19th Level Designer Contest

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Re: 19th Level Designer Contest

Postby SuperMIC » May 18th, 2012, 11:28 am

\:D/

SMIC’s 19th LDC reviews~

MP3’s An Act of Antichesm
16.5/20

Spoiler: show
FUN – 8.5/10

Ah yes, an MP3 happy level. That was an enjoyable ser- LEVEL! :3 The platforming was not too easy, not too hard (for the most part) and the linear format played smoothly. The gameplay featured a great variation of platforming challenges which I really enjoyed. I’ll have to congratulate you individually on your use of moving blocks – it great to pull of these versatile objects without them ramming you into a solid wall of tiles and then lo and behold 6 fps.

There are a few things I’d like to address – The first thing was the lag. Usually, I’d put this in other, but it kind of got in the way with the gameplay. It wasn’t earthshakingly bad, but there were quite a few instance where it got down to 15-20 fps, which is enough to sometimes screw up the controls and platforming. I encourage the use of moving blocks, but sometimes too many moving blocks can cause lag.

The next problem I had was with some of the moving block platforming. It’s extremely difficult to platform on high-velocity rotating blocks. It’d be a different case if the rotating blocks were fixated in place, but the reason why I called Part 2 ragequitty was because of those two small cave blocks – there were literally impossible to platform on. This holds true for a few other parts throughout your level.

The final thing I have to address is story. The good thing about story is that it adds an intense atmosphere to the level, but my reviewing skills do kick in when I review a level with story, and it goes in Fun. :P Alright, so the main problems I had with your story were the plotholes. First off – in the Factory level, who is the person talking to us? You have no indication if it’s a factory worker or else talking about the factory. Second, you assume we know who/what Normabot is. You just blatantly introduce it into a sign and kind of slapped on a “This is the boss mmk?”

The final thing that kind of bugged me was the story revolving around the boss. How do you defeat/contain Normabot by just collecting some red coins an scooting under and around him? It doesn’t make sense.

GRAPHICS – 4/5

Great graphics like every other MP3 level! No cut-off, good tiling choice, decor, symmetry, the whole works! You even had some block decor in there as well. I liked the piping places, they were interesting too. The only thing I can say is try to be more creative with your tiling as well as your decor! Also moar decor please! :3

OTHER – 4/5

+0.5 Good loading time(s)
+0.5 The moving blocks created a great level4/factory feel


OVERALL – 16.5/20

Yay! Awesome job MP3. Let’s see, in future:

1) Good job with the blocks, but don’t overdo them to avoid lag.
2) Plan out your stories first. Ask well-known story writers (MoD, ME *shot*) to check over the story to see if everything makes sense
3) Step up the decor and tiling! I’d check out MoD’s levels for inspiration.

Those are the main points to focus on. Good luck, and see you next LDC! (Probably)


SK’s Lethal
12/20 (14)

Spoiler: show
FUN – 4.5/10

Now here’s the thing. As far as platforming goes, you’d get an automatic 0/10 simply because well, there was no platforming. This was pretty much a purely story level. But the story was great. It was awesome, and if it lacked in detail the way you pulled it off with the sprites was amazing. So that 4.5? That came solely from a story. I’m not certain whether I should congratulate you or not.

GRAPHICS – 4.5/5

Solid graphics. No cut-off, good tiling choices, nice decor, good use of disabling, what else to say. Maybe more decor?

OTHER – 5/5

+1.5 DAT ENDING
+1 No loading time or lag


OVERALL – 14-2= 12/20

You still pulled out with an okay score. Not much to say so far, but i really want you to finish this. This would really work out in WITBLO12, given you pull off parts 1 and 2 right. Good luck.


BrawlerEx’s You Can’t Escape Death
Part 1: 14.75/20
Part 2: 16.5/20
Overall : 15.625/20

Part 1

Spoiler: show
FUN – 8.5/10

This was a very interesting part. The prologue was an absolute miss, but the rest of Part 1... that was pretty damn good! It felt a lot like a Super Paper Mario level, and played the same too. You use a lot of block and platform concepts which I really enjoyed.

Alright first: The prologue. Shaking that could cause seizures to people who don’t even have epilepsy? NO. PLEASE NO. A little bit of shaking is fine, but please, don’t overdo it! I couldn’t understand half of the stuff that happened. Plus, it was possible not to be squished by the meteor.

The actual first part was extremely awesome in some parts and extremely ASDFSDNISDKJ in others. Let’s see, the platforming, decor, and gameplay was a definite plus. But that lag? Holy jebus. However, you still used a lot of concepts that were executed extremely well, however the linear path could have been a bit better, clarity-wise. That means that sometimes, the player doesn’t know where to go. I’m also pretty sure that those cramped 5 green rotating platforms? Yeah they were impossible to get through.

The block boss – it was certainly interesting, it probably took a while to make. It was pretty much up to par, nothing really seen before – no offense. Pihranna plants are kind of cliché, but you executed the monster nicely. It was okay.

GRAPHICS – 3.5/5

Graphics were solid. You depicted the Underworld quite nicely, although the prologue in my opinion was kinda hideous and monotonous. I’d suggest try adding some more decor and make your tiling more intricate.

The one problem you ran into... you should NEVER EVER EVER. (ever ever) edit signs in the levelplayer you are given on the forum! When you actually load the level up, there are no spaces between words anditalllookskindalikethis. Not good. I was able to read them, though, and there were a few grammar errors here and there but it was pretty good. To avoid those errors ask another to proofread for you.

OTHER – 2.75/5

+0.5 I like how you used boats and the Misted Waters were pretty cool.
+0.5 Good loading time.
+0.25 Effort on story is appreciated

-1 DAT LAG
-0.5 You really needed a checkpoint system. It’s kind of annoying to move the start point around everywhere.


OVERALL – 14.75/20

I was honestly extremely surprised. The prologue was one of the worst starts ever and I thought the rest of the series would be the same... but that was honestly... very good. Let’s see, things to work on... First off, I understand how the Misted Waters transition worked, but because you squeezed so much into one area it generated craptons of lag. Try to avoid that in the future.

Next, the main ways that tell us where to go are arrows and signs. Use those in your levels, please! I’m not saying spam arrows in every place possible, but where you feel it would be appropriate.

