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#1

Parson's levels?

Archive: 8 posts


I haven't been able to locate the Parson's school of design 24-hour challenge levels like the amazing LittleBigCollosus level, are they even up?2008-11-20 07:21:00

Author:
UmJammerSully
Posts: 1097


I have a feeling those never made it in.2008-11-25 01:11:00

Author:
Justin Hopewell
Posts: 135


Judging by the video, i wouldn't bother playing the so called colossus level2008-11-25 01:58:00

Author:
accordion
Posts: 76


Judging by the video, i wouldn't bother playing the so called colossus level

Um...WUT? That level looks amazing.
2008-11-25 04:12:00

Author:
UmJammerSully
Posts: 1097


YouTube - LittleBigPlanet: Shadow of the LittleBigColossus

This level?

I understand it was made by a small team in 24 hours, but it is a really lackluster, boring playing experience in my opinion from watching the video.
It just doesn't compare with the better efforts currently on the servers
2008-11-26 19:11:00

Author:
accordion
Posts: 76


http://uk.youtube.com/watch?v=esKMmuGvF0k

This level?

I understand it was made by a small team in 24 hours, but it is a really lackluster, boring playing experience in my opinion from watching the video.
It just doesn't compare with the better efforts currently on the servers

Let's see you make a better level in 24 hours.

Hell, let's see you make a better level in 24 days...
2008-11-26 20:07:00

Author:
UmJammerSully
Posts: 1097


Let's see you make a better level in 24 hours.

Hell, let's see you make a better level in 24 days...

Because that would have any impact on whether the level in question would be fun for me to play?
Not that it has any relevance to the topic, but since you asked, my one and only published level from the beta was made in less 24 hours on the final day of the beta.

The time it takes to create, along with who, why, or when it was made really has no impact on the quality of the level. I only expressed my opinion of the level, which has been far surpassed by other creators long ago.
2008-11-26 20:51:00

Author:
accordion
Posts: 76


Well, they had the right concepts to making a good level. Working out components, ideas, having people specifically focus on art, which was their strength, storyboarding the whole thing...

It's the right framework for making a good level. Whether it was good or not, I have no idea. The tester kept dying and cheating using editting modes hover system. Certainly, that's the way to show a big monster, but they might have made something so hard that it just would not work. It's also a good way to miss any bugs that might be more apparent in play mode. :o

But what makes a good level itself? Well, beauty is sometimes in the eye of the beholder. It had all the right bits there, but who knows if the sum of the whole is worthy of the parts made to put it together?
2008-11-27 04:53:00

Author:
Elbee23
Posts: 1280


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