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How To Make a Good Level

Archive: 15 posts


These are a few ways to make good levels:

1. Make it different to all the other genres of levels.
2.Put in the effort to make the level.
3.Show good detail and good effects.
4.Put in interesting music made by YOURSELF!
5.Put in good logic, and try and put a good use of 3D in, it brings the level to life!
6.Make an exotic level badge and create a good name and description, this will lure the players in.
7.Make the level have a good setting.
8.Finally, get some of your friends to advertise the level and make it known.

If you thought these ideas were good, fell free to comment!
2011-04-29 16:12:00

Author:
Unknown User


Yeah, but I know most of 'em. (:2011-04-29 21:32:00

Author:
Unknown User


Most of those I agree with. The music one, not so much. I think as long as the music adds to the gameplay (*or at least doesn't take away from it) than its great. A level IMHO is not "Good" just because you made a song to go in it. And unless you've got at least a moderate knowledge of musical composition, than the song you make for your level will probably be crap... and that would make your level a lot worse.

Everything else there could pretty much be summed up as "take your time, work hard, and make something you're proud of."
2011-04-29 22:37:00

Author:
Madafaku
Posts: 738


Custom music I would only suggest if you know what you are doing. Not everyone knows how to write music. For most people, they should probably stick to the in-game music selection.

I want to emphasize originality and creativity. Almost everything has been done before, so I think your #1 is for the most part impossible. But, you CAN take something and make it your own by using your own visual style, storytelling, etc.

Really, the big one for me is PLAYTEST. Work out the bugs before you publish. I play my levels 50-100 times as I'm tweaking and polishing my final version for publication, and get others to help me.

Also, DON'T PUBLISH UNTIL IT'S DONE! I'm really not impressed by half-finished demos or bug-ridden betas. I know you want the hearts and plays, but putting out a finished product gives you the best chance of success in the long run. I'm not interested in playing your level at various developmental stages - I'll try it the first time, then I'll be on my way...
2011-04-29 23:29:00

Author:
Thegide
Posts: 1465


These are a few ways to make good levels:

1. Make it different to all the other genres of levels.
2.Put in the effort to make the level.
3.Show good detail and good effects.
4.Put in interesting music made by YOURSELF!
5.Put in good logic, and try and put a good use of 3D in, it brings the level to life!
6.Make an exotic level badge and create a good name and description, this will lure the players in.
7.Make the level have a good setting.
8.Finally, get some of your friends to advertise the level and make it known.

If you thought these ideas were good, fell free to comment!
1.NO
2.Well duh
3.on some levels you don't have too (like my new one, oh you will see, YOU WILL ALL SEE!)
4.Tweak old ones, they sound good!
5.I suck at logic, and a one layer level (mine) can't be 3d!
6.My description is "Die!" I might change that!
7.Done
8.What if they don't want to!
But new LBPers will find this helpful
2011-05-01 12:14:00

Author:
Squidge99
Posts: 203


I'll advertise it Squidge2011-05-01 12:51:00

Author:
Unknown User


I'll advertise it Squidge
Ditto.

I agree with most of them but what if you don't know how to make music?
2011-05-01 13:38:00

Author:
Jakest123
Posts: 319


Some of these tips cannot be generalised or simply don't apply (as said above)... I'm not sure that a guide to making good levels can be summed up in several lines of text2011-05-01 16:07:00

Author:
Unknown User


1. Make it different to all the other genres of levels.
Impossible, you can always give your own touch to a theme, but its near impossible to create a new theme.

2.Put in the effort to make the level.
Obviously.

3.Show good detail and good effects.
this wont make it a good level, ever. Its just eyecandy, and eyecandy doesnt replace gameplay.

4.Put in interesting music made by YOURSELF!
sure, but only if you are good at it, could also ask/request a good song from a music-creator.

5.Put in good logic, and try and put a good use of 3D in, it brings the level to life!
Even the best logic doesnt perse make it a good level, same for 3d.

6.Make an exotic level badge and create a good name and description, this will lure the players in.
Sort of true.

7.Make the level have a good setting.
Setting of what? volume? light?

8.Finally, get some of your friends to advertise the level and make it known.
Obviously.
2011-05-01 23:35:00

Author:
Luos_83
Posts: 2136


These are a few ways to make good levels:

1. Make it different to all the other genres of levels.
2.Put in the effort to make the level.
3.Show good detail and good effects.
4.Put in interesting music made by YOURSELF!
5.Put in good logic, and try and put a good use of 3D in, it brings the level to life!
6.Make an exotic level badge and create a good name and description, this will lure the players in.
7.Make the level have a good setting.
8.Finally, get some of your friends to advertise the level and make it known.