Third, spice up the graphics with more decor and tiling. I’d play some of MoD’s levels for inspiration if you need any. Also, NEVER EVER edit signs on the forum levelplayer. ALWAYS open the Stand-Alone Level Designer and work in there. (Plus, in the stand-alone designer you can makethe window really big. That helps a lot in designing.)


Part 2

Spoiler: show
FUN – 9/10

I will hand it to you on this one. That castle... was pure brilliance. The challenges were great, I just enjoyed playing it so much! And that’s where Fun comes from – not from cool graphics, not from day-to-day platforming, from something that someone puts good effort and planning into! Bravo!

I sympathize with you on your rushed last part, however. That ending was horrible and anticlimactic. But I have had so many misfire LDCs in the past due to running out of time – I can’t really penalize you too much as I know the intention for an extremely awesome ending was there.

One problem – the bullet Bills in the castle produced a lot of lag. I’d suggest increasing wait time or whatnot.

GRAPHICS – 4/5

In castle levels such as this, graphics points almost always come mainly from the tiling job. And the tiling was pretty good! The choice of tiles was appropriate, there was nothing too bad that would’ve been mistaken as cut-off, bravo.

Two things, however: One, Vary your tile choice even more. Don’t stick to one tile for one transition, try to mix it up a bit and create patterns. Two, add some decor! Even though it’s a castle, you can add things like rocks, vines work, get creative!

OTHER – 3.5/5

+0.5 I appreciate the SM63 castle feel.
+0.25 Great use of disabling
+0.25 Good loading time

-0.5 To even out the scores, I have to penalize you again for no checkpoints – those were really needed.

OVERALL – 16.5/20

Wow. You’ve really impressed me with this series. I usually looked at you like one of the newbie LDers (Please don’t take offense. :3) but wow, this has really boosted my thoughts on you. That was one of the best series I have ever played, and believe me; I’ve played and judged a lot of levels. The choice of music was great, the platforming was awesome, graphics were up to par, gosh it was great!

So, next LDC, keep these pointers in mind, they’re the most important:

1) Always always ALWAYS playtest for occurrences of lag, and try to get rid of them. Plan ahead, squishing 3 sections into one transition will indefinitely cause lag, as will Bullet Bills and many enemies.
2) Earthquake shaking is nice, but not to such an extent the player feels like barfing.
3) Spice up the decor a bit.
4) Never edit signs in the forum LDer. :P

If you don’t get above 4th... I swear, I will shoot someone. :P


Harmless’ Casualities of War
12.75/20

Spoiler: show
FUN – 6.25/10

Eh. Was... okay. If anything, you’re getting better or so it seems. Let’s tackle this...

Okay, so the first extreme problem. Lag. Lag. Lag. Lag. LAAAAAAAAAAAAAAAAAAAAAAG. Seriously, if you can make a hi-speed computer go down to 10 fps that’s a pretty big accomplishment. Did you testplay this level enough? The spikes of lag in the red coins challenges were just so unparalleled it made gameplay horrible, choppy, and annoying.

What next... let’s see, the platforming was pretty basic. Jumping on bricks. Cool. Nope. I mean, basic is sometimes good, but when you’re degrading it to Minecraft-basic it kind of loses the “Pure Platfomer” vibe. I mean, some good ol’ platforming is appreciated but at such a level it’s just... no...

Story. I’m sorry to say the story was not executed very well. At all. And I’m sorry that I’m being extremely harsh in this review, but honestly I don’t want to half-ass any of my reviews. The story was written such that it was read very cornily, and it was just not there... the ending wasn’t really sad at all. Honestly, you can make it so much more dramatic than it actually was.

GRAPHICS – 3.5/5

Solid graphics. Tiling was mediocre and decor looked like it was just thrown on, but there was tile variation, no cut-off, and there actually WAS decor. However I found that there was hardly any slope, and the choppers looked really rough around the edges, so to speak. There were some elements you pulled off quite well, however. I appreciated the graveyard.

OTHER – 3/5

+0.5 Good loading times
-0.5 Those ledges where you have to dive to get through? Those produced severe problems for me. Really.

OVERALL – 12.75/20

Alright, now let me tone down the strictness a bit and get to the advice. Okay – so maybe this series wasn’t as flawless as it could be – but it was okay. Here’s how to polish the level:

1) Playtest, playtest, playtest, aaand, (you guessed it!) playtest. Honestly, if you played the level, that lag would NOT be there.
2) Work on your writing skills. Ask really good writers (such as MoD, or ME *shot*) to help you with plot, conflict, description, etc. A good story if pulled off correctly can really enhance the atmosphere of your level.
3) Work on those graphics. The main things you should focus on are tiling and decor. Don’t just slap on decor, think of patterns, mirroring, etc. For tiling, don’t just use flat ground. Make hills, cliffs, stuff like that! Look at works from MoD, MP3, nin10mode, and ME *shot* for some inspiration on your graphics.

Good luck in the next LDC!


Nwolf and Karyete’s LDW/TiH
13.25/20

Spoiler: show
FUN – 7/10

Eh. I’m kinda split in two with this series. It was nice, but it could’ve been a lot better. Part of me wants to cheer for you in the lighthearted/humorous style of the series, with the neat platformiing puzzles and whatnot. The other part of me wants to bash you for missing some crucial elements needed to pull this type level off.

Alright, good points first. The story was meant to be bad, lighthearted and funny. And it pretty was! I chuckled a few times because the story really reflected your personality. Onto gameplay: The water challenge/platforming was a cool idea and was really interesting. I like it the most out of all of them. The platforming as well was pretty hard and challenging, but not too IMA RGEQUIT AND KILL YOU NYAHHHHHHHHHHHHHHHHHHHHHHHH. :3

Okay, there were quite a few things I need to touch base on: Number one was the story. (Doesn’t make sense given above paragraph but let me explain) If you choose the good path in the beginning, it says “blah blah you get shine blah blah MUSHROOM KINGDOM IS DESTROY.” I’m like “Ooh cool, it’ll be a revisit of Avo’s Shroomsday!” But then you do a jump to something completely unrelated. You... gotta keep things connected... I also got the other ending too, in case you’re wondering. THAT on the other hand, did flow well.

