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Re: The Dueling Arena

PostPosted: December 16th, 2014, 1:53 pm
by ~MP3 Amplifier~
Also Graphics is graphics. If you can't see the cut-off, it is not part of the graphics. The way the designer itself works is that if you zoom out a certain amount and the transition is small you can unfortunately see cut-off and no-one can fix that. All I'm saying is don't reduce points for something the level creator can't actually fix, or can only fix through really complex or strenuous methods, don't agree with me? Just zoom out on a 25x25 level, and there you go, immediate cut-off. It's not fair at all, I personally don't even reduce points for item cut-off under the surface because sometimes the layering just gets ♥♥♥♥ up and I know you can't help it.

I didn't mean to make this go off-topic, sorry to the duelists, but it was not a fair point reduction and I had to point it out. In a regular transition where cut-off is visible if you zoom out, I'll forgive that, but that specific point reduction was toward the cut-off next to the transition and that can't be helped.

Re: The Dueling Arena

PostPosted: December 16th, 2014, 1:59 pm
by Harmless
Eh, even if he didn't reduce points for that specific thing I probably would've lost. I missed some 3-4 points because of that, but MoY was ahead of me more even then due to Peter's overall judgings.

Re: The Dueling Arena

PostPosted: December 17th, 2014, 1:37 am
by 1018peter
Harmless wrote: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.



There weren't. I'll just take that as my inability to find the latest version. I'll give you one point back on the Fun category.

I'll give my judgings later.

EDIT: Right here! The original judgings. (Though due to somehow me playing an earlier version of Harmless' level,I'll probably give him one point back on the Fun category.)

Spoiler: show
Echoes Of Time
By~MessengerOfDreams



Fun: 9/10
I mostly enjoyed the level series by the story. The first two levels of the series don't really appeal to me. I can understand the Prologue being more story-based,but Level 2 is just,plain.
The third level is pretty good (Both endings) for several reasons.
Ending A is challenging but fun;the white blocks' moving path are well designed,right at the spots where I would embrace its full force.
Ending B is more fun but less challenging. Jumping over paths while they are being destroyed by the High-Speed Bullet Bills is quite entertaining.

Graphics: 2/5
I'm honestly disappointed. There are parts where structures are well done,but then there are structures using "One-Tile For All". And for other parts,the tile combinations are just rather plain.
Examples:
Akiva's Castle walls are bland. The windows are placed in a really odd fashion,and it looks weird no matter how you look it. The castle wall tiles are mostly just THE "Castle Wall" tile.
The castle's interior looks bland,too. Can't you use something else along with the Smooth Stone tile? Like,Faded Bricks and Grey Bricks?
The part where you get to use Metal Cap for the first time,and you might drop all the way back to this "Somewhere Below The Gardens" area. Seriously,a flatland of Castle Bricks. You could've done better.

Others:4.25/5
(+1) Great music choice on Level 3A. It goes well with the eight large flame towers at the beginning of the level. (The flame towers burst out when the song hits the high note)
(+1) The story is well written. Connecting the story of Cyril's expedition,to the stories of many,many others. It kept me going on.
(-0.75) The story outclasses the level too much (In other words,the level is not as good as the story). I felt like I care far more about the story than the level itself,and I'm playing the level just to read on the story.

Results: 15.25/20


Le Casse-tête de la Grotte

(The Cave Puzzle)

By~Harmless


Fun: 6/10
I wonder if you playtested "The Final Area" of your level? There's a jump over there that can't be done no matter what. Unless you want me to play Luigi (Which is unlikely,given the plot).
The puzzles are quite clever,but they aren't really enjoyable. It's not that I dislike puzzles,but these are just not entertaining.
Also,there are seven tutorials,spread in 3 different themed areas. But there's only one actual puzzle,it's quite a waste,given the tutorials we've got.

Graphics: 2/5
The graphics aren't really appealing to me. They are just bland. I can understand,though. It's a puzzle level. But you could use some background tiles.
Nothing else to say here.

Others: 3.5/5
(+0.5) User-Friendly system of resetting. It's a nice touch.
(-0.5) Too short. Making the tutorials quite a waste.
(+0.5) No lag. Which is great.

Results: 11.5/20

Re: The Dueling Arena

PostPosted: December 17th, 2014, 5:47 am
by Supershroom
Forbore that last time when you gave me a 3 in graphics for Tall Tree in the Water Forest, but >mfw 2 points only this time? Your graphic standards are even stricter than I've thought.

And that thing about cutoff again. If the entire left border is filled with cave tiles and the right side of the cave tiles in the screenie is finished, it isn't cutoff anymore. It's just cutoff because both sides are unfinished and there's some space left at the left sight. If you don't wanna put invisible tiles, do this and the problem is solved:



And in case if there's unrecoverable trouble due to the level being limited to 25x25, I won't dock that.

Please stop for now badgering me about a +0.25 more or less. This isn't the 16th LDC where MoD/Ven and Volkove were only 0.04 points away from each other.

Re: The Dueling Arena

PostPosted: December 17th, 2014, 6:06 am
by MessengerOfDreams
Two points in graphics largely because I didn't decorate a death area?

Re: The Dueling Arena

PostPosted: December 17th, 2014, 2:08 pm
by 1018peter
Not just that,obviously.

Re: The Dueling Arena

PostPosted: December 17th, 2014, 10:01 pm
by Harmless
Supershroom wrote:And that thing about cutoff again. If the entire left border is filled with cave tiles and the right side of the cave tiles in the screenie is finished, it isn't cutoff anymore. It's just cutoff because both sides are unfinished and there's some space left at the left sight. If you don't wanna put invisible tiles, do this and the problem is solved:

And then you take away points anyway because it doesn't look like one giant cave, just a bunch of floating boxes.

Tbh, there's nothing I can do about it since I can't place blocks further past the transition without it affecting other areas past the transition.

Re: The Dueling Arena

PostPosted: December 17th, 2014, 11:26 pm
by Supershroom
I've tested that and it works.

Re: The Dueling Arena

PostPosted: December 18th, 2014, 1:14 pm
by Harmless
Tested what?

All I was saying was that there isn't really much I can do about it if I want it to look like one seamless cave.

Re: The Dueling Arena

PostPosted: February 9th, 2015, 12:06 pm
by NanTheDark