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How long does it take you to Create a level?

Archive: 66 posts


Hi to all,

Just thought I'd start up another conversation with you guys.

With my lifestyle and among other things that occur in my life everyday. I cannot spend endless hours a day on LBP2. When I get an idea in mind and start creating, I can usually devote around 10 to 12 hours a week Creating my level. My first level took me around four months to finalize. The second one (although unfinished) took me nearly two months. I do all the work myself.

I see a lot of quality levels and played them as well. I was just curious how long it took you as a Creator or Creators (if worked as a team) to make your projects?
2011-01-27 01:27:00

Author:
Garak101
Posts: 101


I spend generally 40 to 60 hours on a level. Give or take. I find, the longer I've been creating. The less I'm in a hurry to publish a level. Now I like to put a fine polish on em.2011-01-27 01:50:00

Author:
smasher
Posts: 641


Many days because I work on stuff a lot at the start and scrap most of it. I'm making one now and have only just made the first jump pad so you can get off the same level as the starting point. Started monday.2011-01-27 02:41:00

Author:
Snappyguy
Posts: 710


I always find when i'm creating a level, I just get so bogged down and bored I never finish it. What keeps you guys motivated to keep at it?2011-01-27 03:03:00

Author:
oNinjaFisho
Posts: 67


^
The idea of the finished level, perhaps.. that's what's keeping me trying..
First thing you should consider before even entering Create Mode is what is the level about, and how can you achieve that
Then, you can decide how it looks and start creating
The last thing would be polishing and decorating.
I may not be the right person to say that since I'm not that much into making levels ATM.. but this is what I think..
---
As for me I think it won't take me 8 hours to finish what I'm working on, BUT it's like a demo (not a full project)
2011-01-27 05:03:00

Author:
G-IH-O-S-T
Posts: 27


As for me I think it won't take me 8 hours to finish what I'm working on, BUT it's like a demo (not a full project) I'm just curious but why are you making a demo and not a full project/level?

And I've never finished making a level, I'm never happy with them & I'm constantly updating them when I get the chance, I just throw a scoreboard in there to make it seem like its over.
2011-01-27 05:07:00

Author:
ApeCheese
Posts: 369


About a year+ for me . Im working on it for more than a year now because I haven't worked on it enough. It is really amazing so far in my opinion though. I really want to finish and publish it because I think people will really enjoy it. Granted, I won't take any quality away to rush it, I make them good. It will probably be done by February now because I need to refurbish it with the new tools. I mean who controls tanks with switches anymore? That was sooo Littlebigplanet One.2011-01-27 05:09:00

Author:
Unknown User


The minimum time I took to make a level was 15 days...I spent about 1-5 hours each day working on it. Normally a level may take me 3-7 months.


I'm just curious but why are you making a demo and not a full project/level?

And I've never finished making a level, I'm never happy with them & I'm constantly updating them when I get the chance, I just throw a scoreboard in there to make it seem like its over.
I had this dilemma, but then I had the thought; does an artist simply get out a paper and create a masterpiece? Is the first idea in his mind what will be his best? I think it's a good idea to simply create things like an artist would create simple sketches, each stage building his skill until he's ready for that last project...so even if your level is "imperfect", just see what you can get out and see what others think with what directions your taking.
2011-01-27 05:16:00

Author:
warlord_evil
Posts: 4193


My last full level took me around 300 hours or so. Might have been less, but I am just trying to ignore the fact it was probably even more than 300 hours. lol

My next one is going to be a pinball machine that I am recreating from the Beta, but am adding a ton more features to it this time since I can keep it! I am hoping it only takes a few weeks or a month.
2011-01-27 05:39:00

Author:
jwwphotos
Posts: 11383


I'm just curious but why are you making a demo and not a full project/level?
I guess because I'm a bit noobie for this stuff xP
I just wanted to publish the first stage of the idea (since it's new to LBP) and keep updating it if I found it's liked by the community
of course that's not all why I'm doing that.. I have exams the next week (and the past one) and I thought I might not be able to work on it this week.. so why not publish it and see what happens and if anyone found something wrong or something that may give it the extra-fun factor
2011-01-27 05:49:00

Author:
G-IH-O-S-T
Posts: 27


^
The idea of the finished level, perhaps.. that's what's keeping me trying..
First thing you should consider before even entering Create Mode is what is the level about, and how can you achieve that
Then, you can decide how it looks and start creating
The last thing would be polishing and decorating.
I may not be the right person to say that since I'm not that much into making levels ATM.. but this is what I think..
---
As for me I think it won't take me 8 hours to finish what I'm working on, BUT it's like a demo (not a full project)

