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Re: 14th Level Designer Contest

PostPosted: September 1st, 2011, 5:46 am
by Suyo
Wait for it. Without spoiling anything, the post will blow your minds :D

Re: 14th Level Designer Contest

PostPosted: September 1st, 2011, 5:53 am
by Doram
Image

Scattered clapping.

Thank you, thank you. I'm Doram, and welcome to the 14th Level Designer Contest Awards Ceremony.

Lots of clapping and cheering, and a few whistles from the back of the room.

Since I won 1st place in the last LDC, I've been given the honor of handing out the awards for this one, as well as judging, and wow, what a contest this has been, right?

Some clapping and laughter.

This was a huge contest, thanks to the fantastic efforts of our newest favorite Gmod, MessengerOfDreams. Let's give him and the other judges, Yoshi Boo 118 and Volcove, a round of applause.

More clapping and cheering. Camera cuts to MoD, YB, and Volcove in the front row of the audience. All three stand up, and join in clapping and cheering and looking around. MoD raises his hand and turns around to face the audience, and the applause dies down.

Twenty-four levels to judge, and that's after the disqualifications. But after all the discussion, design, and hard work, from our original 32 entries, only 6 will walk way with a shiny new trophy in their profile.

More clapping and cheering. Camera pans across the audience slowly.

I know you've all been anxiously awaiting this, so I'll cut to the chase.

More clapping and cheering.



In 6th place, with 15.19 points,
Image

MICrophone
for My 14th LDC Entry



In 5th place, with 15.25 points,
Image

Myst
for Classic Mario, Revamped



In 4th place, with 15.31 points,
Image

NanTheDark
for Mushroom's Edge




And now, the moment you've all been waiting for. The big 3. In Third Place...



























Drama space... You knew it was coming...






















Image
Star king
for In the Pipe
with 15.75 points




In Second Place...







































Image
Volcove
for Realm of the Heavens
with 16.08 points




And finally, in First Place...





























































Image
King
for Goomba Valley
with 16.19 points




Clapping, cheering, stomping, and whistling.

Congratulations King, that was quite a level, and thank you all for contributing. All the levels were great, and all the judges had a lot of fun playing them. This has been the 14th LDC Awards Ceremony. Thank you all for coming. The full scores are posted on the wall by the exit for everyone to see. Good night.

Everyone gets up to leave. As you pass by the exit, you see the poster with all the scores, in order of Average Score...




TL;DR:
1st Place Winner: King
2nd Place Winner: Volcove
3rd Place Winner: Star king
4th Place Winner: NanTheDark
5th Place Winner: Myst
6th Place Winner: MICrophone
Full Score List

And, on a final note, no, it wasn't a joke that I was going to post it. I was talking to MoD about it way past my bed time, and I fell asleep at my desk waiting for an answer. :facepalm:

Re: 14th Level Designer Contest

PostPosted: September 1st, 2011, 6:06 am
by Nwolf
ONLY 19th PLACE? ARE YOU KIDDING? I SHOULD HAVE BEEN fir-*is shot*

okay...

So, first congratulations Nan, for your 3rd 4th place medal. (you wanted it, you get it.)

Now King, for having the 1st place in this LDC and three levels in the top ten of the old LP.

Now SK, for having SUCH AN AWESOME LEVEL WITH MASSIVE LAG. :troll: I guess this was the reason why it wasn't in the 1st place.

And Volcove for your 5th 2nd place trophy.

And now me for noticing that I chose the wrong level after the dead line was over. :facepalm:

Re: 14th Level Designer Contest

PostPosted: September 1st, 2011, 6:14 am
by Doram
Doram's Scores:

As usual, right you are, Suyo. And now, here are my scores for the 14th LDC. First are the aggregate scores, and in a spoiler are the details.
NOTE: For the "(Details)" link to work, you must first open the spoiler by clicking on "SHOW".



Killer Castle by Zacky: 14.25 (Details)
Platform Hills by mushroomario: 15 (Details)
Molta Tunnels by Karyete: 16.25 (Details)
Blocky! by JSlayerXero: 13.25 (Details)
Easy as ABC by Doram: I hope I do well... *crosses fingers*
Follow the Butterflies by ~MP3 Amplifier~: 15.75 (Details)
Fire Zone by Nworlds: 13.75 (Details)
Finis by MessengerOfDreams: 14.25 (Details)
The Great Sanctuary by Republic: 13 (Details) (Incomplete - 93%)
The Other Side of Forgotten Land by Koopa Yoshi: 14.75 (Details)
The Haunt by Oranj: 15 (Details)
Progression by SuperMIC: 12.75 (Details)
Pyramid Of Time by paperluigi: 10.5 (Details)
Grass Zone (Grassy Zone) by Yoshi999: 13.5 (Details)
The Road in the Sky by Nero the DemonSlayer: 12.75 (Details)
Goomba Valley by King: 17.75 (Details)
Danger Prymaid Pt.1 by gmdragon11: 14 (Details)
around the world by Jellonator: 9 (Details)
Classic Mario, Revamped by Myst: 14.5 (Details)
Realm of the Heavens by Volcove: 15.75 (Details)
Mushroom's Edge by NanTheDark: 15.25 (Details)
My 14th LDC Entry by MICrophone: 14.75 (Details)
World 9 - Ghost House by Buffooner: 17.5 (Details)
In the Pipe by Star king: 16 (Details)



DETAILS: show

Killer Castle
by Zacky

Fun: 7.25 out of 10
This level is very good. Absolutely nothing leaps out at me as really wrong. If nothing else, I almost want more, and though at 500+ tiles wide the level is not short, it does feel like it is over a bit quickly. This is not really a problem, though. You can always chalk it up to a speed level where one of the goals can be to see how fast you can finish. There's plenty to see and do, with a good variety of challenges, and most of it is set up quite nicely. The only part I thought was a little overly challenging was the bullet bill pit, but I got it after a few tries, and the lightning quick loading time made that fairly painless as well (after I moved the start point over there...).Really, the only addition I would suggest is a checkpoint or two, to make returning to a tricky part easier (like the bullet bill pit, or the towers over lava).
Graphics: 4 out of 5
Well done visually. You kept to your theme well, and the tiles and the items are well placed. It is a little simplistic in the tile use and geometry, but one of the goals of this LDC was simplicity, so no deduction for it.
Other: 3 out of 5
Loaded fine and not much lag, well constructed and winnable, and a simple A-B design: Good Job

