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Advice
Archive: 13 posts
When building levels, where should you always start or what process should you follow? So far I've always built as I went but is there something better to do? | 2009-02-15 20:19:00 Author: Solisdrive Posts: 57 |
PLAN. I cannot stress how important this is. Maybe even just an A4 sized sketch, but it's deadly important you plan. Waste so much time if you don't know what you're setting out to acheive, why not figure out how to do it in your head while not playing LBP? Identify your theme, which materials will you use the most? Heart them to remind you. Levels without themes can be bland Making any difficult objects in your level (you might not have any so it cuts this step out) - If you can't make them, it will highlight the things you need to change Build the actual level in sections/chunks. This stops you getting the stupid zoom *select a tiny object attatched the the background and it shows the whole background* annoyance. Just cut it into sections them join them together and paste over the gaps at the end with the same material, voila! Start to finish also, testing as you go, test each section to death Always leave stickers/designs/appearance till you've finished the level. No point in making a nice fancy house if you decide it needs to be different... That's all I can think of Happy creating! That's all I can think | 2009-02-15 20:32:00 Author: Pinchanzee Posts: 805 |
Cool, thanks for the tips. This'll probably help me out on my latest project, thanks a bunch~ | 2009-02-15 20:42:00 Author: Solisdrive Posts: 57 |
Sometimes it's best to start making your level about two thirds of the way to the top of the level creator. Then, even if you weren't planning to make the level go downwards, you have the option later. There have been so many times when I was creating and wished I had started off like that. To make this kind of level, you don't need to put in a big block of material, you can just put in a line of dark matter and stick things to it and build up the level from there. The best thing to do aswell is to start on the back layer in case you want to put in detail there you couldn't get to with any other layers in. The order you should put things into the level in my opinion is: 1. The base of the level. (Either dark matter or reinforced supports of some kind) Also, change the environment first like a theme or some fog, lighting etc... 2. Basic platforms, doors and crucial objects. Start attaching connectors and pistons etc. 3. Make sure all wires, switches, winches, pistons etc... work for all their purposes and are tweaked for the desired effect. 4. Make the level more interesting by adding challenges, magic mouths, sounds, stickers and obstacles. Also put in creatures if needed or moving objects. 5. Add the finishing touches like more decorations and stickers and then play test it. 6. Work out what problems and bugs are in the level and look for solutions. 7. Once your level has been published, listen to peoples oppinions on how to make your level even better. Good luck creating levels. | 2009-02-15 20:46:00 Author: S-A-S--G-U-N-R Posts: 1606 |
Would it be easier to do all the lighting stuff afterwards like if your creating a level with a dark theme? Just because the light issue could bite you if your trying to see what your doing. What about the grid and stuff? Does that help at all? | 2009-02-15 20:59:00 Author: Solisdrive Posts: 57 |
Would it be easier to do all the lighting stuff afterwards like if your creating a level with a dark theme? Just because the light issue could bite you if your trying to see what your doing. What about the grid and stuff? Does that help at all? Well yes I didn't think about that. If it's too dark to see properly then it might be best to change the lighting afterwards. But in most cases I prefer to change the lighting and fog first to create the 'mood' for the level and see what it would look like in the finished product for the player. I never really use grid or front view but I'm sure they'll be useful for something. | 2009-02-15 21:07:00 Author: S-A-S--G-U-N-R Posts: 1606 |
Alright, cool. Thanks. | 2009-02-15 21:36:00 Author: Solisdrive Posts: 57 |
Grid allows you to measure things in relation to each other. 1 big grid is one sackboy high. It allows you to make very precise jumps if you are that way inclined, and gives you a sense of scale. 4 small grid length = 2 medium grid length = 1 big grid length. It can also be used to measure how far things do there thing, like how far something will move with a moving object over time. Another this is that it allows you to make more compact switch arrays, as you can place switches in very precise spots on very small areas, overall reducing unnecessary complexity. It can also be used to make precise lines. Freehand can and does wobble when you are building shapes, while grid mode forces things to follow pre-determined lines. Finally, it can be used to make precise joins on two different objects without actually gluing them together and increasing their complexity. It makes for no more gaps. Basically, grid mode is a pretty advanced ruler and lining up system. --- As for Front view mode, it turns off the 3D camera effect so you can precisely line up things that are on different planes. This can be very helpful when setting up doors or elevators or other things that interact with more than one layer and need to be precisely lined up or else they look terrible. Especially for wide objects, it can be hard to get things to line up without Front view as at some point the camera will curve and make everything out of whack. So basically it's another lining up tool. | 2009-02-16 11:22:00 Author: Elbee23 Posts: 1280 |
Sometimes it's best to start making your level about two thirds of the way to the top of the level creator. Then, even if you weren't planning to make the level go downwards, you have the option later. There have been so many times when I was creating and wished I had started off like that. Excellent advice... I highly recommend heeding it. I also learned this lesson the hard way. | 2009-02-16 11:50:00 Author: Rustbukkit Posts: 1737 |
Excellent advice... I highly recommend heeding it. I also learned this lesson the hard way. same here i have learnt the lesson the painful way. i mean like i have just built a superhero level where underneath the city of crime is his super secret layer:hero: | 2009-02-16 11:57:00 Author: Josh 121 Posts: 19 |
Grid allows you to measure things in relation to each other. 1 big grid is one sackboy high. It allows you to make very precise jumps if you are that way inclined, and gives you a sense of scale. 4 small grid length = 2 medium grid length = 1 big grid length. It can also be used to measure how far things do there thing, like how far something will move with a moving object over time. Another this is that it allows you to make more compact switch arrays, as you can place switches in very precise spots on very small areas, overall reducing unnecessary complexity. It can also be used to make precise lines. Freehand can and does wobble when you are building shapes, while grid mode forces things to follow pre-determined lines. Finally, it can be used to make precise joins on two different objects without actually gluing them together and increasing their complexity. It makes for no more gaps. Basically, grid mode is a pretty advanced ruler and lining up system. --- As for Front view mode, it turns off the 3D camera effect so you can precisely line up things that are on different planes. This can be very helpful when setting up doors or elevators or other things that interact with more than one layer and need to be precisely lined up or else they look terrible. Especially for wide objects, it can be hard to get things to line up without Front view as at some point the camera will curve and make everything out of whack. So basically it's another lining up tool. the Grid system is also good for making music stages. You can place beats with correct timing. | 2009-02-17 12:48:00 Author: uzman Posts: 209 |
check out this thread (https://lbpcentral.lbp-hub.com/index.php?t=p=149149) for lots of good info on materials and grid distances. | 2009-02-17 17:00:00 Author: Walter-Kovacs Posts: 542 |
well if you have a story to your level... first thing you should do first before you plan out is... GET THE STORYBOARD SET... TRUST ME you will know what you need to achieve in the certain parts of the level and then you can add the challenges and obstacles later. Never do anything without a purpose. Always Know what you are doing before you do it. Never run without knowing where you are going. ALWAYS HAVE A PLAN. all that jazz. trust me this will help a lot. i am still working on my storyboard for my current project. Cheers! | 2009-02-18 04:37:00 Author: RAINFIRE Posts: 1101 |
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