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#1
Why doesn't Mm make a open world level?
Archive: 19 posts
Like RangerZeros levels. How awesome would that be? We need more levels like those! I think he means non linear levels where you can wander and explore in no particular order or direction. Very much like RangerZero's Sack's on the Beach http://www.lbpcentral.com/forums/sho...ighlight=beach or that other Pirate one.... darn - I'll go look it up. Found it "Sack O Treasure" by clarkdef http://www.lbpcentral.com/forums/sho...ht=Pirate+bank There's also this one which sort of is free form. It's a survivial challenge but you can wander in any direction you want to. The 7th Idol - by Miglioshin. https://lbpcentral.lbp-hub.com/index.php?t=t=13232 Basically a pretty landscape full of fun things to do and little secrets to go find. Kind of like an RPG style game is what he's suggesting..... I think. Feel free to correct me if I misunderstood. Thank you Morgana I'm just saying that it would be awesome if Mm made on. | 2009-07-31 20:28:00 Author: blizzard_cool Posts: 752 |
Open levels? Care to explain? | 2009-07-31 20:42:00 Author: Adam9001 Posts: 744 |
Why don't YOU make an open world level? This is a game thriving off what we make... It would be better to ask that of us and not of MM. That's the point of the game D: | 2009-07-31 20:42:00 Author: RockSauron Posts: 10882 |
Open level ? What do you mean with that ? The reseon why there are less open levels is propably because of the thermo. When Sony unlocks more ps3 power for the game makers they should increase the thermo IMHO =P | 2009-07-31 20:47:00 Author: Unknown User |
I think he means non linear levels where you can wander and explore in no particular order or direction. Very much like RangerZero's Sack's on the Beach https://lbpcentral.lbp-hub.com/index.php?t=t=14422&highlight=beach or that other Pirate one.... darn - I'll go look it up. Found it "Sack O Treasure" by clarkdef https://lbpcentral.lbp-hub.com/index.php?t=t=11226&highlight=Pirate+bank There's also this one which sort of is free form. It's a survivial challenge but you can wander in any direction you want to. The 7th Idol - by Miglioshin. https://lbpcentral.lbp-hub.com/index.php?t=t=13232 Basically a pretty landscape full of fun things to do and little secrets to go find. Kind of like an RPG style game is what he's suggesting..... I think. Feel free to correct me if I misunderstood. | 2009-07-31 20:50:00 Author: Morgana25 Posts: 5983 |
Mindphaser74's Below the Root series.... some of them have a non-linear feel to them. Highly underrated - VERY cool series. Actually took me an hour to finish one of them. | 2009-07-31 21:39:00 Author: CCubbage Posts: 4430 |
Oh yea - I totally forgot those. They are awesome! They do require an investment in time to get through but they are so worth it. Besides he named a monk after me - I have to love them | 2009-07-31 21:43:00 Author: Morgana25 Posts: 5983 |
Shris's "Booty Bay" is a favorite of mine under this category. | 2009-08-01 00:18:00 Author: BSprague Posts: 2325 |
"Open world" levels are stoopyd lawl. | 2009-08-01 00:56:00 Author: qrtda235566 Posts: 3664 |
"Open world" levels are stoopyd lawl. Ah thynk yr iiiin theh rong threahd. | 2009-08-01 01:01:00 Author: CCubbage Posts: 4430 |
I agree with RockSauron. That's exactly what I was thinking... Why don't YOU make an open-world level? lol | 2009-08-01 03:25:00 Author: Night Angel Posts: 1214 |
Yeah, I don't think MM would make one... mainly because they seem to develop levels around the masses, and in LBP a non-linear level is much more niche. But, a lot of great ones out there. There's a bunch of creators out there trying to create new experiences. | 2009-08-01 03:29:00 Author: CCubbage Posts: 4430 |
Hey, I'd like that! . | 2009-08-01 04:22:00 Author: RangerZero Posts: 3901 |
Hey, I'd like that! . Yeah, yeah.... you're just saying that because this thread is basically encouraging MM to create levels more like RangerZero's... | 2009-08-01 05:12:00 Author: CCubbage Posts: 4430 |
Aside from Shris, RangerZero and Clarkdef'ss classic levels - Under Construction by RenderFX (https://lbpcentral.lbp-hub.com/index.php?t=t=13962) - another one worth checking out that's semi open, or at least RPG-esque is "Uncharted Realms" by Senrir (https://lbpcentral.lbp-hub.com/index.php?t=t=7388&highlight=uncharted+realms). Part 2 is the best, and worth checking out if you only play one, but without playing part 1 part 2 doesn't seem as cool ...those levels had elements I think are worth studying in their multipathing for a single goal as something I'd like to see incorporated into non-linear open-world levels. Something like the levels in JonMartin's Little Big Apocalypse series where multiple paths divulge more story elements on replays... or the different pathings in something like aer0blue's tekknofortress and razohtep's tomb levels. Different ways to platform from point A to point B in conjunction with open world challenges? *drool* I think the hidden backstory in levels like Gruntos' Siberia level, like the LBA series, is another thing that could add alot to these kinds of experiences. That Smurf's level that was on page 1 a couple months ago is actually a pretty good example as well and reminds me of this level... Legend of the Stars or something? I scoured the old showcase levels just now and can't find it, but I distinctly remember replying to it, and I remember Quozl really liking it too. | 2009-08-01 05:18:00 Author: Unknown User |
