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#1

Levels you haven't enjoyed creating?

Archive: 35 posts


Thought this may be an interesting one. We all love creating, but at times you can be doing something that you just can't be bothered with. Or you've got half way through a level and just aren't enjoying it anymore...

Discuss
2009-09-23 17:18:00

Author:
jackofcourse
Posts: 1494


I've never had this yet, as I generally take a break if I get bored with a level or I stop enjoying it.
When it comes down to it, LBP create mode is a hobby - if you stopped enjoying a hobby then you'd stop doing it for a bit no?
Well it should be the same with LBP
2009-09-23 17:22:00

Author:
Coxy224
Posts: 2645


LOL I've had this with almost every level I've made xD Similar to the creator's block.2009-09-23 17:23:00

Author:
KoRnDawwg
Posts: 1424


EFTUTOD was a nightmare to make...those alligators...urgh.
Yeah, I got bored of it pretty quick and it took 5 months to finish.

Honestly, the only level of mine I really like is my clubhouse. And we all know the story there...
2009-09-23 17:27:00

Author:
ARD
Posts: 4291


This tends to only happen to me at one point ... if/when I run out of thermo before I finish the level.

I don't enjoy making "cuts".
2009-09-23 17:27:00

Author:
Jagrevi
Posts: 1154


The only time I've had periods of not particularly enjoying create is on Cloud City. That one was tough for a few reasons - there wasn't an awful lot of memorable dialogue from the film to spin on, there were two boss fights (which for me was like pulling teeth, painful but worth the struggle in the end), and then to top it all off i had the '160 bug' kick in right at the finish. My patience with the game will, fingers crossed, never be tested to such an nth degree again. I'm still not really back in full-on create mode since, so it definitely had an effect on my once ludicrous enthusiasm for making stuff. The new one is coming on great, just in small doses though!2009-09-23 18:26:00

Author:
julesyjules
Posts: 1156


The only time I've had periods of not particularly enjoying create is on Cloud City. That one was tough for a few reasons - there wasn't an awful lot of memorable dialogue from the film to spin on, there were two boss fights (which for me was like pulling teeth, painful but worth the struggle in the end), and then to top it all off i had the '160 bug' kick in right at the finish. My patience with the game will, fingers crossed, never be tested to such an nth degree again. I'm still not really back in full-on create mode since, so it definitely had an effect on my once ludicrous enthusiasm for making stuff. The new one is coming on great, just in small doses though!
Man, I hear ya! That 160 bug sounds horrible....

I personally HATED making Destiny! It sounded like a simple idea at first.... until you factor in LittleBigPlanet physics. Since the entire level is on a HUGE conveyor system (the entire width of the create space) and not a single gameplay section it glued, everything kept breaking and collapsing everytime I would touch ANYTHING. For instance, I would try to shape a single piece of material and I would hear CRUNCH and all my turrets would suddenly collapse to the ground.

Also, not quite as hard but Vertigo! was also a pain in the patoody..... since the entire level consists of nothing but a big circle and about 100 emitters controlled by several hundred switches - a single gameplay adjustment meant recapturing the objects, placing them in the emitters while setting the exact angle again.... then playing through the ENTIRE level to see whether it worked.

I may stick with more conventional level design for a while....
2009-09-23 18:34:00

Author:
CCubbage
Posts: 4430


Well, I sense there was some motivation for this thread, Jack. Do you want to talk about it...

No seriously, have you experienced this?

-----------

I haven't really had this problem too bad, since if I ever get annoyed with a level, then I'll just stop working on it. I've got two levels that are about 1/4 finished that are collecting dust on my moon. Then, I've got a super project in the works that occupies most of my time, but I haven't gotten frustrated with it yet.
2009-09-23 18:43:00

Author:
comphermc
Posts: 5338


Well, I sense there was some motivation for this thread, Jack. Do you want to talk about it...

No seriously, have you experienced this?

-----------

I haven't really had this problem too bad, since if I ever get annoyed with a level, then I'll just stop working on it. I've got two levels that are about 1/4 finished that are collecting dust on my moon. Then, I've got a super project in the works that occupies most of my time, but I haven't gotten frustrated with it yet.

haha nah, I often start threads like this...wait for a few replies to come in before giving my own experience of it

So, my own experience...

