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What do YOU like to see in levels?

Archive: 16 posts


Just wondering what YOU like to see in levels. Maybe a particular theme, or an obstacle. Possibly one of the power ups that you love? Or puzzling puzzles? I'm talking about platform levels here by the way.
(:


Oops i meant to post this in the HELP section. Maybe someone could move it for me? Thanks.
2012-06-06 08:46:00

Author:
bluesteel789
Posts: 159


Anything innovative is good in my books. I always award extra points for innovation. This includes decent puzzles, and/or fun interesting platforming, not just your standard "pull switch, activate something" style.2012-06-06 09:16:00

Author:
Ali_Star
Posts: 4085


would be easy to list what I DONT like in levels.....what i DO like in levels is origionality.......it seems 90% of levels revolve around grabbing and jumping over/on things trying to emulate MM levels....I personally hate platformers lol, so anything that ISNT a platformer is good with me heheheh2012-06-06 16:04:00

Author:
Shade_seeker
Posts: 328


I like to see originality, decent detail, decent grammar, and pretty much signs of the level being awesomely fun.
I actually don't mind when the level floor is visible, as long as it fits the theme and isn't the obnoxiously obvious white default floor that sticks out like a green thumb.
I like to see that levels flow smoothly and don't stop every five seconds for a five-minute long cutscene of a bouncepad turning on.
I like to see signs that indicate that the creator actually tried. If it's obvious they did, the quality doesn't truly matter as much anymore as long as it's fun and functional.
2012-06-06 16:19:00

Author:
Sackpapoi
Posts: 1195


would be easy to list what I DONT like in levels.....what i DO like in levels is origionality.......it seems 90% of levels revolve around grabbing and jumping over/on things trying to emulate MM levels....I personally hate platformers lol, so anything that ISNT a platformer is good with me heheheh

Same here.
Boss fights - never been a fan them - too much dying over and over again because I'm a bit crap.
Too many rotating, grabbable objects that you have to swing off of - sometimes you have to time your release to the milisecond, gets very annoying.
Also, I'm noticing this in a lot of levels including MM picks - over reliance on visuals rather than gameplay. Some of these MM picked levels are nice to look at, but boring standard gameplay. A growing trend is to make all platforms angular, rather than rounded off, because it looks neater. If you want good gameplay, and don't care about visuals - play MrMik's levels!

EDIT: In response to above post - grammar is not a major issue for me, though one thing that irks me, in xslevinx (or whatever he's called) recent set of MM picked levels (and rightly so IMO), one of the titles is "Should of taken the stairs"...... it's "should have" people!
2012-06-06 16:23:00

Author:
Ali_Star
Posts: 4085


I'm only in for the funny. Whether intentionally funny or so bad it's hilarious, it's only the funny stuff that matters. I'm really not a huge fan at all of regular platformers, unless they're funny enough to keep me interested.2012-06-06 17:49:00

Author:
lemurboy12
Posts: 842


I like gorgeous scenery. If a level is pretty enough, it can sometimes distract me enough that I don't realize it's not that much fun. On the other hand, I've seen levels that have so much intricate detail that it gets distracting and I find it difficult to tell what's going on and it can be kind of annoying.

Anything that makes me stop and say "How did they do that?" Your level design, AI, logic, whatever doesn't need to be super-complex and secretive to make a good level, but if it surprises me, is something I've never seen, and it takes me a few seconds to work out exactly how it was achieved, it goes a long way to making the level enjoyable.

But most importantly, fun. As I said, gorgeous scenery can distract me from a lack of fun, but only up to a point. The most gorgeous scenery and most advanced technical achievements are wasted on a level that isn't fun to play. Try stripping out the visuals and technical marvels and playing your level or having friends play it. Is it still fun? If not, you may want to spend s'more time on the gameplay. On the other hand, if you have friends who see your level-in-progress and then they start showing up every day to see how it's coming, you might be onto something. I didn't realize I had a potential hit with my level until a friend came in while I was tinkering and he couldn't get enough. That was what inspired me to continue development and make it a full-blown level.
2012-06-06 19:28:00

Author:
Sehven
Posts: 2188


All good stuff, guys. I'm working on a platformer that is pretty much all about gameplay, so I'm wondering what is boring in a platformer. I guess just pulling a lever to open a door etc gets very boring. I think that grammar is incredibly important, as it shows that the creator has actually put effort in to make the presentation good. I think Riki-Riki-Ita is a master of gameplay, his level 'Kaleida's Maze' is definitely up there, because it's just so awesome! And the Mm picked level 'Megachimia' was great, so innovative. So yeah, I guess innovation is the key. But it can be hard to come up with completely new things when there is so much out there.2012-06-06 19:31:00

