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#1

Research for levels??

Archive: 17 posts


Ok, so i want to start work on a level with a theme (can't say) but playing through story levels and some great community levels, i started to wonder how everyone builds their levels. How exactly do the creators build levels, ages of planing? drawings? playing other levels? images from the internet? or is it going into create mode, and just 'accidently' creating a masterpiece

Please share what goes into what you create
2009-08-17 19:00:00

Author:
springs86
Posts: 785


I make everything up as I go along, but I obviously have seen some of the things I build on pictures or in reality before. The only time I had to look at pictures was for the birds in ToS1 and for the Titanic in another level.
Rarely look at other levels while creating my own levels, because I don't want to experience what MrsSpooky described in her thread ie. that you someone else doing exactly what you planned and probably even better than you ever could.
If I do build a sort of realistic level I can by no means promise that they historically or culturally correct. But they don't need to, they just need to be stylised or clich? images that immediately make it obvious where the level is supposed to be set.

5% planning, 95% chance and going with the flow.
2009-08-17 19:43:00

Author:
Syroc
Posts: 3193


I just mess about in create mode for a bit until I come up with something interesting. I've never gone out my way to research something. Unless you have absolutely no idea what something should look like, you're best just creating things entirely on your own.2009-08-17 21:32:00

Author:
Nuclearfish
Posts: 927


Completely improvised. I have no direction, and I do it just because I cannot be bothered planning Sometimes it goes completely wrong, like...Perpetual ?__?2009-08-17 21:55:00

Author:
KoRnDawwg
Posts: 1424


I`ll just copy and paste what I wrote a few hours ago in a different thread:

I had no intentions of making a level set on Mars when I started building soon after buying the game.

It was just pure luck that I had a red sticker on some basic metal at the time I started playing with the colour filter. At one point on the scale, the red changed so that it was a strange mix of red and blue on the rough texture. I thought it was cool and decided to make a level around it!

My other levels have all been pre-prepared though. I saw a Pirate film and decided to make my own levels around that and Eddy Mitter was inspired by Monsters Inc.

Not sure if that`s any help at all tbh. Messing about ion the create mode would definitely be my recommendation though.
2009-08-17 22:38:00

Author:
Matt 82
Posts: 1096


Much like Matt I'll get an idea for a level from something simple...and I usually go right into create mode to mess around and see if some key construct or creature can be created satisfactorily. If I like how it turns out it's time to get serious.

I'll first just make a list of things related to my theme that I think would be cool to add, and usually make a few simple sketches. And I will search for images if I'm not sure exactly how something should look.

I'll also sketch out the "rooms" for various parts of the level. I use the term room loosely, most of my levels are out doors. I'm really just talking about the logical sections/areas I'll build the level in.

Next I'll rough out the entire level from start to finish in dark matter. This helps me space things out and to get an idea of how the basic platforming will be. Now all I need to do is go along and replace all the dark matter section by section, when there's no more visible dark matter I'm done!

Of course there are usually a lot of changes from the initial designs to the final level as you get new ideas or tweak things to make them work better. HTH
2009-08-17 23:05:00

Author:
fullofwin
Posts: 1214


I tend to create an 'A' point and a 'B' point. Milestones in the "story" of the level itself, and then the actual playable level is the makemups that I throw in the in-betweens.

So basically I create a starting point and maybe a mid-point or end point that I'd like to bring the player to. And then it's just a matter of filling in the blank space in between with some fun-times, and then detailing like crazy, which is by far my favorite part.

for me, I make heavy usage of google image searches to research the objects, buildings, and details I want to create. I find that if I just start drawing the image out in-game, being as true as I possibly can to the actual real-world photos, then I end up with a perfectly cartoony LBP-style charicature of the object.
2009-08-17 23:14:00

Author:
Teebonesy
Posts: 1937


I make everything as I go along.2009-08-17 23:15:00

Author:
KQuinn94Z
Posts: 1758


Completely improvised. I have no direction, and I do it just because I cannot be bothered planning Sometimes it goes completely wrong, like...Perpetual ?__?

Wait wait wait.

Isn't "Perpetual Distance" (what I assume you're referring to here) your series about being recruited by people on an invisible satellite of earth? (Correct me if I'm wrong in either plot or person).

