The level is very well made. I can't believe it is your first level. Good work. However, it seems you have serious problems with your thermo ... next time try to use less materials in order to keep it low. You can use stickers instead, it is possible to create materials out of stickers
Besides, there are some framerate problems in some areas due to the use of too much fire, smoke and light effects, I think.
However, the level is cool and the gameplay is brilliant.
I can't wait for your incoming levelsKeep up the good work.

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09-23-2009 #21
F4F: Puzzle Miner
Other Cool Levels: IMPERIVM 1
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09-23-2009 #22
Thanks a lot, I still must learn a lot.
As I said I'm not satisfied 100% with the work but I'm very happy with the response, since it's much better that what I supposed.
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09-23-2009 #23
So here we go with the feedback due to this level:
Pro:
* nice gameplay elements (the rotating wheels, the "awaked stone - cool...)
* awesome look of the section where the "dragon" blocks the way - this dragon-head looks fantastic and the treas with the rotating electrified stuff looks very unique
* the complete starting section was nice
* the section where you get your jetpack was very cool too - great look, great structure
* some challenging parts that has to be played very carefully
Cons:
* the lenght of this level is way to long for my taste: I played it two times and I needed at least (!) min. 20mins to finish (I think this could be (beside the difficult of this level) the reason why only 10% of the players has finished this level at the time I've played it - and this level defenitely deserves more than that!!)
* the section with the rotating wheels became quiet boring after falling down due to a wrong directed jump - this section took me at least 4 (!) minutes - that was tough
* the section where you can hang off the ceiling and where the passage-stones desolve and come back - it's also very long and it was frustrating to fall into the fire one jump before the secure area was reached.
* you are right: i did felt "lost" in this one, because there only a few text-messages that tells me why I have to do this or to do that... well, I just didn't felt like I was "a bird that try to find his freedom" :-) a little more story here and then would do the job perfectly in my view
So all in all, a very cool unique level that has some great areas, but a bit too long. I am very curious what you will create in the future - for your first level it's a pretty good one!!!
My rating is


