Just because you notice similarities between your level and his does not mean he stole the ideas from you. Not to be rude, but most of the concepts utilized in both levels were fairly commonplace - I've seen them in many water-based levels. Not to say they're bad ideas - they were executed well - but they aren't exactly original enough to warrant crying plagiarism. How can you say for sure he stole your ideas? Especially considering, if he did plagiarize your ideas, he did so in ten days time. This level looks to be at least a two-to-three-week level, if not more.
Anyway, it seems you guys have made your dues, so what I've just said is moot, but let me leave you with this: if you're going to throw out wild accusations just because someone's level is too similar to yours, you're going to make enemies very quickly around here. People don't like it when their creative work is attacked with accusations as serious as plagiarism, so next time, make absolutely sure you're correct before crying out things like that. A friendly PM to the level author would have sufficed, and would likely have saved both sides a headache in the process.
Results 16 to 29 of 29
Thread: The Aqueduct *Spotlighted!*
- Join Date
- Jul 2008
- San Diego
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Last edited by ConfusedCartman; 01-27-2010 at 01:52 AM.
- Join Date
- Dec 2008
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After reading lbper's original post, I went ahead and played his sewer level. Glad to see you were able to smooth things over. To be honest, I have a hard time seeing much in terms of similarities between these two levels, other than the sewer theme and the rotating maze, both of which I've seen countless times. I don't see how Duffluc could have put this together in 10 days, like CC said.
Both levels are unique enough that I'd be hard pressed to find anyone in the community who would mistake them for one another. LBP is a big world, there's room for everyone. Cheers!
- Join Date
- Jan 2010
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Great level, good scenery and a great simple storyline.
Thanks for the feedback all, it's incredibly helpful. I've updated my level with numerous minor tweaks, that should add to the experience.
- Fixed issues with certain cameras, so that the player can better see where he / she is going and has a better idea of where to go next
- slowed down the "poo crushers" a tad. I think they give ample time to get through now, but not so much time that they aren't any longer a challenging obstacle.
- Updated the visuals in certain areas with what was left of the thermo. I've got very little room left but I think that the added small details will be welcome. You don't notice them when they're there, but boy do you ever notice them when they're not.
Please keep the feedback coming! I will continue to polish this level, using your suggestions as my template. Thanks again!
Here´s your feedback
This is a great start. Eeeuuuuuu!! Being among these wastes, feels almost real jajaja. The way you start this level, plunges you into the adventure. Figuratively and textual.
I liked the design of the pipes. When the little details are so beautiful and visible, truly defining the level as good or bad. And here we can see that you have achieved some interesting details.
It is good risk to offer a visual texture with light and density. This part is one of my favorites. Great achievement on your part. Keep it up. And always experiment with light.
It's always nice to see stickers created by the author. They add a unique touch to the level. Although I would have liked to see more in this sense, this is quite striking.
In terms of gameplay, sections are well defined, and the most representative are the final ascent, the boiling water, and large crushers. These three sections for my taste are the most fun, most challenging and are the first that come to mind when thinking about your level. Although I would have liked you to take further the concept of boiling water. Since it is quite interesting and ends soon. When you finish the final climb and see the greyish sky, I can not help thinking that we spent the entire night in the pipes. I almost feel that my eyes are dazzled again see daylight jaja
Finally just a few recommendations.
Take a little more risk with your lines. Use a little more the corner editing tool. Since they are still very visible square sections. Environment lends itself to the level, but should not necessarily be so. Remember, this game lends itself to create exotic worlds. Try unusual shapes.
And do not forget the little details. Here you can get over this emptiness with a camera. Making an interesting background or continuing over the material to fill the space.
I hope I gave you useful feedback and above all, having explained the right words. Hasta luego amigo!!
Wow thorduck, Thanks for the amazing review. I really appreciate the time you spent taking those pics, uploading them and going over each one. When I play test my level, I find I'm often rushing through it to test something new that Ive built, and as a result often don't notice places that are lacking in detail. Your use of pics to point out where my level is lacking has really drawn my attention to those areas, and I'll be sure to take your suggestions to heart. thanks again!
Oh, what a great level, I liked it alot ! It was really original, and the mecanisms were really clever, the puzzles were smart too.
I found it really...um, realistic Yeah...I think it is, the machines and some other stuff.
Great use of water and 3D glitch (not too overdone).
- Join Date
- Jan 2009
- Minnesota (USA)
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OK - First of all... my apologies for the delay in getting this F4F back to you.
This level is outstanding! So often in this game we see levels that concede gameplay for visuals, or vice versa. You have made a level here that is at once both beautiful and creepy, yet also very fun and frantic. Excellent gameplay with standard platforming elements (all quite well implemented) and some puzzling, but also an excellent use of water. This is how water should be used in LBP: as just another tool, another element. So much have we seen water levels since POTC was released, and I mean that in a not-so-good way, because they are just that WATER levels - nothing else. This is not a water level; it merely has water in it. Thank you for that.
- I did find the area with the rotating tube sections a bit confusing. I got through it, but I don't feel like I really know how I did it (and I died a few times getting there). Not sure if some more camera work could help here to see what is being turned each time, or if I was just being obtuse.
- Also, the final race to the top... now normally I'm not the quickest thumbed boy in LBP, but I was feeling pretty good about how well I did most of the way up this - seeing the intended path and making the right jumps. But when I got to the last two portions, I couldn't figure what to do. I had to die before I realized that I probably just needed to ride the floating crates up.
