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Old 11-24-2008, 10:37 PM   #4201
BorrowedTime BorrowedTime is offline
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Originally Posted by toefer View Post
Everyone go play BorrowedTime's levels. They're some of the best I've played, and definitely deserve higher playcounts.

Some things that BorrowedTime might want to note (I mentioned these in comments on your levels, but might as well mention them here):

I ran out of lives on "The Wall" in the SOCOM level. Is there something I'm doing wrong (a way to avoid being crushed by the new stack of steps being added?) or is it possible to change the gate to a 2x Life gate, instead of a regular one?

On the Firefly level, the machine where you push the blocks kept getting jammed. I figured you have to clear out each layer first, and then finally push the key block down from the top. Problem is no matter how slow I tried to push it always seems to get clogged up. [insert "that's what she said" joke here]. The blocks being pushed ended up on top of the point bubbles, and then they'd just jam up.

The rest of the level (from the brief part I saw) was really good. I really liked the idea of the sewer, complete with the manhole cover you have to pry up. Very good (and very good show, for those who haven't seen Firefly).
Thanks again for the feedback Toefer. I'm making those changes now, although... you did miss one thing about my SOCOM level at "the Wall". The objective there is to create a scaleable object by blowing chunks out of the wall with the cannon. I put those switches to drop stairs as a back-up so someone didn't get completely stuck if they messed up. There are emitter switches at that part where prize bubbles get blocked off behind the wall if you need to use the "back-up plan". Use all of the back-ups and all of the prize bubbles in the section after are locked off.

I guess, in hindsight, it was unfair to do a double-whammy penalty of blocking prize bubbles, and forcing a player to explode to get out from under the stairs. It never occured to me that someone might use up all the lives trying to get to the next gate, so the double life checkpoint is a good idea.

On the Firefly level, at the warehouse section, there is a way to get to the objective crate by using only one of the switches. It's a trick, and much faster than using all of the levers, and completely unintentional. I'd try to fix it, but with all of the switches in the area, I'm more scared of completely screwing up that section, so I decided to leave it in.

As for fixing "The Wall" area so people don't get trapped under the staircases... I decided to go with your double life checkpoint idea instead, as it is a lot of work having to redesign the blocks, and re-tweaking the emitters to put the right blocks in the right place, so I'm taking the lazy way out.
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Old 11-24-2008, 11:00 PM   #4202
BLUE MYSTIC RAIN BLUE MYSTIC RAIN is offline
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why is your PSN id "backdoorboy"?
I don't think i should say because
anything i say can and
will be used against me.
I don't wanna be suspended AGAIN!!!
For being politically unerect...

It has to do with my ... bum... you figure it out.
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Old 11-24-2008, 11:22 PM   #4203
Kynch Kynch is offline
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Has anyone tried the BioShock level? It's amazing.
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Old 11-24-2008, 11:29 PM   #4204
air_max air_max is offline
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Has anyone tried the BioShock level? It's amazing.
whats it called? bioshock level?
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Old 11-25-2008, 12:27 AM   #4205
owa owa is offline
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Originally Posted by CYMBOL View Post
Oh wow, that is very early on in my level (you're probably less then 25% of the way through). The biggest complaint people seem to have with my level is that it is too long. ( I kind of get that now. Cause when I run out of lives, it can be huge hassle to restart - I'm finding that out as I keep replaying my new level).
I went right past that part tonight. Of course, I got tripped up on a couple of things after that but it didn't take long to get it down and complete it. Anyway, definitely one of my favorite levels. Really, really nice. I ended up being ranked #15 though so I'll have to see if I can improve that. Also, only ended up with 66% of the items so I must have missed some areas.
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Old 11-25-2008, 12:46 AM   #4206
toef toef is offline
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Originally Posted by CYMBOL View Post
I thought you've made levels? What's the most you've filled up the themometer?
Oh, yeah, I've definitely made levels, but my first two filled up less than half the thermometer, and the large maze one only began to fill up when I started dumping random objects around in the maze, to sort of serve as checkmarks/guideposts to help people find their way around the maze (i.e. 'I think I need to go down when I get to the white flower'). So I basically just wish I could see examples of other levels that filled up the thermometer, to get more of an idea of what can be done within the limits.
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Old 11-25-2008, 01:52 AM   #4207
BorrowedTime BorrowedTime is offline
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Quote:
Originally Posted by toefer View Post
Oh, yeah, I've definitely made levels, but my first two filled up less than half the thermometer, and the large maze one only began to fill up when I started dumping random objects around in the maze, to sort of serve as checkmarks/guideposts to help people find their way around the maze (i.e. 'I think I need to go down when I get to the white flower'). So I basically just wish I could see examples of other levels that filled up the thermometer, to get more of an idea of what can be done within the limits.
That's a good question, actually. My Firefly themed level is at about 80% on the Thermometer, and there is quite a bit of empty space left on the overall template. I'm sure I could fill the thermometer before I filled the empty space.
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Old 11-25-2008, 02:19 AM   #4208
toef toef is offline
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Quote:
Originally Posted by BorrowedTime View Post
That's a good question, actually. My Firefly themed level is at about 80% on the Thermometer, and there is quite a bit of empty space left on the overall template. I'm sure I could fill the thermometer before I filled the empty space.
Since you've created a lot of custom objects, maybe you have some input on this (Cymbol and I discussed it a few pages back).

