23rd Level Designer Contest

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Re: 23rd Level Designer Contest

Postby JSlayerXero » March 23rd, 2013, 7:26 am

MegaR wrote:what the ♥♥♥♥
where is the 24th


Do you mean tomorrow? The 24th LDC? December 24th? Mega, the 23rd just ended yesterday. I know you're anxious, but come on. You can at least wait until April rolls around before another LDC gets shoved down your throat, right? I still haven't fired this cannonball afterall :3
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Re: 23rd Level Designer Contest

Postby Raz » March 23rd, 2013, 7:29 am

JSlayerXero wrote:
MegaR wrote:what the ♥♥♥♥
where is the 24th


Do you mean tomorrow? The 24th LDC? December 24th? Mega, the 23rd just ended yesterday. I know you're anxious, but come on. You can at least wait until April rolls around before another LDC gets shoved down your throat, right? I still haven't fired this cannonball afterall :3

yeah but we know that'll never happen
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Re: 23rd Level Designer Contest

Postby SuperMIC » March 23rd, 2013, 7:23 pm

oh my god

now i feel like ♥♥♥♥

you realize if i hadn't judged 1018peter's level he would've placed somewhere around third or second? he mightve even won

oh my god

but

oh my gooooooooood

Oh well, at least now you can see my reasoning behind it....

"Here's MP3's ♥♥♥♥": show
SMIC’s 23rd LDC Judgings

MP3’s The Science War

14.75/20

FUN – 7.5/10

You prefaced the series by saying that you couldn’t make the gameplay flow well, and sadly I’m going to have to say that I think you were right. I’ll start off with what I liked gameplay-wise and then go on to say what I didn’t like.

The sections where there was platforming had smooth, fun, challenging platforming. I particularly enjoyed the way up the rocket as well as some of the challenges throughout the second level. They were innovative, ingenious, and executed very well and it was all patented with MP3 style. The theme of Science heavily relied on the story, which is acceptable, and you used checkpoints sparsely and effectively.

However, the reason why your Fun score is not as high as it usually is was because the story and the gameplay did not “marry” each other very well. I remember times in the level when I was getting really bored of the story because it was choppy – it was like, gameplay segment, then a lot of signs I have to read over 1 or 2 level transitions. Rinse and repeat. It was annoying, and I found most of the story did not actually add to the effect and atmosphere of the level.

I suppose my advice would be that you really have to plan and decide how you’ll corporate the story into your level. You can’t litter signs with story segments in places which interrupt the flow of the level, it becomes annoying and tiresome. Take Dark for example: story segments only come and should only come after completed platforming challenges and events in a level. Essentially, it should follow the format:

Start level >Story introduction>Uninterrupted Platforming Challenges>Story Break>More Platforming Challenges>Story segue>Finish Level.

You’ll find that the most successful story levels use this format, including Tearing Paper, Ethereal Mansion, and Timpani and Blumiere.

The other thing that bugged me was the quality of the story. No doubt, I have seen marvelous and grand stories come out of your mind, but this one felt rushed, cheesy, and messily executed. There was nothing much unique about the story and major events were just dropped on us without any preface or suspense leading up to them. For example, the part where the guy and the Sgaol were in love was not only extremely cheesy, but it just happened. Suddenly, this guy started sneaking off at night and then they were in love. You took like 2 consecutive short scenes to get all of this information out instead of playing it out slowly and letting the player enjoy the experience. The plot felt rushed and therefore had almost no effect on the actual level for me.

You also have to keep in mind that you have to show the story in the level. Story is not something to be limited to the signs; you have to reflect the story in the level. Actually, you could say that the story is dependent of the level. Either way, I still felt I was playing a level and then taking breaks from it to read a loosely related story. They weren’t connected internally for me, and I couldn’t enjoy the story. Another sidenote is that if you are talking about characters in signs, it’s best you have some physical representation of them, such as a disabled koopa or the like.

I also didn’t feel the boss was as boss as it could be. I expected a grand finish with some epic block maneuvers, and while the chase scene was exhilarating and executed very well, I didn’t get a fight against the elder Sgaol and I got a cheaply written explanation to how I trapped it.

GRAPHICS – 4.75/5

I’m happy that your graphics were still marvelous, it was really nice. A 5/5 would’ve been some extra touches… I mean, it was nice, but it wasn’t the most beautiful thing I’ve seen.

OTHER – 3/5

+0.5 No loading time
+0.5 No lag
+0.5 I really liked those clouds with snow filler tiles – that was smart. This point also includes other graphical designs such as the moving blocks ones.
+0.25 Alternate music enhanced the level to a small effect.

