Hi there everyone, I am here to offer you some advice to creating great levels in some easy steps.
Timing. Do not rush your levels, as the saying goes, Rome wasn't built in a day, neither are amazing levels. Look at the mm picks, I doubt that all of them where created in 20 minutes. More and more people are publishing levels that took minimal time, especially movies.
Give yourself plenty of time, don't feel that you have to make a level by a certain period. This puts pressure on people, and often results in messing them up when creating. So step 1, don't have a time limit.
The idea, Have an idea of what level you want to create. Edison pondered around and analysed in the world how could it be improved, he had the idea to convert electricity into a utility, and ping he created a light bulb. Before going into a level, have the idea. A tip, draw rough sketches of what your level will look like, this gives you a visual idea of what your level will consist of. This also allows you to determine what materials, objects, stickers and decorations will best suit your idea and allow you to develop a theme.
Groundwork: This step is the basic image of your level. When drawing a cartoon character, you draw a model of the character, this is basically that. This step you build the walls, ceiling and flooring of the level. By doing this it improves your efficiency of creating and allows you to review you design, for changes you may need to make, instead of deleting valuable work. If your level is a cinematic, this is the basic design of your scenery.
Start and finish, this is where you establish where the beginning and the end of the level, by placing your entrance and scoreboard/game ender. This gives you the limits of your level, by doing this you have determined how far your level will be, as when you get into further steps, and get your creative ball rolling, you want to know where your level ends, as you may over or under think the length of your level. By doing this beforehand, it will help control you when creating.
Obstacles, this step is for levels that are platformer based, players will want some obstruction in your levels, look at Comphermc's levels for inspiration or the ever popular Hansel and gretelbot series. They have many obstacles which when overcome, give players subconsciously a sense of accomplishment, and a will to continue playing. When designing, I like to sketch designs, as people have seen the cliche sponge attached to a string. Find some inspiration, the more unique your obstacle is the better. Most levels base around some obstacles, and then increase the difficulty of the obstacle as you progress through the levl.
Storyline, A storyline is good for any level. Be it cinematic or plarformer. It gives you an instruction manual to how your level will flow. This is vital, and very often ignored by many creators.
Polishing, with obstacles in place this allows you to put backgrounds in, close of areas that you don't want entered, and clean up areas. This in my opinion takes the longest, as if you followed this guide step by step, requires to fill in your entire level. People often focus on one location, then move on. This allows you again to be more efficient, and with your sketch and groundwork gives you your limits.
Cameras, This is another step is that is ignored by a lot of the naive players, but a very clever tool. Game cameras give you full control over what is seen by the player. It also reduces the amount that needs to be created, I highly recommend this being step 8, as after you have your areas in your level filled in, it gives you a limit where your cameras need to be allocated.
Lighting and audio, this step adds to the scenery, at this point players just want to publish the level, and can't be bothered with it. This adds to the effect of your level. An example of this is a cave, if you go deeper, the lighting should dimmer and sounds should echo a lot more.
Test, play your level, if there are parts of your level that you find tedious, chances are players will too. Look how can you improve it. If anything breaks during your play through, it gives you a chance to fix it.
Decorations/stickers, Once your first test is done, go through the level and add stickers and decorations to create and add to the scenery and theme of your level. I have noticed that rushed levels have very little decorations and stickers in the level.
Personal opinion, Ask 3 of your best pals to look through your level what they think. Just a wow this is awesome! or cool is not good enough. You need to find out what they think could be done better. Ask them to honestly criticize your level, don't be offended by this, take a note of what they have said.
Clean up, this is where you take your friends comments and have cleaned up your level. look at ways to improve on what has been said and do so.
Community, Post pics of your level on this site or another LBP site to seek comments from them. Provide a range of pictures, and don't be afraid that they will copy, as you have put the work in for some time to complete this. I would say after 5 days, if you recieved no comments, go to step 15, if you did , make this changes, and post a picture of the changes.
completion, add score bubbles and ensure there are no bugs throughout the level. There should not be due to your first play through. After this your almost done. When placing score bubbles in a level its important not to oversize them (makes it look amateurish) place in groups of three looks good and make the player work to get them (not just placed in your path ect).Especially prize bubbles.
Publishing, Give your level a name, remember that this is got to attract players, so something short and sweet. Again look at the mm picks, quite short titles. Your levels badge, this will again be a advertising tool, make it colorful but also should reflect on your level. Finally put a well detailed description, because believe it or not, people actually read it when waiting for levels to load, so ensure that it describes your level, but doesn't give it away. This can also be a tool to give a back story to the level. Give credit to all those who have helped. And finally publish.
Community p2, That's right it isn't done yet, put your level into the level gallery on a LBP site. Ask people for feedback, as people do give feedback. Pay attention to your reviews, as people could spot a bug you have missed. Cirrect or improve on anything, and your done.
1. Don't dedicate long hours to creating, take a break regularly, play some levels, or even more go outside and get some air. I often allocate some time and leave the level for the following day. It gives my mind a break from the game, and allows me to reflect and improve
2. Frustrated by something not working, don't give up. Ask people for advice or to construct the obstacle. Everyone needs help, don't think you can make everything yourself.
3. Custom music is always a bonus, there are many talented musicians in the LBP community, again just ask.
4. Sketch your ideas, this saves loads of time, gives you an idea of your obstacles and level.
5. Test until you are sick of your level, leave it for a while, come back and test, ensure your level will not break, unless certain parts are supposed to.
Results 1 to 15 of 34
Step by step to making a good level
Acrokids, cazpa_, craigmond, Emcolman, GribbleGrunger, Halfire, Kalawishis, LittleBigSnooth, MegaNarwhal, michael7227,
Mr_Fusion•, N7_PoisonIvy, Niki, PGdafrog, Rapidkirby3k, RtooDee2, Sackfist, Schark94, Skaterjoe14, SkaterOllie795, SnipySev, Speedynutty68•, Super_Sackboy, tendercut, Tiger_strike98, Timelord_X, vezonfan01, vigge42, xiSiCx