Platform Hills
by mushroomario

Fun: 8.25 out of 10
This level was clearly built for speed runs (sling stars zipping you through a section are a good indication of this). Very good pacing throughout. There was a good amount of difficulty, and you made good use of the space. It's a bit short, but again, speed runs often are.
Graphics: 3.75 out of 5
There was no cutoff of any kind, all tiles were used appropriately, and items and enemies were also placed well. It could have used a little more variety in the item placement, specifically in trees and vines, to put them at any angle other than straight up and down. The level looks a little stiff as it stands, and adding some random angles to the items will make them look a little more natural. I suppose that the tile landscape itself could have used some more variation as well, but if your intention was a pure speed level, then it doesn't actually matter as much as a level meant for exploration. So, that point falls under point of view/personal preference and not something that can be scored, but I mentioned it anyways so that you were aware of how people might look at it.
Other: 3 out of 5
This level is actually quite remarkable in my eyes as being really well constructed for a level with no transitions. Most levels have only a touch of lag like this between each transition, but your level manages to pull it off without looking empty and without having tons of lag. It is quite the technical achievement. It is a textbook level, and technically flawless. The only problem is that it somehow feels uninspired. Adding some randomness to the decorations might give the level more character, but it still lacks that hook - that je ne sais quoi that makes a level gel into a masterpiece. Contrast this with Bread's level, which is oozing with personality but is lacking a bit in structure. I tell you, if you and Karyete team up for any of the next LDCs, and really learn from each other, both of you could become phenomenal level makers, and especially together, win any contest you enter. (On a side note, to be a master of transitions, see the section on Border Blindness in my Guide to Cutoff.)
Loaded fine, but a bit of lag, well constructed and winnable, and a simple A-B design: Good Job
Technically Flawless +1
Uninspired -1

Molta Tunnels
by Karyete

Fun: 8.75 out of 10
Wow. This level made me excited to be exploring. Karyete, you definitely have the Mario feel down pat. Excellent job. (I would have given you a ten, but I feel I might be biased towards caves...) There are several paths to take, which I appreciated, but it was mostly A-B and moreover, there were several dead ends, which were nonetheless entertaining to visit. Very cool. My only complaints in this area are a couple of technical ones. One belongs here in the fun category, as it is a path taken thing: The Molta Magmacave looks like it was designed to be approached from the left, but you can only enter the area from the right. I'm not sure if you meant to put another entrance further up or not, but the area feels backwards. The other item falls in Other, since it is mostly not your fault...
Graphics: 4.5 out of 5
Generally the level looks absolutely beautiful. Lots of well placed items, and fairly logical placement for most stuff. In one spot, there was some falling logs mixed with stable ones, and the falling ones were not lined up properly. Though minor, it was annoying to me personally. Also the aforementioned problem with the magmacave means that you are not seeing the area as it seems it was meant to be seen.
Other: 3 out of 5
On the right hand side, after the switch block obstacle course, the transition looks like it is supposed to dump you into a lower chamber, but you end up popping up above it by the pipe. This is a result of the transition eating up some of the level - something I call Border Blindness - forcing Mario to appear in the middle of the rock after the transition, forcing Mario to glitch-transport through it upwards. I see what you were trying to do with the shape of the level, but you need to remember that you lose 2.5 tiles to the right of every transition and 3.5 tiles to the left of every transition. If you made the tunnel level for 5 blocks (3 to the left and 2 to the right) around the transition, Mario would appear where you want him, and the tunnel would still look uniformly angled (at least on normal zoom). (Also, read my entry on mushroomario's level above) Otherwise...
Loaded fine and not much lag, mostly well constructed and winnable: Good Job
Not completely simple A-B: -.5
Several signs that might be construed as plot: -.5
The Miyamoto Effect: (It feels like a Mario level): +1

Blocky!
by JSlayerXero

Fun: 6.75 out of 10
I personally didn't like this level that much. (But I was much more mad at it before the revisions). That aside, it was fairly well done. The homage to Level 1-2 was well pulled off, and aside from some areas that I thought were almost too-difficult, it was fairly well designed.

My problems with it... For one, I do not know why people use the half-tiles when there is no clearance. 2 seconds into the level, I hit the half-tile at the first wall, and got stuck in a crushing sequence that squished me 3 times, and I was dead. I tried diving at it, I tried running at it. Only a couple of times did I glitch through it unscathed, and mostly just died. It was especially frustrating, when I figured out I could go over it with the breakable blocks, and accidentally brushed it while dodging an enemy, got caught in the squish and died. And at the breakaway block maze, I found myself falling into the pits far too often, as the Invincibility hat, by definition is going to expire quickly, if you don't know better, and that makes you rush, and the visual difference between breakable and non-breakable is hard to tell when moving slowly, much less at speed. This is especially true considering all of the other switches in the level barely give you enough time as well.

I have my concerns, but I'm not gonna score this horribly, because I do acknowledge that some of my concerns chalk up to the fact that I am merely a slightly above average player, and not extremely good at platforming.
Graphics: 4 out of 5
Well, these are supposed to be simple levels, so I'll give you an extra half-point for following that directive well. Overall, the level is fairly bland, but it is quite functional, and had no glaring errors visually.
Other: 2.5 out of 5
Loaded fine and not much lag, well constructed and winnable, and a simple A-B design: Good Job
A few cheap deaths (design, not player at fault): -.5

Follow the Butterflies
by ~MP3 Amplifier~

Fun: 8.25 out of 10
This was definitely a fun level. Following the trail of butterflies is a good gimmick, and it was executed well. Very good item placement, both for decoration and for navigable geometry. There are some good bits of platforming difficulty that forces the player to stretch their abilities a bit, but isn't overly frustrating.

I am glad that you put in the checkpoint in the toughest room in the level, but a sign alerting the player to it would have been good.
Graphics: 4.5 out of 5
This is definitely a pretty level. Great item placement and decent tile placement makes for an all around good looking level. There could have been a bit more variation in the surface of the land, but every tile that was put there was well placed, including the Jungle decorative tiles sprinkled throughout. Overall, good job.
Other: 3 out of 5
Overall, it loaded fine, though slightly long load time was a little annoying at death, but not much lag during gameplay. Loaded fine and not much lag, well constructed and winnable, and a simple A-B design: Good Job

Fire Zone
by Nworlds

Fun: 7.25 out of 10
This was a fairly well done level, and I liked it. The timings on many of the platforms left little to no margin for error, but there's nothing wrong with making a difficult level. The checkpoints were not functioning things like most people used, but instead were just signs marking, I guess, where a checkpoint should be. This was only slightly annoying until I hit the one in the bonus area which referenced fire that was not present.
Graphics: 3.5 out of 5
The level was fairly stark, but then again, it was a fire level , and those tend to be stark anyways, so no problem there. Fairly good use of decorative items as well, especially in the bonus area. At several points, it looks like you were trying to take Border Blindness into account, but you underestimated it a little. The 3.5 tiles taken from the left of the transition on the edge of the bonus area cut off the exit pipe, and made missing the top of it a frustrating moment, as you couldn't see what was going on without zooming out.
Other:3 out of 5
Loaded fine and no lag, well constructed and winnable, and a simple A-B design: Good Job

Finis
by MessengerOfDreams

Fun: 7.5 out of 10
You know what, this was a fun level for me, if a bit short. I liked the theme of lvl1-1 in ruins, and you pulled it off quite nicely. The ship looks cool too. I also appreciate that the camera does a quick reveal of the rest of the nose of the ship after you get the shine. Very cinematic.

