Industrial Caverns Part 1 by John82wa
Your elevator down into the mines has broke! You have no choice but to press forward... Explore a cave that appears to be an abandoned mine shaft. Simple logic and easy to med difficulty. Good detail with a very unique Mechanical piece that took some time. Hidden area included - Hopefully satisfying and enjoyable!
Hi all, im hopefully looking for some constructive criticism as this is my first and only published level. I have put some time into this, so I like to think it looks fairly polished but my thermo maxed out towards the end and a few extra ideas were left out because of this, so I would like a continuation for Part 2.....Thanks!

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Thread: Industrial Caverns Part 1
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10-27-2010 #1
Industrial Caverns Part 1
Last edited by John82wa; 12-17-2010 at 09:48 AM.
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10-28-2010 #2LBP2 UberFanatic
- PSN
- flamesterart
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- Oct 2010
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- Henderson, Ky
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that looks amazing, too bad it will be awhile before i get a chance to play it. *sigh* i have a hard time with gears... they always explode into dust on me, i don't quite know why though.

Creator of the COMPLETE list of everything in LBP2 ( at link on complete )
Learn to draw sackboy like a cartoonist! *clickyclicky*
And see my ( old ) sackboy artwork! *clicky*
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10-28-2010 #3
Feedback:
Positives:
+Puzzles were well done
+Platforming was good
+Change of music during gameplay
+Visuals looked pretty okay
Negatives:
-Didnt like how the pistons/winches were showing.
Sugguestions:
-Maybe after the area with the cogs puzzle & that door that lifts up with that winch, try covering it up with thin layer of rock material.
Overall the level was very good:


Levels(10)1.Vinery *Spotlighted*
2.Motif Underworld *Spotlighted*
3.Mystic Chill *Honourable Mention*
4.Obscure Cavern *Newest level*
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10-28-2010 #4
Well hopefully you can get around to it Flamesterart
I have also reviewed your series for you as well and posted on its appropriate thread 
Sabre:
Thank you very much for you input. I was always debating on doing exactly what you said, but I ended up not doing so as it took away the mechanical feel. The winch was also visible for a clear image of what the gears did. I will go back and take a second look again though, because I agree with you 95% of the time, I hate seeing winches/pistons and the works
I have also got done with your SSBB Battleship level and will post the feedback on the thread. Excellent Level!!
Thanks again!!!
JohnLast edited by John82wa; 10-28-2010 at 09:03 PM.
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Thanks!
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10-28-2010 #5
UPDATE: Dialog was absent in the first go around and I have now tied a story into it. I have made the suggestions from Sabre and I agree now with covering up the winch but I think the room with the gears looks bare now with out seeing the pistons...I will leave them invisible for now and see what other kind of feedback I get from it

John D
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10-30-2010 #6
hey thanks again for the review! i will try your level tonight
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10-30-2010 #7
+ Nice organic looking cave/rocks.
- Orange square sponge can get stuck in the left pathway. Add some invisible string to it and the left wall to prevent this.
+ Puzzle room.
- Puzzle room: Hard to see the button on the right wall, mag switch is visible when it pops out.
- Piston fire hazard is too hard to see. I found out the hard way.
- Broken single rocket on the three metal piston blocks path.
- Gas blind spot in the bottom of "patience" room.
- Can fall under mini "bunker" style wheel. Annoying to get out if you fall under.
- After the elevator, you can fall down a small hole to the left, which puts you back at the checkpoint before, and the elevator doesn't return. Either plug all potential deaths until checkpoint, or activate the next one with a sensor switch.
+ Nice explosive timer.
- Fix up corner editing on fire block at the start of the water.
Nice level. Even though this theme has been done to death, I still had fun.
Good work.
Bad design 101
An ingame commentary about the good and bad design choices in my first level: "Platforming 101" ... Learn as you play!
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Thanks!
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10-30-2010 #8
Thank you MH! My wife, 10 year & 4 year old can only handle so much play testing!! Excellent observations, finds and feedback. I fixed the pesky rocket and attempted to implement a string on the sponge but unfortunately im maxed out on the thermo. So maxed out, I couldnt even cover the side of the elevator with any new addition, I had to move a box over it. I also attempted to put a small LED over the fire hazard for extra visibility but that too was refused by the killer thermo. I was able to make the adjustments with the corner editor and couldnt believe I missed the sections you mentioned, nor can I believe you were able to see them through the action sequence! Great eye!
The only portion I missed on your review and was confused about was where you mentioned the blind spot of the gas..
Anyways, thank you for the help, it was fantastic feedback and much needed. And yes, the cave thing is a bit overused....just a teeny bit though.....just enough room for one more series
I also played your Ratchet and Clank level and will get a review up tomorrow - so keep watch!
John
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10-30-2010 #9
No problem.

