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Old 19-06-18, 20:24   #41
Danath
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I don't think length matters that much as long as you are satisfied with what you created. If you like it and want to release it, then do it.

For my current levelset i was kind of obsessed with having 25+ minutes for every level, but i won't do that anymore, i will just build levels that i like even if they are shorter than that.
Even Core's TR2 levels can be quite shorter than 30 minutes if you know what to do! Look at Great Wall for example. When we are the creators the time shortens for us quite a lot because we know everything about it.
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Old 19-06-18, 20:44   #42
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Quote:
Originally Posted by Danath View Post
I don't think length matters that much as long as you are satisfied with what you created. If you like it and want to release it, then do it.

For my current levelset i was kind of obsessed with having 25+ minutes for every level, but i won't do that anymore, i will just build levels that i like even if they are shorter than that.
Even Core's TR2 levels can be quite shorter than 30 minutes if you know what to do! Look at Great Wall for example. When we are the creators the time shortens for us quite a lot because we know everything about it.
I found out by playing Villa Mortal 2. The level is about 10 mins long without exploring the side areas fully. A lot of that level is optional.

As for me, I shouldn't go too crazy. I shall just make sure the gameplay isn't boring.
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Old 19-06-18, 20:50   #43
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I understand - we could not persuade you.
but not everything can be measured by length or time
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Old 19-06-18, 21:15   #44
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It doesn't have to be complicated If you simply don't have fun or enjoy building as you put yourself under pressure to get more ideas , I would just stop. Building levels is just a hobby. You invest a lot of free time while building.No matter what it is: a smaller level or even a levelset! The same goes for everyone else. We don't get money, fame or a job offer for building levels
Well said.

Don't stress too much about it honestly, it still looks so nice and I love your improvement with lighting.
For me, when I need inspiration, I usually stop building for a week or 2 and jot down ideas that may come up.
When i'm in the mood to pick it back up, I try my best to make those ideas come to life.

Maybe add some gameplay at the bottom, like push blocks needing to go on a tile to activate "Thors hammer", which would then make a path for Lara to climb her way up.
(Throwing out ideas. )
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Old 19-06-18, 22:01   #45
Danath
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Quote:
Originally Posted by Opaque79 View Post
I found out by playing Villa Mortal 2. The level is about 10 mins long without exploring the side areas fully. A lot of that level is optional.
Oh, i didn't know that! I never played TR1 custom levels fully.

Quote:
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For me, when I need inspiration, I usually stop building for a week or 2 and jot down ideas that may come up.
When i'm in the mood to pick it back up, I try my best to make those ideas come to life.
I agree with that, it's also what i do.
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Old 19-06-18, 22:33   #46
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In this case, 16 minutes of gameplay is acceptable.

I will go over the level and consider any extra gameplay if needed.
I feel that the distance fog gives a boost to the atmosphere. I may need to use it more often
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Old 19-06-18, 23:19   #47
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Maybe you could add some gardens/plants like in Palace Midas to fill up the rooms a bit more

And yes, lenght isn't that important and people will always take at least 2x the time you take for finishing the level
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Old 20-06-18, 17:13   #48
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Return To Greece is in the testing phase.

Not too much longer now.
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Old 21-06-18, 18:25   #49
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Release is around the corner.

I have sent the level to be uploaded.

Some of the things in this level were a nightmare to get working correctly.
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Old 21-06-18, 19:36   #50
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Looking forward to it.
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