31ˢᵗ SM63 Level Designer Contest

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Re: 31ˢᵗ SM63 Level Designer Contest

Postby MessengerOfDreams » August 15th, 2016, 9:40 am

fwiw I did consider entering- a lot- but couldn't pull it together. Nice to know Yuri would have smoked me regardless! XD 18.5, Jesus. I'm still gobsmacked by that, that's incredible
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Re: 31ˢᵗ SM63 Level Designer Contest

Thumbs up x1

Postby Karyete » August 15th, 2016, 11:09 am

Congratulations Yuri you glorious ♥♥♥♥♥♥♥, you deserve that 1st place title.
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Re: 31ˢᵗ SM63 Level Designer Contest

Postby ~Yuri » August 15th, 2016, 12:26 pm

Well, thanks a lot guys ^-^

By the way:
For oj <3: show
Vanishing Point
by OJ

Gameplay: 4.5/10
It's a really simple level gameplay-wise, though it manages to keep variety to some extent. My one big problem would be that there are a lot of parts in the level with nothing- literally no obstacles, just running straight. It can be good sometimes, to give the player a chance to breath in a really long level and to building atmosphere, however, a level of this length cannot benefit from such. Another problem I have is that for each section, you have to jump and crouch to enter, and that can be pretty annoying at times, especially because it doesn't always work. It really is not bad by any means, but I can find a lot of flaws, and really, nothing that truly stands out on this regard.


Scenery: 2.5/5
On the first ocean section, I really really like the scenery. It is not overdone, and its simplicity is captivating. That being said, most of the upper sections felt extremely bland, because they were really scarce in decoration, and terrain variety. The terrain is extremely flat: Some slopes here and there wouldn't hurt. For the snow section, it looks pretty, because it has variety enough. It could benefit from being less cluttered though. Again, this level could be a lot nicer, had the decoration and terrain deformation been as well distributed as in the ocean part. I know that the snow part feeling cluttered is due to your intent of making the level 75 x 75, but when doing somethig of this kind, you must make the size work for the level, and not the level for the size.


Misc: 3.5/5
Story wise, your level was great. Not only the concept was really interesting, but the narrative is sweet, and the writing flawless. +1
The music was extremely fitting. Not only that, but it helped maintain the mood for the level. +.5
Unfortunately, it seems that on your vault post, you had the starting position on the wrong place, with the level starting on the Wing Cap section. Had I not read the spoiler below your level's code after I played, I never would have known it started on the ocean section, and it's one error that can completely ruin the experience you were going for. -1

Overall: 10.5/20
This level felt like it suffered from rushed development. I feel like it's either from lack of time, or a change of plans amidst the road. Really, the narrative is fantastic, and I would love to see what you could do with it had you truly embraced the concept to its fullest. If you could incorporate the gameplay and the scenery to form, along with the story one united experience, it would be fantastic. The way you made the level, it really felt like an unfinished work. You truly have potential for such kind of level, though, try to invest more time in your next level, if you wish to do another like this one.
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Re: 31ˢᵗ SM63 Level Designer Contest

Postby Forgotten » August 15th, 2016, 4:29 pm

Wait, I got second place?! Darn, that's better than I had expected.

I was pretty sure Dear Diary would stand out as I agree its concept really fits the theme. And I thought I wouldn't stand a chance against the fifth to third place entrants as I thought they showed more effort than I've put in my entrant. While I do personally like my first level I felt my second level was rushed and showed less effort.
I guess one thing I've done right was anti-frustration with covering up bottomless pits. :3

But anyway, congrats everyone!
Don't know if I can keep it up in the next LDC whenever that happens... Because I'm kinda losing motivation in SM63 stuff.
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Re: 31ˢᵗ SM63 Level Designer Contest

Postby DualFreezor07 » August 15th, 2016, 4:49 pm

Ha ha, I've indeed tuned the difficulty up too high in some places. For someone who's joined an LDC for the first time with about 3 weeks left before the deadline, I am very happy I've managed to get into the tied thrid place with Fluo. Congrats everyone, and especially Yuri/Zero. I've expected Dear Diary to score high, but first? Dang, that's awesome, goes on to show awesome per minute is better than overall length.
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Re: 31ˢᵗ SM63 Level Designer Contest

Thumbs up x4

Postby Venexis » August 15th, 2016, 9:03 pm

I guess y'all are gonna be wanting these, huh?

