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Whats the hardest part about creating levels for you?
Archive: 50 posts
For me its trying to make the beginning section look good, because you want ppl to say "The beginning looks awesome, I want to see more of it". I don't know why but its the hardest part for me ><. Now what are your most hated parts about creating levels? (I want to see if im not the only person who struggles with the beginning part of the level) | 2011-12-05 17:58:00 Author: The_Lil_JoKeR Posts: 745 |
Starting levels is the easiest for me its always finishing them. I always add too much detail at the start and strugle to fit everything i want to in the end. And boss battles i hate building boss battles but people always expect them. | 2011-12-05 18:27:00 Author: Lordwarblade Posts: 761 |
Creating a level, deciding it needs more detail, burning up the thermo and then "is it good?" and starting all over again. Too much of a perfectionist some times. | 2011-12-05 19:31:00 Author: Lady_Luck__777 Posts: 3458 |
The general settings -Background (often none of them looks good) -Light, color and fog (especially when the background has a very specific effect on them) | 2011-12-05 20:11:00 Author: aleparad Posts: 28 |
Time. Simply not enough time to work on these. I have a job and family, and real world things I want to pursue. Sooner than later, I will probably need to reduce my LBP time, or possibly retire completely. I love it completely, but I simply can't afford the time. | 2011-12-05 20:43:00 Author: CYMBOL Posts: 1230 |
Motivation. | 2011-12-05 20:52:00 Author: Ayneh Posts: 2454 |
Motivation. Eeeeyup same here | 2011-12-06 00:13:00 Author: wait wtf Posts: 853 |
Deciding when something's finished. I go 'round in circles making the same thing over and over again to make it a little bit better each time. | 2011-12-06 01:03:00 Author: SR20DETDOG Posts: 2431 |
Being happy with what I've got - so perfection in that aspect. I must have made the same sections of some of my levels several times, as well as making entire levels over and over at least 4 times - and believe me, that's a lot. For some reason, the remake is always better than before, and I'm usually satisfied for a while, but I always end up making the next one better. I suppose I've got to stop somewhere though... | 2011-12-06 01:05:00 Author: standby250 Posts: 1113 |
Finishing them. I'm never happy with what I'm making. I'm working on one now that I've been hacking away at for a couple of months, but just not happy with my talent. I struggle with setting the right lighting and deco as well. I have a bunch of levels drawn out on paper, but implementing them into a level is a different story. | 2011-12-06 01:20:00 Author: biorogue Posts: 8424 |
Time would probably be my biggest issue too. On average, it can take me anything from 60-180 hours (sometimes more....) of create mode before I reach a playable stage. With real life, and community projects sucking up the vast amount of my time, every minute in create mode should be precious. But most of the time, I load up a blank level and just sit there thinking.... "what now?" | 2011-12-06 03:46:00 Author: rialrees Posts: 1015 |
My wife going mental and threatening to divorce me any time she sees me playing the game. | 2011-12-06 04:32:00 Author: Ungreth Posts: 2130 |
making advance logic for my crazy complicated gameplay ideas. it is always a pain, and always takes me ages to get anything done. *mew | 2011-12-06 04:43:00 Author: Lord-Dreamerz Posts: 4261 |
For me it's making sure stuff actually works most of the time and bug fixes | 2011-12-07 01:03:00 Author: PPp_Killer Posts: 449 |
I LOVE DOING LOGIC. Before my YLOD I made this Rocket Robot on Wheels throwing system. Its the detail and theme that I can never get into. thats why I never get anything done. | 2011-12-07 02:03:00 Author: Cactii Posts: 426 |
Eeeeyup same here And here... *Sighs* | 2011-12-07 02:40:00 Author: Undarivik Posts: 442 |
Can't do music for crap. That, and gameplay ideas. I always seem to struggle with the gameplay..... | 2011-12-07 12:08:00 Author: smasher Posts: 641 |
Gameplay. I love making all sorts of crazy contraptions, but if you have to put them together to a coherent level.. erhm.. not that easy. Also, holding interest. I tend to get bored to an idea after a while.. and then it dies down, leaving a level full of scraps to my moon. | 2011-12-07 13:04:00 Author: OrwellianStuff Posts: 90 |
To me, it would be the fact that I get a GREAT idea, then in the process of making it I get creator's block and can't come up with anything. D: | 2011-12-07 18:29:00 Author: Tmjtk Posts: 258 |
I think the gameplay is the hardest thing. It has to be good so people can replay it. The beginning is also important. A good menu at the beginning would look professional | 2011-12-07 20:36:00 Author: Yassinius Posts: 68 |
I Am good at everything exept for actully making it. | 2011-12-07 20:56:00 Author: lark98-2 Posts: 116 |
Crap, I think I already replied to this thread but it's definitely what the OP said and decorating it nicely with the concise amount of deco and a bunch of flora. Everything else is easy or up to my creativity level, and my motivation from such an unfair heart count. | 2011-12-07 21:36:00 Author: Cronos Dage Posts: 396 |