"Goes completely wrong"? Are you implying that you're not going to finish that series?
2009-08-18 00:42:00

Author:
Jagrevi
Posts: 1154


Flaming Timberland, Industrial Assistance and Tribal Ruins were all created by choosing materials that I liked. I simply started by messing around and trying to find 3 materials that compliment each other. That's entirely where there themes originated from.

Calamity Construction is the only one where I had the theme first and then tried to find the materials that suited it.

My new level is pretty much the same, I just messed around until I found a look I liked and then went on from there.

For ideas and obstacles, I make them up as I go along really. I just kind of thing of something I reckon could be cool, then try and make it!
2009-08-18 01:35:00

Author:
jackofcourse
Posts: 1494


I do tons of research for my Tomb Raider levels. Usually start with a Google image search for ruins and temples of the area, so I have a style to strive towards. After that I'll do a whole load of reading up on the history and mythology, as there really is nothing more inspiring. Mythology rocks!

Not so much research for my other levels, just make it up as I go along really, although googling keywords in image search can be really helpful in gaining an idea as to how I'd like the overall theme to look.
2009-08-19 10:08:00

Author:
Kiminski
Posts: 545


once I decided to make pirate levels, I watched a whole load of pirate films and documentaries for inspiration. they were very useful.2009-08-19 10:11:00

Author:
Matt 82
Posts: 1096


Wait wait wait.

Isn't "Perpetual Distance" (what I assume you're referring to here) your series about being recruited by people on an invisible satellite of earth? (Correct me if I'm wrong in either plot or person).

"Goes completely wrong"? Are you implying that you're not going to finish that series?

Indeed it is, and yes I'm not. Well, maybe someday I'll be bothered to do so but in the meantime, no. I hated it anyway >__<
2009-08-19 10:18:00

Author:
KoRnDawwg
Posts: 1424


I generally have a plan about how the level should pan out, story and gameplay wise. I try to make the two fit together as perfectly as possible so the level actually makes sense while your playing it, and fits in with the rest of the series well enough to make it seem like a nice continuation.

As for the design and actual building, I just build it as it comes, then add in the sections needed to progress the level at random intervals. I never draw anything out first, I just attempt it and if it goes wrong, I delete it and learn by what did'nt look right or work as I imagined.

For the backtracking and criss-crossing I always add, I just see a section I have built and think "would'nt it be cool to cross this area again, or open something new here for later on". Then I stick in a rough path, room or lift shaft and hope I can spin the level back around to meet it again. Anyone who has seen very early versions of my levels can agree that there are lift shafts, platforms, empty rooms and pathways literally all over the level that look like they have no purpose until the last 10% of the level is getting completed. Some have no purpose, or just don't work so I delete them and re-structure the room a little.

So, no plans, just do as I go
2009-08-19 11:00:00

Author:
GruntosUK
Posts: 1754


Well seeing as im creating a level based off a game, im obviously playing the game, looking at videos of it and playing other levels based on the game. Then i base my level around that, takeing note of all the details is a good idea while doing this.

for my next level thought, i'll probably just head into create mode and make something, all i've got so far is that it's gonna be a platformer.
2009-08-19 14:03:00

Author:
Comet Wolf
Posts: 99


I generally have a plan about how the level should pan out, story and gameplay wise. I try to make the two fit together as perfectly as possible so the level actually makes sense while your playing it, and fits in with the rest of the series well enough to make it seem like a nice continuation.

As for the design and actual building, I just build it as it comes, then add in the sections needed to progress the level at random intervals. I never draw anything out first, I just attempt it and if it goes wrong, I delete it and learn by what did'nt look right or work as I imagined.

For the backtracking and criss-crossing I always add, I just see a section I have built and think "would'nt it be cool to cross this area again, or open something new here for later on". Then I stick in a rough path, room or lift shaft and hope I can spin the level back around to meet it again. Anyone who has seen very early versions of my levels can agree that there are lift shafts, platforms, empty rooms and pathways literally all over the level that look like they have no purpose until the last 10% of the level is getting completed. Some have no purpose, or just don't work so I delete them and re-structure the room a little.

So, no plans, just do as I go

"And this, LBPC users, is called genious."
From LBP Bible ch. 3, pag 45.
2009-08-19 14:04:00

Author:
OmegaSlayer
Posts: 5112


Making it up as I go along works for me.
I have a rough idea of what I want to do, but mostly I just go with the flow.
2009-08-19 17:17:00

Author:
ARD
Posts: 4291


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