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Thread: Heavy armament

  1. #1

    Default Heavy armament


    HEAVY ARMAMENT


    Hi all. Just want to post my new level up here. This is a top down tank shooter inspired by a bunch of old school shooters. I've worked on this level over the past couple of years, so a lot of it is old, but I think it still turned out pretty decent. Just want to get it out so I can move on to lbp3 when it comes. Hope everybody enjoys it!

    Peace!






  2. #2
    Junior Sackperson shookie99's Avatar
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    I have it queued. Will try and get on tonight. I will post some feedback at some point.

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  4. #3
    LBPCentral Creator Spotlight CrewUniverseUnderConstruction jwwphotos's Avatar
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    Looks like fun! ...and hey Smasher!
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  6. #4
    Junior Sackperson shookie99's Avatar
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    Very fun level. The controls were perfect and thank goodness for infinite lives. I got as far a where there were two huge tanks that appeared in the left and right. Seems like I spent a long time at that point but never advanced. 5/5 and hearted.

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  8. #5

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    Thanks for the play through Shookie! Yea that part goes on for I think 90 sec. Too bad cause you were right there, almost to the end! I think I'll shorten that part up this weekend. Thanks for the feedback!

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  10. #6

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    Man, I had SO much fun in this game. I'm usually really critical of these types of games, since many times you can just back off the screen and cheat by blowing things up from a distance. But the design of this is fantastic. It pulls you right into the action and forces you to use skill.

    It took me a while at the final section to figure out what to do. I blasted the left and right guns, and then just kept battling the tanks back and forth for a while.

    Eventually I realized what I needed to do... and it was pretty obvious from the explosion effects. So, I would stack it up to my own lack of observance than tell you to change it, but there is definitely a possibility for people to get confused and frustrated at the end.

    But once I beat it I immediately went through it again, and this is one of those games that gets better and better each time you play it.

    White knuckle action all the way - great job!
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  12. #7

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    Hey CCubbage how are ya!?

    Thanks man, and yeah I was a little worried about that. Now I know. I have a quick fix in mind that should do the trick, I think. I'll hop on and fix it up later today. Glad you enjoyed and thanks for the feedback!!

  13. #8
    LBPC Bounty Hunter Devious_Oatmeal's Avatar
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    Blarg. I got stuck on the bottom where you had to destroy 15 of those giant tank things, whatever they were. The camera panned down to that section, but then nothing happened. All I did was stare at a little bush the whole time, then began shooting it; thinking it was a destroyable wall.

    Then I had a second play through. The level was fun! It was hard to keep from dying at times though since the stick didn't turn automatically, which is fine and understandable seeing as how tanks don't actually turn that fast. I don't play many of these kinds of games, so my experience with them is fairly low, so I can't say much about this one.

    But what I could say from when I played it, the life's lag in going down was neat, but it was hard to tell if I was about to die at times because the health bar was still playing catch-up. I also thought it was a little funny that you got a few pieces of health in the beginning, but then when I played through the level, I didn't see anymore life except at the end. Maybe I ran over them every time and didn't notice them, not sure.

    When I first played it, I thought the explosions from the bullets meant you were hitting something that was destructible, then when I shot other things, like the wall, there was the same effect. A bit of hit-detection would have been useful.

    The boss fight. It was fun at first, but then those little orb things kept coming, and coming, and coming, and coming- There was nearly no pause between them and it was a choice of get hit, or shoot at the things that needed to be shot. Granted, these guys were easy to kill with any weapon, but using the default gun made it a bit more difficult since precision with that thing was a little hard. Though that's not really your fault, more-so the reading of the joystick. And then you had the giant tanks that came out of nowhere. Maybe there was something that told you which direction they'd come from, but it felt like a cheap jump scare. Not in the sense that you were trying to scare anyone, but in the sense that it came out of nowhere with no warning or observed warning, constantly. 'Constantly' being the key word. After destroying the two turrets, all I did was shoot the things that the little balls came out of for a long while. Took me a while to see that you had to destroy the little blinking lights in the corners.

    I still really REALLY wish this game was on PC as well. So much potential.



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  15. #9

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    Quote Originally Posted by Cryogen View Post
    Blarg. I got stuck on the bottom where you had to destroy 15 of those giant tank things, whatever they were. The camera panned down to that section, but then nothing happened. All I did was stare at a little bush the whole time, then began shooting it; thinking it was a destroyable wall.

    Then I had a second play through. The level was fun! It was hard to keep from dying at times though since the stick didn't turn automatically, which is fine and understandable seeing as how tanks don't actually turn that fast. I don't play many of these kinds of games, so my experience with them is fairly low, so I can't say much about this one.