Now, as it stands, it looks like a great intro to a level series, but as a standalone level, it leaves you wanting so much more. Like several of the short levels here, there seems to be not much to do, and in a run through of only a minute or two, even being careful, you are left with a sense of "That's it?" Also, you still tripped over the Border Blindness a bit, since there were enemies and obstacles on the ground in the blind area between screens 1 & 2, and at the transition into screen 3 the game engine puts you in the middle of what looks like it was intended to be scenery (the "line" of the metal platforms splits in 3 as it hits the "dock", and you are put on the middle line, whereas if the transition wasn't there, you would naturally walk up the top one), though it seems you did take out the tree at the beginning of the second screen. So, some good and some bad.
Graphics: 3.75 out of 5
I covered most of it in Fun up there. Well done, pretty, functional. Good tile use, and good item use. A bit of enemy spam at the end, but it actually gives the "evacuation" plot some physical representation, supplying some plot without plot signs. Well done.
Other: 3 out of 5
Loaded fine and no lag, well constructed and winnable, and a simple A-B design: Good Job

The Great Sanctuary
by Republic

Fun: 6.75 out of 10
Oof. I had a problem with this level. It lagged to death on my computer, and usually took 2 Abort dialogs before it loaded. Every. Time. I. Died. Not fun. (Although, of all the super-laggy level's I've played this contest, this one played the best...) Plus, I found one section that was rather unfairly hard. The room where you first get the Fludd, it's kinda broken. After several agonizing tries, resulting in my death, I went to the trouble of extending the invisibility cap's duration to 9999 seconds. You know what happened? I still couldn't beat the bloody room. I needed to triple jump, and with the koopa shells bouncing around down at the bottom, I could never get 3 jumps in a row to trigger the high jump, and the few times I did, it was out of synch with the moving block. Not Fun.

On the plus side, it was a long level - a very long level. And it looks great. There was lag throughout, but it wasn't that bad for most screens. There was plenty of mid-difficulty challenge that I tackled fairly well, and quite enjoyed as well.
Graphics: 4.25 out of 5
Good tile and item work. Generally, it was a good looking level. Decorations made sense for the most part, and it didn't feel particularly sparse or overcrowded. Good job visually. There was certainly no lack of stuff to look at. The sewer maze was particularly interesting, because you never knew what was coming next, though you could clearly see other sections around you.
Other: 2 out of 5
Well constructed and winnable, and a simple A-B design: Good Job
Takes a long time to load, and some definite lag while playing: -1

The Other Side of Forgotten Land
by Koopa Yoshi

Fun: 8.25 out of 10
Hard? No kidding. As I've said before, I am not a god of SM63 platforming, but I managed to finish the level all the same (dragging the start point with me, so technically cheating...). That being said, this was a well done level. Load times were short, the level was well laid out, and it was always fairly obvious where you needed to go. This is a very hard level to play, and there were many spots that I thought that it would be impossible to get through, but I managed to just squeak by. The only challenges I couldn't complete at all were the bullet bill bounce pit and the climb of circular path green platforms in the middle of the level. Both of those were maybe a little too much on the impossible side of hard. Generally a good level with one heck of a gauntlet to conquer. Good job.
Graphics: 3.5 out of 5
Generally well laid out. Good tile work, and good item work. A little on the sparse side, but desert levels usually are. The title of the level was the tiniest bit too long to fit on the screen (the D in land got cut off), but that is a seriously minor quibble.
Other: 3 out of 5
Loaded fine and no lag, well constructed and winnable, and a simple A-B design: Good Job

The Haunt
by Oranj

Fun: 8 out of 10
I liked this level. This was a very cool level. I really appreciated the work put into the different areas, and naming them, and conforming to the theme. It wasn't too hard, but you don't completely feel like your safe doing these acrobatics, either. This is another level with great ambiance. It felt fun exploring, and seeing what came next.

As for the Fludd. Well, it definitely tends to make things easier, and perhaps too easy, but I see several places where you made good use of it. Especially with the use of that, though, the level, which isn't all that small, felt small. There were a couple of spots on the map that were pretty empty, where you could have put in more level, though that might have pushed the lag into problem territory, so I guess it could go either way.

The level loaded fine for me, and the loading at transitions wasn't bad either. Playtime lag wasn't bad either. I think it hovers right at that point where there is some lag, but before it becomes annoyingly laggy.
Graphics: 4 out of 5
Good tile work, and good item work. there were some fairly sparse bits here and there, but the enemies made up for it. The castle was really nice, though the left and right edges being cut off bothered me a tiny bit.
Other: 3 out of 5
Loaded fine and no lag, well constructed and winnable, and a simple A-B design: Good Job

Progression
by SuperMIC

Fun: 6.25 out of 10
All right. Let me first say that while I am good at design, I am mediocre at gameplay. Let me also say that I have an old computer and it lags when items start to get numerous.

Now that I got that out of the way, let me say that I had a very hard time with this level. There were too few transitions or too many items or something, and I had a horrible time with lag on this level. Now, I have played levels that have just about frozen from lag overload, and this did not hit that point, but there were a number of deaths that were quite thoroughly not my fault. That happens to be at least partially the fault of my computer, so I will not dock you too much for it, but anybody with a slow computer playing this will have similar problems.

As for the rest of my analysis of the level, it is fairly well laid out, with the path forward fairly clear at most parts. Only a couple of times was it not clear which way to go. The obstacles are hard and borderline impossible at several spots, but not too horrifyingly frustrating - generally a good hard difficulty range. The leap of faith switch trampoline path was interesting, and more forgiving than I expected, but also provided more than one opportunity for a cheap death when the switches failed to catch you. The invincible challenge also left practically no room for error, and could have been toned down a bit.
Graphics: 4 out of 5
Overall, good tile work. There was no cutoff (Tile Misuse), and you used a variety of tiles and used them appropriately. The decorations and enemies made sense mostly, and there was always something to look at when things slowed down for a moment. Not always properly taking Border Blindness into account, but generally good looking.
Other: 3 out of 5
Loaded fine, well constructed and winnable, and a simple A-B design: Good Job
Some definite lag -.5
Not completely simple A-B: -.5
Some very good high difficulty platforming +.5

Pyramid Of Time
by paperluigi

Fun: 6 out of 10
Well, you did post that there were problems with your level, and I sent some advice, but I guess you didn't have the time to make any changes, so my review stands:

That last section is pretty unplayable on my computer. I actually tried putting a transition into the center of the pyramid, and that only decreased the load time for the left side by a little, since all of the geometry (moving and stationary things that you can stand on) is on the left side. You might even want to chop it into 3 areas with 2 transitions, if you are going to put more level on the right side of the pyramid, otherwise, you might as well shrink the size of the level and get rid of most of the right side. Put a wall up that is visible, and I'm sure most people won't mind that it isn't a complete triangle. You could also replace some of the moving platforms with tile platforms, and see if that speeds it up. Also, the first jump of the second pyramid is pretty impossible (diving past the rotating block on top of the lava). You might want to tone that down a bit. The first green platform in that area isn't positioned very well either. Just keep Border Blindness in mind if you are going to chop it up.