-0.5 A really big problem that showed a lack of playtesting was that the signs cut-off text. Some of the signs end in midsentence because you put too much in one sign.
-1 Parts of gameplay experienced technical issues, such as the “zipline” gimmick. Sometimes if you went to where the arrows pointed to you would not trigger the desired effect. There were also instance of moving blocks using horizontal squishing which send you to the bottom of the level where you die.
-0.25 When using a bricked up level transition next to an endless cliff the player can reach, it’s important to keep in mind that if the player holds the right arrow key they can go past the transition only to die shortly. You have to brick up the bottom of the transition with a size 128 stationary block.


OVERALL – 15.25/20

Alright, I’m going to go through this one step at a time.

Even with its flaws, I still enjoyed the series. The platforming challenges offered great amount of fun, and the harder ones elicited a feeling of bawsness when completed. (:3) I also read it would be a while before you do story-driven series again, and I want to recap my tips:

First, make sure the story and the level connect to each other so the original intention of creating an atmosphere is executed. Show the story in the level and let the player enjoy the experience.

Second, make sure to place story segments where they should be placed. Not in between every single platforming/puzzle challenge, but after a series so it feels smooth and has flow.

Third, don’t try to cram so much stuff in your story unless you have a longer series. Keep it simple, keep the concepts new and smooth.

And finally, although you already know this, playtest playtest playtest!

-SMIC


"and here's peter's": show
1018peter’s Biological Research Center

9.5/20

I want to preface this review with the fact that this review took me two days to write, partially because of some real life interferences but also because there were a lot of things to consider. Keep an open mind when reading this review.

FUN – 4/10

Now here is the dilemma. Fun can be defined as the amount of excitement, amusement, and vigor felt during the experience of a level and also how it resonated within us as a player. The biggest problem I had with this level was that it was unplayable and clearly lacked enough testplaying to make things run smoothly.

I could only play about a quarter of the level due to holes in storyline and missing necessary actions that needed to be taken to ensure that the flow of the level was as linear as intended. Although the level looked really well-put together, it was choppy, and the gameplay was short, not interesting, and involved very short platforming sections split up with a lot of level transitions.

The very first boss, Boilind, was I’m sorry to say not a success. The boss was literally impossible – there are no safespots and being constantly on the move is not an option due to unpredictable flames which reach everywhere. You die within seconds of entering the room if you don’t manage to grab a sign. I cannot say for the rest of the level for while I looked at it it seemed the rest of the rooms experienced similar problems. This was as far as I got.

GRAPHICS – 3/5

The graphics, on the other hand, seemed solid, but were solid at best. I recommend varying your tile choices and creating patterns. Look at other renowned levels from people like MP3 or MoD to see how you can use décor and tiling simultaneously to create very good atmospheres.

A reason why you lost more points was because of spelling and grammar on signs. I notice English is not your first language, so just ask someone who has English as a first language to proofread your signs for you.

OTHER – 2.5/5

+0.5 No lag
+0.25 The storyline, although simple, served its purpose.

-1 Heavily under-tested
-0.25 The doors placed right next to blocks are bad because they are not easily accessible unless you enter them in a certain way.


OVERALL – 9.5/20

Funny thing is, I see myself in you.

You have great, fantastic ideas with limitless imagination – but you need more time and experience to be able to pull them off. While this level wasn’t a huge success, I admire your aspirations and your desire to show the world you have what it takes.

So, you keep learning. And here’s what you need to learn:

Playtesting is one of the most important things you need to do before submitting any level. Check for bugs in any way possible, and check if the level itself is possible.

Looking at other levels from well-known people is a great way to pick up on gimmicks, technical tricks, and graphical designs as well. I recommend looking at the WITBLOAT threads to start.

I look forward to seeing more stuff from you in the future, content which I know will only continue to achieve better quality.

-SMIC
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Re: 23rd Level Designer Contest

Postby ~MP3 Amplifier~ » March 25th, 2013, 10:47 am

Well let's graveyard this for now shall we.. :D
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The below image is a montage of my individual highest placing LDC creations, as a reminder to myself that level designing is a part of my life that I can't just leave behind

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Re: 23rd Level Designer Contest

Postby ~MP3 Amplifier~ » May 9th, 2013, 10:03 am

Also, to anyone who is still questioning the existence of LDCs.

I want you to know that we haven't forgotten. And hopefully you won't have to wait much longer.
"I treat everyone equally, depending on how much I like them." ~Me
The below image is a montage of my individual highest placing LDC creations, as a reminder to myself that level designing is a part of my life that I can't just leave behind

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SM63 Level Designer Contest Winner
LDC #30: Finale/The Ultimate Battle

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