The Dueling Arena

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Re: The Dueling Arena

Postby 1018peter » December 15th, 2014, 2:16 pm

Ice Blocks...I swear I didn't see any. (The part where you make ceiling paths for a Koopa Shell)
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Re: The Dueling Arena

Postby Harmless » December 15th, 2014, 5:37 pm

Oh, you mean that section.

There should be a switch somewhere where it gives you tiles to jump up. I know, that part was pretty shoddy, I spent several weeks trying to make it the best I could within the time limit.
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Re: The Dueling Arena

Postby Supershroom » December 16th, 2014, 12:48 am

...

do you know guys, saying "if cutoff isn't visible in normal view it doesn't count as cutoff" is the same as saying "if lag only appears in full screen mode and not in small screen mode it doesn't count as lag".

So taking off points for visible cutoff is fully legit, and cutoff can be avoided. If a transition is narrow, you have to be careful and test how far you can look into a level transition. And the dark vertical strip of the transition itself doesn't count as cutoff.
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2 stars: (6 - 9.75) These levels are not terrible, but poor. They're too short, lack scenery or they have errors and/or bugs but it's still barely enjoyable. Again, spend more effort and try to do better. (if it's your first level that I rate two stars, it's not bad. There's a long way you can still go)

3 stars: (10 - 12.75) These levels are about mediocre. They may be still a little bit short, the gameplay is fine but not very original and graphics are also solid, but not breath-taking. Try to keep improving!

4 stars: (13 - 15) These levels are nice, but not the best. Effort has been put into them, there can some professionality be seen in gameplay and graphics, they're a nice experience to play, but there are still things you can do to make it even better. Try to go the extra mile!

5 stars: (15.25 - 20) These are really great levels, those which, as said, I would give more than 15 in an LDC. These suffice many high requirements, and it already goes into subtleties if you want to make them better. These levels are successful all around. Bravo.

These are just general principles I try to follow when rating. Sometimes I don't leave a further comment when rating, most times I do, if you have questions about it, feel free to ask further.
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Re: The Dueling Arena

Postby Asterocrat » December 16th, 2014, 3:19 am

Supershroom wrote:do you know guys, saying "if cutoff isn't visible in normal view it doesn't count as cutoff" is the same as saying "if lag only appears in full screen mode and not in small screen mode it doesn't count as lag".

...yes, exactly
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Re: The Dueling Arena

Postby 1018peter » December 16th, 2014, 4:50 am

Harmless wrote:Oh, you mean that section.

There should be a switch somewhere where it gives you tiles to jump up. I know, that part was pretty shoddy, I spent several weeks trying to make it the best I could within the time limit.


There were tiles there?

I looked in from the Level Designer,and that part is empty. No Switch-Tiles whatsoever.


But if that's indeed the case,I'll just assume I played the wrong version of your level (I DID use the most recent post that has your level's code,though.). And I'll return one point to you.

Please clarify me on this one.
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Re: The Dueling Arena

Thumbs up x1

Postby Megar » December 16th, 2014, 8:26 am

okay so
firstly
i think its kinda dumb to take away points for something that is to my knowledge impossible to solve with the ingame tools

secondly
harmless pls post my judgings, i can't be arsed
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Re: The Dueling Arena

Thumbs up x2

Postby MessengerOfDreams » December 16th, 2014, 8:34 am

So that explains why Shroom's 300 tall levels were so laggy
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Re: The Dueling Arena

Postby Harmless » December 16th, 2014, 11:49 am

1018peter wrote:
Harmless wrote:Oh, you mean that section.

There should be a switch somewhere where it gives you tiles to jump up. I know, that part was pretty shoddy, I spent several weeks trying to make it the best I could within the time limit.


There were tiles there?

I looked in from the Level Designer,and that part is empty. No Switch-Tiles whatsoever.


But if that's indeed the case,I'll just assume I played the wrong version of your level (I DID use the most recent post that has your level's code,though.). And I'll return one point to you.

Please clarify me on this one.

Can you screenshot?

If it's the part I'm thinking of (final puzzle, second part out of three), then there should be switch-activated blocks there.

@megur: kk

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HARMLESS

Fun: 8/10
Honestly, at first I was having a blast. But then I got past the introductory phase and then it went downhill. Having to constantly travel through two pipes just to retry a puzzle that I failed because of a tiny error was very annoying (I understand it's needed, but still). The last puzzle was a lot more forgiving though while still being a relatively interesting puzzle to solve, and I commend that.

Graphics: 3/5
Interesting block use, but other than it's fairly simple. It's not an eyesore either so it stays in the middle.