I think I will try this. I have no visual imagination at all, as I cannot close my eyes and visually see or even begin to see what I want. But I will go with bare basics first. I always try to decorate and make everything work perfectly from the start.
2011-01-27 06:01:00

Author:
oNinjaFisho
Posts: 67


Usually takes me about 3 months to finish a level, working on it at least 10 or so hours a week. And that's probably why all the ones I've released so far are terrible. Current one I'm working on will probably take me longer, but it's worth it. A lot better quality and a lot clearer image. No more making it as I go along.
Crazy that LBP is fun enough to work on this kind of stuff for this long and still stay fresh. You'd think most people would get tired of the game, not just Create, long before the 100+ hour mark.
2011-01-27 06:46:00

Author:
KoingWolf
Posts: 386


Right now i probably spend 40-60 hours a week creating.It takes 1 week for a level, and a nice polished logic network takes about 4 hrs or so.2011-01-27 12:32:00

Author:
Unknown User


Well, my "Magical Musical Workshop" level only took me 2 days to make... granted that was 2 days of uninterrupted play - I didn't even sleep ; I just started creating on friday night and when I next looked up at the clock it was monday morning.

But that's not normal for me.. or normal for anyone.
But yes... normally it takes me weeks from the seed of the idea to the fruition of the level.
2011-01-27 13:27:00

Author:
Macnme
Posts: 1970


I think I will try this. I have no visual imagination at all, as I cannot close my eyes and visually see or even begin to see what I want. But I will go with bare basics first. I always try to decorate and make everything work perfectly from the start.

You don't necessarily need to imagine something particular.. just think about the idea of the level first (shooting, story, specific survival game, new idea, etc).. as that's much easier, after that think about how can that be possible in LBP2 (You Have to know how to use each tool in order for that to be easy) then you can start visualizing (I don't like to visualize.. I just go with doing anything then polish)
2011-01-27 13:37:00

Author:
G-IH-O-S-T
Posts: 27


It took me 4-5 evenings-ish to get that prologue thingy in my sig to the state it's in now.2011-01-27 13:44:00

Author:
Asbestos101
Posts: 1114


This thread helped me a lot. I usually just hop in Create and have no idea what to do, but now I realize I should actually have an idea before I go in I feel so stupid :|2011-01-27 14:30:00

Author:
Retro
Posts: 104


In LBP1 I cranked out a level in 1-2 days and then publish. Then I would go back and fix/addon to them. Looking back my levels were crap to what I think I could actually do.

So in LBP2 I decided not to rush things and try to get out the polish before even thinking of publishing. Working on one now that I do not plan to release until almost March.

I think it also depends on what you are creating. If it is a quick shoot the bottles carnival game them you could probably know out a decent one in a few hours. So the genre I believe has allot to do with the amount of time required.
2011-01-27 17:45:00

Author:
blastroid
Posts: 262


Months.

I'm not sure how many months... But they're months, alright.

RotA is looking to take months if I neglect it any more. :B
2011-01-27 17:50:00

Author:
SLS10
Posts: 1129


I have found that creating levels ins't nearly as easy as I had hoped it'd be. I have an idea, it's fleshed out and I even have some sketches. Then I jump into Create mode, and there are so many "gotchas" in building my vision, I get frustrated and give up. I'm not saying it should be overly easy to come up with a good level, but the tools could be more intuitive, te help tips could be better, the labels on tweaks could be more descriptive, etc...

One other aspect I have trouble with it decorating the level. For exampl, and idea I have is of a subterranian level, but I want it to start out at ground level (not the actual bottom of the level, but a "outside" ground level, suspneded at the very top of the levl space). Then the player would descend into the underground by a well or chasm. Can't use a background (because the "ground" is always at ground level in the backgrounds), so I have to draw or create everything and it just never looks like it's an outside environment.

Creative gadget, devices, even enemies is easy compared to actually putting it altogether in a visually pleasing, and playable level.
2011-01-27 18:07:00

Author:
wizaerd
Posts: 159


I have found that creating levels ins't nearly as easy as I had hoped it'd be. I have an idea, it's fleshed out and I even have some sketches. Then I jump into Create mode, and there are so many "gotchas" in building my vision, I get frustrated and give up. I'm not saying it should be overly easy to come up with a good level, but the tools could be more intuitive, te help tips could be better, the labels on tweaks could be more descriptive, etc...