Do you notice any difference in the thermometer if you load up a custom object from your pop-it menu, vs actually making it? While I'm not sure this is the case, it DID seem like maybe if you made something like, I don't know, a spaceship car, it would take up less space than if you made the spaceship car, saved it as an object, deleted it, and then loaded up the spaceship car object you just saved.
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Old 11-25-2008, 03:19 AM   #4209
BorrowedTime BorrowedTime is offline
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Originally Posted by toefer View Post
Since you've created a lot of custom objects, maybe you have some input on this (Cymbol and I discussed it a few pages back).

Do you notice any difference in the thermometer if you load up a custom object from your pop-it menu, vs actually making it? While I'm not sure this is the case, it DID seem like maybe if you made something like, I don't know, a spaceship car, it would take up less space than if you made the spaceship car, saved it as an object, deleted it, and then loaded up the spaceship car object you just saved.
That's an interesting notion, but not one I'm sure I can answer. During the creation of my level I had to go through some trial and error, as such I made sure to save my Firefly and was constantly loading up and deleting versions of it, so I can't even go back to my moon to check this out, as the original build is no longer on any crater. In fact, for the final version of my level, I had to take the ship apart piece by piece and use the material changer, so I'm not sure if that had an effect.

Could the weight of different materials affect the temperature? Use of Stone or Steel vs. Wood and Cardboard? What about the use of Dark Matter (come to think of it, I use boat loads of Dark Matter on my levels, and each of them are over the 60%threshold), which makes me wonder if the properties of materials also come into play.
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Old 11-25-2008, 04:39 AM   #4210
CYMBOL CYMBOL is offline
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Alright, well - I finally published my second level:
"Winter Wonderland - Part I, (Meeting the Villians)"

I got 8 plays so far, 0 hearts and tag, "Frustrating". Haha.

Oh well, I thought the part racing against the cold air and Jack Frost might be too hard for some people - but, I beat it twice in a row (I really had to fine tune it to make it just perilous enough to make you sweat, while still being beatable). It may be off-putting to some folks though, but I stand by it. It's definitely beatable, and I even gave a hint written on graffitti on the wall. Soooooo,

Anyway, please take a moment and play it and give me your honest feedback. Decent, stupid, crazy, What the hell was I thinking, etc. If something is wrong (part or the whole thing), just give it to me straight.

Anyway, about the themometer - I definitely believe that creating, capturing then pasting an object (vs. just creating) using way more of your temp. Large objects take up a lot - it's best to paste smaller sections together then to create on big one and then edit - you're less likely to get the "This shape is becoming too complicated" message.

Also, I used TONS of emitters in this level making my snow. I probably have over 100 emitters firing at once at varying speeds and distances all over the board during the entire time of gameplay. The snow alone took up almost half my themometer.

In fact, I used up so many of the resources that I got to the point where I could not even add one more sticker - I added a sticker and my level overheated and it would not let me save my level. I had to delete my sticker.

I'm glad to be done with this level - it may be shorter than my other one, and the time I took may not "show", but coming up with alot of those designs was a real time killer.

I hope to take time off creating tomorrow and making a list of all the levels you guys have made and playing some of those. Can't wait!
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Old 11-25-2008, 04:58 AM   #4211
air_max air_max is offline
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wow. i just played some levels by a person with an ID of amblaze, and they are all amazing. i think he/she only has 3, but they are all longer levels that have a ton of content and decent amount of creativity. the amazing thing is that not many people have played he's levels. i think its cause he just published them recently.

anyways, you should ALL play these levels. they are awesome!