Okay. The challenges. First things first: You in dire f*cking need of a checkpoint system. It takes a lot of time to get those red coins, and dying is so easy it’s not even funny. That’s one of the elements you really need in a large, challenging red coin section. Checkpoints. Take a visit to MoD and Ven’s Destinations if you don’t know what I mean by red coin checkpoints.

Next: The challenges were irrationally hard. Okay, before you rage at me, it’s not BAD to have a hard level. I mean, take a look at all of Nin’s! But if you’re trying to make something long (yes you did) it shouldn’t be that challenging. If you made a short level, this difficulty would be appropriate. But the fact that you added red coins makes this a complete hell hole.

Furthermore: I liked the concept of someone taking over and sending enemies, but honestly? That many enemies? You need more level transitions in the sky garden from the boos, BULLET HELL LAG TO THE M-M-M-MAX! And to top it off, the Cheep Cheeps, Shy Guys, AND penguins? My computer... I have a newfound respect for it.

GRAPHICS – 3/5

Nothing too special. Nothing too bad. It was solid. I can’t really say anything. There’s definitely room for improvement, aka tiling choices, tiling methods, decor methods, etc. There was sprite cut-off in sparse areas, most notably the cut-off in that long pipe in Part 2. Also, the water challenge looked horrible because of sprite cut-off. Hm. I’d like to see more. :/

OTHER – 3.25/5

+0.5 Good loading times
-0.25 Those coins in the beginning of Part 1 didn’t work. I would’ve disabled them. I also couldn’t read them.

OVERALL – 13.25/20

An okay series. Funny, light, the works. Let’s see, how can you improve:

1) Please relook over what I wrote in fun. I meant every single word I said. Enemies are good, but enemy spam is not. If you choose to do a hard level involving red coins again, PLEASE PLEASE PLEASE figure out a checkpoint system.
2) Visit graphically acclaimed levels for more inspiration on your graphics.

Good luck next LDC~


Skjung2034’s Life and Death
13.25/20

Spoiler: show
FUN – 6.75/10

Hey, that was pretty nice. It wasn’t the most flawless thing, but the most important thing was that you tried: and pretty well succeeded. Alright so let’s break the level down. First off, I enjoyed the death/dark vibe you put into the level with the disabled transitions. Actually, I don’t know why no one else thought of those. Eh.

Alright, there wasn’t much platforming, and you relied heavily on maze challenges to get the job done. Not the best idea, but it was pulled off pretty neatly. Hm... I don’t have much to say. It was standard, try and incorporate some more stuff next time, however.

GRAPHICS – 3/5

Standard graphics. I appreciated the variation of tiling, and there was no cut-off. You also used graphics. Now, you need to take it up a step and get creative with your sprites and tiling. I recommend MoD’s or Nin’s levels for some graphical inspiration/examples of what I mean.

OTHER - 3.5/5

+0.75 Good loading time and hardly any lag.
-0.25 Story wasn’t really reflected/flowed well IMO.

OVERALL – 13.25/20

Good job! So, in the future, here’s what you should do: First, step up your gameplay a lot more! Mazes are nice, but... don’t overuse them. The fact that you only used mazes was pretty bad, as stated above. Next, also explore the graphical world even more! Tiles and decor can be blended to make the best looking things you will ever see in your life.

Good luck!


MessengerofDreams’ Memory Lane
15/20

Spoiler: show
FUN – 8/10

Ah, that was a nice level. Although I have to admit half of it was pure story, there were some pretty good elements in there. I liked how you revisited other games and remade them in the LD. Then, you created some challenges of your own to reflect Mario’s character. That was really neat.

There are quite a few things I have to complain about, however. I didn’t really like the lack of checkpoints, as I explained to you on chat. Yes, it’s not good for the “memory challenge” but if you die with 4 red coins, that’s heavily annoying...

Gameplay-wise it was pretty basic as well. You were probably going for something simpler this time, and simple is good, but I don’t think simple is better than those big levels you usually create. :P Then again, I know you were short on time, so for such a short working time it was very neatly done.

GRAPHICS – 4.5/5

Graphics never fail you. More intricateness, pleaaassse! I’m sorry I’m only giving you three sentences. :3

OTHER – 2.5/5

+0.5 The story was extremely well done, made me feel sad in combination with the music. However, I didn’t like the way Mario didn’t question anything at all at the very beginning.
-0.75 Bad loading time and there was lag in the switch-controlled blocks room. Those make the LD lag, if you didn’t know.
-0.25 I found the ending misleading, I thought there was a new area below but actually it was just the other challenge. I would’ve preferred the wing cap part moved to a separate transition.


OVERALL – 15/20

Despite its shortness, you did a very good job MoD. I understand you’re going for 3rd or 4th, so I think score would achieve that. Let’s see, in future, please if you’re doing a red coin challenge, checkpoints. :P In the next LDC, I’d like to see some more... stuff... in it gameplay-wise haha. Also, add some more things (lasting appeal) that would benefit your Other section, however it was probably the loading time and lag that got you there.

Well, good job, and bad good luck next LDC!


Someone’s Haunted Graveyard
13.5/20

Spoiler: show
FUN – 7.5/10

Hm, this level was a bit iffy in terms of gameplay. But it was pretty fun for the MOST part, let me elaborate. Alright so, first off, the red coin challenge. Red coin challenges are good, no? They are. But the problem with them is that you have to add a whole bunch of elements so the level is not ragequitty What I mean is that if you die with a large number of red coins, it’s going to be a pain to all of them back! And do you think the player will probably want to? But the problem with this is that you have a TON of red coins spread out over a vast area. I actually still have to think of a way to pull off red coin levels properly. You can have a bunch of red coins, but either insert checkpoints or make the area they’re in smaller...

However, the thing is, after I got the Hover FLUDD I decided to go back and recollect all of the red coins... XD Perhaps you should put the Hover FLUDD out in the open at the beginning? This level would be perfect for a Hover FLUDD.

In terms of platforming, the level was executed pretttyyy well. It wasn’t the best, but it was nice. Try to think of some more creative platforming, also make the platforming sections much longer and not just a short showcase each time.

