Just finished a quick little level. Well not really polished at all yet, just set it upto test the dynamics of it. Here is the skinny...
One jet can carry a pilot, a gunner that can also launch remote swarm missles, and two passanger seats int eh back, that once the plane is in the air with the landing gear up, the passangers can tap "X" and call a second plane they will auto board. You then fight other fighters and attack the other aircraft carrier. If you are about to die you can hit "Square" and eject to be picked up and flown back to fight again.
Very simple level, I hate to do this, but I was not able to hide the level borders because the area to fly in takes pretty much of all the space, I may beable to add cameras to hide the edges by "looking away" when you get too close...but it may not matter too much this time...just because I have to have it zommed out for a good flying view.
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F4F: Aircraft Carrier U.S.S. OK vs the Baddies from Badsilvania
Last edited by celsus; 04-10-2011 at 05:08 AM.
Added some cloud details (stupid sticker glitch made it so I had to design clouds and not use the stickers I designed from clo0uds I had made earlier and then deleted). Tried to make the edges of the level less obvious, and feel more like an air fight. It is up to 4 players and they can fly two jets. I could use a bit of feedback on if this even worked or if the idea is realy not possible for a LBP 2 level (sackboy scale jetfighters).
Wooo-hooo! getting closer to renaming it done...well kind of close, but only done in the beta stage. As always will still be working on my old levels until LBP 6 is released.
Second player plane color alterd.
Second Rescue copter has its own landing area
Baddies planes own colors
Massively updated ship and added crew
Elevator to all 5 levels of ship
Ship can also be driven
Second player turrets added
Alt ending has been massively massively worked on.
Planes have better camera veiws, and since it is vs, all four players can have own plaes and veiws if online...but I think the lag may be a bit much for that.
Heli does away quicker to add more space on thermo.
Love to here what you guys think.
Doing a fly-by (oh best to not shoot your own ship...
You vs Them
Getting ready for launch
Bomber (4 player controls)
- Join Date
- Jul 2010
- USA UT
- Blog Entries
Dang that looks really cool! Currently I'm working on a top down jet level where the player customizes different parts of the jet, should be done in not too long. This level looks really well decorated and highly detailed, I'll have to give this one a go!
Thanks, I had to lock it for a few hours today because I just found emitting issues with the scoreboard...but all good now...also I am adding an altitude too high feature...almost done I should have it added in about an hour....If you tried to play it while it was locked, sorry about that.
Edit: Added the altitude and slow errors for jet, touched up a few other details. Love to hear on what to work on. Overheating is causing emit issues, so I have to figure out how many baddies I want at once.
Edit: Ebding glitch fized. Level unlocked, new jets made but not update yet due to over heating making only one jet emit...but no baddies.
Most likely a long way to go still, but published the first build in a good while...earlier versions had too many glitches to even post as beta...this one can actually be beaten and go through all 7 missions. Still need to do many areas of touch-ups, and try to find a few things more to lose to avoid over heating , but as of now you have a gunship, sub, helicopter, hovercraft, jet, and bomber to pilot...ther are a a few special attacks... and the bomber is best steered with four people to handle attacks and such...added a new photo. Love to hear if anyone likes the direction this level is going.
OK could use some feedback on the newest build of the the level. It now has mission modes and stickers to save your progress, a ingame mission menu, tweeked elevator, new stairs and tons more. Please be critical. Thanks.
Yes that is the level, thanks for helping me out. I coudl have put much more effort over the PSN outage, but towards the last couple weeks I was so unsure of the menu and other features for other players (I have issues with making things a tad too complex) that I held off until I could get someone to test the level atleast once...also was started to think how much it would suck if my PS3 burned out before I could upload my work to the PSN. I will check out you Temporal Experiment when I get home tonight.
So it loaded super fast this time. Wow. Not sure if this could be called an Object showcase or a level. It is definitely showcasing some objects!
The first speech bubble has some spelling issues in it
'we've been tacked' and 'if' is not not capatalised
I walked past elevator first off to look what was past it but maybe not let people go there until after the sub mission.