EDIT:

CYMBOL: i just got done playing your level. good job! i can appreciate how much effort must have been put into it. i didn't think it was too difficult. you should add a checkpoint in the beginning after you come down from the sky. can't think of anything else, if i play through it again ill pay more attention to detail. but it was really good!

Last edited by air_max; 11-25-2008 at 05:32 AM.
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Old 11-25-2008, 06:08 AM   #4212
BorrowedTime BorrowedTime is offline
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CYMBOL,

Winter Wonderland looks amazing! I really like how it starts with total darkness, moving into light, and then your opening credits. Unfortunately for me, the level becomes too unplayable at the platform jumping part with the stone pillars positioned over the fire. I don't know if it was me (my connection, which is odd because it is usually rock solid), the servers (hope this was the problem), or something else, but the lag absolutely killed me. I couldn't time my jumps right with my screen freezing/jumping everytime I moved. I'll give it another shot tomorrow night, as I really want to finish playing the level after what I got glimpsed. Hopefully it was just some server instability that was causing the lag.
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Old 11-25-2008, 06:34 AM   #4213
toef toef is offline
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Quote:
Originally Posted by BorrowedTime View Post
CYMBOL,

Winter Wonderland looks amazing! I really like how it starts with total darkness, moving into light, and then your opening credits. Unfortunately for me, the level becomes too unplayable at the platform jumping part with the stone pillars positioned over the fire. I don't know if it was me (my connection, which is odd because it is usually rock solid), the servers (hope this was the problem), or something else, but the lag absolutely killed me. I couldn't time my jumps right with my screen freezing/jumping everytime I moved. I'll give it another shot tomorrow night, as I really want to finish playing the level after what I got glimpsed. Hopefully it was just some server instability that was causing the lag.
I agree here. Your use of lighting (Cymbol) is great. It was one of my favorite parts of your first level, and this one is better. I intentionally quit out of my bittorrent client before going to play a few levels, because I planned on republishing my levels before going to bed, and it republishes a lot faster when my internet is not hogged by the bt. Anyhow, I had the same problem with the lag. I'm hoping it's just the servers for now, but I do know of a few other levels where it seemed to lag in certain parts, because of too much going on. Perhaps its the insane amounts of snow that are slowing things down?

I wonder if there is no lag for you, if you are playing it within your moon, assuming the levels are somewhat stored on a person's hard drive.

Anyhow, I managed to beat the level despite the lag, because I noticed it stuttered on a very repeatable pattern. So I would make one jump, pause and wait for the stutter, then make the next jump, etc.

How do you go about planning your levels? I spend a lot of time playing some of these levels just wondering how they were ever planned out. The way you stack parts on top of each other seem really well done, and an efficient use of the space. And I'm always fascinated when an area is re-used, but with an all new look (like when the frost pixie showed up by the time you return back to that one room).
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Old 11-25-2008, 07:21 AM   #4214
saprano saprano is offline
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Did you guys see that level where everything is glowing in the dark? wow!
im might have to play that level
[Show spoiler]high

Last edited by saprano; 11-25-2008 at 07:23 AM.
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Old 11-25-2008, 09:50 AM   #4215
AikonEnt AikonEnt is offline
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Quote:
Originally Posted by CYMBOL View Post
I don't think there is any to emit something "attached".

Could you set it up to emit with a string that goes through a slot in your car and on the end of the string is an object to big to go through the slot (insert dirty thought here ) - like a "T: shape, or a hook.

Do you get what I mean? Not sure it would work. The back end of the vehicle would have to be shallow so you could place the "T" shaped object inside. I'm not sure if you can emit an object like that (within another object). Should work if the 3 planes don't conflict. That's why you would have to hollow out that back part.

That's the only thing I can think of (A parachute with a hook or T emitting within the back part of the vehicle) - hope that helps. The emitter would obviously have to be attached to the care and triggered later.

(
(
(----------l
(
(
That sounds like a workable idea. The car itself takes up 2 planes while the parachute just the one. The rear end of the car is hidden by the big wheel so there's plenty of scope for hollowing it out. I could then have the parachute in the far plane with the attaching element running from the far to the middle planes. If the attaching element then appears in a hole in the car with the remainder of the parachute effectively behind the car it might work. I'm going to give it a try the next time I'm on there.
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Old 11-25-2008, 12:46 PM   #4216
CYMBOL CYMBOL is offline
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Originally Posted by air_max View Post
CYMBOL: i just got done playing your level. good job! i can appreciate how much effort must have been put into it. i didn't think it was too difficult. you should add a checkpoint in the beginning after you come down from the sky.
Thank you very much, I appreciate the feedback.