Yeah, The thermo is a harsh mistress. I always leave a few notches before release, that way you can easily fix any problems that might pop up.
Gas blind spot:
After the sign that says "Patience is a virtue", there are two wobbly platforms (with two lights above?). At the base of the platforms, there is a gap in the gas (or an elevated safe part) slightly to the right of the centre.
If you have two gas blocks, you can combine them into one to save a little thermo. If it is one piece already, a simple corner edit will fix it up.
As for reviewing my level, it's not necessary, but always nice to get another opinion.
Bad design 101
An ingame commentary about the good and bad design choices in my first level: "Platforming 101" ... Learn as you play!
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10-30-2010 #10
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Thanks!
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10-30-2010 #11
hi again i played your level. overal i think its great,the first thing i noticed was the atmosphere,and the little intro that instantly brings you in was nice,unfortunatley the second thing i noticed was the default floor,which is usually an instant turn off. the atmosphere and visuals are very goood tho,excellent use of all the layers and the music was fitting. i loved the part with the cogs,must of took a while to make right i always have trouble making 2 run smoothly together lol.i gave it 4 stars and i hearted it,ill be checking back now and again to see your new levels.
oh and another thing that first lift,i know your having trouble adding anything due to thermo but maybe have a little delay on it? to give time to jump off.
quick summary:
+atmosphere & music
+use of layers
+clever obstacles
+overall level design
-visible create mode floor
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Thanks!
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10-30-2010 #12
I palyed your level. Its really impressive for a first time level. The enviroments or well and you did well with working on the cornering tool. Ifound it really difficult but still its great to have something really complex. There are some few areas that look a bit sloppy but not too much. There were too many holes that I would easily fall to and get my sack boy on fire but I'm guessing you ment to do that.
Positives: Game play, complexity, structure
Negatives: Repetative
4/5 stars F4F Inception 2 thanks
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Thanks!
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10-31-2010 #13
Thanks again for the much needed advice. And I certainly wont make the mistake on creating my level on the ground, it really took away the versatility in creating the level not to mention the pathetic look during game play.
Henred, the parts you mention that are sloppy, could you be more specific? I cant add or tweak too much except for the corner editing tool so I still might be able to clean it up a little. I will play your level sometime tomorrow if I have time, but I won't forget about the feedback!
Midnight_Heist, I actually did a full on Review for your level instead of feedback however I do have a suggestion for your next level that would add an incredible amount of feel and uniqueness not found (at least Ive yet to see it) on LBP.
Oh yeah, now it shows 4 stars out of 5 on the forum next to this thread, was that a review by the LBP Central team or just a relation into how many views or..????Last edited by John82wa; 10-31-2010 at 07:02 AM.
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10-31-2010 #14
sometime people can rate your thread and try & make it the same amount of stars your level has.
Levels(10)1.Vinery *Spotlighted*
2.Motif Underworld *Spotlighted*
3.Mystic Chill *Honourable Mention*
4.Obscure Cavern *Newest level*
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Thanks!
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10-31-2010 #15
Full on alright! It was awesome! :o Very impressive.Midnight_Heist, I actually did a full on Review for your level instead of feedback however I do have a suggestion for your next level that would add an incredible amount of feel and uniqueness not found (at least Ive yet to see it) on LBP.
Oh yeah, now it shows 4 stars out of 5 on the forum next to this thread, was that a review by the LBP Central team or just a relation into how many views or..????
I'm all open for suggestions, either post in my sig link, or you can send me a pm if you want.
Regarding the stars, you can rate threads (at the top of the page), but not many people do, so it's not always accurate.
I only bother when I feel the current rating is unjustified.
Bad design 101
An ingame commentary about the good and bad design choices in my first level: "Platforming 101" ... Learn as you play!
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Thanks!
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