because I like it really much (even if there are some things that could need some fixing)
Keep up the good work OmegaSlayer!!
Greets
Neo :-)
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09-23-2009 #24
Thanks Neo, I appreciate your comments
Republished and tweaked some other stuff.
Added some sounds and helping mouths.
Tweaked the colour of the gas.
Thanks guys.
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09-24-2009 #25
Ok, I played this and... it's extremely good! I love the use of complex layers, and you definately have a handle on gameplay. I enjoyed it from beginning until end.
A few things you could think about adjusting:
The "reach for the sky" text box - was done as a cut scene camera and threw me off. It's generally best to do cutscene cameras when the player is firmly planted on the ground.
Spinning circle in the same area - one of the upper ones - since I was spinning quickly, and trying to avoid the spikey thing while attempting to jump to the next one - it about gave me a headache. You could solve this by using a firmly placed camera while the player is spinning, and lower the tracking on the camera.
A suggestion for your NEXT level:
Strangely, even though this is a really nice level... it almost seems like the name and lack of story hurt it a bit for the general public. When people go into a level called "run for your freedom" they kind of expect simple shapes and colors in the form of a challenge. However, your level seems epic.... but without the story to back it up. This combination probably confuses some players because you're attracting an audience expecting a challenge, and then throwing something epic and complex at them.
Maybe for your next level write an aztec story or something, then wrap your already great gameplay and visuals around the story. That way the visuals and gameplay will enhance the drama of working through each section.
Anyway, I gave it 5 stars and a heart - great job!F4F Participant
Levels published: F4F: LIBERATOR - Spotlighted!!!! -, Vectroids - MM Picked!!! Spotlighted!!!! -, Sea Dragon -Spotlighted-, Roll out the Barrel! -Spotlighted-, Splat Invaders III: Insurrection - Spotlighted-, Destiny! -Spotlighted! MM Community pick!-, Vertigo! -Spotlighted-, Splat Invaders Saga -Spotlighted! IGN Pick!-, Splat Invaders II: The Caverns of Splat -Spotlighted!-, Tiger Woods Mini Golf -Spotlighted!-, Starship Troopers -Spotlighted!-
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09-25-2009 #26
Woah!
Thanks a lot CCub.
Great advice for the spinning section near the "Reach for the sky" section.
I...
...never understood the purpose of the tracking of the camera.
What I am going to say it's not meant to be just an excuse for laziness or very little experiments with the stuff, but even if the Italian localization is very good, something got lost or got unclear during the translation process. (Example "Stiff piston" in Italian is "Pistone bloccato" that translates in English with "Blocked Piston"...quite different perhaps)
I learnt more stuff here in 1 single day, that playing tutorials.
Anyway I'm more than happy with the comments so far.
I decided to make a story, but maybe the unfolding is a little too slow.
I'll try to solve the problem in the second part.
Thanks again CCub for the worthful tech advice and the wonderful feedback.
I really appreciate it!
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09-27-2009 #27
I updated the level with some visuals upgrades and camera tweakings.
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09-27-2009 #28Tarsier Level Designer
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Played it this morning and had a blast. There was a ton of variety, which was great. There were some challenging parts, but nothing to rip your hair out over. The only problem I experienced was the paintinator not working anymore. Luckily I didn't need it at that point, but it's something to consider.
5 stars, hearted.Mm Picks: Roller INC 2 | Wizard: Chapter 1 | LittleBigPrius
Levels: New! -The Button | The Fourth Wall | The Heist: Making a Withdrawal | Rubik's Tube
Lbp.me profile: comphermc | LittleBigplanet 2 Create Tutorials: LBPlanetorials
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09-28-2009 #29
Thanks Comphermc!
Some of the comments in this thread makes me really proud of my little first achievement.
It's really good to know that someone appreciate my work.
As far as the paintinator shots.
The paintinator is filled with 40 shots.
I know it's an unpopular choice since many pointed it out, but it's a thing I won't change, since the way you decide to use the paintinator greatly determines the time of the race and your final score.
As well as your approach on the emitted floor.
I explained my reasons in a previous post under the spoiler tag.
Last thing...I clocked my run through the rings, and I did it with 1:40 minutes, missing the timing on the last ring...but I made the section and played it to death and beyond
Last edited by OmegaSlayer; 09-28-2009 at 09:40 AM.
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10-01-2009 #30
Wow, super impressive for your first level! A heart for this. I like your style, parts of the level didn't seem entirely unlike something i'm working on now. . . just materials and obstacles you used. . . Very nicely done, not too easy not too hard. There were a few areas where i'd get frustrated with the lighting or obstacle. . . sometimes it seemed like vision was obscured too much. . . like in the fire maze. And a few switches felt superfluous. . . like, pull this switch, so you can walk over here and pull this switch. Guess I'm ramblin' about nothing here. . .it was really quite an enjoyable level.
Fancy meeting you here, its a small little big world after all.
And in case I don't see ya, good afternoon, good evening and goodnight.
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10-01-2009 #31
Hey OmegaSlayer!
Thank you so much for your nice and detailed feedback. I really appreciate that.
I've tried to play your level a few times but I never found it (the searching-tool is sooo buggy recently). I'll try it again and send you a request (this is the easiest way to find levels).
Greetings,
AnnaF4F Alpine Saga: Prolog - The Climb

