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  1. #31

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    Quote Originally Posted by CYMBOL View Post
    Definitely not against using someone's creations that they have given as a prize - but I tend to want my level to be completely original - that way, if someone compliments something - I don't have to point out that I didn't do it - which, kind of calls the whole level into question.
    I agree. However, if I can use something else that someone else has made, and it fits really well into the level, I see no reason not to use it. "Why recreate the wheel," and such. Of course, it's really up to the creator where they want to focus their attention on. If I can successfully implement a premade piece into a level, it will save me a bit of time so I can focus on other things.

    Characters are a bit of a special area though. I may not use the character itself, but I may use that character to inspire the design of something else. As I have said before, it's all about the situation and the implementation. There really are no hard rules, except the part where you should give credit where it is due.

  2. Thanks!


  3. #32
    Professional Day Dreamer CYMBOL's Avatar
    Points: 13,863, Level: 35
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    Quote Originally Posted by DarkDedede View Post
    I agree. However, if I can use something else that someone else has made, and it fits really well into the level, I see no reason not to use it. "Why recreate the wheel," and such. Of course, it's really up to the creator where they want to focus their attention on. If I can successfully implement a premade piece into a level, it will save me a bit of time so I can focus on other things.

    Characters are a bit of a special area though. I may not use the character itself, but I may use that character to inspire the design of something else. As I have said before, it's all about the situation and the implementation. There really are no hard rules, except the part where you should give credit where it is due.
    Well, if someone gave something in a prize and I use it - obviously, I wouldn't give a special thanks - but yes, if a creator helped design any part of my level (logic, architecture, character, etc.) I'd definitely put a special thanks in my description or at the end of the level.

    Luckily, I have always been able to figure out what I needed and at the very least, made a functioning version of what I wanted. Although, I'm sure if I let some of my very skilled creator friends help out - some aspects of my levels may be better, haha. But that's ok. I know what my weak points are in creating - but hopefully, my strength (which I believe is my originality) comes through and makes up for the other areas.

    I love when I go into a level and think to myself, "I haven't seen this before", or "How'd they do that?!". I love those moments in LBP.
    My first LBP2 Level - "Jumper"! Woohoo! http://lbp.me/v/ygrw7d

    First half of Jumper: http://www.youtube.com/watch?v=MN-o_aXG56s (Thanks to Memodrix)

    YouTube video review of, "The Explorers". http://www.youtube.com/watch?v=cGttrlQG43Q

  4. #33

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    Wow, I am surprised that you say that the Hall of the Gargoyle was your favourite. I always thought that that hall would result kinda boring. xD I actually improvised it as I went along (I had ran out of obstacle ideas).

  5. #34
    Junior Sackperson artise's Avatar
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    i would love a review
    Only the dead remain 3 by artise1

  6. #35
    Lint Invadercowy's Avatar
    Points: 4,462, Level: 19
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    I would like to have somthing to help make my level better. can you do a reveiw on invader cowy's torture the ragdoll minigame

  7. #36

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    Draconia Cave by ShamgarBlade


    Puzzles

    CATEGORY: Story
    DIFFICULTY: Easy

    PRIZES:
    [spoiler]In-Level: 1/1
    Level Completed Gifts: N/A
    Collected All Gifts: N/A
    Aced Level Gifts: N/A

    Prizes Worth Mentioning: N/A

    Prizes Requested: N/A [/spoiler]

    Summary:
    This is a very nice look level. Visuals is really where this level excels. The design is rather solid as well. There’s really not much to complain, about by looking at it.

    However, the big problem that I have is that the gameplay experience is pretty uneventful. There really isn’t much of a story to drive the plot. You really don’t encounter your first baddy until near the end. All you pretty much have to do is navigate through the level, defeat some plant monsters, and that’s it. Pretty cut and dry. This level really needs a shot of personality to have me remember it past the point where I post this review.

    Strengths:

    • Strong visuals
    • Will appeal to a more casual audience


    Weaknesses:

    • Really not much to do, besides go from beginning to the end.
    • Nothing really to help drive plot.
    • Prize isn’t named


    Nitpicks:

    • Only one type of enemy, not including the boss.