- And, in the very first portion, where you have to stand on the button to get lifted up, the camera angle is very tough here. I died making that first jump because I really couldn't see the angle properly. Once the water/gas rose a bit, then that jump gets easier. Just sayin'
- Finally, the finish is beautiful, and as ThorDuck said, coming out into the light felt simply cathartic.
But I really didn't get the little girl on the bench. Didn't make sense or fit into.... Nevermind, lol... as I was typing this it hit me... sackboy was thrown away by his mom (his little girl) at the start. Speaking of obtuse!
So yeah, umm... bloody brilliant!
Other than those small bits, this level is near perfect! What a great ride!
, hearted and tagged Beautiful (which seems ironic, consider the sheer quantity of poo you surround us with )
Thanks, Vortex! Honestly I wasn't expecting a F4F for your level but I really appreciate the feedback all the same! Absolutely no reason to apologize!
I'm glad that you enjoyed the level. I can see what you mean about the maze at the start of the level. I may, instead of having a camera for each rotating circle, change it so that you can see the entire maze at once. I was only skeptical about doing that because it didn't look very good when I zoomed all the way out, but maybe it's a better idea than confusing the player.
Anyhow I'll see if i can't tweak those cameras and the couple of sections you're referring to. I'll have to figure out how to cue the player to wait for the water to lift up the boxes in a way that's not too obvious. Thanks for the feedback!
- Join Date
- Feb 2010
Wow I think this is a great level. I played it today and just came across it on here. I'm glad to say (while looking at the other comments) that I aced the last section, but back to reviewing it was awesome. Near- enough all the way through the scenery was well desigened and energetic- but I agree with several others that the things such as your floors were just a bit plane and square- however for a sewer I guess your not going to have the Mona Lisa there so.... realistic???? great levelLevels:
Ma needz to make some decent levels first .
Ma also needs LBP2 CE.
i played this copple of days ago, great level you got.
i personally didnt like every visual choise you made
but the gameplay was excelent, espesially halfway into the level.
i liked the rising water part, and the boiling water i havent seen done befour.
lots of origonallity
Hey, Duffluc, thanks for the review of my CyberFox level. Just played your level and it's very good, must have taken you ages. So - here's my feedback
+ The gameplay was superb - it had just the right level of difficulty.
+ The use of water is good as well, particularly in the partially submerged maze. That was a puzzle in itself. It's good that you haven't used water too much in this level, as can happen in some.
+ You included a story. Something that many creators (including myself) can overlook. The story was as original as the gameplay.
To improve, you just need to tweak in a few places. Firstly, in the wheel room, maybe you could use a camera to zoom out and show the player which door is opening. It felt to me like I got through it by accident.
Also, despite the little decorative details you put here and there, some places look a bit bare and boxy. Try using a variety of materials, particularly differing from foreground to background to add definition - if you need to keep the thermo down, you could use something like the rust sticker which really helps to break up open expanses of repeating textures. A nice thing I like to do is use a bomb on a non-explodable material and then make the explosion sticker left behind larger, and stick it to something else. It's not pure black so it doesn't look artificial, and it as good as adds another material to your level without expense of thermo.
All in all, very nice level. Great gameplay and nice story. Particularly like the atmosphere and the use of water. 5 stars!
PS: If you like, have a go at my sewer level - it's not posted on LBPC yet but I'm thinking of posting it up soon.
Last edited by Holguin86; 02-11-2010 at 06:48 PM.
Hmm... Never thought of using bombs as decorations, I'll have to try that out. Glad you liked the level! I'll take a look at your sewer level later. If it's anything like the others that you've posted I'm sure I'll enjoy it thanks!
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- Nov 2008
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Okay, i'm sorry it took so long to get this done, but here it is... i'll be typing this up as i play.
I like the intro, the truck entrance is always a dynamic choice, and it gives time to introduce the characters, good choice there. (btw, a little type... you typed it "sinks" in here, instead of stinks)
I like the toy story idea... it's kinda cool.
I like the swer, but i think you could grime it up a bit. theres not stickers to dirty it up so it feels pretty clean. The water filtration was a cool idea too.
Very cool with the whole pipe puzzle situation.. it reminds me of an old game called pipe dream for the NES.
This section is kinda cool, but i don't understand how there is fire... under... water.. Maybe place a hollow glass piece or something there to show that the flames arent undewater, but are just heting it up?
haha! i like the dookie smasher... the background here looks phenomenal. great job!
Whoa... i thought i broke the level there... the part where you jam the crusher, i thought it was just going to stop the crusher so i could run through... lol that scared me there. cool effect.
i like those ominous looking machines you've got there near the steam vent...
the camera angle on the water rising part makes it really difficult to aim sackboy, or see what is going on... maybe a sackboy tracker with a camera would be better here... i was tempted to just give up and let myself keep dying until it was over.
I like the very green girl... (is she radioactive now?) and the recycling, and everything. the green and blue and colors stood out a lot at the end there. very nicely done.
all in all, a fantastic level with only a few minor niggles throughout. but you've earned 5 stars and a heart from me!My F4F: Trap McSack!
Levels by Me: Dr. Tecnova's Lair, Jingly Bells, Hungry, Hungry, Capybara, Trap McSack!,