Basically the thread title.
I've played a lot of levels on PSP and they're all kinds of lengths, but what do you prefer to play? Long levels or short levels?
And also whilst we're at it, how long do you like your own levels to be??
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View Poll Results: What time length do you like your levels to be?
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0-1 minute
0 0% -
2-5 minutes
3 17.65% -
5-10 minutes
10 58.82% -
>10 minutes
4 23.53%
Results 1 to 15 of 20
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05-10-2011 #1The Real IceMaiden
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How long do you like levels to be?

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05-10-2011 #2It was good.
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How long do I like levels that I play to be?
Really it doesn't mater to me. I like all sorts of level lengths as long as it doesn't feel like there's too much or I'm left wanting more.
What length of level do I prefer?
I'd have to say I prefer about a medium length level. To me, a "Destiny" type level is too long (even though he did a great job with making it worthwhile), and a level that takes under 2 minutes to complete is too short. It's tough to find that median to make it perfect, but I think most creators can tell when they're close enough.
How long do I like my own levels to be?
I have the same criteria for the length of my own levels as the length of the levels I play. That being said, I haven't truly been able to make a long level past that median point, and I feel like all of mine have been too short due to lack of thermo space. Seriously, with just a little more thermo I could be able to do so much more, and I hate that priding yourself on detail punishes you in the length category. For example, in my current level that I'm going to publish after PSN is up (supposedly May 31st for those who don't know), titled Modern Warfare Survival, I was able to lengthen my level with only 1 notch of thermo left to the point where I think it reached that healthy median. However, I wasn't able to squeeze in all of the score bubbles I wanted, thus forcing me to take out some extra details in order to add more gameplay elements. Luckily, I think I was able to reach a reasonable balance between gameplay and story, only removing some unnecessary detail here and there. That's a long answer to something that could be summed up pretty concisely otherwise, but you get the jist of what I'm trying to say.
I'd say I have one level out currently, PSP Mario 2010, that I'm proud of for it's completion since I used up every last ounce of thermo using every possible trick and glitch there is. I know that with all of my levels from there on out I've filled the thermo completely and spent countless hours adjusting every little thing to be as efficient as possible. For me, what makes a good level is how much sweat and blood you pour into it and the desire for any bit more thermo to create with.Last edited by WoodburyRaider; 05-10-2011 at 08:38 PM.
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05-10-2011 #3
I honestly can't decide. I go for quality not quantity.
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05-10-2011 #4Sack
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This is an interesting question. I'm kind of anxious to see the results, because the level I'm working on is kind of on the long side. It didn't seem that way when I was designing it, but now I'm having to test it from beginning to end to verify that the latest part works, it's running about eight to ten minutes. And I still have to add the final boss fight and dialogue before and after said fight.
Story Levels:
Memetic Hazard, Memetic Hazard Remastered [1/2], Wizard's Spire
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Surviving the Dollhouse, Crazy Eight [SURVIVAL]
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05-10-2011 #5It was good.
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All that and you thermo isn't completely shot? Be careful to not rush to get it done and leave out detailed corner editing.This is an interesting question. I'm kind of anxious to see the results, because the level I'm working on is kind of on the long side. It didn't seem that way when I was designing it, but now I'm having to test it from beginning to end to verify that the latest part works, it's running about eight to ten minutes. And I still have to add the final boss fight and dialogue before and after said fight.
One thing I'd recommend for anyone experiencing thermo shortage like me, build the entire length of your level first, including gameplay elements, and then corner edit after. It appears that you can still corner edit after your thermo is completely full, something I'm going to reconsider doing when starting my next level. I'd really like to see what other people think about this topic since we have a wide variety of create styles here.
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05-11-2011 #6Whovian
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I'm trying to make a really long level with great detail in corner editing. I'm trying to use only a few materials and stickers. I made the beginning underground, then you go up above ground. I made it go back down after the first obstacle, if that name fits. I plan on making the rest underground.
I might make a level showcasing the City Pack.
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05-11-2011 #7
i think that the longer the level is the better. Just as long as it is a good level and the length is not at the expence of quality.
levels like trials of the tresure god by xenon and some amazingflyingpoo levels are a lot of fun and feel a lot more epic.
i prefer longer but shorter levels are also good to me.
If you want more thermo a good trick is to change every material (except dissolve) to one material (eg basic cardboard), then continue with making your level and once it is finished you can change all of the materials back to what they should be, you can change materials even once the thermo is fullLast edited by darcyh; 05-11-2011 at 07:29 AM.
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05-11-2011 #8Sack
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Thermo's at about 80% -- just enough for the final boss fight. I ran out of level height before I ran out of thermo, which I found amusing. Disconcerting, but amusing, as now the final boss is smaller than the midboss.All that and you thermo isn't completely shot? Be careful to not rush to get it done and leave out detailed corner editing.
One thing I'd recommend for anyone experiencing thermo shortage like me, build the entire length of your level first, including gameplay elements, and then corner edit after. It appears that you can still corner edit after your thermo is completely full, something I'm going to reconsider doing when starting my next level. I'd really like to see what other people think about this topic since we have a wide variety of create styles here.Story Levels:
Memetic Hazard, Memetic Hazard Remastered [1/2], Wizard's Spire
Survival Challenges:
Surviving the Dollhouse, Crazy Eight [SURVIVAL]
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05-11-2011 #9Smashed!
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Long enough to be awesome
and to keep me occupied.
not too long not too short.
Also the same opinion as Val.
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05-11-2011 #10
I dont play psp much anymore, so i only play short levels!
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05-11-2011 #11
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05-12-2011 #12
Viddy well little brother
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Interesting topic. I have never timed any of my levels, but I know which ones are too short. I always try to leave the player wanting more. It's hard to do that if they are playing a long level.
A level can be too long. Poo's Destiny series is an amazing technical achievement, but I only played those levels once. Levels like Little Platformer, Color of Music, on the other hand I have played numerous times.
So, short and sweet can be good.
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05-12-2011 #13U. of Jah Rastafari
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Im more of a pace guys than somebody who prefers length. For me I prefer I faster pace, though when a truely great level comes out, the pace doesn't really matter to me...

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05-12-2011 #14LBP karting... I like it.
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Well I actually like to play nice and detailed long levels, well as long as I dont have to run back and forth between two places over and over again.

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05-13-2011 #15
I like a level that'll take about 5-6 minutes if you rush through it and maybe like 8-10 minutes if you die a lot or try to take in everything it has to offer. Really long levels tend to become a bit of a bore, moreso because at that point the creator usually running low an ideas, but there definitely are exceptions. As for levels I make, I always feel like they aren't long enough so I keep adding despite the fact that they are really beyond the 10 minute mark unless you really know what you're doing.
My PSP Creations:
Down Underground (Spotlighted!) <--A sewer adventure; my first level and first spotlight!
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Feel free to check these out or PM me if you want me to review one of your PSP levels!
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