    Nameless plant baddy

    Ratings:

    Originality: 3/5 ★★★

    Gameplay/Implementation: 3/5 ★★★

    Level Design/Communication: 3/5 ★★★

    Scenery/Presentation: 3/5 ★★★

    Ratings Explanation & Tips

    OVERALL SCORE: 3/5 ★★★

    [Level not hearted/Author not hearted]

    Suggestions

    • Be sure to name your prize. You’re only giving out one in this level. It shouldn’t be that difficult.
    • Try to dream up something to give this level some personality. It’s very pretty, but that’s about it. There needs to be something to keep the player engaged all the way to the boss battle.
    • Having to fight different types of plant monsters would be nice. It would help give the level a bit more variety. Fighting the same one can get somewhat boring
    • The plants should play more of a role in the story. Perhaps even the plant monsters could have some sort of personality.



    Oven
    Last edited by DarkDedede; 12-16-2010 at 06:28 PM.


  8. #37

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    Wow, thanks for the advice! I'm working on a sequel and I really want to make my next one excel far higher than this one. I'm gunna take some of this advice and apply it. Thanks again!

  9. #38

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    I don't get why " prize not named " counts as a weakness tbh ><

  10. #39

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    Alrighty, man. I'm game whenever you get around to it.

    Invasion of the Sack Men From Space!

    psn: SpeedyMcKnuckles
    Try out Invasion of the Sack Men From Space!
    http://www.lbpcentral.com/forums/sho...Men-From-Space

  11. #40
    Enemy of the People Richasackboy's Avatar
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    I'm ready for a hardcore and blunt review!

    LEVEL NAME: LBL 4-in-1: Steelhead: Act 4: The Steel Dragon
    PSN: Richasackboy
    PRIZES: N/A
    LEVEL COMPLETE GIFT: Steelhead Jaw
    CATEGORY: Boss Fight
    No story included. Made especially for LBL's contest.
    Made in a week and a bit!

  12. #41

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    Quote Originally Posted by doubletime View Post
    I don't get why " prize not named " counts as a weakness tbh ><
    It makes for poor presentation, and there's really no reason why level prizes shouldn't be named.

    Even if they're objects that you have no intention of giving out, it is still a good idea to name them to keep things organized.

  13. Thanks!


  14. #42

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    Quote Originally Posted by DarkDedede View Post
    It makes for poor presentation, and there's really no reason why level prizes shouldn't be named.

    Even if they're objects that you have no intention of giving out, it is still a good idea to name them to keep things organized.
    That has to be the funniest thing i heard all day rofl... allso the fact that you hearted the onion gaze level over dragonica cave is mindboggling imho,,,,

  15. #43
    I'm crazy! crazymario's Avatar
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    I love your reviews! They all offer helpful, constructive criticism.

    With that in mind, would you please review "Dark Cavern"? Thanks!
    Why not play a tower defense game?
    Rocky Desert Swarm

  16. #44

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    Quote Originally Posted by doubletime View Post
    That has to be the funniest thing i heard all day rofl... allso the fact that you hearted the onion gaze level over dragonica cave is mindboggling imho,,,,
    Well, you're allowed to disagree. However, I'm curious as to why you feel my opinion is so laughable. It would be nice if you could elaborate more on why you feel that naming your prizes isn't necessary.

    Also, when it comes to the two levels you pointed out. One was an interesting concept, but it could have been stronger visually. The other was pretty much nice to look at, but didn't really have much to make it stand out. I also felt more personality and character in Onion Gale, which I said was lacking in Draconia Cave. I'd say where one level was stronger, it was lacking in the other level. Imagine if the level design of Onion Gale, and the visuals of Draconia Cave were combined into one level
    Last edited by DarkDedede; 09-09-2010 at 01:48 AM.

  17. #45

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    Cave Story by Syroc


    Fireflies: The stars of the show

    CATEGORY: ”Story”
    DIFFICULTY: Medium

    PRIZES:
    [spoiler]In-Level: 2/5
    Level Completed Gifts: 1/1
    Collected All Gifts: 0/1
    Aced Level Gifts: 0/1[/spoiler]

    Summary:

    I’m going to start this review by saying that this level is very impressive when it comes to visuals. I would tell that there was a log of effort put into designing the look of the environment. It is always important to keep the player visually engaged as they are playing through a level, and this level seems to excel in this area.