Story... it was meh. It was more of just there to give yourself a purpose, didn’t really add anything. Oh well.

GRAPHICS – 3/5

Graphics were pretty much standard. Nothing too special, everything needed was there. To get more points in this section, really get creative with your sprites and vary your tile choice! If you do this, the atmosphere of a creepy graveyard would really take off! Currently, it’s just meh.

OTHER – 3/5

+1 Good loading time and no lag.
-0.5 You could see the pipes sticking out of the ground in the graveyard...
-0.5 Ghost spam coupled with hardly any coins to heal yourself is a big no-no.


13.5/20

It was pretty nice. Alright, here’s some advice for the future: First, play some of the most notable levels to see what you can really do to platforming! Look around for interesting challenges, and incorporate them into your levels. Heck, it’d be even better if you could make up your own! Next, play some graphically acclaimed levels for more inspiration on how to give your level’s graphics an atmosphere. For a creepy level like this, I’d recommend playing Nwolf’s Ghostly Cave for a creepy atmosphere. You can also check out MoD and Nin’s levels for general inspiration.

Good luck with your levels!


Volcove’s An Innocent Endeavour into Limbo
16/20

Spoiler: show
FUN – 9/10

And you my friend land the highest Fun mark of the LDC! Congratulations! Well let’s see, despite how much you hate this level for being rushed, I loved it. Alright... let’s see. The first part was really interesting. Skull-crushingly hard, but eh, that was the intention, was it not?

The second part is probably where you’ll get most of these points. Wow, those platforming sections were hella hard, but were interesting and wholly fun! And I already said this on chat – checkpoints. :< That’s probably where I docked you most, but either way, great level.

GRAPHICS – 4.5/5

Beautiful graphics... nothing really to say lol.

OTHER – 2.5/5

+0.5 Good loading times
-0.5 I’m confused as to why the first part lagged quite a bit. Also the bullets kinda did too. :P
-0.25 You’re not the best at hiding pipes... haha.
-0.25 In the green platform challenge, the camera doesn’t move, so it was a bit confusing.

OVERALL – 16/20

Haha, you didn’t score low. Are. You. Mad? Ah well, great level. Just look over Fun to refine it, and the Other points subtracted just came from no bug checks, but eh, didn’t do too much.

Good job!


SMIC’S JUDGINGS:

1st: MP3 with 16.5/20
2nd: Volcove with 16/20
3rd: BrawlerEx with 15.625/20
4th: MoD with 15/20
5th: SomeOne with 13.5/20
6th: Nwolf/Karyete with 13.25/20
6th: Skjung2034 with 13.25/20
8th: Harmless with 12.75/20
9th: Star King with 12/20
<Arocado:> I'm Asian.
PROOF.

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MoD's Judgings

Postby MessengerOfDreams » May 18th, 2012, 11:34 am

Skjung2034

Fun-8.5/10

I actually like what you did here. Good platforming for sure, for the most part. I loved the window maze and the dark maze as well. The final challenge… clever, yet iffy. The false red coins weren't that cool, more like not-so-fair. Otherwise, it's a really good level.

Graphics-4.75/5

Some of it was lacking (such as the cave tiles and left tower) but most of it was really good looking. Good tiling, great atmosphere, nice decoration. Overall pretty good. What I think pushed it over the edge to a five, though, despite its flaws was the end with that star-like thing. It was actually really, really cool.

Other-4.5/5

+1.25 I particularly loved the story here. Mario isn't flawless and he's a bit selfish (working to stop evil more to save himself than others) which is interesting. I loved the line about "one too many Yoshis, Bowsers, Goombas" and the ending. Top that off with good dialogue, none of it feeling forced, and yes indeed you have a good story. I know it didn't have a proper ending but I think you did fine.

+1 Fit the theme well.

-.75 for two annoyances in regards to gameplay- forced damage with no healing in the beginning and another for possible game-breaking crushing in the last little fight.

Overall-17.75/20

BrawlerEX

Fun-9.75/10

You are pretty remarkable, you know that? This level was thrilling. Aside from a few instances where things didn't quite connect, I was excited and enjoyed myself thoroughly. Your platforming and puzzle mix was pretty spectacular, with some of the cleverest usage of green platforms I've ever seen. The castle in part two was a damn masterpiece, man. I was thoroughly exhilarated. Overall, it was just seriously intelligently done, with only a few moderate Other-related missteps.

Graphics-4.5/5

Some of it faltered (the beginning, for instance) and the scenery changes were a little jarring, but most of it looked very, very good. Great tiling, proper item usage, a fantastic atmosphere, everything that a level should be.

Other-4.75/5

-1.5 Well, let's get some of the bad stuff out of the way.

1) The piranha couldn't be beaten. A segue room to connect to part two was all you needed, just a way to get into the door. Otherwise, we were just kind of rambling along doing nothing.

2) The first part of the level was almost unnecessary and it made me nauseous.

3) With the invisible cap, we can't take damage, which makes the second half of the castle and its enemies less useful.

4) On much more minor notes, you could 'spider-jump' out of the level boundaries of the cave in part 1.1, and the skelegoonie next to the switch outside the castle hits you no matter what upon entrance to the alcove. Also, you could get yourself stuck back on the boat when you fall from the cave, forcing a restart.

All of those combined would take away just over a point- mostly minor but numerous.

+1- I loved the piranha plant boss, even if it was faulty. It looked magnificent.

+.75- A pretty grand story- not perfect, but engaging with cool characters and an actually menacing final boss and an ambiguous ending.

+.5 I loved the roundabout style of part 1.1 and to some extent of the castle. They're always clever when pulled off right.

.0- In some areas the text bunched up; however, it happened to me by accident in Alignment of Fates so it's actually a bug.

+1- fit the theme very well.

Overall-19/20

Fix the bugs and you have one of my all-time favorite levels. HOLY ♥♥♥♥ THAT WAS SO FUN. HOLY ♥♥♥♥ DUDE MANNNNN THAT WAS SO GREAT!

Volcove

Fun-8.5/10

I absolutely loved the ideas you had here. The limbo idea was a great one, and where the fun lied. I loved the ghost platform section and the invisible platform section. The other three rooms were pretty good but these stuck at the most.