I don't think Mm will be making one (if any sort of level) anytime soon. Open-world levels are very ambitious projects that take LOADS of time and dedication to create to perfection. Every detail must be checked constantly to ensure fine quality, and any error will be highlighted by the people who'll play it. Knowing Mm's schedule, I don't think they have nearly ANY enough time to create one, let alone give thought to. But what I can ensure you with is this: many bright creators out there like you and I are working feverishly to create LittleBIGPlanet's next "big hit", and I can definitely say that at least one of those levels being worked on is a new sandbox (a.k.a., open-world)-type level. What I look in levels like these are (by the bare minimum) 3 key features: -Story -Gameplay -Innovation I've seen most open-worlds with at least one of the features nailed down, yet the other two are left dangling. Others have two spot on, but one suffering. Only one level (Uncharted Realms by Senrir) has all three performing strong, though the time is pretty short compared to other suggestions. I'm currently working on one right now, making sure that it WILL live up to everyone's expectations. Close observation and thermo-conserving is mandatory for the open-world I'm trying to achieve (as in, using ALL of the space avaliable). Only attempt making one if you're absolutely positively sure that you can finish it. It may take time, but the result will not disappoint. But, relating to your question, it may be a while before Mm considers making one. | 2009-08-01 07:26:00 Author: Outlaw-Jack Posts: 5757 |
Aside from Shris, RangerZero and Clarkdef'ss classic levels - Under Construction by RenderFX (https://lbpcentral.lbp-hub.com/index.php?t=t=13962) - another one worth checking out that's semi open, or at least RPG-esque is "Uncharted Realms" by Senrir (https://lbpcentral.lbp-hub.com/index.php?t=t=7388&highlight=uncharted+realms). Part 2 is the best, and worth checking out if you only play one, but without playing part 1 part 2 doesn't seem as cool ...those levels had elements I think are worth studying in their multipathing for a single goal as something I'd like to see incorporated into non-linear open-world levels. Something like the levels in JonMartin's Little Big Apocalypse series where multiple paths divulge more story elements on replays... or the different pathings in something like aer0blue's tekknofortress and razohtep's tomb levels. Different ways to platform from point A to point B in conjunction with open world challenges? *drool* I think the hidden backstory in levels like Gruntos' Siberia level, like the LBA series, is another thing that could add alot to these kinds of experiences. That Smurf's level that was on page 1 a couple months ago is actually a pretty good example as well and reminds me of this level... Legend of the Stars or something? I scoured the old showcase levels just now and can't find it, but I distinctly remember replying to it, and I remember Quozl really liking it too. Oh yeah - I played that Smurf level on cool pages - another open-world type level that was very cool! I was surprised - I went into it thinking it was going to be this little stupid game, and it ended up being an open world adventure. | 2009-08-01 13:19:00 Author: CCubbage Posts: 4430 |
Yeah, so was I. Actually took the time to get every Smurf to the party too lol ...can't wait to see what you come up with, Outlaw. It seems like you really understood what I was saying when I said about taking everything those levels did right, and filtering out the bad from the good. It's gonna be epic. | 2009-08-01 21:51:00 Author: Unknown User |
The Smurph level was genius because I had the feeling it's ONE task I have to achieve but seperated in parts. This is unique and i've never seen this again in any level. He also made every Smurph to get into different gameplay trick. I'd really like to play another level like this that is pokemon-esque like that without being pure collecting for nothing. . | 2009-08-02 02:38:00 Author: RangerZero Posts: 3901 |
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