I agree with some of them...
-1.ALL creators have their own style,but usually all of us was usually inspired in something (films,other games,LBP levels...) then is really hard and weird create a new genre.but,obviously isnt a bad Idea try create a new genre.

-2.I completely agree with this,this is probably the most important thing to create a good level,all great creators put effort to create their levels,without effort you cant create a good level,of course.

-3.Lets be realist...a nice details are ALWAYS welcome,its a very important part of a good level (But not so important as gameplay ).

-4.Music is great for create a good ambient for all us levels but...this is the question...necesary we need create our own music for create a good level? I honestly think no,the most of the best LBP level I know havent created music in it,Created music mainly give your level a personal touch,but this not do your level better necesary.

-5.Its VERY important in my opinion,good logic suppose basic thing that makes your level will work perfectly,If you are good with logic it could give you freedom to create everything in LBP.

-6.I agree with that,and I havent much to say about this...

-7.Yes,I agree,but,depend type of level/game you make,for example,this is very important for game/minigame but not much for a platforms level.

-8.Of course.
2011-05-02 22:39:00

Author:
Unknown User


I disagree with this topic.

You can't tell someone/sum up how to make a good level because a good level is different depending on target audience.

For example, in the extreme platforming community keeping environmental details to a minimum while maximizing emphasis on the obstacles is good because the more emphasis on details you put the less thermo you get for obstacles and our levels tend to be medium to long and focused on gameplay rather than putting on a show.But it is possible to make a level look good using almost no detail like simple shape/color/material patterns, etc.

Also, many players consider hard levels to be bad levels. But these individuals are the ones that don't have a mature outlook on the fact that there needs to be levels aimed at all skill levels so there should be extreme levels as well as easy in LBP.

So a level you might think is not a good level might be a very well designed level within another community. But unless you understand what each community/individual's intentions/target audience is you can't really put a guideline to designing good levels.

There's so much diversity in LBP that placing guidelines for what defines good is oblivious.
2011-05-05 03:01:00

Author:
Hana_Kami
Posts: 393


I personally think custom music takes away from the level, it can never sound as good as the in-game music.

The only time i might enjoy it is if its used in a classic 8bit style recreation, in which pixilated sounds give it a nostalgic feel.
2011-05-05 03:30:00

Author:
ShadowTyphoon
Posts: 80


I use my cheesy music lol. I think its good old-school dungeon music.. but ya. No one ever says to play it AS SOON AS YOU PUBLISH IT. Why? There might have been something you have overlooked and needs to be tweaked and... TAKE COOL PICTURES in it and upload them. They show up right next to it! I don't know why people don't do this.. also they show up in your pictures so people can see what you have made!
Also if you do happen to have a demo or something (with a rating and maybe hearts or whatever) publish the new level on that so you don't start with 0 0 0 0...
It just helps your level show up in searches and stuff earlier. If its a good reputation keep it going. Obviously start over if you have terrible reviews and boos
2011-05-05 04:33:00

Author:
Dortr
Posts: 548


Actually publishing over demos is a very bad idea.
Not sure the exact number, but after several days after publish, your level no longer has a chance to make it to the cool pages.

So if u published a lvl a week ago, even if you post SKYRIM over it a week later, it won't be on cool pages.
2011-05-05 06:24:00

Author:
ShadowTyphoon
Posts: 80


I disagree with this topic.

You can't tell someone/sum up how to make a good level because a good level is different depending on target audience.

For example, in the extreme platforming community keeping environmental details to a minimum while maximizing emphasis on the obstacles is good because the more emphasis on details you put the less thermo you get for obstacles and our levels tend to be medium to long and focused on gameplay rather than putting on a show.But it is possible to make a level look good using almost no detail like simple shape/color/material patterns, etc.

Also, many players consider hard levels to be bad levels. But these individuals are the ones that don't have a mature outlook on the fact that there needs to be levels aimed at all skill levels so there should be extreme levels as well as easy in LBP.

So a level you might think is not a good level might be a very well designed level within another community. But unless you understand what each community/individual's intentions/target audience is you can't really put a guideline to designing good levels.

There's so much diversity in LBP that placing guidelines for what defines good is oblivious.


This.
now this thread can be closed.
2011-05-05 12:12:00

Author:
Luos_83
Posts: 2136


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