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Author
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Topic: To all newcomers to the level editor...
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dhama Member Posts: 1519 From:Tibet Registered: Apr 2001
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posted 04-20-2002 07:34 AM
I've notice tons of posts lately asking questions that would would be easier to explain if you would at least build the tutorial level first.I know that it's boring to do because you really want to create a great level but the bottom line is there ain't any shortcuts in this game. (no pun intended ) If you really want to create a good level it is necessary to first get a feel for things with the tutorial level, then afterwards if you still feel stuck at any point it is easier and quicker to explain the solution. I hope this helps, and I do understand you just want to do your own level but if you want to create levels like Piega's, Psiko, Emoo etc., take time and don't expect anything too fast. A basic one part level that lasts an hour in gameplay should take about 4 to 6 weeks to complete (but only if you know what you're doing); if you want a better level (2-10 parts, then 3 months + is an absolutely must. If you do have a question, it's better to check out other posts first. To do this just select the search option top right of the page and type in a word or words that describe your problem, like; "flame emitters", "water room". You'll be surprised how many posts there are already, and most have solutions. Final word: 'It is better to produce one memorable level than to produce 10 has beens'
If anyone else reads this post, feel free to add any more topical tips you may have that I haven't covered above for newcomers to the level editor.  IP: Logged |
Phabius Phodes Member Posts: 646 From:Sao Paulo, SP, Brazil Registered: Jun 2001
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posted 04-20-2002 08:02 AM
I totally agree!I bought the level editor in late december 2000. My first level "City of Blezqi Zatsaz" was released in april 2001. That was a four months work period. And it had a detailed planning even before I bought the LE. As soon as I discovered the LE would be released, I´ve searched the net for info on the possibilities and features, and the I began to plan my level. I´ve made maps, drawings, etc. with all the rooms, connections, ideas for traps and puzzles, etc. Of course it changed a bit when I actually began working with the LE, but it was much faster because I already knew what to do when I bought it, at least theorically... My second level "Temple of Azzivullas" took me almost three months to build. Build and analyse the tutorial is of course the first thing you MUST do with the editor. And you MUST read the WHOLE manual carefully. Before asking a question here, search for you question and see if it has already been answered. If not, then ask. The link to the FAQ at the top of the page is a good starting point. And you can search for the members sites too, which contain useful information, tools and tips. IP: Logged |
eTux Member Posts: 867 From:Valmiera, Latvia Registered: Jan 2002
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posted 04-20-2002 08:14 AM
Dhama and Phabius Phodes are right! I wont say anything 'smart' cause they allready said the most. The tutorial level and the manual can be boring sometimes, but it takes only 1 or 2 weekends to read the manual and create the level, so you'll have plenty of time for your own projects. And definetly read the part "Designing Tomb Raider" if needed more than once. But read it only after you know at least some of the posibilities and limitations in TRLE, this part of the manual can help you to make your level unique, and most-enjoyable, even if only a little. And speeking of memorable levels, I haven't heard anything of GeckoKid's projects much after BtFC. IP: Logged |
Driber_IF Moderator Posts: 3306 From:Den Haag, The Netherlands Registered: Apr 2001
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posted 04-21-2002 09:37 AM
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TRoosevelt_26 Member Posts: 792 From:Dig Site KV5, Valley of the Kings, Egypt Registered: Dec 2001
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posted 04-21-2002 11:07 AM
Well said everyone, but I probably ought to add one thing: depending on how well you understand the editor, how well you have your level(s) planned ahead of time, and how much time per day you have to work on your level(s), you may get your levels done much sooner than 3+ months for two or more levels. The same goes for the single-level statistic. Timeframes really shouldn't be given for level building, as the basic rule you want to check against is not how much time did I put into this level but how good is this level. For instance, I once put out five interconnected levels in twenty-one days, but it took an enormous amount of planning beforehand and dawn-to-dusk work. Plus I felt inspired the whole time.So...work at your own pace, feel free to ask us questions (I know I asked more than a hundred in one month's time) and decide what you want to build before you see what the LE can do. Some projects might get trashed because of limitations you discover (the 20-block vision bug comes to mind), but if you can conceive of something, you can usually find a way to do it. If not, there are many, many ingenious people in this forum who can help and will be glad to answer your questions. A post-script (!): your projects can spontaneously corrupt. I had one (the five-level bunch) that corrupted in the half-hour between the final test and three changes made after the final test, and the level set shipped with several large bugs in it that caused me and many other people a lot of headache. So: the very last thing you should do before releasing your level(s) is to play them completely through. It will save you a lot of headache afterward.  IP: Logged | |