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10-02-2009 #32ITS ALIIIIIIIIIIVE!
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Wonderful level again. I think the addition of the speech bubbles has made this an even better level. I noticed you tweaked a few things here and there, and it all worked great. There is an issue with the part after the jetpack maze though. If you flip the switch then pop yourself, you don't have to go back up the ramp. You can force the player if you put a door in there
Tremendous visual effects and an overall great level.
4*, but i gave 5 for rating.
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10-02-2009 #33
Thank you Squirlin, for not having forgotten me!
Thanks Anna, for the will to try my level, this search bug is really killing levels.
(Try to serarch my PSN ID, you find 3 levels of a contest, search for more levels from me and you should find it)
And thx Burn for the extensive beta and the overrating.
4 stars would have been more than good anyway
(I know the prolem that you mentioned, but I didn't find it a great problem, but yeah, maybe I should swap the position of the bubbles and the checkpoint.)
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10-02-2009 #34fun and frivolous
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I'm really sorry I haven't posted in this thread yet. In honesty I've hardly played any levels in the last couple of weeks. I played and rated on two accounts right when you released, but I can see that a lot of changes have been made since then so I'll try to find time this weekend time to go back and play again as I've really enjoyed watching this develop and get better each time I play through
Last edited by rtm223; 10-02-2009 at 09:58 AM.
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10-02-2009 #35
Are you joking, man?
You don't have to be sorry at all, you have played this level since beta testing soooooo much, I quite feel sorry for you.
You dedicated so much time and gave me so many worthful advices that I couldn't ever thank you enough.
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10-02-2009 #36Writer of Ages
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Just finished playing your level - Here are my thoughts:
Pros:
- I liked the length of the level
- I liked the use of the layers throughout the level
- The visuals were really nice in some parts (the awakened stones, the big circle things, the spiky platforms that moved up and down, the dragon head)
- Puzzles were intuitive
- Platforming was really fun throughout
Cons:
- The golden elevator is a bit quirky - I think that's because it seems to be activated by a proximity switch?
- The puzzles were intuitive, but I agree with what other people said about the placement of the switches - they seemed to be randomly placed
- Some parts were just long - the big circles were really cool, but since there were so many, it started to become monotonous
Overall:
I was really impressed that this was your first official level. This is leagues better than my original level. Nice Job!!
4
's
Tagged: Platformer
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10-03-2009 #37
Yay! Finally I found your level.
It took me ages to get through it (this could also be a sign for my horrible player-qualities, haha).
"Run for your freedom" sometimes reminded me of "Tomb Raider" and "Pandemonium".
PRO:
- Partly you used great materials (e.g. the indian lattice).
- The fiery maze looked gorgeous and was so complex.
- You outbid the thermometer to the maximum. Your level is huge.
- It's great how you embedded all those little puzzles.
- You created very unique obstacles (I like the awakening stones).
- Your use of the three layers was exemplary.
- Even though it's very difficult to play, your gameplay is real fun.
CONTRA:
- Sometimes it's not clear where to go (the elevator at the beginning, the secret path after the crumbling rocks,...)
- I didn't like all those light and contrast changes. I think your level would be prettier if it's a little bit more natural. But that's just my own taste.
- Some parts were just too long (the sponge-thing over the electric floor, the fiery circles).
- The race time is way too short.
- The environment, even though it's really pretty, doesn't fit to the story in my opinion.
For me it's clear that the bigger the level the more problems can occure.
So please don't take my critic too negative. The level didn't appear negative to me.
But there was something that really ****** me off
haha.
When I jumped over the awakening stones I failed to grab the cat and then everything got dark. I couldn't see anything so I had to start again.
And unfortunately there are some parts in your level where a lot of people surrender. I think if you would replace all "normal" checkpoints with infinite lifes checkpoints a lot of people wouldn't think about throwing their controller against the tv and rate you with 3 stars.
Honestly your level is such a tough cookie - if I wouldn't want to do F4F I'd have given up too.
I like your level but I would recommend you to make your level more "idiot-save". Otherwise a lot of frustrated people will give you low ratings.
I would give your level


but because of the current rating I gave you 



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Greetings AnnaLast edited by SantaAnna; 10-03-2009 at 11:15 AM.
F4F Alpine Saga: Prolog - The Climb