Ven's Judging: show
Azathoth Paradox - FluorescenceLight

Gameplay: (8/10)
I love and hate this entry. Let me explain- when it's good, it's amazing; but when it's not... well, it can get frustrating very fast. First up: Outer Universe. Your platforming is a little underwhelming, to be honest. There's a ton of mandatory triple jumps that don't have a great deal of lead-up to them, so more often than not you're just jumping in one space three times to proceed... again, and again. It really ruins the flow of the level quite a lot, actually. The path can be confusing and hard to see at times (the wing cap part, for instance, even zoomed out it isn't visible; and then since the slingstar is so low, I assumed the three arrows higher up pointing toward the orange switch were leftovers you forgot to delete), but I really enjoyed looking around for alternate methods to solve your puzzles. The only thing I'd suggest here is maybe lengthening the timers of powerups. If you're like me and tried the wrong things, or are just a little out of practice at the game, it can quickly become frustrating when you only have a second or two at most of leeway.

Next, Arachnid Temple. This was my favorite by far, because I'm a sucker for vertical levels, and you pulled it off extraordinarily well. Platforming still had a decent number of triple jumps but they didn't feel as forced- in fact, platforming in general here was awesome, and I enjoyed it immensely. Still very tough, still makes you search around a fair bit for the intended path, but after the warmup with Outer Universe, I kindof knew what to expect. Plus, zipping around the second half of the level with Rocket FLUDD was super fun. :p

Finally, Chaos. I feel like overall this section was between Outer Universe and Arachnid Temple- some sections were solid but not particularly outstanding, but others were pretty close to godlike (I really liked the flame tower segment toward the end, before Azathoth awakens). By this point I think I'd got the hang of the series so nothing was overly difficult, and it was pretty enjoyable.
You've got a solid entry here. A couple sections were extremely punishing for first time or out of practice players, and it lead to an immensely frustrating series of restarts or even deaths. Thankfully you've got a ton of checkpoints, but I'd possibly suggest lengthening some powerups/switches by a few more seconds at least. I also might recommend using arrows only for the essential path- I had a knack for choosing it last, and while it means I completed almost all of the achievements, it was an incredible amount of backtracking I wasn't really prepared to do on my first playthrough.

Atmosphere: (5/5)
Your graphics and story are excellent throughout. There were a couple minor grammar and sentence structure issues, but English is an awful language and I won't hold them against you. Especially when the level itself looks so good. Zero tile cutoff, zero water cutoff, beautiful use of disabling and gradual tile blending make this entry a spectacular thing to look at. Not to mention all the above and beyond work you did, making sure there wasn't any cutoff even outside of the camera view. I was especially impressed with Arachnid Temple- partly because so few people do vertical levels and even fewer make them look great, and partly because the contrasting themes (red fire and blue water, artificial looking rigidity and amorphous rooms) is super neat.

Other: (3/5)
+1 for probably the creepiest and best fitting music for any entry ever.
-1, because even with checkpoints this level is an FPS-gobbling, startup lag-spewing beast. Probably took me nearly two hours, heh.

Overall: (16/20)
This is among the most distressing things I've ever played, which is saying something since it's based off a Mario level designer. I had a lot of frustrations, but also a lot of fun, too. Challenging, unexpected, unsettling... I think you really nailed it here. Nicely done.





Peaks and Valleys - Nuclear_Blaze

Gameplay: (5/10)
Okay, I guess I'll get straight to the point. This level has some really good platforming- so good, in fact, that I wish it wasn't so punishing- climbing back all the way up an especially tricky section was only hindered by how much stuff there is between the beginning than end, and while it might not look like a lot in the designer overview, accidentally over- or under-shooting almost always sticks you right back at the bottom, to redo it all over again. There were also a couple times where certain signs are placed incorrectly, such that the player can't read them- the Villian truck segment has a multitude of these. But, that's not the biggest issue here- by far the most significant flaw is that this level is incomplete. The second part (Sandlocked) doesn't seem to have any continuation of the story, and in fact appears to set you down right in the middle of the level itself, heh. It was a super cool port of Paper Mario 64's desert, but the fact remains that I was intrigued after Wonderstruck and let down by Sandlocked.