One other aspect I have trouble with it decorating the level. For exampl, and idea I have is of a subterranian level, but I want it to start out at ground level (not the actual bottom of the level, but a "outside" ground level, suspneded at the very top of the levl space). Then the player would descend into the underground by a well or chasm. Can't use a background (because the "ground" is always at ground level in the backgrounds), so I have to draw or create everything and it just never looks like it's an outside environment.

Creative gadget, devices, even enemies is easy compared to actually putting it altogether in a visually pleasing, and playable level.

With the background issue, i think it mat be possible to take a photo of the 'background' (make sure you have no objects in that area though), then place the photo on a thin layer at back of you creation, of course you can scale the photo too....
2011-01-27 18:19:00

Author:
Kovert-k
Posts: 15


With the background issue, i think it mat be possible to take a photo of the 'background' (make sure you have no objects in that area though), then place the photo on a thin layer at back of you creation, of course you can scale the photo too....

I did try that, it just didn't look very good. At least to me it didn't... I'll keep trying, but I can see why and how easily people get turned off or dissuaded from the creation capabilities.
2011-01-27 18:46:00

Author:
wizaerd
Posts: 159


It took me a few weeks to make that RPG town level in the Beta, which was the first REAL level I've ever done, and it wasn't even complete...But I'm remaking it now, a lot better than before, so I'm guessing it's gonna take a couple of months.2011-01-27 18:50:00

Author:
TheZimInvader
Posts: 3149


Almost a year and a transfer over to LBP2 and I still haven't finished my level. So yeah, a long time.2011-01-27 20:39:00

Author:
trip090
Posts: 1562


Well, define "level." For noobs, It takes like 5 seconds to slap down a scoreboard and call it "H4H."2011-01-27 20:43:00

Author:
dragonember
Posts: 607


Well, define "level." For noobs, It takes like 5 seconds to slap down a scoreboard and call it "H4H."

You are correct, but I am referring to people who make a decent level. Not H4H, Free Costumes, Spam, Copied and Credited, or any other way.
The ones who actually plan out a level and do they best they can to make a good level.
2011-01-28 00:54:00

Author:
Garak101
Posts: 101


Since im very impatient i usually spend about 1 day and a half making my levels. I guess this is why they never get over 30 plays2011-01-28 02:26:00

Author:
donta133
Posts: 182


I am almost finished with my first level, and even I'm impressed by my work. So far it's been 3 days; but I am just figuring things out. Next is figuring out the music sequencer because none of the music goes with my level! My basic priority is to have something unique, and fun. Of course the ideas are floating around in my head accummulating for weeks before I even think about going to my moon..2011-01-29 02:49:00

Author:
adalond
Posts: 84


Because of a bit of obcessive compulsive disorder and the fact that I tended to be largely busy during it's heyday, it was nearly impossible for me to actually publish most of the levels I made in LBP. There was only one I got out that I was sufficently satisfied with and that took around a week. Right now I'm rounding up everything I can from story mode to prepare making levels and hopefully this time around I'll have a greater output.2011-01-29 03:18:00

Author:
Dapiek Absaroka
Posts: 512


It take me around 30 hours I guess. It's long enough but oh so very fun!!2011-01-29 04:30:00

Author:
RangerZero
Posts: 3901


Hours and hours and hours.2011-01-29 11:54:00

Author:
.jamo
Posts: 172


I did try that, it just didn't look very good. At least to me it didn't... I'll keep trying, but I can see why and how easily people get turned off or dissuaded from the creation capabilities.

The tutorials don't tell you how to do everything, just the basics! So I went round and round trying to figure out how to get my vision out; in the end I had to compromise, but it is close to my original vision, and I am still very happy with the results (coming soon)!
2011-01-29 20:16:00

Author:
adalond
Posts: 84


Sigh, I remember my LBP levels. I was trying so hard creating the absolute-fantastic level that I got bored by the concept and started on a new level. I kept doing that until I deleted all of my levels. Now in LBP2 I swear to not lose focus and keep creating ONE level and publish it before I start on a new.2011-01-29 20:36:00

Author:
AbdiHMA
Posts: 86


Sorry to be off topic but quick question: If i publish a level over another one (overwrite), will the plays, ratings, and hearts still be there?