Otherwise, it is a decent level, and the collapsing pyramid idea is a good one, it just didn't come off very well. Ultimately, I think you tried to make the pyramid too big, and it bit you in the butt in terms of lag.
Graphics: 3.5 out of 5
It looks good, while sitting still. Pretty good tile work and item work. Made good use of the available space (the 1-up on the far side of the 1st pyramid was a nice surprise). The floating lava looked a little weird, but I guess it could be chalked up to different bits of the pyramid catching on fire.
Other: 1 out of 5
Loaded fine, winnable, and a simple A-B design: Good Job
Heavy lag in final section makes winning practically impossible: -1
Even with editing, couldn't make final section playable - not well constructed: -1

Grass Zone (Grassy Zone)
by Yoshi999

Fun: 7.5 out of 10
Well, this is a good example of how a simple level can be a very good one. I liked it. This level is a very competent, low difficulty, straightforward level. The most difficult part of it is the rotating blocks, and all they require is some bravado. Overall, a fun, but not spectacular level.
Graphics: 3 out of 5
Pretty good tile work, and the transitions were handled very well. Good item work too. All of your land doesn't have to be that thin, by the way. It almost made the level feel vaguely emaciated, but it is a minor point. There's a bunch of empty map on the right side of the level. That could have been trimmed back down when you realized you weren't going to use it, but it is a minor point, since it doesn't cause any lag.
Other: 3 out of 5
Loaded fine and no lag, well constructed and winnable, and a simple A-B design: Good Job

The Road in the Sky
by Nero the DemonSlayer

Fun: 6.25 out of 10
Wow. This is a really small level. It was charming in its own way. But, it was really, really short. I know part of the contest theme was smaller levels but 100x20 is tiny.

That being said, what is there is good. Like Yohi999's level, This is quite competent, and straightforward. Overall, a fun, but not spectacular level. The only thing really squashing the fun factor on this for me is the length.
Graphics: 3.5 out of 5
Good tile work and good item work. The flag at the end was a very nice touch. The only thing I would change is that those bricks, hovering above the landscape in quite classic Mario style, would be cooler as breakable blocks with coins in them. Otherwise, good job.
Other:3 out of 5
Loaded fine and no lag, well constructed and winnable, and a simple A-B design: Good Job

Goomba Valley
by King

Fun: 9 out of 10
Wow. This is a great level. I am amazed from a technical standpoint that you stuffed the level to the gills with items, but aside from a slightly long initial load time, there is only a touch of lag while playing, and crossing transitions is fairly painless as well. You also made good use of the space with the path winding in a spiral throughout the grid, so this fairly small dimentioned level felt rather long. A beautifully designed level that plays well, and looks great. Amazing.

My only concern is that it is a little too populated for any sense of challenge. It is beautiful and all, so the sense of exploration is there, but with so many items, the clouds in particular, there's no sense of danger, because there are more than enough places to land, even if you screw up. I will say this is a fine line to walk. You want enough to make sure that players of all skill levels are capable of beating it, but you also want it to be just difficult enough that people of low skill will have to try a few times and people of medium skill will have to be careful, and people of high skill don't think you're making it too easy. It is a very hard balance to strike, and it will really only come with nothing more than pure experience. But it is important to be aware of.

Now, it is of less concern for this contest, but while we're on the subject, I will also mention that extras and secrets are definitely about pushing that boundary of possible versus impossible, and that is a matter of learning, with pixel exactness, what Mario's capabilities are, and building the level so that you have to reach those limits to progress. This is not something that the main path should employ very much at all, though, for the previously mentioned balance issues. But that secret cache of coins will mean all the more to the player when they have to stretch their skills at utilizing Mario to the fullest to get there. That's the sense of accomplishment that players of medium to high skill are looking for.

If you can satisfy players of all skill levels with a level in these ways, you can truly be called a master of the Level Designer, and from what I've seen today, you are quite close already. Good luck in the future, and good job!
Graphics: 4.75 out of 5
This level is beautifully appointed. Every last tile worth of space that you go through is completely laden with Items arranged just so, and the Tile work! Natural looking, varied, taking full advantage of how the Tiles interact with each other. Fantastic. The only cutoff is completely in places that the player will never see due to border blindness, and many places they won't see in general are still lavishly decorated as well. Fantastic job, graphic wise.

The only thing that would make this look better, and it is a minor point indeed at this juncture, is putting some of the plants and things at different angles, to give them a little more variety. 2-5 degrees can make all the difference in the world. One other tiny point, and I'm going to write a new article for the Tutorial thread for this, but your curved pipes were a liiiiiitle jagged. This isn't so much a criticism as it is saying, here's how you go from good to masterful...
Other: 4 out of 5
Loaded fine (if a bit long) and no lag (while playing), well constructed and winnable, and a simple A-B design: Good Job
It's just got everything!+1

Danger Prymaid Pt.1
by gmdragon11

Fun: 7.5 out of 10
This is a good level. Very competently done, with some very nice touches. I'd say this one was also a bit short. The One-Ups in out of the way spots were very nicely done, and one of the nicest elements of the level. The level was well laid out, and flowed well, if not offering a lot of challenge. Overall, a decent job.
Graphics: 3.5 out of 5
The level is a bit bland, but it's a desert level, so I won't take too much off. The tile work is decent, though there are more than 45 degree tiles in the sand part of the Desert Set, and they would have given the outer areas some more visual interest while looking more natural. The items weren't used for decoration that much, but that's Ok.

As for problems, especially inside the pyramid, all of the different sections of different tiles, both foreground and background, make the level look a little schizophrenic. While varying the tile use can be a good thing, you should use it more to show the transition between larger sections of the level. Perhaps after a pipe or a transition the tiles should change, but unless you have a clear and understandable reason for it, too much change in the scenery in a short stretch can be confusing. Also, the arrow in the pyramid after the first pipe is poorly placed. The flow of the level is good, so it was already obvious where to go, and it actually confused me that I was missing something in that exact spot, and I wasn't.
Other: 3 out of 5
Loaded fine and no lag, well constructed and winnable, and a simple A-B design: Good Job

around the world
by Jellonator

Fun: 5 out of 10
This level frustrated me for a number of reasons, worst of all, it is unbeatable in its current state. It lagged pretty hard for me, and though my computer isn't great, it was just the tip of the iceberg of problems. There were a couple of points where I said to myself, "This doesn't make any sense. Where am I supposed to go?" and went back to Design Mode to look at the level. The first time is at the point that you get the first Fludd, and the second when I hit the dead end. That should never be necessary. There were some spots that looked like they would be fun, but I found myself frustrated instead. The level seems fairly well made, but somehow just doesn't flow right, and that dead end with the Lol sign felt like a real big f**k you.
Graphics: 3 out of 5
The level is pretty enough, and the around the world theme is a good one. It just doesn't seem to have been pulled off very well. No cutoff, a bit of decoration, a modicum of challenge. This should have been a good level, yet somehow isn't.
Other: 1 out of 5
Loaded fine, well constructed, and a simple A-B design: Good Job
Some definite lag -.5
Not winnable -.5
Lol sign says points off. No plot signs in the rules, and this isn't instruction. -1