Also, for some reason, I hit a lot of invisible walls in the during the Hero path in Wonderstruck at the truck segment. The designer showed nothing so maybe it's just a bug? It didn't happen all the time, and was possible to get past by doublejumping and spinning, so it might be worth looking into. No points off for this, because I'm thinking it's a glitch.

Atmosphere: (2/5)
You've got no cutoff or other graphical weirdness, which is always nice to see, and made a solid effort at decoration, but it's still very rigid. Tile formations tend to be straight horizontal or straight vertical, and although they're decorated, it's still very plain to look at. This is another area that, unfortunately, takes a hit due to incompleteness- I wasn't sure I caught the full ramifications of the story after Wonderstuck, and looked forward to some clarification in part 2... but it didn't happen. :(

Other: (4/5)
+0.5 for absolutely no lag or loading time.
+0.5 for super fitting music, especially in part 1. The Gusty Gulch and particularly the Koopa Castle remix are kickass.

Overall: (11/20)
If this entry were finished, your score would undoubtedly be much higher. I really hate handing out low scores like this, but I'd still love to see this finished someday. Just gimme a yell and I'd be more than happy to review again.





Vaиisнing Poinт - Oranjui

Gameplay: (7/10)
Couple things before I get started- first, thank you OJ for adding that Hover FLUDD, because the slippery slopes would've been a massive pain without it. Secondly, to everyone who isn't OJ, I'd strongly suggest playing this level a second, perhaps even third or fourth time, while taking a different route.
Alright, so, platforming is bland for a significant chunk of the level, but the real draw is in the replays, when you start to figure out that maybe there's a little more and try to search out every little thing to understand what's going on. That's where it gets interesting, and changes from "straightforward cross the gap" to "surreal morbid exploration", and I'm a pretty big fan. I can't think of any real downfalls, except perhaps that it's a little short, and on the easy side. Technically, it's pretty close to perfect, but I just can't justify giving this a perfect score... that's the trouble with self-imposed limits. :(

Atmosphere: (5/5)
No question about it, you nailed everything about this. Not gonna lie, it's a little barren, but in a way that serves to emphasize the carbon copied, minimalistic, end-of-the-line story you've set up. And speaking of story, I'd just like to say that I'm extremely impressed with how well it was pulled off- how variable it could be depending on whatever path you took, how much can be communicated in only a handful of signs. Nicely done.

Other: (4/5)
+0.5 for absolutely no lag or loading time.
+0.5 for haunting, apt, and perhaps even metaphoric music choice. Was File Select supposed to mean anything as a name?

Overall: (16/20)
Great work. It's unnerving, compelling, subtle, and depressing all at once. I do think your original idea would've also been a very strong contender, perhaps even higher scoring too... so if you ever get in a level designing mood again... *hint hint* :p





Reality and Dreamland - asdfmoviecaleb

Gameplay: (6/10)
Short and sweet. It's definitely not the most compelling gameplay- being largely dominated by flattish, easy to traverse landscapes or obstacles you clearly aren't intended to make it past- but what can I say? You said it was entirely exploration of a gimmick, and I really liked the gimmick. I don't actually have a lot to say here, apart from that I wish you had made it a little longer... It's a super cool and very real interpretation of the theme, but I feel there just isn't enough to justify a higher score here.

Atmosphere: (3.5/5)
Solid work- not especially amazing, but definitely above average. Graphically, a couple sections are a tiny bit weird (like the abrupt gap between the jungle and lava tilesets, but that's a tough case to handle at the best of times; or the frozen trees in the lava, heh), but it's pretty nice to look at all the same, especially considering the contrast between the zany, exaggerated dreamscape and the boring, mundane real world. It might not be much of a story in the traditional sense, but somehow still manages to feel like a surprisingly deep commentary on the importance of dreams.

Other: (4/5)
+0.5 for absolutely no lag or loading time.
+0.5 for fitting, idyllic music that manages to do its job in both the dreamscape and reality.