I didn't really enjoy Tribal Ruins, up until the moving stairs that split from 3 to 5 I wasn't 100% happy with any of it. I was basically creating a level then to add another to my collection. I wasn't particularly inspired by anything and was just creating for the sake of it. However playing it back now, I actually really like it. I love the look of the level and some of the visuals (the arches etc) I think are some of my best.

I've just started making my new level, and I absolutely love it. I've only done the first scene but I've enjoyed creating it so much.

With Pretty Simple I tried to do different things with the gameplay, it's really simple and there's none of the crazy contraptions and masses of mechanics that are my 'trademark'. I didn't realise how much I enjoyed making them until now.

So, looking back and comparing it to how much fun I'm having with my new one, I'd probably say I didn't really enjoy the latter stages of Pretty Simple that much either.
2009-09-23 18:58:00

Author:
jackofcourse
Posts: 1494


I think if you're creating but not having much fun its usually a sign the level has taken a wrong turn somewhere, at least from your own perspective. When you create and you're really happy with whats there so far, it feeds your enthusiasm to build more. Theres been more than a couple of times when I've finished a section as best i could and soldiered on to the next bit a little less enthused, knowing in the back of my head it isn't as much fun as i want it to be, but have no clue what the missing ingredient is. Soon as I come up with the solution, i'm just more positive about the level as a whole, and enjoy it a lot more.2009-09-23 19:15:00

Author:
julesyjules
Posts: 1156


I've mentioned this before, but I didn't really enjoy my first take on Manufactured Madness. The flow was off, the materials were a bit different, and overall I just wasn't feeling it. So, I took the bits that I did like and rebuilt the entire layout. The bus sequence was still a pain in the neck though.

Other than that, I have a couple other levels that I started to build and then discarded. Most of them were deleted shortly after I started building, so I didn't mind tossing them.
2009-09-23 19:59:00

Author:
mrsupercomputer
Posts: 1335


The only tiem I don't enjoy creating is when there's a lot of logic involved. The new level I'm making now is perhaps the worst case, where every single piston, winch, motor bolt, wobble bolt, light, mouth and sound effect (in the entire level) needs some logic attached to it. I enjoy creating the logic and trying to get it to work, but soon its going to start becoming a chore, and I'll get bored quite quickly.2009-09-23 20:14:00

Author:
Nuclearfish
Posts: 927


The only level I ever hated making was the first Crystal Cave attempt that I eventually scrapped. It was an early version of The Crystal Cave in Autumn, but was called Sunset Caverns in Autumn. It followed the same premise as the published Crystal Cave level, but by the time I got to purple, the thermo was at the top. Which was terrible, because I was going backwards through the colors of the rainbow. I got to the beginning of green and that was it.

I hated making that level because I didn't understand the thermometer. Now that I do, I don't generally have that feeling anymore when making a level. If I do feel like that, I usually scrap the level and move on to something else.
2009-09-23 22:25:00

Author:
xkappax
Posts: 2569


If i ever stop having fun whilst creating, i'll usually stop. No point in building something when you have no motivation!

I'd leave a level for a while and come back to it later, if it's still no fun to make, it gets deleted.

Basically, golden rule. Just have fun creating!
2009-09-23 22:52:00

Author:
Mr_T-Shirt
Posts: 1477


I'm having this problem right now!!!!! And always had it before.

I have all my contraptions and puzzles built and working perfectly.... problem is that their all made of dark matter and cardboard!

I cannot make it look visually pleasing (since that's what most of the community wants)
Even if i change the material it still looks kinda dull.... I try adding in stickers... but it just looks out of place.... I try playing other materials into it... and it looks like a load of crap.......

I really need to work more on design and visual stuff.....
2009-09-23 23:09:00

Author:
snowyjoe
Posts: 509


Oh, God, every level I've worked on. 2 that have been published in the main game, and about 3 other nearly full levels that haven't been openly published.

It's all wonderful and magical and fun for a while. But each of my levels tends to have one NIGHTMARE segment. In Sony Christmas it was the Santa room. Dragging Santa across the rafters and up the elevator and onto the roof.

In The Movies it was the trolley ride. Breaking and re-breaking and breaking anew. I rebuilt the entire track from scratch twice. And not to mention the crash I had that lost me 8-10 hours of work, and caused me to have to start over from the beginning, re-doing all 3 of my animations.

I can't say what my new one is, but it's been a horrific nightmare, and I've been telling myself over and over "What was I THINKING, what was I THINKING..."