Classic Mario, Revamped
by Myst

Fun: 7.5 out of 10
This was a very cute level. It was definitely fun, and the signs lent a lot of charm to the level. That being said, while technically, the signs were telling you stuff about how to play the level, there was a lot to the signs that wasn't strictly instruction. Everything else was fine, though. Good details, a nice little secret, a bit of challenge, and all around, a very good level.
Graphics: 4.5 out of 5
Very good Tile work, good Item work, good use of the map. All around, a very good job.
Other: 2.5 out of 5
Loaded fine and no lag, well constructed and winnable, and a simple A-B design: Good Job
Several signs that might be construed as plot -.5

Realm of the Heavens
by Volcove

Fun: 8.25 out of 10
This is a hard but good level. Whew. Very hard. I had to skip several sections - that vertical room with the side-to-side moving walls-of-blocks and platforms over lava: brutal. The triple bullet bill jump with dropping platforms: Brutal. As I've said in other reviews, I am not a platforming god, so this was a little too much for me personally. That being said, I actually had fun trying all of this super-hard platforming, and that is a definite plus. Though it was hard, it definitely felt possible, and I knew it was my skill holding me back, and not the design of the level (for the most part, though the zigzag platform sections were probably pushing that a bit - especially with the rotating platforms knocking you off). Lots of hidden 1-Ups too. Nice. It was pretty long too, or at least it felt long. There was a bit of lag in several sessions, but (especially noticeable with all the dying) it wasn't that bad or that consistently bothersome.
Graphics: 4 out of 5
Great tile and item work. The level definitely felt lively enough, and the airship type decorations looked cool.
Other: 3.5 out of 5
Loaded fine and not much lag, well constructed and winnable, and a simple A-B design: Good Job
Good hard challenge (which is tough to pull off): +.5

Mushroom's Edge
by NanTheDark

Fun: 8 out of 10
This was a fun level. Having played Mirror's Edge, I particularly appreciated the work put into this as well. I got quit a hit of nostalgia when I hit the crane and helicopter, I was quite impressed with how you brought them into SM63, and I think that they were a fantastic bit of atmosphere in general. My only issue fun-wise was that the leap to the crane has a string of coins, and while that jump in Mirror's edge was a long shallow jump, Mario in SM63 couldn't pull off a jump with that arc. I died several times trying it, and eventually just gave up and jumped the gap normally with a triple jump.
Graphics: 4.75 out of 5
This was a very well done level, graphically. I really liked the block cars and trucks, and the crane and helicopter were awesome as well. Great Tile and Item work. You definitely got the feel of the game down pat.
Other: 2.5 out of 5
Loaded fine and not much lag, well constructed and winnable, and a simple A-B design: Good Job
Well, we said no block bosses, and I guess that applies to block obstacles and decorations, but I really liked them so only a half off... -.5

My 14th LDC Entry
by MICrophone

Fun: 8.5 out of 10
Wow. This was a hard level. And I mean hard in a good way here. The beginning was deceptively easy, and then the hat race ensued, and I was swearing up a storm. Other than my lack of platforming godliness, this was a very good level. The platforms rotating the planets were an interesting challenge. I haven't decided if the platforms going just that tiny bit too fast to keep you on them was a design mistake or a level challenge, but either way, as long as you were careful, you could compensate, so it's a moot point. The time given for each hat was fairly brutal as well, but just this side of possible (as far as I can tell... I really couldn't finish them all personally), so no real points off for that either. My only quibble was that the signage and the arrows didn't really help point the player in the right direction very well, even when they seemed to be trying to give hints, assuming the player was in trouble. I did have to look at the level in Design Mode to figure out where I was going at one point, but once I did, I saw that the solution was fairly obvious and I was just being thick.
Graphics: 4 out of 5
This was a well done level. Good tile and item work. The level was laid out fairly logically, and once you figured out that there was a touch of backtracking, it was fairly obvious where you needed to look. The title gave no clue to theme, so I can't speak to that, but it definitely was visually interesting. My favorite part was the second chamber, where you see the opening in the roof, and you have to wonder "How can I get up there and what will I find?", and then you come back and that's where you put the shine. Nice.
Other: 2.25 out of 5
Loaded fine and not much lag, well constructed and winnable, and a simple A-B design: Good Job
Good hard challenge (which is tough to pull off): +.5
I don't know if you saw it, but plot signs were against the rules, so sorry, but there were a bunch: -1.25

World 9 - Ghost House
by Buffooner

Fun: 9 out of 10
This was an awesome level. A bit short, and a tad low on challenge, but 100% themed perfection. The switch controlling the platform under the door - Classic Ghost House. The Metal Platforms labeling the entrance and exit - awesome. It's a shame that more Ghost House stuff didn't make it into SM63, but you used what is there to good effect. This is the second level I have played this contest that absolutely has the Super Mario Brothers feel down pat. I didn't even listen to the music. I couldn't hear it over the SMW Ghost House music playing in my head. Very Nice.
Graphics: 4.5 out of 5
As I mentioned already, great job done on this level, with both tiles and items. The black background worked with the normally dark colored tiles to make a fantastic hushed, dimly lit atmosphere. Classic Ghost House

Only really minor stuff on the negatives. You could possibly have filled in the rest of the non-playable space on the tight hallways, but that might have added some lag, so I don't really fault you. The single lone plant in the first hall was kinda weird, too...
Other: 4 out of 5
Loaded fine and not much lag, well constructed and winnable, and a simple A-B design: Good Job
The Miyamoto Effect: (It feels like a Mario level): +1

In the Pipe
by Star king

Fun: 8.5 out of 10
You know, I really liked this level. The premise is really cool, and you pulled it off fairly well. It did take a heck of a long time to load, but the lag wasn't too bad once you were in. The visuals were top notch and the level was logical and not too hard, with a number of extra things to go for.

On the negatives, was the long loading time getting in the way when you die, which thankfully wasn't that often, and the level was a bit short. Other thatn that, all around good job. Woo. I'm tired of judging...
Graphics: 4.5 out of 5
Great tile and item work. The effect of being in the pipe was fun, and you also took the time to make the inside layout match what you could see of the outside layout, so definite bonus points for you on that one. Good job.
Other: 3 out of 5
Loaded fine and not much lag, well constructed and winnable, and a simple A-B design: Good Job

Re: 14th Level Designer Contest

PostPosted: September 1st, 2011, 6:17 am
by Volkove
Silver by .11 of a point, huh. I think that's a record.

And Volcove for your 4th 2nd place trophy.

5th, actually.

Volcove's Scores:

Here are my scores for the 14th LDC. First are the aggregate scores, and in a spoiler are the details.
NOTE: For the "(Details)" link to work, you must first open the spoiler by clicking on "SHOW".
If you have any questions or concerns, please let me know, and I will address them the best I can.