Overall: (13.5/20)
This level might be on the short side, but you shouldn't sell yourself short. You've got a very neat exploration of the theme right here, and a very neat gimmick as well... I'd love if you took yourself up on that desire to explore it more in the future. Gimme a yell if you do, I'm definitely interested.





Dreamfall - Forgotten

Gameplay: (10/10)
This... is a phenominal level. The number of things I could possibly complain about is so close to zero that I won't even bother, and instead just list the things that I really loved. First, your platforming is superb. I hadn't ever played one of your levels before, so I wasn't sure what to expect... was thinking the whole level would be fairly easy after the short intro segment, where you decend to meet the girl initially. Boy, was I wrong. Right away you cranked up the difficulty- and this is where people usually lose a couple points from me.

Not you, though. It was challenging, no question, but in an incredibly fair way. Checkpoints were frequent, and didn't require reloading the level, because they almost always didn't kill you... simply walk back to the last door. Stretches between checkpoints were enough to kiiiiinda push your limits (or at least mine, but I'm out of practice, haha) but never long enough that it felt frustrating.
And finally... I LOVE your challenges. Whether it was riding a flame tower horizontally along a roof, cheating past blocks with the help of invisibility, being psyched out by fake thwomps, riding notes across a chasm, or coming up with inventive solutions to the checkerboard puzzle, I didn't ever know what to expect next. This is a very, very fun level.

Atmosphere: (5/5)
If your gameplay was perfect, your graphics definitely were. It's immediately obvious how much time you spent here throughout; hinting at secrets without really giving them away, guiding the player through without ever forcing them. I really loved the detail you put into things like the drums and guitar, not to mention the character portraits, which made the story way easier to follow.

Other: (4/5)
+0.5 for loading time and lag- your clever checkpoint system meant the only difficulty I ever had loading the level was the first time I stuck the code in. Everything else was buttery smooth, with no deaths to force a reload.
+0.5 for two very fitting alternate music choices; it really captures the mood of the respective level.

Overall: (19/20)
Consider this a perfect score, because the add/subtract procedure for Other is the only reason you didn't get one. I'm ridiculously impressed, whether it was rushed for the deadline or not. Congrats.





Dear Diary, - ~Zero

Gameplay: (9/10)
Platforming is pretty straightforward or even nonexistent at times, but it's also clearly not the focus of the level, so... let's get to the good bit- the puzzles. This is almost entirely a level that makes you think, and it probably will; both about its plot, and about how to proceed. I'm a huge fan of the cryptic clues, especially the bit immediately before the boss and the invisible maze, but I'd be lying if I had zero frustrations with this level- the number of times the boss crushed me through a roof, or floor, or dragged me along with it in a neverending tornado of hurt was astoundingly high. Considering you need to get past it not once but three times... instakilling is pretty frustrating.

Atmosphere: (5/5)
This is a borderline spiritual experience. So much so, in fact, that although it's pretty sparse in terms of graphics, I really wish there were more points in this category.* It's not an exaggeration to say that this is a work of art and a masterpiece.

Other: (5/5)
+0.5 for absolutely no lag or loading time.
+0.5 for haunting, very atmospheric music choice.
*+as many more points as possible, because I really wish there were more points in the Atmosphere category. Seriously, this left me floored.

Overall: (19/20)
This is a very intriguing level, and unlike other shorter entrants, it actually feels like the perfect length. You've got a knack for this, and it shows. Again, it left me totally mindblown- congrats.





An Undreamable Adventure + The Dream Temple - LuigiTheBowser

Gameplay: (6/10)
I really want to like this more than I do- your ideas are fresh and interesting, and platforming is solid, the only downfall is that it's fraught with irritating occurences throughout. Jumping to a platform only to be knocked back by an enemy, jumping without the roof immediately above Mario's head messing up your jump, perfectly timing a triple jump so you don't fall just the tiniest bit short and fall to your death, and large quantities of fast moving enemies or obstacles make this level a great deal less fun than it should be, especially when combined with a chronic lack of coins. I know you said it should be hard, but it's a really long level, and a handful of checkpoints don't make it much easier.

