EDIT: This level has now been overhauled with new materials (I had not played more than a couple game levels, so I did not have any materials unlocked yet)...3D glitch backgrounds, and newly touched up ending zone.
Hope you like, has sticker now for those who made it to Section C as a save file to return to that point, stickers for easy/hard modes in timed run, two short-cuts, bonus wrong-cut, made for multiple or single player, seven vehicles for all to play. Level is a bit big, so playing online could be lag prone, two possible endings so to speak, little stupid end game mini-game , little bonus start game, and that is about all I can think of at the moment.
Awsome Video Capture by:
Transport Pod and AI Pods
Security Lifting Drone
I think I am close to being done adding to this level...but I would still do F4F. This was OK Space Accident, but it has changed so much since the LBP1 version that I just went ahead and completed renamed adn published it.
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Space Vessel 8212: Centuries Adrift
Last edited by celsus; 07-15-2011 at 04:08 AM.
I recognized alot of the level build from ok space accident. But you've done a good job updating
it for lbp2. All the vehicles are more user friendly, I love the additional little story elements added.
I did get stuck at a few parts and had to think and try several things in order to proceed.
I seriously think I spent over 40 minutes playing it. Nice touch with the holo instructions.
though the one for the walking lift at the end broke away and was floating around.
not too much to improve upon really.. Oh ya I caught some typos in the holo logs
on the bridge at the end. The murder mystery one I think. Take a look at those.
hmm.. Itls not necessary but I would suggest adding a holo arrow pointer at a couple
parts to aid in direction. Though you have the sector alpa numerals it seemed unclear
in the text sometimes. Thermo permitting of course.
definitely a step up. XD
I won't punish you with where do bad sacks go when they die" this time lol.
please give the one in my sig a play. Space themed shooter level after a music
video intro. I know you can find something I can improve about it. XD
Thanks for the feedback big time, the pics you took helped big time, I was not sure of the generator pic, but I fixed the light on the walker and the area you can jump into on the teleported. I also moved and arrow sign up a little by the big robot arms, which area did you think could use a little extra arrow?
Minor updates, the vanishing wall glitch has been fixed, a few little areas added, and many areas touched up. I know I said I was finished, but I think I want to add a spacesuite to it first...so there may be one last update, excluding any glitches that people may report.
Edit: as of 3/21/2011 updated auto pilot on stealth pod, added sequencer repeat option, and land pad touched up on Armed Transport.
Great looking level, with a fantastic varity of game play. I did play ok space accident, and this version is a vast improvement, and far more user friendly.
I DID have quite a number of issues though, namely, I didn't finish it....just like ok space accident, you get the hull breech, and the next thing you know the games ended. Ive played that level three times, first time, I ran out of time, (had to go out) 2nd time, my ps3 crashed, and the third today. I just couldn't face going through it all again Yeah thats pretty harsh to say, sorry. It's VERY long, and in places very complicated. The bit where you have to use the crane to pick up the piece with the controlinator on, it isn't obvious that its sole purpose is to get you up high enough to be able to move to the next section. VERY well made, great looking.....but would have been nice for it to have more of a point...(Man i'm in a crytical mood!) ....Am thinking that maybe the lift told you it was safe to proceed?? ****, think i'd better play it again and get my facts straight first perhaps?
There is a LOT of text, and the bit at the begining, that im still not totally sure what it is (where you have to fire at those two blocks) again, seemed although very nicely made, a tad pointless? Every time I played it I was killed and respawned back in to the main ship, and every time it left me wondering if I had done something wrong.
The bit where you have to remove the core thingy, and replace it with the one at the top, again I was never sure if that was the right thing to do? (forgive me, but I have a bad tendency of skipping text in levels if there is a lot of it, and probably missed some of the stuff)
I had a bit of trouble one time, with the cranes you have to jump and grab hold of. I must have died 20 times trying to get acros. What's with the bit that comes down and stops you jumping onto the second?? Couldnt see an obvious pattern, and couldnt work out what it was doing until it was too late and pushed me off into the electrified floor, or somewhere eles.
The bit just before the hull breech cut scene...the ship that can move in and out. Must have tried that 20 times too, its VERY hard to see what is on what plain, and just kept taking guesses as to what plain to switch to, invariably getting it wrong, dieing, and restarting all over again.