I think menu system flickering is not needed. It's a great menu but looking through glass and at a distance is is a little tricky to read.
The ship is pretty cool and I ended up exploring it before doing any missions. Looks like there are some funny characters there. I liked the mess hall and thought that your stairs not only looked great but functioned very well.
For mission 1 I got distracted and missed what I was supposed to do and I couldn't re-trigger the mission... the next time I ran out onto the deck to grab the fron gun and was killed pretty unfairly. The re-spawn point is clever and a nice gameplay touch. I ended up on the huge rocket launcher and had fun destroying the planes. I see the ship flashes when hit. Does it have an energy bar of some sort tracking points?
Mission 2 I got stuck in the crane in the water and was a little confused over the controls as (not your fault here) the controls along the bottom of the screen don't really appear in any order. Maybe you should scrap that and use a prompt system? 'Torpedo' was spelt wrong but this may be because of the filter not liking 'pedo'
I also found that you can shoot multiple torpedos at the same time by tapping R2 and R1 in quick succession. I did the mission but was killed reversing while not in silent mode. I have the stickers to continue so I'll keep testing soon!
There is a lot here. Worth looking at. The only negative at this stage is something Celsus has already identified; he sometimes makes things a tad too complex. I had to take a break from playing because of all the different control schemes. But I'll be back for some more!
Thanks for the feedback, very good. I will see if I can tweek the flicker out, I had it non flickering but felt it looked more like a tv screeen with the flickering,plus it saved a little thermowise...but not much. The speech at the start is supposed to have type-o's for the way the guy is talking. But before the PSN went down someone else mentioned it. What do you think made you think it was spell and not the way he was talking? Should I add a few more type-o's or is there no way around it?
I avoided health points showing on any vehicle to make it seem more realistic. I could add a little health gage on one of the displays in the controlroom, was it that distracting to not have one or should I throw a quick one in...the thermo is a big issue right now and a visible gage should not take too much away, but I am not positive. Also did you try the restate mission objective? The restart mission may only work once a mission fails but I will test that again.
Yeah they don't let you use pedo which really sucks, just like computer. I will think of a prompt or tutorial level. I have the tutorial level published locked, but I could not finish it because level links did not work while the PSN was down. As for the multi firing I made it so two could spawn at once so it was a little faster going, but had not tried firing them like you were, did that take away from it, or is it good to have rapid fire? The reload is triggered by hitting L2 and not by the doors closing and opening (it was less thermo taxing that way). Love to hear more issues you find, this is very helpful.
As you mention, your biggest problem is thermo. There is a lot of stuff here. And I felt that both the missions that I have played could be deeper in your full game, as you mention that this is sort of a test ground.
I was wondering if this was a squash everything into one stage to get feedback, because it seems that you could really make the ship bigger and more detailed and break the missions out into sublevel links Like "Ocean Assault Missions" "Air Attack" and "Base Defence" and have an amazingly multi tiered level going on.
I'm looking forward to playing more, but need to finish off some of my level, because of what you mentioned in your feedback. It's funny you want to see the DeLorean drop out of the sky and crash... friend me on PSN and I'll send you a key to a Work In Progress stage... It's at about 85% complete
- Join Date
- Feb 2011
Woah this level was quite an amazing experience. It's like having many levels fused into one. The tech of the various vehicles, but also the select screen and the elevator were all quite amazing. The only potential problem is that it's not really user friendly and i can imagine a lot of people having trouble experiencing the whole level.
Congratulation for developing a single level so much, that's quite an impressive demonstration of dedication.
Give a shot to my latest level http://lbp.me/v/0d2x0j if you can and leave feedback in the related thread (http://www.lbpcentral.com/forums/sho...ng-FU-Fighters).
Thanks for your great feedback so far, I will add you Mr_Fusion when I am on next.
@vergil how far did you get in the level? Just trying to see the the current check points. I will check out your level for you.