Hmm... -Thinks- Things I suck at: -Detail -Music -Gameplay -Visuals of any sort -Making simple logic. I always end up over-complicating everything in some way, shape, or form. -Mood -The beginning -The end -The middle Things I'm good at: -Story -Complex logic | 2011-12-08 07:10:00 Author: Speedynutty68 Posts: 1614 |
The hardest part(s) of creating levels... Actually getting it finished. At this point though I really want to get something else out there for the community, so I have some motivation going for me. I get caught playing my levels multiple times either because I want to improve it or I simply enjoy playing/seeing what I've created. I'm getting faster at getting levels built though, I think. It's hard to come up with new ideas too, personally. Now, the easiest thing about creating for me...probably working with logic. Just is, I guess. | 2011-12-08 08:36:00 Author: VnGamer234 Posts: 111 |
Motivation for me. I've got a pretty decent idea for a level, but I've not even started on it. Fair enough, Arkham City (which I platinumed this weel) and U3 have taken up a bit of time. Also, when you work so hard on a level for it to barely get any plays - not exactly gonna keep you highly motivated for the next one is it? | 2011-12-08 10:11:00 Author: Ali_Star Posts: 4085 |
Also, when you work so hard on a level for it to barely get any plays - not exactly gonna keep you highly motivated for the next one is it? Just publishing it is not enough. As you may be aware, there are plenty of avenues where you can make your work known and promoted; places like LBPC forums, Planetarium, LBL, Twitter, various popular hubs like Little Big Picks and Hidden Gems. Ask your PSN friends to play it and spread the word. Enter competitions with it for exposure. Ask people to record a playthrough or teaser video and have it posted on Youtube. Folks like Chimpanzee are always on the lookout for new material (yesterday he even asked for sugegstions via Twitter). But then again, if public recognition is of such importance to you, you should also ask yourself what your expectations are and whether those are realistic. Luckily, this subject is not entirely offtopic: more often than I'd like to, I hear of people to whom expectations about their work's reception seems the hardest part to deal with in level creation. | 2011-12-08 12:04:00 Author: Antikris Posts: 1340 |
Just publishing it is not enough. As you may be aware, there are plenty of avenues where you can make your work known and promoted; places like LBPC forums, Planetarium, LBL, Twitter, various popular hubs like Little Big Picks and Hidden Gems. Ask your PSN friends to play it and spread the word. Enter competitions with it for exposure. Ask people to record a playthrough or teaser video and have it posted on Youtube. Folks like Chimpanzee are always on the lookout for new material (yesterday he even asked for sugegstions via Twitter). But then again, if public recognition is of such importance to you, you should also ask yourself what your expectations are and whether those are realistic. Luckily, this subject is not entirely offtopic: more often than I'd like to, I hear of people to whom expectations about their work's reception seems the hardest part to deal with in level creation. Here is the only place where I post my levels, but when I release my next one, I will venture to other sites. Are Little Big Picks and Hidden Gems forums? Or are you talking about those levels by leklak? I think I've seen someone mention (might have been yourself actually) about previewing your level in the ideas thread. So I might give that a go. The only expectations I have is that the number of plays increases as I make more levels. I'm hoping that I'm able to break the 100 barrier with my next one.... which isn't a particularly high expectation I don't think. At least I do have the comfort that people generally like my levels, and I get mostly favourable comments, so that's some motivation at least. To try and sway back on topic, another thing I find difficult is finishing a level. Getting to a point where I'm finally satisfied tends to take a lot of faffing around. Plus, testing can be a pain. I have a PSN friend who I usually ask, but he doesn't really play that much any more, so I don't really like to bother him. | 2011-12-08 12:50:00 Author: Ali_Star Posts: 4085 |
Gameplay. I love making all sorts of crazy contraptions, but if you have to put them together to a coherent level.. erhm.. not that easy. Also, holding interest. I tend to get bored to an idea after a while.. and then it dies down, leaving a level full of scraps to my moon. Pretty much the same with me. I have trouble starting (I usually have a way i want it to look in my head, but it usually turns out horrible, lol) but once I start its pretty easy. But once ou start it is hard to stay interested in it... | 2011-12-08 17:07:00 Author: StaticLinuxpro Posts: 482 |
Making music. People who can actually use the thing, are geniuses. I'm not too bright when it comes to logic either. :| But I'm fairly good at gameplay, and my visuals aren't bad either. | 2011-12-08 17:19:00 Author: nysudyrgh Posts: 5482 |