As for the bit after that, I have NO idea what I was supposed to do when i got the ship in the lift thingy, but finally got out, and yep, hull breech killed me DARN that blasted hull breech!!
Now all that I have said is VERY negative and not really the sort of feed back that one likes to get, but I'm saying it because it's how I feel, not becasue I wana pick a fight lol.
Your level is beautiful, some FANTASTIC work in there, the ships, the control hints, the backgrounds, the bit where you turn on the consol was VERY cool indeed, the cranes, the coggy lift thing....If I scored it on looks alone I'd give it 9.5 out of ten....it was the constant feeling of 'what am I supposed to do now' and 'did i do that right' oh and the blooming hull breech that kills you unless you know exactly what to do and where to go that I'm crytisisng. Very little seemed intuative, or obvious even with the hints and arrows every where.
Suggestions? Ummmm, well I'd try and strip down a lot of the text, keeping it very short, and to the point. If you are like me you feel that it's pointless making a game and then TELLING people how to play it, but i'm affraid that that is what people want...no what people want is a game that you dont have to think or struggle with, that is OBVIOUS, thats how i feel. Your level is very much like my lpb1 level 'house of the flying diggers'. I spent AGES making that, and getting so excited with it, to be constantly told by friends testing it, that bits werent obvious, or too hard. I had NO trouble with any of it when i played it, I thought EVERY THING worked great, couldnt be more obviouse, and was very easy to do. You forget that the hundred + hours in creating that level and evolving the level, and the incesent testing of that level makes you a tad 'numb' to the way others think/play.
I think EVERY level I've made has been like this level, I rely too much on hints and arrows, and speech, and loose the ability to make things that dont need hints and speech and instructions every two minutes, it looses the flow, and some peoples interest.
I've waffled and crytisised waaaay too much, and loosing my way a little with my point.....
GREAT work, just not for me would have probably been an easier F4F, or even I LOVED IT, can you now play mine, but that just isn't me
We are now friend on LBP, so though the time difference is tough, I'd LOVE to join you on your new jet fighter level and give you my views on the mic B4 I give you a written review
waffle waffle blah di blah, Shade, signing off.
Lol, thanks for the feedback. I think I actually deleted some text at the SLD part and forgot to replace it with a second hint. I think I can add somemore camera hints. The astroids are a slow process for sure, the furthest back are black, the mids are a little shaded, and the front are all on fire. I ran into some issues with making it look too platformy if I over colored the layers. I think I can just tweek the camera on the stealth pod, I did add the litgh radar that glows when you hit something with the lights. I will check it out and see if it helps. As for the cranes there is a pattern, but perhaps I can either zoom in a bit so there is not too much info on the screen which distracts, ot add a light cue. As for the text...you may have skipped most all the hints and directives...but as you said many people hate reading and that is why I made visual control displays...I will see if I can add a few more. Did you use the save file at all? It lets you go from the start point directly to the Controlroom at section C. There are two other shortcuts too. Also did you try the "easy mode" sticker on the console? I may need to make them more obvious on how they work. I still don't know if anyone has used the stickers from any feedback. I have a bad feeling that it means they don't know about it.
Nope, didnt know about ANY of the skipable bits, save files, and easy modes, where the heck do you mention those???? As for the text, I read them all, but most were so long, none of it sank in with me (I'm a bit dense) Oh, and the stealth pod, what WERE the lights for (R1)? I thought it was a weapon?
They warned of anything that you could hit. I may want to add a blurb at the start then about the stickers. There is a easy mode and hard mode you enter at the consle and the save file you enter at the teleporter at teh start once you turn the gravity back on.
Edit: Found a few more areas for touch ups thanks for Shadeseeker and Angelgozen...added lights for the timing in the industrial section, added camera angles there and to the skybridge, altered cameras and directions in the intro, added extra light to hint for shortcut, added a few more moving light hints.
Could this be the last update? Yeah most likely not. Big time into new level design, but Angelgozen was a bit annoyed that I spent a bit of time for the epic fail ending, but far less on the win ending...so now there is an epic win ending. Along with several other tweaks, including one to the epic fail. Would up load a pic...but that would spoil it.
Edit: Touched up the new ending in one last part, thermo is at the point where I have to rewind to unheat it...and that is with using emiiters to store half the level and destroy half. Hope you'll like it.