It's sort of similar to Ccubbage's issue with the giant conveyor belt. This is a different contraption, but it's absolutely enormous and it has required me to keep my back flat layer clear, my back thick layer open for backgrounds that have to be on their own, attached to dark matter, and then everything in the front two layers to be all connected without ANY dark matter whatsoever and without ever gluing to the items in the back layer. It's been a nightmare. I've had to as well, hide lots of pieces that have to be connected to the main body off-screen, but without dark matter. So I've used enormous invisible cardboard pieces and glued them on.

For me, it's never a case of writer's block that makes a level unfun, it's always the complex stuff failing on me, parts of my level breaking, not being able to fix things as they break, etc. Every level I've done, really with the exception of one short and simple one (still unpublished), has had these moments.

The level creation process, 90% of the time for me, is painful, painful, painful. As painful as it is rewarding, which makes things very complicated indeed.
2009-09-24 01:41:00

Author:
Teebonesy
Posts: 1937


Yeah, my current project Tenement is really starting to do my head in now. As a former A-grade art student but a D-grade physics student, my creative talent naturally lies in aesthetics and not in technical wizardry, but since rtm223 sent me one of those 3-way levers with the winches attached (do they actually have a name?) I've become ever more curious about experimenting with the technical side of things. I've learned one hell of a lot in the process of making Tenement, which is far more technically complex than anything I've previously attempted, (my logic thermo is higher than all the others for the first time in my "career" as a creator), but I've somehow found wrapping my brain around complex logic problems to be mentally taxing. Gothic Reverie 1 and 2 almost made themselves while I wasn't looking, but Tenement is slowly frying my grey cells one by one. I'm a little worried that I'll come out the other side as a vacant, dribbling cabbage, so I'm keeping my creative sessions much briefer now and balancing things out with a little guitar playing.2009-09-24 02:21:00

Author:
Ungreth
Posts: 2130


Only the old Mars 3. I just flowed through the whole level without thinking, like on autopilot. I was never excited by anything I'd done, or totally happy with any of it.

I got right to the end and thought, well its quite rubbish, I'd achieved nothing I wanted to. So I deleted it and restarted a new.
2009-09-24 13:20:00

Author:
GruntosUK
Posts: 1754


mnnn... I've had one or two things that I had started, felt it was going nowhere and just deleted it. Anything I have published though I have enjoyed thoroughly making it.2009-09-24 13:22:00

Author:
wexfordian
Posts: 1904


Cause and Effect 3 drove me crazy. It took so much fine tweaking to get it perfect. Mostly at the part where the the cart flips.

YouTube - Cause and Effect 3


0:39 in the video. It took so much random tweaking to get it to work 100% of the time.

Also getting the camera just right and making the scoreboard appear at the end almost had me throwing my controller. It's harder than it sounds.
2009-09-24 14:52:00

Author:
TripleTremelo
Posts: 490


On the Island of Sultan Cazimi. I hated it at some point, than I deleted and replaced huge chunks of it I was a bit more happy with it. Still not very fond of it, to be honest, but it taught me a lot. ^.^2009-09-24 20:34:00

Author:
Syroc
Posts: 3193


Teamwo2k!
On the last few sections I nearly stabbed the tv. I'm still not happy with the bomb section as I think its hard to do for people who play it for the first time, unlike me....

I'm making my 2nd one and Its fun to make as I love the corner editor now. Used to be my sworn enemy.
I keep making irritating random mistakes but I made 3 sections in 2 days.... I'll slow down when I get through some more and have some rough patches but I'm enjoying it. I hit Creators Block with Aztec Apocalypse... 75% down... Just lacking some in inspiration....
2009-09-24 21:01:00

Author:
KQuinn94Z
Posts: 1758


Well i sometimes get pretty bored with creating under the same theme.

If u've played my Whichever Way The Wind Blows levels you will see they all have at least two different themes in... I did this becuase i got increadibly bored creating under the same style and wanted to try something different!
2009-09-24 23:01:00

Author:
ladylyn1
Posts: 836


actually yes i made an amazeing level that i was sure gunna be my claim to fame and even make a series for the story. all i had to do was add some dialogue but then i suddenly lost interest and realized i just couldnt continue the level series or even polish off the level. so im not publishing "Legend" even though i spent so long on it. o well im already on to makeing a new series and so far its looking pretty dang good. im haveing trouble thinking of obstacles oriented for this theme so if anyone has the time to just brainstorm or to help with it send a message.2009-09-24 23:27:00

Author:
Littlebigdude805
Posts: 1924


The first time I started on my GOTY level I hated it.