That being said, there were parts I really liked. I'm always a fan of bosses, and was really impressed by the powerup-specific challenges. I also really appreciated the straight platforming sections (Inner Workings comes to mind immediately), and the entire back-and-forth powerup section in the nightmare zone was also pretty memorable (that metal star really messed with my ability to progress without spinning, heh). And, as mentioned above, I truly did appreciate your ideas- whether it was obstacles (those one block jumps require some really tricky spin maneuvers) or more abstract stuff like achievements- I wanted to go back just to find everything, to see if everything was possible.

Finally, and this might just be my mistake on my part, but I couldn't figure out how to get from the dream road to the temple interior. I'm not sure if I was missing something or the door/pipe just doesn't exist, but moving the start point took care of it all the same. Maybe it was just leftover from a scrapped idea? I dunno, but the level works even without the last few transitions, so no points off.

Atmosphere: (4/5)
You've got a nice level, here. Land and scenery is nice and varied, and there's a nice sense of unpredictability throughout. It might be a little overdone in some parts, like the Dream Temple interior, but it's more or less pleasing to look at all the same. I especially liked the attempts at humour throughout, and the choice at the end was a neat addition... although I was a little let down by the "side with the villain" route being nothing more than an inescapable death pit. Part of me was really hoping for a scenario where Mario becomes the bad guy, or at least a super intense challenge to "make amends" and get sent back to choose the good ending.

Other: (4/5)
+0.5 for absolutely no lag or loading time.
+0.5 for the effort put into your alternate music lineup. I might caution warning the player when they should switch in advance, though... you don't have much time to change music when a pyramid is intent on crushing you. :p

Overall: (14/20)
This is a good level, and you shouldn't let a lower score discourage you. The only thing holding it back is the difficulty, which isn't compensated for with coins or more frequent checkpoints. Thankfully, those are both easy to address. Nice work, man.





Grounded Fantasy - DualFreezor07

Gameplay: (8/10)
This is been a flaw in a couple entrants, and, unfortunately, this one is no different. It's really, frustratingly tough to beat, so much so that I literally couldn't do a handful of parts (getting onto the rotating platform while chasing Ventio through the roof, and trying to keep balance on the books long enough to actually reach him being one of the most memorable). The universe you've created here is fantastic, but hitting a part like that stops the immersion dead, and instead forces me to spend untold minutes repeating the same jump I'm just barely missing- the bullets fire too slow and Mario can't spin immediately after a triple jump for that extra bit of height. This is my only complaint, but unfortunately, it's a huge one.

Thankfully, everything else is incredible. You've recognized that players can make mistakes and scattered coins and checkpoints around- enough to keep you alive and well, but not enough to trivialize the damage. The execution of ideas is flawless- my favorite part was the Turbo FLUDD section in Part 1. Although frustrating, it was something I've never seen anyone do before... and after six+ years of SM63 levels, that's a heck of a feat. This was an incredibly fun level that forced me to think outside the box numerous times, but only when I wasn't spending upward of ten minutes trying to beat an obstacle I already know the solution to.

Atmosphere: (5/5)
Literally perfect. This is the single most comprehensive, deep, and involved story out of every entry in the contest, and it's decorated to match. I love the subtle merge from happy and abstract to cruel and mechanical, how consistent and absolutely detailed every single thing is. I've said this to one other entry, but I wish there were more points to give in this category, because you deserve them.

Other: (4.5/5)
+0.5 for a detailed, fitting, alternate music playlist.
+1 for excellent plot. I gave an extra point to Yuri for a storyline that really went above and beyond, so... you earned it.
±0 for some lag and loading time. It isn't bad, but it's getting there, especially during Part 2. It might be worth creating an entirely new level for the boss segments- it's awesome, massive, and complicated, but... that means it's harder to run on weaker machines, and Part 2 is already pretty massive and complicated.

Overall: (17.5/20)
This is an intricate work of art to be proud of. I haven't played one of your levels before, but after this, I'm eager to see more from you. Difficulty aside, it's perfect- and probably my personal fave of the bunch, if not my objectively best scoring.