I like what you did with level 1 with the difficulty, but it wasn't highly creative and felt like it was lacking, but hey, I guess that's good for you.

Graphics-3/5

Wonderfully mediocre. Limbo was pretty neat even where tiling was low because it held a great atmosphere. Otherwise, in level 1 it felt very barren in some parts with awkward tile merging. The sky part in particular looked awkward, although I suppose it couldn't be vastly improved.

Other-4.25
+1 Following the theme cleverly.
+.5 for clever system
-.25 for easily seen checkpoint pipe.
-.25 for severe lag in the bullet hell part.
+.25 for obvious Scooby Doo reference.

Overall-15.75/20

It is a really cool idea- it'd be great if you could pursue an idea like this with mediocrity far from your goal.


MP3 Amplifier

Fun-9/10

"We create the dream, and then we bring that person into the dream." Dom Cobb, Inception.

That's kind of my motto and creed for level designing, and when that's done it's a terrific thing indeed. You did so, very well here. Creating Antichesm, making me believe it was a real thing (xD) and constructing the level around that initial idea. The gameplay itself, in turn, was also good and didn't let me down. It was a pretty easy play, even the boss wasn't that hard, but I didn't mind. It wasn't as exciting as other levels I've played, but it was immersing, wonderfully immersing.

Graphics-4.75/5

I think there was an instance or two of item cutoff… and I'm going to be honest, instead of striking fear into my heart, Normabot's appearance made me laugh my ♥♥♥ off. Sorry. ^_^ but otherwise, a very gorgeous looking level in every way. Original tile usage (especially the wooden tile and the blue painting tile) and immersing atmosphere, with balanced item décor and an otherworldly, unnerving feel and setting. Fantastic job.

Other-5/5

+1.5 Best story of the competition, save for maybe Star king. Brilliant dialogue, a boss who at least was menacing in text, a completely original idea I'll not forget, all pulled off remarkably well.

+.5 for following the theme pretty well... it was a bit tough to see the connection, but it was there.

Overall-18.75/20

I love completely original ideas. Antichesm is simply remarkable, as is this level. You are a legend.


KevinOC

Fun-6/10

Of course, this is a horrible, ♥♥♥♥ level with no gameplay. This is also one of the funnier things I've seen in my lifetime.

Graphics-2.5/5

Who's to say that this isn't what Purgatory looks like? I mean, we all have this idea that it's going to be composed and horrible, but what if it's a trippy, unbuilt mess like this? Stop being so accidentally philosophical.

Other-4/5

+.5 Doesn't entirely fit the theme but it kind of does.

+.5 Also LMFAO'd at the alternate music.

Overall-12.5/20

Best horrible level EVER.


Star king

Fun-8/10

There was no actual gameplay; however, this was some of the most brilliant storytelling methods I've seen in awhile. To be honest (and I hope you'll pardon me saying so) it reminded me of Dark, with the story being king and it driving the level, or however much there was.

Graphics-4.5/5

While a teensy bit messy, it perfectly conveyed a real-life atmosphere. The destroyed fort was simply breathtaking.

Other-3/5

-2 for being incomplete and having no actual gameplay.

+1 for remarkable story.

+.5 For stellar music on part 1.

+.5 for "My death is giving birth to a legend. My end is the start of a story. Let it live."

Overall-15.5/20

Please, please finish this. It's incredible thus far.

Harmless

Fun-7.25/10

This level series has a very vintage feel; it felt like a 2009 level and in some instances like SM63 itself. It was usually a pretty good play, but it felt lacking in some areas. The red coin hunts were pretty average and it didn't always live up to its promise, but overall I can't say I didn't enjoy it. Nice platforming and that really cool flying section.

Graphics-3.25/5

It had some nice moments (the ships, helicopters and graveyard), and I'll grant you some lenience since it reminded me of older levels, but it did feel oddly blank in most areas, especially the castle and the airship interior. I also don't understand why ice blocks were necessary as you didn't elaborate. Otherwise, not bad.

Other-3.25/5

+.5 The story was pretty good; however, the segments of humor seemed out of placed and kind of forced, Mario's reaction to Luigi's death was pretty forced, but somewhat intriguing, and Luigi not being present physically made it feel funny. It had its really great moments, however (the graveyard) and I admire you going for a less-than-happy ending. It's always a big risk and you never see it done.

-.75 There was some glitchy behavior, such as the sling star in part 1 missing, the propellers killing you in some parts and the helicopter screwing up your Wing Cap flight with its frame.

+.25 I, for some odd reason, really liked the surprise sunny day transition in Part 3- I was expecting darkness.

+.25 The achievement section was cool, but out of place in some ways.

Overall-13.75

It needs some work and to be a bit more, but I don't regret playing this- the good story and twist ending were great to see.

Nworlds/Karyete

Fun-5.5/10

Sigh… can't say I was a huge fan of this one. I mean, I appreciate how the difficulty was sort of toned down without being easy, but the ideas weren't as clever here as far as gameplay goes. It had its spots of coolness (properly used water squares, the somewhat puzzling first level, the final bit) but it was pretty underwhelming, especially since your ideas weren't as fresh and cool.

Graphics-4.25/5

Part 1 was kind of ugly, but I think it needed to be (with scattered everything). Part 2 was really pretty, though. I adored the castle background tiling in the penguin room and the garden looked lovely, and it felt like heaven.

Other-1.5/5

-1- I actually really didn't care for the story this time. The humor was really forced, it seemed to me. The ideas were flimsy and kind of crumbled apart, and I didn't much care for the God characterization. I'm not really religious, but I have a feeling that's gonna offend someone. The alternate ending was a sort of neat twist but it didn't really seem to connect with anything.

-.5 Didn't really fit the theme either, really. Death didn't really feel like the prevalent theme, and it was more about fixing heaven for life's sake.

Other-11.25/20

It was a real miss of a level- good idea in theory that really didn't connect at all.


SomeOne

Fun-6/10

I thought the idea was cool and original, but the execution less so. It's only slightly above average- the platforming was just too basic to qualify as an LDC leader. Too many bullies, too many enemies in one spot and not spread around.

Graphics-3/5

The tiling was basic and lacking any pizzazz but the item usage was decent.