I started with a completely different concept which I am now revisiting and like what I'm doing with it this time

I thought it looked hideous and that they wouldn't accept it so a few days before the alpha concept deadline I started on a proof of concept for bunnies in space... I spent a while on what I had before, too.
2009-09-24 23:29:00

Author:
Foofles
Posts: 2278


All my levels.
I'm sorta working on a clubhouse, but its not working out... Thats not that fun at all...
2009-09-24 23:48:00

Author:
chezhead
Posts: 1063


Well this is happening to me with the level i'm am working on right now... and it's driving me crazy

I mean I love the theme I choose (something colorful with horses.... ),
and i'm happy of how it turns out visually, I even made some nice moving characters,
but I just can't manage to put all that together in a complete level with interesting gameplay..i'm just blocked
Can't find idea of obstacles, mechanisms etc, that fit the theme, so I just spend hours retouching the visual design of this or that...

help......
2009-09-25 00:26:00

Author:
dajdaj03
Posts: 1486


What's the 160 bug?2009-09-25 14:07:00

Author:
Reef1978
Posts: 527


Well this is happening to me with the level i'm am working on right now... and it's driving me crazy

I mean I love the theme I choose (something colorful with horses.... ),
and i'm happy of how it turns out visually, I even made some nice moving characters,
but I just can't manage to put all that together in a complete level with interesting gameplay..i'm just blocked
Can't find idea of obstacles, mechanisms etc, that fit the theme, so I just spend hours retouching the visual design of this or that...

help......

I have so been there, like yourself I'm all about visuals and when the time finally gets there to start thinking of platform elements and puzzles to go with it...I'm blocked!!

Trust me, close your eyes and just start thinking of those elements alone.
A lightbulb should flash over your head at one point with a clear vision on how to proceed.
2009-09-25 14:12:00

Author:
Zwollie
Posts: 2173


What's the 160 bug?

It's when you've spent more than 160 hours in create mode without having the pause function activated. All your pistons, winches and bolts will freeze forever, making the level broken beyond repair. The only fix is to capture the entire level as an object and place it in a new crater on your moon, at which point all the frozen mechanics will spring back to life. This bug happens because most mechanical tools in the game have a life of 160 hours before they seize up forever, but creating in pause mode essentially stops this hidden clock from counting down to doomsday.
2009-09-25 16:34:00

Author:
Ungreth
Posts: 2130


I enjoy creating levels, then it becomes tedious, when you think that the level is nearly complete, then somethings not right/failed, so gotta waste time fixing it, i only enjoy creating if its limited to a period of a day otherwise i get annoyed. The only level that i didn't enjoy creating was that swamp level thats locked on my page 2009-09-25 17:58:00

Author:
springs86
Posts: 785


It the bugs that ruin the enjoyment for me. Things such as the level failing to load or if the game freezes and I loose a few hours work ect.2009-09-26 13:55:00

Author:
SteveBigGuns
Posts: 423


Since im not as good as everyone here, i dont have many stories to tell, but my new shape wars act 1 tooks almost 2 weeks, Just for an introduction!

The ninja scene kept screwing up, i had to add almost 50 sound things (literally) and clouds were a must!

Before that, i thought it was great, but thanks to some help from my friends, its even better!

Its short, but it took a week and 3 days total.
2009-09-26 14:35:00

Author:
grayspence
Posts: 1990


OH NO!!! THE PRINCESS!!! World 4: Big Island was a huge chore for me to finish. I simply could not figure out what the heck to do with the concept, but I couldn't really ignore it since I'm basing each level on a world from Mario 3. I probably started new versions of this level once a day for like a week.

I still don't really care for the level, but I think I'm just bitter. Everyone assures me that the end result is fine.
2009-09-26 15:01:00

Author:
CaptainCowboyHat
Posts: 153


I have so been there, like yourself I'm all about visuals and when the time finally gets there to start thinking of platform elements and puzzles to go with it...I'm blocked!!

Trust me, close your eyes and just start thinking of those elements alone.
A lightbulb should flash over your head at one point with a clear vision on how to proceed.

Same boat as me
2009-09-26 15:41:00

Author:
KQuinn94Z
Posts: 1758


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