The one i am about to publish took a few weeks, it has 14 songs i made.
2011-01-29 23:08:00

Author:
QuAcKeRz12
Posts: 176


Generally it takes me 3-4 weeks to finish a level, but that is once I've piloted the concept. For example, with The Crate Escape, I piloted some Crate-Based gameplay for a while, just throwing random ideas about and seeing how well they worked. I also had a friend [LIL3R_090] with me during the preliminary stages to throw around more platforming ideas. Then I went to town and made about 15 different level pieces. I found writing the parts on a post-it note and crossing them off as I got them working helped me to stay motivated. Once I'd done all the gameplay, I simply attached it all together and then found the exitement of having things mostly finished inspired me when decorating it. After I'd done that, I published it, and then the positive feedback motivated me to tweak it more until I had it pretty well tweaked. Somehow, that was enough for the Spotlight, which was awesome. I still want to redo my original design for TCE which I couldn't get working in lbp1 but should be much more simple in LBP2. Basically, you're still trapped inside the crate, but it's sinking. so there would be water elements too. and the whole level would be rotating and stuff.2011-01-29 23:27:00

Author:
Cpt_Sainsburys
Posts: 187


It really depends on what I'm working on. I can make an effective holo retro style game in a matter of days. My main level, a platformer in the style of Da Vinci's Hideout, is probably going to take around three weeks.2011-01-30 02:11:00

Author:
Yofig
Posts: 288


If I'm honest, I very rarely finish making levels, even of I've spent weeks creating them.

When I do create and publish a level, it's usually been about a 1-2 month process from the original idea to actually putting it out there for people to play.

My problem is that I easily lose focus. I get a brilliant idea that works, and is fun, but it doesn't occupy enough time to be used as it's own level, so when I'm done making it, I have to wait for more ideas, and it just sits, unfinished, on my moon.

I find that I end up wasting hours and hours on concepts. So I've decided that in LBP2 I'm not putting the hours into a level unless I know I have enough ideas to finish it.
2011-01-30 03:11:00

Author:
alexbull_uk
Posts: 1287


3-4 months, for current project, and it's not even done!2011-01-30 03:14:00

Author:
Brian_Istenes
Posts: 151


1 week
For just one level.

Because I am lazy/fooling around/ playing community levels.



:SH:
2011-01-30 03:14:00

Author:
ThePineapplizer
Posts: 769


I've never made a full scale level in lbp1, but now with lbp2 i've spent the time since day 1 til now working on 3 rooms and a bunch of logic. I'm a perfectionist so I will probably take a week per room, and most of the rooms are for cutscenes that you only see for a few seconds. I've actually scrapped dozens of hours of work so far, just in lbp2, in favor of other concepts.2011-01-30 03:21:00

Author:
Bremnen
Posts: 1800


I am almost finished with my first level, and even I'm impressed by my work. So far it's been 3 days; but I am just figuring things out. Next is figuring out the music sequencer because none of the music goes with my level! My basic priority is to have something unique, and fun. Of course the ideas are floating around in my head accummulating for weeks before I even think about going to my moon..

Okay, finally finished first level, all in all about 6 days! The last three where spent fine tuning/adding final touches to make everything work right and makes sure that everything messed together! It's so cute...I will upload it to LBP tommorrow (Feb 1).
2011-02-01 02:06:00

Author:
adalond
Posts: 84


It takes about 4 hours of create time to make a decent level from scratch.2011-02-01 05:40:00

Author:
m4tr1x35
Posts: 50


I always find when i'm creating a level, I just get so bogged down and bored I never finish it. What keeps you guys motivated to keep at it?

For me at least motivation doesn't really come into it. I tend to make levels on the spur of the moment after thinking of an idea, but I actually enjoy the making and polishing of a level. It's relaxing and satisfying to make something you're proud of.

Time spent on a level seems to go up all the time. At the moment I'd give a number around 10 hours.
2011-02-01 07:52:00

Author:
JonnysToyRobot
Posts: 324


In LBP1, 2 months, though Doodle Jump took about a week.2011-02-01 07:54:00

Author:
kirbyman62
Posts: 1893


I usually go through the same pattern.
I make the level in a about a week. I play it a number of times and see what works and doesn't.
Then i go crazy and delete it and start again but this time everything that worked i cram into a tighter space making the level look and feel better.
That takes about another week of creating. So my answer is 2 weeks dead on.
Problem i always have is trying to get the level to end with a bang. I want to give the player a bit of a pay off at the end.
2011-02-01 10:52:00

Author:
RtooDee2
Posts: 175


I spent the entire weekend making a level, was a bit addicted and didn't sleep from fri until SUnday late afternoon.. Then after getting some rest, went into the level and hated it and ended up deleting it all and starting over... heh heh heh2011-02-01 14:42:00

Author:
wizaerd
Posts: 159


It takes about 4 hours of create time to make a decent level from scratch.