Other-3.75/5

+1 for following the theme.

-.25 I am not a fan of having to change alternate music every time we go into a tomb, so I didn't do it.

Overall-12.75/20

Hopefully as you keep growing you can get the skill to match the big ideas.
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Re: 19th Level Designer Contest

Postby Nwolf » May 18th, 2012, 11:35 am

well, that's about 4 places below what I expected.
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Re: 19th Level Designer Contest

Postby ~MP3 Amplifier~ » May 18th, 2012, 11:39 am

(note: my judgings will be up in a second :p)

But wow ... I'm just so over the moon I can't believe it. :) I've wanted to win an LDC for so long, since the 13th (... okay not that long :3) and then not only do I win this one, I also become the first girl ever to win an LDC. (and may I add this is the first time I've ever won a proper contest in my life)

But thank you all so much! :D I love you all and keep rocking as you do! Congratulations to everyone else, you all did magnificently. ;)
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Re: 19th Level Designer Contest

Postby Volkove » May 18th, 2012, 11:43 am

Horaay for getting exactly what I was aiming for! Finally I didn't overshoot (nor did I undershoot as expected), and I'm currently the first and only one with all three trophies AND ribbons. Happy days. :D

Also, congrats to MP3, BrawlerEX, MoD and everyone else.
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Re: 19th Level Designer Contest

Postby MessengerOfDreams » May 18th, 2012, 11:51 am

~MP3 Amplifier~ wrote:
MessengerOfDreams:
with Memory Lane


Fun9/10. I can’t deny- this is one of the most enjoyable levels I’ve ever played. I know you won’t like it that I’m giving it a lot of notoriety and you want a lower placing, but I would have lied if I’d put it any lower. I think the only thing that prevents the 10/10 mark is that the layout is quite geometric, and goes in a certain order so it means I don’t feel like I’m lead into anywhere new. But then again, that may only be enforcing the nostalgia of this level.

Graphics4.75/5. I love everything about graphics too! The decoration under the turf is excellent, and had a similar style in Dark in areas. (in case you didn’t notice, one section’s graphics of my mini-series for this LDC is based off some of Dark’s graphics, I loved the idea of tiles layered over each other with the blocks hiding behind the tiling. :D) There is one minor bug, that you can see the edge of the snowy blocks sticking out, but that’s about it.

Other2.25/5.

-1 – Takes a long time to load for me. No lag at all (except for one of the rooms, but the lag was bearable, 6fps at the lowest), but I had a lot of issues with it and it crashed my browser the first time I loaded it. Though the second time it did take a while but it didn’t do that, luckily.
-0- Just a Note: Sometimes I couldn’t enter the door where it’s on top of the floating platform, because it would move around a lot. Thankfully this doesn’t happen every time.
+0.25 – I love this section where we dive winged to the shine sprite if you press down the warp pipe on the first sign in the main hall. And although it was layered, was that done purposely or was that a bug? It meant I could carry on collecting the other red coins and return back to the second transition. Either way, I like it.


Overall – 16/20.




SomeOne:
with Haunted Graveyard


Fun8.25/10. I liked some of the platforming a lot, although it was simple, it was very fun IMO. I particularly enjoyed the whole red coin challenge in general, especially going into the graves (that was easily the most fun part ;) ). But I think that, in order to get a higher fun score in the future, you need to innovate and experiment a bit more. You have potential you have just decided to stay simple, though simple is nice, I prefer complex levels that can find a balance between simplicity and complexity.

Graphics2.75/5. There is not enough tile shape variety, and not enough variety between tile types either. They are the main problems … but it could also use more décor in places, especially that grass is perfect for loads of trees and plants. Yeah yeah this is Death themed, but it would still look nice to add a bit more decoration. Plus, you have the graves to fit in with death. But overall, there was no cut-off either or any major graphic problems.

Other2/5.

-0.25 – I think personally that the warp pipes in the graves should be hidden more, so they’re not sticking out the ground.
-0.25 – A lot of ghost spam in areas, thankfully doesn’t lag so bad, but it still could be spread out more.
-0.5 – If you press down on the chair seat in one of the graves, it throws you off the level. Thing is, I think I forgot to read a sign or something that may have warned me about it but you either way you need to avoid glitches or bugs such as these.

Overall – 13/20.




Volcove:
with Innocent Endeavor/Limbo


Fun7.75/10. I actually quite enjoyed that, it was a lot of fun in places, but then in other places there was a lot of waiting around. The bullet bill section in the second level, for example. (yes I did die in a lava pit so I took that door :3) Although you didn’t want to put in the effort, I still can’t help but like it. But there are still some improvements to be made.

Graphics4/5. Nice, indeed. Of course I could tell you weren’t too careful with them though or trying to seem mediocre because the cave tiles were very geometric and mixed with the volcano tiles quite untidily. Haha, the non-mixing between them made them seem pretty mediocre so you were successful in that. There were also sections of jungle tiling or cave tiling where there are big spaces and very boring with no décor. You don’t actually play in those sections in the first level but if you zoom out you can see them clear as day. As for the second level- The graphics are mainly plain, but still (unfortunately for you) I can see a bit of effort put in. I think this’ll balance out to a fair score. (also a bit more variety of tiles would be nice)

Other2/5.

-0.5 – Fair bit of lag through some sections.
-0.25 – It’s not too major, but in the first level at the lava section, the moving green platform doesn’t go up on the surface for as long as it should so the Hover FLUDD will run out really quickly. (yeah I chose that FLUDD at the beginning lol) There may be other minor bugs for a certain type of FLUDD, but I’m not aware of it right now. Also, I don’t know if this fully qualifies as a bug, which is only why I’m taking off a tiny amount of points. But was there a cheat to get through the switch blocks in the second level and the silver star instead of having to wait and tackle bullet bills for ages?

+0.25 – Nice mini block bosses you have in the water in the first level.
-0.5 – In the second level in a water section with thwomps, if I’m squashed in the ceiling while trying to pass, it pushes me through the transition and off the edge of the level.

Overall – 13.75/20.