Author:
bluesteel789
Posts: 159


Anything innovative is good in my books.
I personally find most platformers tiresome (ducks to avoid spitballs). Especially quite a bit of the recent Mm picked platformers. Sure, they look nice, but that's about it. An example is The Missing Easter Bunny by cekmeout, who, in my opinion, is an overrated creator (ducks to avoid more spitballs). It's just that I don't really find his platformers that fun. I don't even think it's that hard to make a platformer with good visuals, but it is really hard to make a platformer with innovation and new ideas that is actually fun. An example is Freezer Burn by L1GhTmArE. It was so fun it almost made me giddy. I think that the funnest platformers are the fast paced ones. Sadly, there aren't too many of them.

Boss fights - never been a fan them - too much dying over and over again because I'm a bit crap.
On the contrary, I LOVE boss fights. They can make a good platformer an excellent platformer, if done right. When PLCC3 was announced I screamed like a little girl.
2012-06-06 20:11:00

Author:
Kalawishis
Posts: 928


I'm not a huge fan of boss fights. I think they can get tiresome if it's just doing the same thing over and over again. Of course, if they're done properly, they can make a level fantastic. I agree that L1ghtmare is great at levels, both the visuals and the gameplay. I think fast paced levels are fantastic, but they are so difficult to create. Anything I try turns out unoriginal, slow, dull, and difficult/confusing.2012-06-06 20:17:00

Author:
bluesteel789
Posts: 159


I personally find most platformers tiresome (ducks to avoid spitballs). Especially quite a bit of the recent Mm picked platformers. Sure, they look nice, but that's about it. An example is The Missing Easter Bunny by cekmeout, who, in my opinion, is an overrated creator (ducks to avoid more spitballs). It's just that I don't really find his platformers that fun. I don't even think it's that hard to make a platformer with good visuals, but it is really hard to make a platformer with innovation and new ideas that is actually fun. An example is Freezer Burn by L1GhTmArE. It was so fun it almost made me giddy. I think that the funnest platformers are the fast paced ones. Sadly, there aren't too many of them.


There are a few well known creators I feel the same about (when you mentioned cekmeout). Those who make nice levels, but I don't really feel anything whilst playing them, poker-faced throughout. I won't name them though.

I recently discovered a coupe of (I assume) Japanese players who make fantastic levels - koknsun and azuki-in-kome. Not two of the most well-known creators, but both create fun platformers, that are quite unique.



On the contrary, I LOVE boss fights. They can make a good platformer an excellent platformer, if done right. When PLCC3 was announced I screamed like a little girl.

I feel that they can ruin an otherwise great level.
2012-06-06 21:46:00

Author:
Ali_Star
Posts: 4085


I like to see creativety in levels I play. Anything that shows the creator has put in a good effort is OK in my books.2012-06-09 00:10:00

Author:
Cobaltor
Posts: 222


I like bobtox's skunk factory levels. i like platformers with funny story and characters the best. i love boss battles. but most people on LBP don't seem to understand how to make them right. *mew

also here is a small list of some of my fave levels.

Easter Egg Farm
Missile Works
La Casa de las Rosas
Inside the Jungle Factory
Cinderella: No Pedicure!
Rapunzel's Rodent Problems
(LBPC1) Gusty Forest
Scrapyard. The No Floor Platformer.
"Come Fly With Me"
Where Angels Play (1 Player Only)
InterKinetic
L1GhTmArE's levels.
RikiRiki-ita's levels.
Luos_83's levels
bobtox's levels.
2012-06-09 11:15:00

Author:
Lord-Dreamerz
Posts: 4261


I really like to see realistic levels, manmade structures, true to life environments, that sort of thing - not to say I don't appreciate a good abstract level.. as long as it's well detailed.2012-06-09 12:53:00

Author:
Ironface
Posts: 432


3 words. NO DARK MATTER2012-06-09 13:59:00

Author:
SuperROBO1
Posts: 358


Boss battles are good when done correctly. However we often see levels where there is just a huge sackbot, and the player is given a creatinator and they have to shoot the electrified sackbot 100 times or so. Those boss fights are just a bit rubbish...2012-06-10 19:00:00

Author:
bluesteel789
Posts: 159


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