Wow, I wish I could work that quickly. I guess it really depends which "type" of level I'm making. Usually it takes several weeks for me to create an entire level. My quickest build was about a week, and my longest was about a month. On a reviewers stand point, you can generally tell how much time was put into a level.
2011-02-01 14:57:00

Author:
sascha_winter
Posts: 163


Days? Weeks? Try months.2011-02-01 15:00:00

Author:
Biv
Posts: 734


About a fortnight, depending on how complex the level is.2011-02-01 15:43:00

Author:
Alternative_sack
Posts: 409


I can't see how anyone can create a good level in four hours. I usually spend longer than that on one set piece, and that doesn't include tweaks when the level is closer to being finished. I suppose if it's a really generic Platformer with the Grid and no real effort in the visuals, plus mostly non-moving gameplay elements, but as I said, I spend longer on a set piece.2011-02-01 16:26:00

Author:
Cpt_Sainsburys
Posts: 187


I normally take 2-3 weeks (about 3 hours daily)
I've only started creating my latest project, its 8% done
2011-02-01 16:36:00

Author:
Unknown User


Unlimited, a level is never finished.

Mine...

6-99 hours. (99 for messing around)
2011-02-01 16:44:00

Author:
Unknown User


I Started a level within LBP2s release. I am not anywere near done, but i plan spending several days working just on the visuals and publish it as a demo for feedback and see if it would be worth makeing it to the end.
My newest level took a very long time, but i worked my bottom of makeing it look good. I will published a updated one useing the new tools like replaceing the old migic mouth trick with the new movie camras.
If you want to see how i improved as a creater, my first level was rushed and has lots of bugs.
2011-02-01 17:20:00

Author:
Unknown User


I've made two levels that really have some work put into them, a tech demo and then I had a little minigame in the beta.
I also had some levels before the two I have published but I can't really use them as examples in this thread because they were pretty crap.

Deep Danger - a survival challenge by me, it didn't take too long to make because it's a survival challenge and I had a pretty clear idea on what I wanted to do. It took about 10 hours to make with all the fixes after publishing.

Cool guys don't look at explosions! - This level took significantly longer to make. I started building from the beginning on thinking it should be an intro to something more epic. It turned out to be a really nice race level so I started working on that. I started working on it after the summer, in September I think. This level was forgotten many times but I did work on it from time to time. I even spent 3 nights (not in a row though) just working on it. I would say it took about 50-60 hours to complete.

Light puzzle tech demo - A level I've published in LBP2, it took me about 5 hours to build the logic and finalize the visuals. It's just a simple puzzle after all...

And then there was my "tap X multiplayer game" in the beta which was a game where you tapped X as many times as you could in one minute... I think I worked on it for two hours, which is pretty low considering it got Mm picked (lolwut)

But umm yeah, I think I could do a decent level in 20 hours if I just had the idea and concept ready. Most of the time when I build I just mess around, playtest again and again or just hover around looking at things with no idea what to do next. The project I'm working on now has already taken me about 5 hours or so, just building the logic... although that project is 95% logic... You'll see when it comes out... or you could check my blog
2011-02-01 17:40:00

Author:
napero7
Posts: 1653


Oh... about 50+ hours on my favorite levels, and about 6- on the cheapo little levels I've made like Gnome Shanker 2 and Lazerblast. At 187 plays, 6 hearts, and a 4-star rating, Lazerblast was my most popular level. You make me sick... Just kidding.

I have to say, the reason why it takes me so long is that I'm constantly testing it as I make it. The next highest contributing factor is trying to figure out how to make a very complex dohickey... And then testing it 100+ times.
2011-02-01 19:01:00

Author:
RagTagPwner
Posts: 344


[QUOTE=KoingWolf;749185]Usually takes me about 3 months to finish a level, working on it at least 10 or so hours a week. And that's probably why all the ones I've released so far are terrible. Current one I'm working on will probably take me longer, but it's worth it. A lot better quality and a lot clearer image. No more making it as I go along.QUOTE]

Some of the best levels created are made up as the creator went along. Steve Big Guns and Jake Putz don't pla anything for example and theres many more I could name. I guess the point I'm trying to make is, it doesn't matter whether or not you plan or make up as you go along, it depends on what works for you as an individual and what level of creative talent you posess. They can both have there advantages and disadvantages. Good luck.
2011-02-04 02:39:00

Author:
LFiers
Posts: 161


I have never finished a complete level worthy of publishing on ps3.