    Beautiful Dragon Statues

    Now one the problems that I have with Cave Story is that seems to lack a strong story. This is another level that seems a bit starved of the personality that it could potentially have. There really isn’t much that drives the plot. The player just goes through from area to area, with no rhyme or reason as to why. There’s a cave area, temple ruins, mines, swamps, and deserts. It’s almost seems as if Cave Story is crammed into more of a “Cave Summary,” as I could almost see a level devoted to each theme to create more of a series.

    More character involvement would have added more interest to the experience as well. The most successful implementation of a reoccurring element seem to have been the fireflies. The other characters really show up once or twice, and then they are never to be heard from again. It would have been great if the baby bird (I’m not sure if he has a name) played more of a role in the level.


    Baby Bird

    Now it’s in the area of level design and gameplay that are the real sore spots for this level. The player will immediately notice that the level is extremely dark. Now there’s nothing wrong with having darkness as an element in the design, however the design needs to be handled so that the player will not be confused on what they need to do to continue through the level. In many instances, the darkness seemed to hinder the gameplay. Now, I really didn’t have much trouble feeling my way through the level, but I’m more than certain that many players will not find this type of gameplay too appealing. This may be one of the reasons why the level has only been completed 60/390 times. This is ultimately up to the designer, but I would consider a low completion rate a problem.

    Strengths:

    • Nice looking level
    • Well crafted visuals
    • Prizes promote exploration (even though I haven’t yet)


    Weaknesses:

    • Some areas may be too dark
    • No real plot, even though “Story” is in the title.
    • Certain obstacle may be too difficult for some players.
    • Lack of direction and visual cues will cause many players to be lost.


    Nitpicks:

    • Too many unnecessary visual themes.
    • No character development for the characters that were in the level.
    • Bosses seemed a bit pointless.
    • Needs more personality, overall
    • Ceiling swinging



    It’s dark...

    Ratings:

    Originality: 3/5 ★★★

    Gameplay/Implementation: 3/5 ★★★

    Level Design/Communication: 3/5 ★★★

    Scenery/Presentation: 4/5 ★★★★

    Ratings Explanation & Tips

    OVERALL SCORE: 3/5 ★★★ This story seems more like a rough draft. It’s time to start refining.

    [Level not hearted/Author not hearted] (yet)

    Suggestions

    • I really don’t have a problem with darker levels, but the lack of direction is a big problem. Many players aren’t going to know what they are suppose to grab, especially if it’s the ceiling. Some visual cues, even if they are subtle, will help guide the player through the main path of the level. Now, the optional parts, especially those that lead to prizes, you have a bit more liberty on how challenging and inconvenient it is to get to them.
    • Certain obstacles, the ceiling swinging for example, won’t appeal to everyone. Some players may have difficulties with certain tasks. You may want to consider making an alternate route in those cases. It doesn’t have to be easier or shorter, but it does give the player more options on how they choose to enjoy your level. Then you could add an incentive to the players to take the more difficult path.
    • The bosses played such a small role, it kind of bothered me. It would add to the experience if the player had some sort of anticipation leading up to the boss event. For example, as you are escaping the Baby Bird, there could be roars and rumbling of the mother. The baby could also chase you through the level.
    • I do like how the player wakes up the second boss. However, you may want to have either a jetpack on the right side of him, or a way to reach the other jetpack from the right side. This would be useful for those of us that take off the jetpack on the wrong side of the boss.
    • Try to make sure that the player can’t fall off of the stairs after the lift. I fell from the stairs and ended up in a dark, scary place.
    • I felt the level was pretty long. If you’re feeling crazy, you could break the level up into a level series. That way you could develop the characters and story a bit more. Of course that’s only if you’re feeling crazy.



    Going up!
    Last edited by DarkDedede; 12-16-2010 at 08:01 PM.

  18. Thanks!


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