My newest level in lbp 2
Climb to the mountain entrance and enter the aztec tombs!
It's a classic plattformer, with some slight puzzles in it. Not to hard though.
I think the level is working fine so far, but that's just what i think
Im looking forward to your feedback
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Thread: Into the Tombs
Into the Tombs
- Join Date
- Feb 2011
I liked the overall look and feel - bit of a Tomb Raider or Uncharted vibe. Solid platforming action - decent challenge, nothing too frustrating. Couple comments:
-- I'd make the opening grappling hook non-droppable. You wouldn't want someone to accidentally drop it halfway up the mountain. At the top of the mountain, it took me a little bit to find that final grappling point. Maybe call that out or extend it a bit. I did like scaling the mountain, though, that was fun and unique.
-- Some of the lights near the beginning of the tomb were blindingly bright - I'd turn them down just a bit.
-- The part with the arrows could be clearer. I messed with them a bunch and was a bit confused by the lights going on and off. Then I gave up and ran to the left, saw the down arrow and knew what to do. Still not sure how the lights played into it. It'd be nice if the clue arrow was more visible before or during the puzzle.
-- Give your prizes a name! (and description if necessary)
Enjoyable level. I'd appreciate your feedback on mine (below).
I really like the first part of the level where you climb up the mountain face to get into the tomb, nicely done.
I agree with some points made earlier about the lights in different section, they are very bright and the lights in the arrow puzzle made now sense as to what purpose the turning on and off of them means.
I notice that there are quite a bit of jagginess to some of your platforms and walls. (Likely due to not using the grid but rather doing a lot of freehand work.) It would be good to clean up those bumps and jagged areas with the corner editor tool.
Also it looks like all of your lifts/elevators are using winches/pistons set to on/off. This is not bad but if a person were to jump or fall out halfway up a lift and die they would not be able to get back in as it would stop where it was left. Maybe setting the piston/winch to directional and use a player sensor tied to that layer and with a sense radius just large enough to fill the cage. The output of the player sensor would connect to the winch/piston.
I was a bit confused by the show of bubbles that comes to the end but as I look at your description I believe that this is the treasure that we are going into the tombs to get. A little something else at this area may be good to let the player know that they've reach the treasure would be good.
You have two prize bubbles in the area with the bounce pads on the columns. I can get these prize bubbles but I can't get back to the normal path once I do. It seems odd that you'd reward players who want to collect the prizes by making them die to continue.
Also in this same room after you bounce on the last, highest bounce pad it is hard to see just where the next column is to land on. If you put a camera zone here with the camera tilted down a bit this would help out.
I hope this helps out and if you are able could you try out my Tutorial level and let me know what you think?
i think that overall its a good level. But some parts, the lights were actually painfull O_O specifically the arrows part, and the next few checkpoints, i liked the challenge of the bounce pads, i think i might use that XD overall great level man but work on the brightness O_O my eyes actually hurt >_<
Thank you three for your feedback
I did some changes due to your comments:
- opening grapple now non droppable
- no blinding anymore, i hope
- you can exit the prize bubble area without dying (it worked without dying before, but was a bit too hard i guess)
- prizes have names now
- the lights in the arrow area are now shining permanently, no confusing with the on/off switch anymore
- the area with the bounce pads now has a camera zone
- you can enter the elevator again in case you should die
- worked on some jagged areas
- a clear hint on the last grappling point installed (changed the camera option here)
okay, that's so far i'm now going to play your levels, would be great if you would play mine once more to see if the changes are okay. Thanks again for the comments, they really helped me
- Join Date
- Jan 2011
- Join Date
- Jan 2011
Nice detail and relaxing atmosphere I liked the zoomed out cameras which allow larger platforming sections for multiple players. Some challenging obstacles, especially the bouncing platforms near the end where you have to bounce straight up from two floating platforms... It took a while to get to the top because the second platform was moving pretty quickly and would move out from under my player at the last second lol, but I got past it eventually Great level overall!
F4F level in my signature if you would like to leave some feedback, thanks
Last edited by Bender; 03-03-2011 at 10:34 PM.Space Garden OUT NOW!
- Join Date
- Mar 2011
Hello I am going to try your level!!!! Do not hesitate has to play mine!!!!!
+Outside looked pretty good
-Think you make the corners for the rocks look to pointy, should try corner edited it some.
-Obstacles were little to simple
Still a good level though just need a few touch ups..Levels(10)1.Vinery *Spotlighted*
2.Motif Underworld *Spotlighted*
3.Mystic Chill *Honourable Mention*
4.Obscure Cavern *Newest level*
Thanks for the feedback
What exactly do you mean by layer management? Would be nice if you give an example or explain it to me, maybe i just dont get it
Im not going to change the obstacles though,I think they are good as they are now considering the other feedbacks.
queued your level, going to play it as soon as i can
hehe played your level and i must say i like it!
good jump parts and nice ideas. a bit frustrating on some parts but thats normal
here are some constructive ideas/points:
- after the 3 bounce pads i allways die evenif i go in the left or right hole... dunno why. is that right?
- arg! after 2 times restarting the level i found out that i have to w ait or go to the right... so the plattform is moving down... lol x)
- is that my fault or is it a small bug that it takes so long? or the player sensor is to weak?
-after the spinning plattforms you should do the cam like pointing there it goes. sure you do. but you only show what i allready see. point the cam on the next room
- the second elevator took a long tme to react as well - if you want to make them multi player friendly just make a " 1 player - all player required tweek"
f4f: plz go to the skunk bunny adventures link in my signature! thank you!