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10-03-2009 #38
first off, the level looks good. i like the gothic style, and the atmosphere. but the cage at the beginning was quite annoying as it obstructs the stairway. you may want to considder revising.
secondly it is a HARD level. it is hard to the point of frustration at certain times, namely the races, the spinning circle grabs, and the moving spikey platforms. But this works the frustration angle ALMOST in a good way. maybe dial down the difficulty a little bit, but by all means keep the difficulty. i gave it a 3 out of 5 purely from frustration, but it deserves 4.
The layering is another point id like to bring up. it had a lots and lots of platforming in a small space. good job.
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10-03-2009 #39Toolmaster of LBPCentral
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OK - First of all... thanks for your comments on 00Sack - Revenge.
Secondly, I did not finish your level (as described below), but after reading through some of these posts, and looking at your slideshow, I realize there was much more to see, so I will give it another run later tonight. But for what I did play, here are some comments...
+ Loved the overlapping sections in the beginning. Complex, but no real question about where to go from challenge to challenge.
+ I really liked the paintinatore/block/plasma/glass puzzle. Very creatively challenging.
+ Great lighting (mostly... see note below).
+ Great camera work!
_____________________________________
- I had some trouble in the first room as it was very dark and I was playing in a sunlit room (this is a minor gripe, but was a bit frustrating).
- I agree with an earlier post, that the section of emitted blocks with the sponge ceiling was just too long. I got really bored.
- When the arched bridge(s) dropped, I was quite confused and almost quit on the first one. It appeared to me that I was trapped. When I ran to the far left, the sponge would begin to descend but not fall into the camera's view before I went back the other way. I finally stopped there long enough to see what was going on. Perhaps either drop the winch faster, widen the proximity on the player sensor, or tweak the camera angle to show the sponge dropping. Had I not been F4F playing, I likely would have quit here.
- OK - Here was the game breaker for me: After I brought the stone to life, I missed the last jump and did not grab the sponge and fell to my death. The problem here is that I triggered the GLT when I fell past the sponge, so when I was re-spawned at the prior checkpoint, it was very, very dark. I made it (after several tries) back up the slope with the flaming logs, could no longer see the swaying stones to jump back across them. I died quickly trying.
As I said, I will come back later and try again... what I saw so far looks good (if a bit cluttered and over-designed). Am looking forwarding to seeing the rest of it. A great first effort though.


for this play through. I may bump it up to 4 on my next run, but I do think a couple of these issues need to be addressed. Hope I'm not being too harsh. 
__________________________________
EDIT: OK, as promised, I went back and played it again. And, as I suggested I might, I gave it


this time. The issues I mentioned before notwithstanding, I feel you've made one heck of a nice level here for your first time. It's a bit more challenging than I prefer, but I will never rate low for that unless it's just unrealistically unfair and frustrating - which this is not.
I have to agree with the others about the length of the rings section. Perhaps a ring could be removed from the center and a platform with a checkpoint inserted? But I'm just brainstorming here... it's not broken, it just gets tedious. There was a point - about 2/3 - 3/4 through (the rings) were it gets very dark, and sackboy is nothing more than silhouette. I died here twice because it was very difficult to tell what plane I was on, and not realizing that I already had auto-shifted from the back to the middle planes, I tried to jump forward and dropped to my doom.
The reach for the stars section had me ready to pitch my controller at the TV, but again... it's not broken - I just suck at (and really, truly hate) spinners. But I persevered.
I loved the camera angle at the end - where we could see the scoreboard glowing in the dark below us. Very cool.
With a few tweaks to fix some of the rough spots, I think you've got a real winner here. There are kids and such who are going to hate it for its difficulty, and rate it low. Nothing you can do about this when you've made a challenging level.
Good job!!Last edited by v0rtex; 10-04-2009 at 01:01 AM.
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10-04-2009 #40
First of all, thanks guys and gals, I appreciate your feedback.
I'm quite baffled about the hard difficulty of the level, since I tried to keep it easy.
I think I must do something...
I'll speed up the time on the winches in the collapsing ridge section.
Thanks for pointing out the bird/cat problem with the GLT...no one reported it to me in the beta...then I think I have to work some kind of version for SD TVs.
I'll try to add some platforms during the rotating wheels section.
Thanks guys for your patience...
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