So it takes me over three years. Is that a record?
2011-02-04 04:17:00

Author:
VelcroJonze
Posts: 1305


I tend to find I have no downtime. I am constantly working on something. I generally release about 4 full levels a year so I guess they take me about three months to build. I generally do everything myself though...

Intrestingly enough, w/LBP2, collecting all the materials, this is my first downtime in three years? I mean with so many new avenues, materials, ideas... I literally do not know how to start. I think it'll just happen on it's own.
2011-02-04 11:38:00

Author:
Gravel
Posts: 1308


A very, very long time.

I usually spend about 10 hours prettying up the very start of a level, then get bored though.

Probably because I start my levels by placing whatever random materials I can find that go together, and try to make a decent scene out of them.
2011-02-04 11:53:00

Author:
KlawwTheClown
Posts: 1106


When I started out, my first level took me about 5 months to make. Now I can complete a level in around 4 - 6 weeks.2011-02-04 13:46:00

Author:
Ungreth
Posts: 2130


Depends what the level is, time really doesnt have to do anything with skill, but of course if its a long or really complex level it would take long. I usually take 2/3 weeks. The fastest I made was Chibi Fairy Tale, i finished part 1 in basicly 3 days, though like 8 hours those 3 days XD so idk really.2011-02-04 17:32:00

Author:
Bloo_boy
Posts: 1019


It took me 3 days to create a level with 2 of my friends (OneEyedBanshee & Chuck_18mp). And it took me 3? weeks to create The Tricky lil Temple, alone. It depends on if I'm working alone or not, if I'm making it detailed or not, etc.2011-02-04 17:44:00

Author:
Alec
Posts: 3871


My Lost Ages levels take forever to complete.
I usually spend 6-14 hours in a sitting working on them... (yes i have no life)
So in a week i create just about as much as i work for a living.
I have recently gained a helper though so progress has greatly picked up.
Current project has been in the works for a couple weeks now.
Its about 1/4-1/3 done, but its also 3 full levels linked by level links.
Then of course there's testing and tweaking.
And then final touches.
so... Forever.
2011-02-04 17:54:00

Author:
Deftmute
Posts: 730


Like... a month to make 1 object.

lol
2011-02-04 22:33:00

Author:
Ayneh
Posts: 2454


I got LBP1 when it first came out. After completing what I can in Story Mode, I decided to try a level out. Got a little inspired from an old Donkey Kong Country game (the fiery barrels). I decided to make a level around this concept. Well, I could not figure out how to do anything with the editor (could not even figure out why everything was falling instead of staying in air where I built it). So, I got frustrated and took a year hiatus. The only thing that brought me back was when LBP was released on the PSP. I started to create in there until I got frustrated with the bug filled editor (this was around Nov/Dec of last year.) So I decided to go back into the PS3 version. I started my Oil Refinery Level in February 2010. Worked on it through February, March and most of April. Then I lost interest and ran out of ideas to complete it. I did not finish it until early September. After I published it, people told me I should decorate it more. So, I took the whole month of October polishing and decorating the level. Finally....it was done.

I started my next level Neptunia around mid-November and worked on it until the second week of January where I decided to finish it in LBP2. Now that I have seen what options are available in LBP2, it will be some time before this level is complete.

Everytime I go into the editor and start creating, it seems like I got only a small amount of stuff done and....BAM! Two, three hours are gone.
And then I see some Creators publishing good, quality levels within a month of each other. And I am like...how can they do this so quickly??? This is kind of why I asked this conversation....to see if I was alone. Now, I know I am not alone. Thanks for all of your comments.
2011-02-05 05:03:00

Author:
Garak101
Posts: 101


Haha, I'm glad to hear that it takes other people a severely long amount of time to create levels too. I only created 4 levels in LBP1 (3 of which I took down to tweak for LBP2 and still haven't re-published), and my current LBP2 level is looking to be a long endeavor as well.2011-02-05 18:37:00

Author:
Flatbread
Posts: 13


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