Killer Castle by Zacky: 14 (Details)
Platform Hills by mushroomario: 11 (Details)
Molta Tunnels by Karyete: 10 (Details)
Blocky! by JSlayerXero: 12 (Details)
Easy as ABC by Doram: 13.5 (Details)
Follow the Butterflies by ~MP3 Amplifier~: 14.25 (Details)
Fire Zone by Nworlds: 12 (Details)
Finis by MessengerOfDreams: 15.5 (Details)
The Great Sanctuary by Republic: (Did not judge)
The Other Side of Forgotten Land by Koopa Yoshi: 14.25 (Details)
The Haunt by Oranj: 13 (Details)
Progression by SuperMIC: 13.5 (Details)
Pyramid Of Time by paperluigi: 8 (Details)
Grass Zone (Grassy Zone) by Yoshi999: 12.5 (Details)
The Road in the Sky by Nero the DemonSlayer: 9 (Details)
Goomba Valley by King: 15.5 (Details)
Danger Prymaid Pt.1 by gmdragon11: 12.5 (Details)
around the world by Jellonator: 9.5 (Details)
Classic Mario, Revamped by Myst: 13.5 (Details)
Realm of the Heavens by Volcove: I hope I do well...
Mushroom's Edge by NanTheDark: 15 (Details)
My 14th LDC Entry by MICrophone: 16 (Details)
World 9 - Ghost House by Buffooner: 14.5 (Details)
In the Pipe by Star king: 14.5 (Details)



DETAILS: show

Killer Castle
by Zacky

Fun: 7 out of 10
In terms of enjoyment, it is about average as it stands. There is a nice variety of platforming challenges as well as enemies, and some of the obstacles do stand out due to not typically being encountered. The areas with excess breakable blocks ended up being associated with a fair bit of lag, though, and these areas (along with some others) are stale.
I can't say I'm fond of rotating platforms that are too numerous yet move unpleasantly quick as well; the character doesn't tend to stay on them too easily, and the excess nature seems like a bandaid solution to this.
The areas with the cannons are questionable as well; the path of coins seem to imply that one is supposed to hop across the lava using the coins to sustain one's health, yet the cannons makes it trivial to shoot over each section with ease. I can't say for certain what the actual intention of these sections is supposed to be. The problems are minor, but still end up adding up overall.
Graphics: 3.75 out of 5
For a castle design, it is actually pretty decent. It uses a nice variety of tiles and designs for the most part, and includes some features that make it stand out. I'm not entirely sure what the point of the inprisoned penguins is, but it adds an interesting touch either way.
My main objections lie with the fact that it is too flat and open overall. The former makes the appearance a bit stale, and the latter doesn't fit a castle environment very well. The fact that there is actually cutoff in the second background layer in one section due to having too much room between transitions detracts from the score a bit overall.
Other: 3.25 out of 5
- Follows the contest's rules properly. +1
- While the idea of having the yellow blocks replicate traditional ? blocks is a nice idea, it doesn't play out well in practice. It just looks really tacky and cheaply done to have the coin or whatever hovering below (not to mention the actual genuine effect of a coin popping up on collection cannot be replicated), and isn't worth the effort. -0.25
- Considering the level's length, it likely would have benefited from a checkpoint, since one accidental blunder results in being forced to repeat everything from scratch. -0.25
- While the giant moving block is done well despite the inability to edit the level code, it ends up forcing the the player into the wall, which invokes heavy lag and promotes rather unpredictable game behavior. The player is actually forced above the level's upper boundary at one point, which is bugged behavior that could have been avoided with some innovation in the level design. -0.25
Final Comments:
It is certainly a reasonably entry, but doesn't truly feel like a castle as it stands. There are many areas where it could have been spiced up further.

Platform Hills
by mushroomario

Fun: 3.75 out of 10
I suppose it is meant to convey a relaxed feeling (what with the music choice), but in terms of actual enjoyment, it is largely dull. While shooting around on slings is nice and all, there was no serious degree of difficulty for 90% of the level, and it is easily bypassed without much trouble at all. The only part that is truly difficult is with the flipping platforms, which in turn is rather grating and irritating due to the slow rotating speed and identical angles. On a brighter note, though, it felt satisfying to end the level on the note that you chose.
Graphics: 2.25 out of 5
While the graphics are decent on the surface, they're ultimately uninspiring once you take a closer look. Everything is too flat, geographical and repetitive for the most part. Almost all of the floors, walls and ceilings are simply flat and perpendicular to one another (aside from the occasional incline here and there). The repetition of the same solid grass tile for the entire level isn't pleasant on the eyes either, as all three varieties are meant to be intermixed together to create the best effect. Even the trees, vines and other plant life seem too evenly spaced for it to be natural; they shouldn't be so precise in their placement.
Other: 4 out of 5
Follows the contest's rules properly. +1
Final Comments:
Sorry if this seems low, but it seems to be a hastily thrown together entry to me (especially since it was submitted rather early compared to the others), and the score largely reflects this.

Molta Tunnels
by Karyete

Fun: 6.5 out of 10
The platforming and difficulty aspect is, while present, a bit lacking, but the general exploration process from the start makes up for this. At least it does for a while, but the lack of enemies and true obstacles rears its ugly head quickly enough beyond the middle point or so, and makes the experience too passive for a platformer. The ending is unpleasantly abrupt and unsatisfying as well, and thinking on it, it feels like most of the final sections were hastily put together when compared to the start.
Graphics: 3.5 out of 5
At the start of the level, the graphics are pretty good. The caverns walls and floors are jagged and uneven, and the varying doodads thrown in makes everything seem natural and genuine. The chaotic quality of the solid rock tiles is reasonable as well. There are some minor issues with cutoff, but they're mostly negligible.
About halfway through, though, the level degrades in visual quality when most of the walls and such become too float, symmetrical and predictable in design, and ends up ending on a weak note when the quality of placed doodads degrades accordingly.
Other: 0 out of 5
- Between the excess signs (only one of which is instructive), part of the level breaking into two primary paths and having two shines, it breaks a few contest rules as it stands. -1
- I doubt that the player is supposed to start an extra screen ahead, since the first screen doesn't lead anywhere at all. -0.5
- The sling star at the bottom of one of the chasms is set up very poorly; it does not actually propel the player up to a platform with a serious degree of accuracy, and actually landing on something (especially when there's a switch timer to worry about) is both infuriating and unnecessary. -0.5
- The final level transition (after the switch block section) has a diagonal corridor. Unfortunately, the player does not actually follow the terrain when going past a transition, but rather goes through horizontally regardless of any obstacles in the way. This effectively forces the player to go in the wrong direction, making a portion of the level inaccessible without manually fixing this. -0.5
- One chasm in particular (near the end of the bottom) just leads to a prison without any way to actually die or otherwise escape without exiting manually. This should never happens in a good platformer. -0.5
Final Comments:
The primary issues with this entry lie with the lack of attention to the rules as well as the fact that it likely wasn't tested well, since most of the present issues would have been uprooted quickly with a proper play through.

Blocky!
by JSlayerXero

Fun: 7 out of 10
Some of the obstacles are indeed interesting (largely the sling star section, which is reminiscent of Donkey Kong Country, and there is something satisfying about smashing through hundreds of bricks effortlessly (even despite the massive lag attached to that specific section), and the platforming and difficulty is enough to keep the player attached, but at the same time, it could have been better. It only picks up after the first SMB 1-2-esque section in particular (the flatness of which is especially unappealing, especially since many of the features that made it fun in SMB cannot be replicated here).
Graphics: 1 out of 5
It might, in your words, be 'just meant to be a level, nothing special', but that doesn't meant that it can't look good while fitting this role. The fact that it lacks cutoff (basically solely due to the chosen tiles) is a plus, but the level consisting entirely of blue bricks and little more is just plain and uninspiring when such variety is available at this point in time. As such, a good score cannot be given when there is such minimal effort in this area.
Other: 4 out of 5
Follows the contest's rules properly. +1
Final Comments:
I don't recall ever seeing a tribute level ever working very well, and this entry isn't an exception in that regard. A pure platformer can and should look good while fulfilling this role, after all.