Son of a gun! Well fixed the last few glitches I had never seen thanks to help from Memodrix, placed his video in the first post, andbecause of this could touch up a little bit more freeing up thermo (well in the sense that when I load it I no longer have to rewind once to get out of overheating...but I am still at about 99%-100%...but since that is mostly emitter based it does not seem to show up in play mode). There "should" be no more glitches, if anyone runs into them please email me. When I get the next level I was working on done I may try and find a happy base on removing speech bubbles...but without the bubbles I placed in 80% did not make it past the intro without getting stuck.
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Just played this level, or I should say I tried to play all of your level. I like it, it's great, but there is a lot going on! I gamed over three times and felt I didn't even see 1/3 of it.
When I play your stuff I feel like I am taking a driving test Your vehicle design is great and they all are unique, but similar to your other stage I felt a little overloaded with control schemes. It was good that there was consistency in the crafts in regards to speed controls as well as the dock locks (an effect/sequence/design/idea that I loved).
I also like that lifting platform crane thing but it think this is where you can come a little undone in your stages. I thought it was fun and after getting up on the ledge I wanted to see a little more of it. Same as replacing the rods. It was a great touch how they floated around and I wanted to do a little more.
They may turn up again later in the stage but I couldn't get that far! I might suck but I died ALOT in this level. First off; outside the ship trying to restore gravity (I was using the wrong gun and couldn't line up the shots).
Then I actually gamed over trying to restore power, because I didn't see where the door opened and thought I was meant to use the elevator thing in the first room, so I went back to the generator and tried to really get it spinning.
I also got stuck in the power core bit, the back part of my ship (the docking part) somehow got wedged in the sections between the bridge. I took a photo of it, no big deal, but I did have to restart.
I then gamed-over in the big ship going through the airlock (again a cool ship, that has different stages of damage, which is a nice touch).
Overall I think that you have some very unique ideas and that both of your levels that I have played are full to the brim with content, but to me I would enjoy playing the similar stage over three level links with the same amount of content spaced out more. That way I could really explore a part and move on when I felt ready.
Example from the cryo chambers; You turn on gravity (avoiding meteors), reactivate a generator, then I find a little note about the photo but I didn't really have time to think about that as I was then pulling a lever, grabbing a sticker switch and using it, then learning how to raise up a platform, just to get in a ship to pull out power cores one that overheats and explodes!
Wow! For some people that would be the full stage! Each part works perfectly but you can almost see it all on the same screen.
I liked the flickering holo maps here, they really suit the environment you have created, the stage design is sharp and cohesive and I enjoyed playing it as it was challenging and I was interested in seeing more of your vehicle designs, I think I started to get overloaded when I was using the diagonal wall walker thing and got shot by a blue ice laser, and when I was trying to fly the big yellow craft I couldn't do anything, but eventually realised I was in a gun turret. I just felt a little 'wow... ummm... what was I doing?'
I know I'm not asking much, just re-design a super complex level from the ground up, but maybe something to keep in mind with your next (undoubtedly) awesome creation.
Anyway great stuff and I'll play more of it and recommend others check it out also!
Lol! Thanks for the awsome feedback. Each level has a tutorial level I started to build but then stopped when I was not sure if playing the vehicles before the level would ruin the level. I think I will do the tutorial level for the other one just because I wanted to make a little Warhawk like multi-player fighting level. I don't think anyone has even stumbled into the Static chamber above the pod yet...it has no real use, just set up for someone that is bored looking. I also think most people have not noticed the other short-cut from the first pod, or gotten the bonus for 100% in the meteor shower at the start.
OK found a few glitches caused by an update and think I fixed them all. Added a little to the ending animation. Also started testing a bit of 3D on this, just one part but may end up updating the whole thing because I am tired of waiting for the "3D" tool update MM claimed they were going to release. Please someone tell me if you used the shortcuts. Still have not figured out what caused the ship to get stuck.
Finished the entire 3D update, now here's hoping they don't remove the glitch in an update. Love to hear what yall think.
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awesome Celsus! Can't wait to revisit this one. Will you be updating any of your other levels, like maybe, I don't know....The OK choice series? That was by far one of my favorite series.Follow me on the twitterz @bioswoop