomplete - it had a gap in the middle, and looked ugly.

I loved the "prayer" idea - a great way to hide secrets - and thought it worked well with the level. Perhaps a prayer where you have to dodge things at the same time? Anyway, the block fill part of the level was good, loved the hint, except for the fact that I spent ages trying to unlock the power of flight - the noise that is made when you stand on the prayer spot comes about a second before the dissolve disappears, and I left thinking it'd been unlocked.

The spike-sliders didn't look too good. They were cool, but left a big gap behind them after they'd finished which showed the pistons, looking a bit ugly. Also, don't have the second one have that ugly step-up, and put them more flush against each other. Nothing wrong with the next section (race), but the disappearing platforms were oh-so-slightly to fast.

The second jetpack bit seemed a bit pointless. One whole branch got around 100 points, whereas another got 30,000. This is a major flaw in the level - the parts where you get one or two point bubbles seem pointless compared to the thousands of points you getat once in parts.

I was really surprised when the level ended - I expected more than just dropping through the water - this level needs something more. If you feel up to the task, a boss fight against a moving statue or something would be incredible. (You could use the aforementioned prayer-while-dodging here ;))

Anywho, because of the fantastic visuals, good inventiveness, thick atmosphere, and fun gameplay, this is a 5-star level, but only just. Fix the point rewards and make it longer, please!

+Visuals
+Fun
+Inventive
+Atmospheric

-Short
-Badly balanced

Hamsalad
02-20-2009, 05:15 PM
cool. thanks for the reviews i apprecaite them

graygoose
02-20-2009, 07:36 PM
hey dawesbr, i saw your recommendation of my level, that was kind of you. ive posted some pics in your thread so people can see your reommendation.

by the way, i guess you havent played the MGS series in a while or perhaps havent played any at all.. Karas is just another name for a Metal Gear (it also means Crow for Japanese)

and the bouncing dudes are a part of the MGS 4 game, they are actually abundant in that game.

:)

dawesbr
02-20-2009, 10:47 PM
Well I'll be. They certainly look a bit out of place. Thanks for responding, yeah I haven't played since I was six, the old gameboy. Takes me back.

dkjestrup
02-21-2009, 04:36 AM
Thanks heaps for the review:

Didn't know about the glass thing.

The prayer at the left was supposed to be like "WTF?" and then later on you're like "ohh..." and replay the level.

I understand what you mean with point bubbles, I get carried away.

My PS3 is broken, won't read the disc. I am getting it fixed, and have already saved a re-done spike part that I didn't get a chance to put up :(. They fit together perfectly, and no spikes, only squishedness (?)

The jetpack part, I agree, was fairly redundant. Will remove.

The sound coming earlier? I was attempting to have a sort of *he casts the spell* *the spell arrives* type thing. Guess I could change it.

As I said, the machine is broken. I am planning a boss, and IF possible, a chariot escape. I just ended the level there to get feedback for up to that point.

By the way, thanks for that idea about the prayer. The boss will have three prayer points, where you need to stay in them for 10 seconds. But don't worry, I have a way of making it so if you get 9 seconds, and die, you only need 1 more. I will have 3 prayer spots in the room. I will make it look good. Thanks a lot for the 5 star rating, I think a lot of people are slightly too snobby while reviewing. You did a great job.

As for the level being short, I'm sure you can imagine that I used a lot of the thermo up. I have about 4 lines left though, so if I try I could make the boss etc.

And for the ending, I will use gilgamesh's "Infinite level technology" (tm) lol. Not that conveyor belts are revolutionary, but a horse riding off into the desert would be cool.

graygoose
02-21-2009, 06:43 AM
wow my level's at the top right now... thats so cool!

dawesbr
02-21-2009, 08:57 AM
Yours won out on Miglio's because of its length ;)

brnxblze
02-21-2009, 07:39 PM
Level Name: Mission 1: The Bank Robbery
PSN ID: brnxblze
Description: Mission 1 of a 3 part series
Thread: http://www.lbpcentral.com/forums/showthread.php?t=9083

dawesbr
02-22-2009, 08:26 AM
If you want, I can do all 3 parts?

Walter-Kovacs
02-22-2009, 04:11 PM
I would love reviews of either/both of the levels in my sig, thanks!

dawesbr
02-22-2009, 04:43 PM
Glad to. Might be a couple of days, having troubles with PS3 & internet. I've played #1 before - awesome level ;)

brnxblze
02-22-2009, 06:51 PM
If you want, I can do all 3 parts?

Thanks but I'm not done with the other 2 just the first mission. I'm currently working on the 2nd one.

dawesbr
02-22-2009, 08:46 PM
Mkay

Back to school tomorrow and no chance tonight. I might have to close the queue if many more enter.

Snakeowns
02-22-2009, 09:21 PM
Level: Final Fantasy RPG Battle Arena (Version 1.1)
PSN: Snakeowns
Location of level: Canada

Full Thermo :)