Easy as ABC
by Doram

Fun: 6.5 out of 10
While the level concept is decent, it doesn't play out well when the majority of the level suffers from a significant lack of difficulty. It starts out OK in the first two sections with some decent jumping challenges, but the lack of any real threat level throughout the majority of the level is rather discouraging. The overly abundant blue coins as well as the semi-hidden hover fludd compound this issue further, as they both effectively prevent both the enemies and the jumping obstacles from being little more than a minor nuisance.
In terms of the individual areas,
Cavern Climb - The platforming aspect is fairly typical, but a floor to safely catch you should you slip prevents it from being much of a concern. The descend down can easily be skipped entirely by just falling close to the right hand side as well.
Press Maze - Easily the most interesting area present in the level. Despite the design flaws behind it (see below), it was the one section with some challenge behind it. One of the bonus coin plots is impossible to obtain without being dragged into the rock, though.
Pipe Maze - The level ended on a decent note, I suppose, with the navigation aspect kept in mind. For a maze, though, it was a bit too straight forward.
Graphics: 3 out of 5
In terms of aesthetics, the level largely varies between the introduction area (before Cavern Climb) and the three main obstacles.
Introduction - While the terrain is rather basic and flat for the most part, it works to an acceptable degree. It could have been spruced up with an uneven landscape and other features, though.
Challenges - In this regard, the graphics are rather disappointing. The most glaring issue is the background choice: a cloudy sky might be decent for the initial stage, but it contrasts with the cavern setup used for the three primary sections significantly. Additionally, it is too blocky and straight to look natural, and the continuous use of a single solid cavern tile doesn't look very nice either. It could have been done better, ultimately.
The pipe maze in particular looked great despite the simplicity, though.
Other: 4 out of 5
- Follows the contest's rules properly. +1
- The checkpoint system is nice to have, even if only one section possesses any degree of difficulty. +0.5
- The Press Maze may be interesting in difficulty, but has problems with its design as it stands. The game isn't capable of handling Mario being crushed into platforms to any decent degree, yet this is precisely what this obstacle does. In some circumstances, it forces the player to another section of the maze, while in others, it simply keeps the player pinned down while slowing the game to an absolute crawl. I'm sure there are better alternatives or ways around it. -0.5
Final Comments:
It was decent, but the multiple flaws mixed together ended up dragging down its score in the end.

Follow the Butterflies
by ~MP3 Amplifier~

Fun: 6.25 out of 10
The overall enjoyment was decent, but somewhat lacking, and it dragged down the score here a bit as a result. The platforming was relatively basic and straight forward, but the difficulty was quite lacking for the most part. The first section was most balanced (although the climb down is too easily skipped by just... falling, avoiding a chunk of the obstacles with ease), while the second was rather dull in comparison (just a climb up a few straight platforms without any enemies or obstacles at all). The third was a bit tedious due to the quick platforms, but at least wasn't completed quite so easily. The butterflies, fortunately, added a nice touch to the experience, keeping to an interesting theme that makes things more lighthearted.
Graphics: 4 out of 5
Aesthetically speaking, most of the level was pretty nice. The path of butterflies, while present, wasn't obstructive, and there was a pretty nice variety of objects and doodads to explore through despite the basic base terrain. The number of floating obstacles and such deterred from this somewhat, though, since it feels like too much of a sharp contrast to the level.
Other:4 out of 5
- Follows the contest's rules properly. +1
Final Comments:
It is fortunate that you fixed the level a bit since I first tested it, or it would have been scored a fair bit lower. It is a decent, respectable entry, although a bit generic at the same time. At the very least, though, it doesn't possess any serious flaws.

Fire Zone
by Nworlds

Fun: 6.5 out of 10
For a platformer, it is indeed interesting and difficult to play through. However, that is basically where it ends in terms of enjoyment, even if it is technically the most important part. The platforms and coins could have been positioned in a less awkward manner overall, with some more variety in obstacles besides rotating platforms rising and falling into the lava (as well as the falling platforms near the end), and the ending ended up being abrupt and unsatisfying. The 'bonus' area is questionable as well, as trying to aim for small platforms zipping around at unpleasantly high speeds gets tiresome quickly.
Graphics: 2.5 out of 5
While the graphics aren't truly bad, per se, they don't really offer anything either. It is largely just a flat bed of lava with obstacles floating above it, along with the occasional stalagtite sprouting from the lava to serve as a platform (and scattering of plants). It looks OK, but is uninspiring overall. The bonus area is barely an improvement in this regard.
Other: 3 out of 5
- Follows the contest's rules properly. +1
- Seriously? "Place mario here if you get burnt"? It doesn't take much effort to make a proper checkpoint system instead of forcing the player to do the work. -0.5
Final Comments:
I don't think there is anything else to add beyond what has been said. It was OK, but could have been much better.

Finis
by MessengerOfDreams

Fun: 7.25 out of 10
In terms of raw platforming, the entry is a bit limited. There is a balanced number of enemies and jumping obstacles present (although some enemies are poorly positioned, being restricted to practically staying still, particularly after the first transition). The challenge exists, even if it is somewhat minimal. I suppose this isn't the main focus, though.
The fun lies more with the exploration of a shattered wreck of a past world one once knew and loved, and the dramatic feel of it all is what makes it enjoyable. The overall experience is what is likable, along with the fact that it tells a story without needing to resort to excess signs like many other levels are forced to do.
Graphics: 4.25 out of 5
For what it is meant to achieve, it does this surprisingly well. The terrain choice, mix of sparse wildlife and properly positioned classic bricks make for a very nice play through, aesthetically speaking, despite the simplicity of it all. The ruined fort that usually marks the level's end, along with the broken flagpole, is especially tantalizing.
Other: 4 out of 5
- Follows the contest's rules properly. +1
- A doomsday-esque SMB 1-1 theme has some philosophical applications, making it a great theme to use. The music choice likely helps set the mood as well. +0.5
- The cluster of skelegoonies positioned practically right beyond the first level transition makes it very likely that the player will sustain automatic damage (possibly being knocked back a screen as well) without even seeing what is happening. Automatic damage is never a good trait when it can easily be avoided. -0.5
Final Comments:
This entry truly does make for an interesting tribute without trying to shove the idea down one's throat like most attempts do, and I can see this placing well in this contest. Had it involved a greater emphasis on platforming, it would have been even better, but it is well done regardless.