    But what I could say from when I played it, the life's lag in going down was neat, but it was hard to tell if I was about to die at times because the health bar was still playing catch-up. I also thought it was a little funny that you got a few pieces of health in the beginning, but then when I played through the level, I didn't see anymore life except at the end. Maybe I ran over them every time and didn't notice them, not sure.

    When I first played it, I thought the explosions from the bullets meant you were hitting something that was destructible, then when I shot other things, like the wall, there was the same effect. A bit of hit-detection would have been useful.

    The boss fight. It was fun at first, but then those little orb things kept coming, and coming, and coming, and coming- There was nearly no pause between them and it was a choice of get hit, or shoot at the things that needed to be shot. Granted, these guys were easy to kill with any weapon, but using the default gun made it a bit more difficult since precision with that thing was a little hard. Though that's not really your fault, more-so the reading of the joystick. And then you had the giant tanks that came out of nowhere. Maybe there was something that told you which direction they'd come from, but it felt like a cheap jump scare. Not in the sense that you were trying to scare anyone, but in the sense that it came out of nowhere with no warning or observed warning, constantly. 'Constantly' being the key word. After destroying the two turrets, all I did was shoot the things that the little balls came out of for a long while. Took me a while to see that you had to destroy the little blinking lights in the corners.

    Hey Cryogen

    Thanks for the feedback man. Sorry you had such a rough time in there. I used no level testers on this one, so I'm kind of using this thread to get my feedback and make tweaks.

    Not sure what happened on your first play through. I've never had that happen to me, but I went in and changed the logic a lil just in case.

    I also added a few more life power ups throughout the level. As for the meter I can't get a faster signal to make it move any faster than it does.

    I thought about putting in hit detection, but decided against it. I figure people should be able to figure out what needs to be destroyed without too much prob.

    As for the ending. There is a warning right before the tanks come out, but I tweaked it to make it more prominent and last a bit longer. I also put a tad more time between tank appearances. Finally I put periodic cross heirs on the lights in the corners, so now there's no question as to them being targets. Once them are destroyed I feel it's fairly obvious what to do...

    Anyway, thanks a bunch for the feedback. I think I got the level about where I want it now...

    Peace!

  16. #10

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    Nice TDS. I am stuck on two tanks what comes from down
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  18. #11
    Sackperson amiel445566's Avatar
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    I played this level, because I thought it looked cool (and it does) but I had to come back to review because it is really good!

    I thought everything looked very good, and the gameplay was fun, enemies that were systematic enough that your health depends on your adeptness to timing, and skill, not how fast you can get through to not lose health (which lots of people fail to achieve)

    The gameplay was fun as well, it reminds me of a Destiny-esque type mission style (but not faulty like destiny) it works well with this style of gameplay, and it never got boring through till the end

    if I would have ONE critique, it would be to make your details smaller, and more enhanced, it takes a long time to make everything more detailed, but every other aspect that you made worked perfect in my eyes, so improve that, and you got yourself an MM pick
    Figured since reporting this on multiple occasions didn't work, I'll just spread it like the plague

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  20. #12

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    That was great. Just echo what others have said. A fun play.
    Explore The Goop Factory!!...LOOKS GREAT IN LBP3!!

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  22. #13

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    Quote Originally Posted by amiel445566 View Post
    I played this level, because I thought it looked cool (and it does) but I had to come back to review because it is really good!

    I thought everything looked very good, and the gameplay was fun, enemies that were systematic enough that your health depends on your adeptness to timing, and skill, not how fast you can get through to not lose health (which lots of people fail to achieve)

    The gameplay was fun as well, it reminds me of a Destiny-esque type mission style (but not faulty like destiny) it works well with this style of gameplay, and it never got boring through till the end

    if I would have ONE critique, it would be to make your details smaller, and more enhanced, it takes a long time to make everything more detailed, but every other aspect that you made worked perfect in my eyes, so improve that, and you got yourself an MM pick

    Hey Amiel

    Yeah, I would've loved to make the level more detailed, but as with most of my levels in LBP. I had to trade one attribute for another. In this case it was the effects vs detail. Basically the effects I used are very costly thermo wise...

    Even with less detail, I still think I achieved the vibe I was going for. Let's hope lbp3 is more forgiving!

    Thanks for the review!

  23. #14
    Sackperson Sandro8708's Avatar
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    Wow, good to see you around LBP from time to tome with new levels. I really like the easy controls and how you used the 3D glitch. Its something else, when you die to appear at the same place and with a parachute ih makes it really special :P Also love to see how you used materials in a way it looks simple bit still great: less is more Great job. Hope to see you on LBP3 aswell


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