Quote:
Originally Posted by BorrowedTime View Post
CYMBOL,
Winter Wonderland looks amazing! I really like how it starts with total darkness, moving into light, and then your opening credits.
Quote:
Originally Posted by toefer View Post
I agree here. Your use of lighting (Cymbol) is great. It was one of my favorite parts of your first level, and this one is better.
Thank you, I'm really glad to hear that you guys appreciated the "Reveal". I was going for a "Wizard of Oz" type moment. Glad to see the time getting that right wasn't wasted.
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Old 11-25-2008, 12:49 PM   #4217
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Originally Posted by BLUE MYSTIC RAIN View Post
I don't think i should say because
anything i say can and
will be used against me.
I don't wanna be suspended AGAIN!!!
For being politically unerect...

It has to do with my ... bum... you figure it out.
gotcha!
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Old 11-25-2008, 01:01 PM   #4218
CYMBOL CYMBOL is offline
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Quote:
Originally Posted by BorrowedTime View Post
Unfortunately for me, the level becomes too unplayable at the platform jumping part with the stone pillars positioned over the fire. I don't know if it was me (my connection, which is odd because it is usually rock solid), the servers (hope this was the problem), or something else, but the lag absolutely killed me.
Quote:
Originally Posted by toefer View Post
Anyhow, I had the same problem with the lag. I'm hoping it's just the servers for now, but I do know of a few other levels where it seemed to lag in certain parts, because of too much going on. Perhaps its the insane amounts of snow that are slowing things down?
The lag is part of the board. I think with over a hundred emitters firing off at once every 3 seconds (with varying speeds and distances), that it overloads the resources. Unfortunately, by the time I figured out that it wasn't some wierd server glitch affecting my level it was too big to restart.

I do have an idea to reduce it - not sure if it will work since I can't even paster a sticker without the level overheating. I might work on that.

However, I have gone back and made the stone pillar area even easier since the lag makes it harder than it should be. Should be totally passible now. Suuuure it's a little too easy, but I don't want to make it a punishment to play.

Quote:
Originally Posted by toefer View Post
How do you go about planning your levels? I spend a lot of time playing some of these levels just wondering how they were ever planned out. The way you stack parts on top of each other seem really well done, and an efficient use of the space. And I'm always fascinated when an area is re-used, but with an all new look (like when the frost pixie showed up by the time you return back to that one room).
I don't sketch out my levels (although I should) - I have a general idea and then start drawing it out as I go. This level was INCREDIBLY scaled back from my intentions. You were actually supposed to battle each Pixie within the level - but I was totally out of resources and JUST BARELY managed to get through introductions for each. I'm hoping people get the idea that this was kind of an introduction of what the levels could be like for each Pixie.

The only thing planned was the "Reveal" and the fact that you would meet the 3 pixies - LOTS of things did not happen that I had general ideas for (meeting Rudolph and Frosty - who help you through the level, battling the Pixies, and lots of other big, but general ideas). I really need to learn to scale back my ideas for these things.

Btw, did you think the race against Jack Frost's cold air was too difficult?

Last edited by CYMBOL; 11-25-2008 at 01:04 PM.
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Old 11-25-2008, 01:02 PM   #4219
CYMBOL CYMBOL is offline
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Originally Posted by saprano View Post
Did you guys see that level where everything is glowing in the dark? wow!
im might have to play that level
[Show spoiler]high
What's it called?
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Old 11-25-2008, 01:46 PM   #4220
BorrowedTime BorrowedTime is offline
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Btw, did you think the race against Jack Frost's cold air was too difficult?
It might be a touch. I got to this part this morning, but failed to pass it. One thing I might change is the lethal gas right behind Jack Frost, either remove it completely or put some more space between the gate and Jack Frost. I only say this because, I burned a couple of lives by rushing out of the gate too fast after a respawn, and ended up running right into it. This might be only me, however, as the ticking clock probably makes me a little less cautious. I also did manage to get stuck between a couple of frozen sackboys a couple of times. Sadly, it could also be my platforming abilities (or lack thereof) that are hindering my progress. I never really progressed very far into the race.

I have a question, for you. How do you change the colour of the lethal gas. In all of my levels it is that sickly green colour, but you had yours as blue, and I think on geosautus' level "World of Colour", he had red lethal gas. I can't figure it out.
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