There ya go.. ^_^


~MP3 Amplifier~ wrote:
BrawlerEX:
with You Can’t Escape Death


Fun9/10. I really like the platforming challenges in these levels, some have been used before and some have been innovated a little, which was great, and some were taken out of their comfort zone. Nice work. As for the layout, it was very interesting in the death castle … you managed to strike a balance there between a pretty complex A-B system (well, kind of A-B, it did split off in different directions in some cases though) and not being tedious also, which was pretty well done to say the least. While the graphics felt predictable, the fun and structure of the level balanced it out and left you with a pretty decent score. Only thing to improve on in fun in the future would be to perhaps vary your gameplay more instead of repeating obstacles, which I noticed happened a lot as I proceeded through each level.

Graphics3.25/5. I honestly think your graphics weren’t as strong as your graphics were last time. Firstly, it needs more variety of different tiles. Cave tiles are used way too much, there are plenty of other dark tiles. Also, when cave tiles are used, they aren’t switched between types 1 & 2 very neatly, which means you’ll get clumps of just type 2 cave tiling and then clumps of type 1 cave tiling, which looks quite messy IMO. Next time, take a bit more care while laying them down. One section in the second level could do with more decoration, even if just cave plants, it’s very plain and boring, and to be honest, too predictable. The death castle is very bare too, and there are many ways to decorate a castle. A lot of it is about creating a certain mood or atmosphere for your level and graphics does a hell of a lot to help that along. But I like the block manipulation used, and I can confidently say that there is no problem for cut-off and tile untidiness in general. I know I’ve mentioned many bad points about your graphics, but it’s important you know them so you can improve on them next time. I can say lots of great stuff about the graphics, but you know most of that anyway, like nice use of tile shape (so that it’s not all geometric etc). I can also say I really liked the block decoration for the boats in particular in the first level of part 1, that was pretty neat.

Other2/5.

+0- – I think the death in the first level was very creative, but then at the same time it hurt my eyes. I’ll leave it as a note.
-0.5 – Very bad lag in places, maybe more transitions next time? It wrecked many of my sessions open. (as low as 1.5fps is not friendly)
+0.25 – Misty waters is a nice idea.
-0.5 – In the third transition in the first level of part 1, there is a skelegoonie in a really awkward place. It’s not high enough to jump on it and kill it, and it’s one of the only (if not the only) harmful enemies where you can’t kill it by spin attack. So, without any choice, you have to deliberately affect your health to get past it.
Also, Minor-mildly bad loading time in the third level, transition 2.
-0.25 – Again, you need to do a better bug check. There is one part in the second level that I cannot get past and it’s this really small circle of platforms and it might just be the lag that’s preventing me from getting through, but either way, it’s almost impossible if not impossible. (EDIT: I think this has had the amount of platforms reduced and it is possible to pass, but it’s still an issue … I’ll reduce the amount of points taken off)
-0.5 – This second level is layered, which means if I fall out of one section I fall into another. Also that may be the reason for terrible lag in one transition.
-0.25 – I needed a warning of some kind or a sign to help me in the second transition, because I saw two doors to go through that didn’t seem to go anywhere and then a door that looked like it needed switch blocks to go through before I saw the invincible bullet bills.
+0.75 – Great block boss, I can’t deny. (in the second level of part 1) Original, too. Although I think a bit more of a variety of the green stem and blocks would make it even greater.

Overall – 14.25/20.

I feel bad for you really, because this level is great. But like your 18th LDC entry, incredibly buggy and has more potential than it does already have good skill involved. With more carefully-thought out playtesting and more bug checks and more thought-out tile placement, you could have a brilliant level series. Currently I’m finding something to improve upon (and usually something quite big) in nearly EVERY transition. That’s not good. Just please, please read these judgings in detail and try your hardest in the 20th LDC (hopefully you’ll be entering) to take these and work on them as well as maintaining your other skills. It’s so frustrating, because you’re sooooo nearly there!


Nwolf & Karyete:
with Life, Death or Worse…/Trip in Haeven


Fun7.75/10. I really enjoyed the red coin challenge in Haeven! I think it needed a few more coins though, as there were a lot of enemies throughout and I kept losing health and not being able to regain it. Also I personally found although LDOW was a nice idea but I found it quite tedious as I had to keep going round the level a lot to find anything I may have missed.

Graphics4.25/5. Graphics are niiiiice, in LDOW I love the snow sections, and the décor used with it. :D There was a bit of cut-off on the castle wall edges … but nothing too serious. I think Haeven could use a fair bit more décor too.

Other3/5.

+0.05 – I love this design of the flipping platforms you have (two little over the two big ones) after you enter the first door in LDOW. However, to mitigate that tiny score back to zero, Boo spam is not nice.
-0.25 – Level is layered, which means it’s easy to fall into other sections. This can be used for cheating too and skipping sections so I’d definitely be aware not to do it again in the future.
+0.25 – Taking the idea “Life, Death or Worse…” literally was quite clever, I liked that.

Overall – 15/20.




skjung2034:
with Death and Life


Fun9/10. I loved this level a heck-load! I had a lot of fun with that indeed … actually I loved the dialogue and the challenges used to get to the end, very good. I think for you to improve in the future you could add a bit of difference. The mazes were similar, just different design. I think a bit more original thinking would’ve come in very useful here. Congratulations though, great fun that was!

Graphics4/5. I’ll start off with the bad points first if you don’t mind- I think that there needs to be more variation between cave tiles types 1 & 2, to show that you looked at each section carefully and in detail. I also personally think mixing tiles that way (between cave and snow in the second transition, then grass and jungle later on) is quite messy, you should switch them and maybe have some blocks in between to separate them. Though, as opposed to this, the lava tiles would be much nicer with more décor and mixture of other volcano tiles (in this case I have no problem for mixtures because volcano is a difficult theme and the tiles look worse by themselves) and the blue bricks in the castle could’ve been mixed with other colours of the same type, such as green or yellow (again, bricks look much better mixed). But let’s round that up, they are pretty minor-mild graphic problems. The whole point is I LOVE this level’s graphics in particular, and with a bit more graphic check you could have a fabulous, flawless platformer/story.

Other2.75/5.