Dreamscape - Supershroom

Gameplay: (10/10)
You're probably tired of hearing this, but as usual, your gameplay is superb. If there's one thing I've dinged you on in the past, it's that your levels tend to be far too unforgiving (either through flat out difficulty, or a lack of checkpoints), but this suffers none of those flaws- in fact, I was surprised by how well even my failures were salvaged. Often I would be slightly off on a jump, and then try to continue without really expecting to succeed, and land beautifully on the next platform. If there's a god responsible for making levels flow really well... it's probably you.

One thing that was problematic was how frequently transitions seemed to spit me outside the level. I'm not sure why, because there was nothing in the designer overview to potentially cause it, but the transition immediately before the 0-second wing caps was especially bad. Probably just a bug.

Atmosphere: (5/5)
Although perhaps a little more conservative with tile mixing this time around, it's still stunning all the same. Your entry proves a story isn't necessary to max out in the atmosphere department.

Other: (3.5/5)
+0.5 for super mellow alt music.
±0 for lag and loading time. Not bad, but... it's a pretty close thing. Thankfully the hazards usually aren't fatal enough to make you retry and load the level all over again, so it gets a pass.

Overall: (18.5/20)
I wasn't expecting to be let down here, and you didn't disappoint me. You've got a gorgeous level with beautiful gameplay... but you probably already knew that. :p Great work.


Congrats to everybody who entered, and especially Yuri for that spectacularly high 18.5- that's gotta be a first. This LDC was a pleasure to judge- not a single level that didn't really shine in some form or another. A couple of you might've noticed how frequently I gave the highest scores in Rai's results summary... it just goes to show that this crop of entrants was exceptionally excellent. Great work, everyone.
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10/10, thanks FrozenFire :3

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Re: 31ˢᵗ SM63 Level Designer Contest

Postby MessengerOfDreams » August 15th, 2016, 11:08 pm

To be clear Shroom gets a fourth place ribbon. We've resolved ties by rounding up.
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My Most Recent Works: show
I switch my signature a lot. If you wanna see some of my past ones, here you go.
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.

Form (25quared)
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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MessengerOfDreams
Moderator

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Posts: 6615
Joined: August 16th, 2009, 11:31 am
Location: When I figure it out, I'll let you know.

Winter
2016 Story Contest

Thumbs Up given: 519 times
Thumbs Up received: 707 times

Re: 31ˢᵗ SM63 Level Designer Contest

Thumbs up x1

Postby Vajrin » August 16th, 2016, 3:52 am

omg those extremely high scores of Arachnid Temple. It's unexpected.


So I liked the judgings. And I'm quite happy for 3rd place with DualFreezor.
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Credit to l.m

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All of my SM63 levels (except Moonlight Fireflies Forest, Frost Citadel and Silent Seabed) now use Jhynjhiruu and Forgotten's respawning.swf so make sure you are connected to the internet and use the full version!
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Vajrin
Code: Awesome

 
Posts: 318
Joined: April 20th, 2015, 4:39 am
Location: Azathoth's Dream

SM63 Level Designer Contest Winner
LDC #31: Dream

Thumbs Up given: 73 times
Thumbs Up received: 20 times

Re: 31ˢᵗ SM63 Level Designer Contest

Postby Supershroom » August 16th, 2016, 4:48 am

MessengerOfDreams wrote:To be clear Shroom gets a fourth place ribbon. We've resolved ties by rounding up.

Cool, I didn't notice that myself.

Also statistics are updated.
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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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Supershroom
Our local SM63 Spielberg

 
Posts: 1802
Joined: June 21st, 2014, 5:22 am
Location: Filmstudio for SM63. Sometimes also LL.

Runouw Votes Winner
New Years 2016: Best Level Winner (Ride Through The Mines)

Thumbs Up given: 244 times
Thumbs Up received: 126 times

Re: 31ˢᵗ SM63 Level Designer Contest

Thumbs up x1

Postby DualFreezor07 » August 16th, 2016, 5:23 am

Thanks for the kind words that you've given to all of us contestants for the LDC Venexis, your words of encouragement definitely mean a lot to me and hopefully to other LDers as well.

Also, (fistbumps with Fluoresence)
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DualFreezor07
Mage's Apprentice

 
Posts: 31
Joined: December 16th, 2015, 2:34 pm
Location: The Matrix

Thumbs Up given: 7 times
Thumbs Up received: 11 times

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