Are Little Big Picks and Hidden Gems forums? Or are you talking about those levels by leklak? I think I've seen someone mention (might have been yourself actually) about previewing your level in the ideas thread. So I might give that a go. Yes. LittleBigPicks (http://lbp.me/u/LittleBigPicks/levels) is a show run by Leklack (http://lbp.me/u/leklack) and Bagheadinc (http://lbp.me/u/bagheadinc); every so much time they release an episode that among other things highlights a few underplayed levels they think people should give attention. Hidden Gems is a similar initiative by JaredMH (http://lbp.me/u/JaredMH), Calyst_aayla (http://lbp.me/u/Calyst_Aayla) and Rialrees (http://lbp.me/u/rialrees) that you can find on the Planetarium forums (http://www.littlebigplanetarium.com/forum/50-recommendations-and-reviews/). | 2011-12-08 18:11:00 Author: Antikris Posts: 1340 |
Yes. LittleBigPicks (http://lbp.me/u/LittleBigPicks/levels) is a show run by Leklack (http://lbp.me/u/leklack) and Bagheadinc (http://lbp.me/u/bagheadinc); every so much time they release an episode that among other things highlights a few underplayed levels they think people should give attention. Hidden Gems is a similar initiative by JaredMH (http://lbp.me/u/JaredMH), Calyst_aayla (http://lbp.me/u/Calyst_Aayla) and Rialrees (http://lbp.me/u/rialrees) that you can find on the Planetarium forums (http://www.littlebigplanetarium.com/forum/50-recommendations-and-reviews/). Do they just find the levels, or do you have to submit them for their attention? | 2011-12-08 18:28:00 Author: Ali_Star Posts: 4085 |
Do they just find the levels, or do you have to submit them for their attention? I cannot speak for Hidden Gems, but Leklack and Bag find the levels themselves through their network but also take suggestions and requests to play levels. Send them a PM through this forum or look them up on Twitter. | 2011-12-08 19:33:00 Author: Antikris Posts: 1340 |
For me, the beginning of the level is the easiest because I only really have to worry about visuals, which is what I'm best at. The hardest things for me are finding gameplay ideas, and also finding a way to fit them in to my levels without subtracting from the visuals. Maybe I should try planning my stuff out more often. | 2011-12-09 02:23:00 Author: KlawwTheClown Posts: 1106 |
The hardest thing for is making advanced contraptions in Platformers reset ... It isn't a problem making something very complex, but if it have to reset and can be used again.. that's pretty difficult... *Excuse my English, i'm Danish* | 2011-12-09 16:47:00 Author: AcAnimate Posts: 174 |
Starting a level. But I've yet to begin making a second one so I don't know if that's a difficulty creators only encounter on their first levels. I just didn't know where and how to begin. And I always deleted the first objects and scenery I made without making an effort to improve them because they didn't end up as good as I had imagined. But I'd like to think I've moved past that bad habit now. I guess the most important thing we've got to learn about creating is that even though LBP makes it easy, we won't be doing masterpieces in 5 minutes of work. | 2011-12-09 17:32:00 Author: SnipySev Posts: 2452 |
at the moment at least, for me it's actually making the time to create. i get distracted far too easily with other games and watch a heck of a lot of movies. i'm sure i'll eventually get back to LBP but at the moment those distractions just won't let me. however, i am constantly thinking about what to put in my new level so it's not a total waste of time | 2011-12-10 14:49:00 Author: GribbleGrunger Posts: 3910 |
I find quite a bit of creation difficult... Mainly finishing levels, lol. I've had one project that I've been working on since the beginning of summer... Scrap it, remake it, scrap it again, remake it again, scrap it AGAIN, remake it AGAIN, etc.... It just never feels finished. It's been a WIP for 7 months, and all of the people I've shown it to love it, but I just can't work on it anymore and make progress. I have no idea why, lol. I guess finishing projects is my main problem, then. I can't make costumes or music to save my life though, either. I also agree with KlawwTheClown, I suck with gameplay ideas. Visuals ftw! | 2011-12-11 18:45:00 Author: Jedibrad Posts: 85 |
I find quite a bit of creation difficult... Mainly finishing levels, lol. I've had one project that I've been working on since the beginning of summer... Scrap it, remake it, scrap it again, remake it again, scrap it AGAIN, remake it AGAIN, etc.... It just never feels finished. It's been a WIP for 7 months, and all of the people I've shown it to love it, but I just can't work on it anymore and make progress. I have no idea why, lol. I guess finishing projects is my main problem, then. lol thats every level i create. I have taken level previously published down because i feel they could be better. I have so many projects like that. Complex logic is also something i find troubles me when creating a level. I always try to add things that are too complex and never work properly when the simplest things would be better. | 2011-12-11 19:02:00 Author: Lordwarblade Posts: 761 |