-0.25 – One of the floating platforms fell right in front of a sign in the second transition and I could no longer read it.
+0.25 – I thought the invisible maze and window maze was quite good. Also I like the disabled transitions, giving the darkness effect.
-0.25 – I had to read a few bits of the text again in certain areas because it was quite confusing and I kept killing myself by accident.

Overall – 15.75/20.


KevinOC:
with Potest Placet Adepto Extra Puncta Scribendo Mea Title in Valde Irritum Versionem a Mortuus Lingua (lolwut)


Don’t know HOW THE HECK I’m gonna judge this seriously … but oh well it’ll be my biggest challenge of 2012 so far :3

Fun101/10. While quite funny and entertaining it had nothing whatsoever to do with actually putting in the effort to wow us. Without even the single hint of effort I can’t comfortably give you a point above 1. kthxbai

Graphics0.5/5. WHAT IS WITH THE CUT-OFF. GAWD. Except you actually exploited the items, which is on some level quite good. Though there needs to be more tile variation.

Other0.75/5.

-0.5 – Spelling is deliberately incorrect, unless trying to make a joke, you need to make it easy for people to understand. Though I did find it quite amusing so I won’t deduct anymore points.
-1 – Swearing? Seriously? Come on now that’s not necessary …
-0.75 – You carelessly put the sign in mid-air, the sign itself was pointless as well as being unable to read unless in editing mode.

Overall – 2.25/20.

hardest thing I’ve ever done in my whole life … ;_;




Star king:
with Lethal


Fun9/10. I thoroughly enjoyed that, except that the story was hard to understand especially in the epilogue, because I didn’t have two other parts to relate it from. But you should definitely finish this series off.

Graphics5/5. I actually can’t think of anything you missed out…seriously. Except from maybe a bit more decoration as in dead plants, you can find a few in the items section that can pass for that. But I won’t deduct points for that. :P

Other2.75/5.

+0.25 – Potential for a great story- shame you didn’t finish.
-0.5 – A bug in the epilogue where I couldn’t get through the first few invisible blocks, and I had to keep running back and forth to get through it which was frustrating.

The other part of other: -3 for incompletion.


Overall – 13.75/20.





Harmless:
with Casualties of War


Fun6.5/10. I’m sorry, I just found it quite boring, and that it was very predictable. Especially the repeated maze/labyrinth idea used in the first and second level … though I haven’t marked you down too much because I didn’t mind the actual obstacles, they felt simple but nice. Nothing wrong with simplicity.

Graphics3.75/5. The desert is very bare, but it is acceptable because it IS a desert after all. Although I do think it is too geometric, not enough tile shape variation, as well as not enough desert bricks were used to increase the overall looks and to encourage a certain atmosphere of a location. The jungle tiles are also quite boring really and only have a limited amount of décor. It shouldn’t feel like that, it should feel like the level is full of possibilities for graphics and pretty much everything, or it doesn’t give as much of a sense of exploration and innovation. But still, there were no major problems as far as I could see.

Other2.5/5.

-0.5 – Quite a lot of lag in places throughout the series.
+0.75 – I like the airship-like design of the second level, it reminds me a bit of “The Final Rush” in places, but not too alike that it makes it easy to get bored.
-0.75 – Though it was the final level, it really did need a shine sprite still. Plus it was a very weak ending … it felt as though it was rushed.

Overall – 12.75/20.[/quote]
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Silent Conversations and a Crow's Final Song!
My latest story, and one of my personal favorites. A girl bound in silence finds the words to say to her prospective girlfriend as they visit her religious father in a dusty town on the edge of Kansas, where the crows' migration south brings forth anchored memories, the path to resolution, and a new start.

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This might be like nothing you've seen before.
Updated Works! Some of my past best and current stuff: show
Writing Works!
Fanfic: Shut Up and Dance
why do I write so much about dancing you don't dance you've never danced in your entire life
lying little ♥♥♥♥ with your ♥♥♥♥ story ♥♥♥♥ you
also Diddy/Lucina <3

Fanfic: Worth a Thousand Words
Because the world needed a Samus/Dedede story
Fanfic: Ecstatic Silence
Just wanted to write and ♥♥♥♥ like this happens, you'd think I'd know better.
Fanfic: Far From the Edge
It's a dance that's been a long time coming for a brand new man and an unchanging woman, but once one takes the plunge there's no falling back up.
Original: Jealous Ghosts of the Mississippi
The story of Rachel meeting Amber after a lifetime of silence and being shunned
Original: Your Hand in Mine
One of my most personal stories about a dangerous romance. Now to be published in a college lit journal!
-------------------------
Recent LDC Work:
Level Series: Leaves From The Vine (ft Star King)
For the 29th LDC, a theme of grassland taken through the growth of our designing society. Won the 29th LDC!
--
Levels at Large:
Level Topic: Collection of MoD's Levels!
If you've ever wanted to see any level I made worth a damn, go here! From the quiet 14th LDC entrant Finis to the megasmash level series Dark, you can find links here!
"You were always a revolutionary, now there's just less of a chance of you crying in the corner." ~Ridder
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Re: 19th Level Designer Contest

Postby KevinOC » May 18th, 2012, 3:12 pm

Oh.


Last place again.


Nope, don't care.



I really don't care.


I DON'T EVEN CARE RIGHT NOW. AT ALL.









I care immensely.
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Re: 19th Level Designer Contest

Postby Charcoal » May 18th, 2012, 3:39 pm

WAY TO GO MP3!!!
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25quared: Mini-LDC #5

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Re: 19th Level Designer Contest

Postby SuperMIC » May 18th, 2012, 4:57 pm

KevinOC wrote:Oh.


Last place again.


Nope, don't care.



I really don't care.


I DON'T EVEN CARE RIGHT NOW. AT ALL.









I care immensely.


AHA

AHAHA

AHAHAHAAAAAAAAAA HAHAHAHA

lol You'rre the only member in history to place last twice. :33333

(ily kevin so much. <3)
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Re: 19th Level Designer Contest

Thumbs up x1

Postby BrawlerEX » May 18th, 2012, 6:01 pm

Congrats Amp. I hate you bugs.
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BrawlerEX
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SM63 Level Designer Contest Winner
LDC #19: Death

Thumbs Up given: 12 times
Thumbs Up received: 29 times

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