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#1

Do you like them Big or Small!?

Archive: 15 posts


Some of you might go 0.o at the title (depending on what kinda of mind you have ) but it's not what it sounds like

I've come across levels that make your sackboy look really small, and it really feels like you're in a little big world!

But sometimes i come across levels that are TIIIIIINY. And my sackboy needs to duck his head through out the whole level! (ouch... neck pain!)

I might be a bit claustrophobic, but I personally don't like really tiny levels. I like it when the creator gives me room to move around... and jump!

So what do you like? Do you like big levels that give you mundo room, or really tiny levels that make you feel like you're in a closet?
2009-09-12 10:49:00

Author:
snowyjoe
Posts: 509


I'm definetely on the roomy side; I don't like it when people makes, for example, doors of the same size of the sacks.
I prefer to keep the Mm proportions, where the sackboy is smaller in comparision of the environment.
2009-09-12 13:05:00

Author:
Keldur
Posts: 628


Sometimes the super compact worlds confuse me since I can't always visually determine what sackboy can fit through.

I like roomy places, get more time to gawk at the decor too.
2009-09-12 13:11:00

Author:
Foofles
Posts: 2278


Roomy for sure, but not too much... I've noticed that this is a particular element of some people's design that carries through all their work. Some people make things super cramped and I really don't enjoy it in play, or in the building process, and often play through a fantastic level and think how it could do with a little more room to leap and bound - the spacial sense can also create alot more opportunity to maximize the detail of things, increase the play time or sense of epic scope, or freedom to create more engaging or varied platforming elements...

In construction I think it's easier to not corner yourself into designs that feel like working on a Swiss timepiece with a jewelers lens and tweezers, as it becomes nearly impossible to change or rethink things without being a complete and total pain or forcing you to start again from scratch...

I even went so far after building a level to try capturing it as an object and emitting the entire thing just a hair bigger since I felt a little cramped in playthroughs. It didn't work to well, but it taught me a lesson about taking the scope and scale into account when you start building and not later on down the line.
2009-09-12 15:54:00

Author:
Unknown User


Depends on the level...2009-09-12 18:08:00

Author:
TheFirstAvenger
Posts: 787


I like huge levels. I have decided my motto for creating is:

"First make everything huge. Then make it huger."
2009-09-13 00:25:00

Author:
Kipmonlin
Posts: 251


I would be weird if I said that size doesn't m...Okay, whatever. Mine are huge (of wtf? Shuddup!), I tend to prefer big levels as compared to small levels.2009-09-13 12:07:00

Author:
KoRnDawwg
Posts: 1424


It depends on the level really, some won't suit big open environments. Saying that, I still like a bit of headroom

When I'm creating, it all depends on the theme of the level, I like to keep things relative to Sackboy's size though.
2009-09-13 12:22:00

Author:
GruntosUK
Posts: 1754


It really depends on the kind of level you're in.
Like, right now I'm making a sewer level that's supposed to make you feel claustrophic by forcing you through tiny pipes. Later, some of the pipes opens up into an expansive underground hub room.
Basically it has elements of both small corridors and vast caves which I like in levels. It keeps the environment and feel of the level fresh.
2009-09-13 18:02:00

Author:
Sack-Jake
Posts: 1153


I like medium levels, that make the sack fit in proportion with rooms and furniture. I hate, huge people and enenimes, huge guns, and other big levels. HATE LOL2009-09-13 18:11:00

Author:
Incinerator22
Posts: 3251


Like Grantos said, it depends on the level. My previous level Gothic Reverie 2 was long and spacious with a range of expansive vistas, but I'm currently working on a horror themed environment that is deliberately close and cramped to induce a sense of claustrophobia. In this case, I've built the environment in proportion to sackboy. I think as a general rule though, platforming and paintballing need plenty of space, while puzzles often work best when contained in a relatively small area.2009-09-13 19:12:00

Author:
Ungreth
Posts: 2130


I think it depends on the level but when it comes to vehicles I like them somewhat proportional to the sack person. Even though my tank levels are proportional to the size of the tank, my next will be to attempt to make the player feel they are in a toy tank in a large world.2009-09-13 19:14:00

Author:
rz22g
Posts: 340


I like it in the middle!
Not too close quarters and not too big of a area. Maybe a celling about the size of 6 sackboys stacked up
2009-09-14 01:27:00

Author:
Snrm
Posts: 6419


I always get a really claustrophobic feeling while creating so i'm sort of careful when making things like tunnels

If anything they'll always be too big instead of too small
2009-09-14 01:40:00

Author:
Dexiro
Posts: 2100


Yeah, I'm a fan of things in proportion to sackboy, but also with big and open environments. The small stuff is useful on certain occasions, but I prefer a small scale to be implemented lightly rather than throughout the whole level.2009-09-14 20:22:00

Author:
Powershifter
Posts: 668


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