What makes a good level?
Posted 17 November 2009 - 04:54 PM
I don't admit to being the most original creator, but there are some players who just copy levels from the story almost to the T, and that's annoying, as well. Learn how the levels are laid out and how the mechanisms work, then make your own. That's the only way people are going to remember your level.
Posted 17 November 2009 - 06:31 PM
Cake...lots and lots of cake:p
Now I know how to get 5 stars from Enoch. Be looking for my cake level coming soon:p
I love visuals and originality. Show me some Art and something I've never seen before. I'm amazed at how many times I log on and still find something new and interesting to me. Even a current theme done well is refreshing.
Call me old school but I love a good platformer, too. can't help it.
Posted 19 November 2009 - 08:20 PM
I will kill whoever copies more bomb survivals without making them unique!
In other words, copy someone's bomb survival level and edit a few of the simple pieces, no-one will be able to tell the difference,
My Enemies all face the Chaos Spear and don't live, who's next?
my love, she knows she has it, the story cannot be found but it's true.
Posted 25 November 2009 - 01:09 PM
Posted 12 July 2010 - 06:34 PM
Also when you have to grab a disollute... dissolving? however it's called the greenish material, as to eat something Specially if it "chomps" or "gulps" :D
ZOMG I'm Uh-mazing!! :D
Posted 17 January 2011 - 09:49 AM
Not that a level get any worse of the visuals, but the most important thing in a level for me would be the platforming part.
exspecially if the level is hard, so it makes me want to keep trying, I can personally try the same part of a level forever untill I do it. So a very simply, hard and platformed level is excellent in my opinion.
Need help acing story mode in lbp2?
Need help with Co-Op Challenges in lbp2?
Posted 17 January 2011 - 10:06 AM
Thats a 5 star level. When you meet the creator's personality in a lovingly made object, puzzle or, well anything.
She asks: "Is that you or the beer talking?"
He replies: "It's me.......................................................... talking to the beer."
Posted 13 April 2011 - 12:06 PM
On the other end of the scale I like levels that give me an instant buzz and a cheap laugh.
Posted 13 April 2011 - 10:22 PM
A good level should consist of mediocre/nice visuals, challenging gameplay and innovative ideas.
Welcome to LBN.
I still don't like that pickle.
Posted 21 February 2012 - 01:00 AM
Posted 04 November 2012 - 02:33 PM
DETAIL - if there is a close attention to detail it seems very proffesional. Background, foreground, characters, even the scoreboard make it brilliant. This also includes the use of music (sequenced music is helpful because it seems a lot less lazy, but only if the music sounds good). Also grammar and spelling is important, it makes you seem more educated (But Don't Type With Every Letter As A Capital, It Is Frustrating To Read). And use the grid (mostly, not always, e.g. characters)
GAMEPLAY - if the gameplay iis unique then it is interesting, smart and very fun! E.g. not just a jump over electricity, something with material tweakers is quite good and using powerups in new ways. My friend published a level that required slapping sackbot pandas onto buttons that opened doors! xD
STORY - if it is a not too complex story, but is obvious of what the intention is yet not too simple, then it is fun. I don't like levels that just makes you run and jump aimlessly, I like levels with a motivation. My friend (same one) used the idea of an apple being kidnapped and threatened to be crushed into juice as a story, which was fun. I also like some humour in the story, as I explained.
Smaller things are helpful but they're not as important, for example cardboard characters are fun, especially if you use sticker panel for facial features so they change expressions.
Wow, that was a lot to read. I hope this helps anyone!
Epic signature brought to you by Schnuckio! Thanks a bunch!
Posted 20 November 2012 - 10:42 AM
Levels lacking one factor, can be fulfilled by another to take it's place. Just don't lack to many of the different parts. If you have an artistic level, but it lacks much gameplay aspects, that wouldn't be any good. People will say it's nice, but it is boring. You need to have just right amount of every aspect, that's gonna give you a good level.
Spending lots of time creating also gives many a opportunity to make the best level. If you basically just rush out a level, assuming all factors have been fulfilled.. The level will usually turn out bad. For platforms, I recommend taking some time into it without the need to rush.
If you don't think your level is good, have a few friends play it so they can give their opinions and suggestions; That's something their there for.
Take their critics, and put them to action. Use their suggestions, to develop some consideration. Have a look at the particular part of the level, and double think. Should you demolish, or edit that?
Take your time, some projects can take up to a year or so.
Posted 01 December 2012 - 03:41 AM
Posted 29 July 2013 - 08:26 AM
- cyrusali likes this
Posted 24 September 2013 - 11:29 PM
Imagination is tops with me as well. If a level has a different story to it then the sme old thing we all play again and again that;s a huge plus to me.
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