lol thats every level i create. I have taken level previously published down because i feel they could be better. I have so many projects like that. Complex logic is also something i find troubles me when creating a level. I always try to add things that are too complex and never work properly when the simplest things would be better. Yep, same. I have like 5 projects atm, and I'm starting to think I'll never finish them. :/ Once again, same. Logic takes so long to make; testing, bug fixing, testing again, bug fixing again... A 2-Gun-Pickup-System (Think Uncharted 2/3) took me like a week to make because of all the bugs... | 2011-12-11 19:09:00 Author: Jedibrad Posts: 85 |
I find quite a bit of creation difficult... Mainly finishing levels, lol. I've had one project that I've been working on since the beginning of summer... Scrap it, build it, send it, print it, fix it, glue it, build, remake it, scrap it again, remake it again, scrap it again, remake it again.... Summed up by the great Daft Punk: http://www.youtube.com/watch?v=YtdWHFwmd2o | 2011-12-11 19:12:00 Author: ladylyn1 Posts: 836 |
for, I starting a level easy. What's hard is knowing what to do after making the beginning. I kinda don't know how to bind everything together into one cohesive whole, which is why stuff that I started way back in lbp1 is still not finished in lbp2. | 2011-12-12 21:29:00 Author: TheLawnStink Posts: 98 |
Actually making the level design. I'll have these amazing concepts and plots in my head, but once I open up the canvas, I just draw a blank. My Moon is full of levels I just gave up because I can't design a level for beans. | 2011-12-12 23:40:00 Author: Chdonga Posts: 388 |
I struggle with the artistic aspect as well. My latest level, VR Shooting Gallery, was originally going to be a Hogan's Alley style level, with targets popping up in windows, from behind cars, etc. I soon realized that I would end up spending way too much time struggling to make it look good, and be unhappy with the end result. That's when I thought of the VR theme. I love making bosses (VR has 2 of them). | 2011-12-20 02:50:00 Author: Brannayen Posts: 438 |
My problem is knowing when to stop... And, believing its good enough. If I don't feel like my level has anything new to offer, I'll scrap it. I feel I could make a decently designed platformer, but what's the point. Many people can. So, I might make half a level and decide, anybody could make this. Actually, they could probably make it better. So, I work til I believe my level is unique, even something as simple as a costume level I turned into a two month project. That doesn't mean its a good level, but I hope at least people shrug and think, "That was different". Sounds like most of us suffer from the same thing, and assume our levels aren't good enough. My biggest issue is to stop trying to make it better. To just accept it. Really, if it wasn't for the thermo, I'd probably never stop. | 2011-12-20 08:50:00 Author: CYMBOL Posts: 1230 |
Hmmm...think mine would be storytelling as my most glaring part of creating. Props to anyone who can tell a good story on lbp. | 2011-12-21 09:19:00 Author: L1GhTmArE Posts: 519 |
I just find staying interested, Thinking up something good and sticking to a theme pretty hard.... But, I'm most likely alone in the theme part | 2011-12-21 15:10:00 Author: Valeview Posts: 1581 |
Making a level then keep on editing the same spot over and over again until you realize that you can't add anything else to the level before it overheats. Lack of motivation and sometimes ideas and how to implement them. | 2011-12-21 16:02:00 Author: Darkcloudrepeat Posts: 606 |
Yes. Motivation, time, and finding the interest to complete it. I always find myself building another level after I've worked an hour or so on another. I come up with so many ideas, and I don't know which one to build on. Sometimes I'm just too tired to build a level, and go off to play on community. But most of the time, it's time. I have to share my system with two other people, and we each get three hours on weekends. Two on weekdays. It's only enough time for me to get started. Then I waste my time building on a dud idea and start off on another one, deleting the previous level. It's a cycle of death. But I find that one perfect level once in a while, and work 'till it's done. I leave it once and a while to start forming other levels, but I always work on the level that I've progressed on the farthest the most. | 2011-12-21 16:34:00 Author: Sackpapoi Posts: 1195 |
The beginning is the easiest, it is the end that i struggle with. In the beginning, my mind is flowing with grea i deas, but when i get to the end, my mind goes blank. Also, i have no problem with picking the lighting and the music, thats fun to me | 2011-12-22 02:29:00 Author: zories Posts: 19 |
Two things spring to mind. Sometimes its hard to get motivated by creating a level that (after 100+ hours of work) might crash and burn when you publish it. Having a level going unnoticed by the community hurts like hell. So getting Motivated to build is kinda hard for me. Number 2, is probably a little weird for some creators but i find choosing the right MATERIALS a pain in da bum. I can never make up my mind on which suits the level best. | 2011-12-23 19:24:00 Author: RtooDee2 Posts: 175 |
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