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I don’t know if SP was going to open up a thread about this in the near future but I am gonna go ahead and do it until they make one. So, like the title says, this is a check out my level thread.
So people can know about your level, post w/the following info:
I’ll start it out
Feel free to contribute whenever you like and give feedback to others who post!
Thanks all! :)
It would be much easier for people to find your missions if you linked to them. Users can add your missions to their queue instead of trying to randomly find them with filters. We did this during the beta. Go to this page and click on the "My Published" link on the bottom left of the page. From there, you can click on a mission name and copy the URL, or click your username to link to your author profile. For example here is my profile. It is currently empty, I will recreate some of my beta missions in the near future.
Location: Mansion. Southeast corner of the city.
Level: The Fort in the Sky
Location: Northwest of the mansion. (my previous mission)
Type: Search and Rescue
Here is mine
It is the green dot at the cathedral.
On the sidewalk southeast of St. Ignatious Cathedral
Take a bit of 'me' time before investigating a large explosion! Contains moral choices!
Not much, open to suggestions. Kinda sad that the Rebels are MUCH harder to kill if you're good due to the karma bonus that lowers civilian damage, but I suppose you wouldn't attack them if you were good in the first place. Would of used the Forced Conduits, but they wouldn't have granted evil karma.
Theres my mission please check it out and if you like if you wouldn't mind to leave me a rating and message me if there are any problems and i will try to fix it :D
Kill 'Em All, Homage
Fort Phillipe, easternmost edge
I bet you can guess...
Wasn't too satisfied with how the opening text is, might delete parts of it to remove all references from dialogue. I'm sure people would get the gist of it from the title, caption and gameplay.
For the mission of Matt-The-Silent I REALLY like the idea but hated the execution and I will explain why.
First the text with Zeke was fun... the first time. Then I kept dying and there was not a checkpoint just past this text so I had to skip it everytime. And since Cole doesn't stick to the plattform (why is that Sucker Punch?) I kept falling to my death and was getting more and more frustrated (the first jump from a car to a par of the bridge was tricky even when I was used too). The idea is really good but you need more checkpoint imo and Sucker Punch needs to make it so Cole can grab to those ledges no?
So like I said in retro-spec I really like the idea and the mission but no checkpoint and the fact that Cole doesn't stick to plattform made it really hard, good mission still.
Cole_Macgrath: I agree, it was a well done bridge. When I got to the end, i just shot the bombs and walked where they were, then the mission ended. I think this should be published.
Just played yours Ghost... it was pretty cool, showed me things i didn't know you could do. Good job!
Check out my missions here:
inFAMOUS 2 - PROFILE http://t.co/xHBifK1
I updated my level The Arena. Here are some pics and a link:
this is my first level hope you all like it. i want to make another one but first i want to see what people say about this one.
TO THE TOPIC CREATOR: I faced a similar problem than yours in my second level, you face baddies and you need to kill them, once you kill them the NPC move to a location and when you enter the location you will trigger a brief where he will say Follow me. If you were entering it too soon the text would start. Here's how I fixed it; Monitor (Militia incapacitated) => Script (Move NPC to location) => Multiple input switch with one input (My volume was also connected in the input of that switch) and I edit it to All and not Any and then that switch was leading to my dialogue so both conditions had to be met before the brief would trigger (don'tmean to brag and it's not much, but it's funny how you feel smart and proud of yourself when you finally fixed your problem hehe).
So far I've made 2 Counter-Surveillance mission and I will be making a 3rd one and a race one tonight. I plan on being a major player with the UGC and do a lot of (I hope) good level.
Here's the first one Counter-Surveillance it's very similar to the first game, you go at the Cabaret and you need to disable surveillance devices (I know they are bomb but the antenna were dumb since they were too big and couldn't attach to the wall... which makes me wonder why we can't reduce object and attach them to the walls).
The second one is Counter-Surveillance + that I am really proud of and really like (even thought only 1 person played it and rated it a 3 so far). In this one you will need to get to the Cathedral to disable devices and you may have to do some fighting in your way so it's not only a collect or disable mission that some people complain about.
A Swift Rescue
-Search and Rescue (though searching is not involved :P), Secure NPC, Kill 'Em All
-Northwestern Portion of the first island. The Northwest block adajacent to the big circular block (the cathedral?).
-Hostages are being escorted to a Miltia checkpoint. You have to quickly intercept and neutralize the Miltia escort before any hostages make it to the Miltia checkpoint.
I'd greatly appreciate any thoughts, comments and criticisms on the mission. I haven't had any friends playtest it, so I have been limited in my ability to hear others thoughts. If private messaging is available on the forums, that would probably be the best way w/o derailing this thread ;-).
Thoughts and Problems
-I thought it turned out pretty good for my first effort. It is a small scale test for a more complicated mission I'm considering creating.
-There are some tweaking problems-- hostages will trigger volumes which indicate their distance from the Miltia checkpoint through an onscreen brief. I think this happens for each hostage, when it essentially only matters for the hostage in the lead. It doesn't matter if hostage #3 is at the halfway mark, if #1 is nearly at the checkpoint!
-I like that the mission only has a certain amount of time to complete it (the time it takes for the hostages to make it to the checkpoint) because it forced me to play more aggressively. With playing on hard and w/o full power unlocks, I'll often spend too much time on a rooftop taking a few quick shots before retreating to recoup.
-At least one of the three hostages has to survive to complete the mission. With the Miltia escort and hostages travelling together, I felt that losing ANY hostages would result in failure was too harsh. But I believe less savory Coles could exploit the system by intentionally killing any hostages in the lead, I really don't like that.
- The Hostile Escorts and Hostages follow waypoints through an alley for the whole mission. They seem to suffer from single file line syndrome. I believe this could be fixed by having multiple paths for units to follow.
-The beginning mission briefing is long. It's a banter between Zeke and Cole that's progressed by the player. I felt like the mission goalds need to be conveyed as well as a little goofiness, but I think it's a little too drawn out for such a short mission.
-I tried to make the reward for climbing to rooftops (that is, being in a much better position to attack the miltia) balance with the risk of dealing with miltia snipers. There are a few snipers intended to complicate the rescue (they're positioned over the alleyway) and then there are snipers that can't support the alleyway, but would be in line of sight if you're on the rooftops. I like the idea, but need to flesh it out. Snipers + Guard this area only work so well.
-I like that you have to act fast, but I think that the mission clocking in at about a minute is way too short. I chock this up to mission design and learning the ropes, so probably won't revise it for this mission.
-Players fail if they alert the checkpoint. I quickly set up the checkpoint and it could use more work. I would like to see it on the minimap (so players have an idea of what is off limits), but I don't feel like the current waypoint markers (like the white star) are a good representation of this. As a player, when I see a white star, that means I should go there.
-With multiple ways to fail- all hostages dying, hostages reaching the end point, Cole alerting the Miltia checkpoint- I added a few seconds delay to the mission failure, and launch a brief explaining why the player failed. I hope this reduces players scratching thier heads in confusion, and I think it was something the original infamous did.
You do know you can go to your mission fail and type in why they failed. So when it brings up "Mission Fail" instead it will say "You Alerted the Militia Checkpoint"
Just add multiple fells, which i asume you already have and make each trigger when something happens, then instead of a mission brief, add the dialouge into the Mission Fail toggle.
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