Other: 4.25/5
+1 (minimal loading time and lag)
-0.25 (the plants on red bricks could be bypassed with a precise jump)
+0.50 (was not expecting that ending and it was nice)

TOTAL: 15.25/20



MESSENGEROFDREAMS

Fun: 7/10
Overall it wasn't too annoying. But my god, some of part two was near masochistic. Cheep-cheeps hiding behind the scenery only to ambush me and push me into the hot rock... using the metal cap wasn't exactly fabulous either, in any part. Just an FYI, I took the denial path and it was a DAMN fine challenge.

Graphics: 4/5
The insides of the place looked fantastic, but the outside of it was quite lacking so I can't give all the points.

Other: 4.50/5
+0.50 (minimal lag (much to my surprise, actually))
+1.50 (the plot was brilliant man)
-0.50 (piss poor loading time, got one of those flash notifications)

TOTAL: 15.5/20
Expect something cool here soon!

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Re: The Dueling Arena

Postby Supershroom » December 16th, 2014, 12:07 pm

MoD, it was neither the fault of the size nor that you've played in full mode. Want a proof?



This screenie is from JJJ's Sandbar Ridges, which is a grand total of 925 tiles tall - more than 3 times taller than my level. Besides, this is on full screen, with maximal zoom out, on the highest graphical setting, and yet it's over 25 fps (aka no lag). The SMW throwback in my level has ca. 20 fps lag but that was more because of many coins/many parakoopas, not because of the height itself, and the other places don't lag at all.

next post pls back on-topic
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Thank you, FF.

Nan's sig! From the previous Secret Santa event!: show
Rating standards: show
1 star: (0 - 5.75 in LDC) These levels need a lot of work. They're totally un-elaborated, and/or inherently flawed due to things like cutoff or enemy spam, or they're untested and there are too many bugs gameplay-wise, in short: Many many things went wrong in such a level.

2 stars: (6 - 9.75) These levels are not terrible, but poor. They're too short, lack scenery or they have errors and/or bugs but it's still barely enjoyable. Again, spend more effort and try to do better. (if it's your first level that I rate two stars, it's not bad. There's a long way you can still go)

3 stars: (10 - 12.75) These levels are about mediocre. They may be still a little bit short, the gameplay is fine but not very original and graphics are also solid, but not breath-taking. Try to keep improving!

4 stars: (13 - 15) These levels are nice, but not the best. Effort has been put into them, there can some professionality be seen in gameplay and graphics, they're a nice experience to play, but there are still things you can do to make it even better. Try to go the extra mile!

5 stars: (15.25 - 20) These are really great levels, those which, as said, I would give more than 15 in an LDC. These suffice many high requirements, and it already goes into subtleties if you want to make them better. These levels are successful all around. Bravo.

These are just general principles I try to follow when rating. Sometimes I don't leave a further comment when rating, most times I do, if you have questions about it, feel free to ask further.
Look at this!: show
My total SM63 level experience: 2803 levels.
Total coins collected in these: 306800

The WITBLO11 Tribute


A showcase of the 25 best levels of 2011, including such fantastic levels as Niveau Victorieux Galaxy, Plastic Beach, Dimension Infinity, Realm of the Heavens/Parallel Spires, and more!

My Level Collection: http://runouw.com/forums/viewtopic.php?f=25&t=47186

Other Important Links:
Last Legacy Level Designer tutorial
Eternal SM63 Medal Table
Eternal SM63 Score Table (all LDC scores available)
Top 10 Lists for LDC's (highest averages in a single judging criterion)
Runouw Votes Eternal Table
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Re: The Dueling Arena

Postby ~Yuri » December 16th, 2014, 12:55 pm

Remember that in this screenshot, you are zooming out on an area with few items, tiles and content in general. There isn't a wide variety of tiles everywhere here, and zooming out just won't have an effect in this case.

However, if you are to play with zoom at the minimum in every level of Amp, or MoD, or any other designer who cares a lot about graphical aspects (Not saying JJJ doesn't, I'm saying that this particular area of this particular level does not have too much content), you would not only have problems with lag, but you would notice some cuttoff that was there simply for the sake of reducing said lag.

I think reducing points for cuttoff or lag while zooming out should only apply when there's a sign, or a description in said level saying "please zoom out in this part" or something like that. But otherwise, it's definitely not a fair reduction of points. Avoid to do that again in your future judgings, and when making your levels also consider that judges won't really care about zooming out, so you should not put big amount of details where the judges aren't going to look at.
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