The Other Side of Forgotten Land
by Koopa Yoshi

Fun: 7.25 out of 10
It offers a reasonably difficult platforming experience, and aside from a few flawed sections scattered, they are challenging enough without being frustrating, which is likely the most ideal level of difficulty to present the player. The obstacles themselves are generally fun to play through, and there are a few original tricks thrown in as well. Despite all this, though, the existing issues become evident quickly enough. For the most evident issues that sprang up for me:
- A number of moving platforms you have to jump between that aren't properly in sync, which serve to be little more than a nuisance when you're forced to wait until it is realistic to proceed forward.
- A number of paths one is required to take aren't intuitive at all, forcing the player to either guess (when the wrong route results in plummeting down a bottomless pit) or wait unnecessarily for something unexpected to make its presence known.
- Similar to the above point, there are too many areas where waiting is a necessity, and when it gets repetitive like this, it becomes wearisome.
Graphics: 3.25 out of 5
The graphics for this level are summed up surprisingly easily: where its good, its quite good. A number of the visual effects make for some nice eye candy.
However, where its bad, it is noticed easily. More effort went into the platforming aspect, similar to a couple other entries judged already, and while it isn't as one-sided as those are, it still has numerous floating brick formations that make the level seem too artificial for my liking.
Other: 3.75 out of 5
- Aside from the fact that the signs are too talkative to be purely instructive, it follows the contest's rules. +0.5
- While the presence of a checkpoint system is appreciated, it isn't as effective when the actual pipes require progressing through the level to a certain degree, which is largely an unnecessary inconvenience. +0.25
Final Comments:
Although it has its flaws, it still remains as a reasonably respectable entry.

The Haunt
by Oranj

Fun: 6.75 out of 10
In terms of being fun, it is only mildly so. The difficulty is minor, and it is largely the presence of the rocket fludd that detracts from the challenge, since many jumping challenges and the like are too easily skipped thanks to this tool. Granted, the level design makes it necessary, but some tweaking could have been done to accommodate this better.
Additionally, the castle section has a fair bit of lag attached to it. While I know that it isn't easy for you to tell what lags and what doesn't, there is only so much that should be contained to a single screen as it is, and it remains the culprit in this situation. The fact that said castle section didn't offer much either compounded this further.
On a final note, the abrupt ending didn't help much either. Jumping into a spontaneous lava section that ended with being next to the shine near the very top of the screen just seems off to me.

For a theme that is meant to be spooky, there isn't really much that truly portrays this. It starts out OK from the beginning, but the spontaneous castle pretty much breaks the vibe entirely. Maybe I'm missing something, though.
Graphics: 2.75 out of 5
From the start, the graphics are decent, although not great. The cavern tile setup is acceptable, but the excess open feeling as well as the repetition of the exact same solid cavern tile (instead of alternating between both available) deters from it. The presence of more interesting scenery, such as levitating water and the large scale shroom helped deter from the negative, though.
The main problem lies once more with the castle, though. It simply remains as too much of a non-sequitur in such an environment, and while I'm guessing that the theme is meant to allow for this, it just doesn't work for me. The inside of the castle doesn't look very good either; it seems to mesh too many tilesets together, and it doesn't feel natural or genuine at all. Being mixed with a cavern background doesn't help either.
Other: 3.5 out of 5
- Out of all the signs in place, only one actually qualifies as being instructive. The rest are all unnecessary filler, as the player doesn't need continuous reminders of one's location in a linear level. +0
- The 'shortcut' room is an interesting addition in particular. It allows the player to take a chance without being mandatory, plus gives a subtle hint to prevent it from being completely based off luck. +0.5
Final Comments:
Nothing else comes to mind other than what has been said, so I hope it is considered for future entries.

Progression
by SuperMIC

Fun: 7.75 out of 10
Difficult indeed! This level is the type that keeps you on your toes with a multitude of unique and difficult obstacles to overcome, which makes for quite the enjoyable challenge. Several of them grabbed my attention in particular, and they were remarkable, and the extra secrets and shortcuts thrown in add to the spice. It isn't perfect, though, and has quite a few flaws that drag things down. To list the notable ones quickly:
- Too many obstacles are featured in the same area when they should be split into separate sections by transitions, resulting in quite a bit of undesirable lag. One transition isn't enough.
- Several moving / rotating platforms that simply move way too fast. It is borderline impossible to even stand on them, let alone attempt jumping or strategy to any sufficient degree.
- Several instances of forced lava damage that could have been avoided with some better design.
Graphics: 2.5 out of 5
The graphics that were present were acceptable for the most part, but the simple fact of the matter is that there is too little in this department. The majority of the effort went into the platforming, so while there is some effort to make things appealing, it isn't enough to allow for a greater score than this.
Other: 3.25 out of 5
- Aside from some signs that are just borderline instructive, it follows the contest's rules. +0.75
- While the presence of a checkpoint system is appreciated, it isn't as effective when the actual pipes required aren't easily accessible. Being forced to repeat certain sections just to reach a checkpoint isn't ideal. +0.25
- A number of the pendulums, rotating platforms and similar obstacles don't interact with the terrain properly, and can cause unexpected effects should the player get dragged into the walls by one or more of these. I've been forced outside the level boundaries more than once by those pendulums, for example, and the game isn't meant to handle such freak occurrences, especially when there are quite a few of them. -0.75
Final Comments:
Quite fun for the most part, and it would have ranked among the best had the above flaws been addressed beforehand.

Pyramid Of Time
by paperluigi

Fun: 4 out of 10
The main positive thing that can be said is that the level is indeed difficult for the most part, which is something I like. The beginning is rather drab, though, as navigating through perfectly flat / diagonal terrain with a few isolated enemies here and there isn't amusing.
Despite the difficulty, though, the style of doing this isn't very amusing, and gets tiresome quickly. The two 'climbing' areas feature the exact same obstacles between them, even if organized somewhat differently, and possessed no real element of danger. If you fall, you can just land on the ground, which takes away from the experience significantly. At the same time, though, messing up in one area and being forced to climb again, especially in the final, extremely large portion, becomes grating very quickly. It should have been split into smaller sections for maximum enjoyment.
The lava section offers the wrong way to offer difficulty, though, as it was almost on the other end of the spectrum. Between trying to fit in a tiny crevice without any real margin for error (see other touches below) and having too many platforms / pendulums moving too quickly is a bit much.
Graphics: 1.5 out of 5
Between the completely featureless (yet somehow perfectly shaped) desert, floating lava with abhorrent cutoff / pendulums somehow moving between different sections of said lava and a lazily put together pyramid that recycles 3 basic obstacles (pendulums, flipping platforms and the triangles) for about 90% of the level, it simply looks crude and uninspired, as if little effort was put into the process. No Mario level would look like this, quite frankly, and the poor score reflects this.
Other: 2.5 out of 5
- A sign that attempts to describe what is happening does not qualify as instructive. Other than that, it follows the contest's rules. +0.5
- While a hint to dive is nice and all, I'm not sure how it is feasible to dive through a hole with very little room for error thanks to the floor of lava that will basically kill you within seconds should you mess up. Being forced to repeat the entire level just to try to make it past such nonsense is a poor designing move. -0.5
- The attempted description of what's happening doesn't actually replacing making it appear that way. I caught no hint of a collapsing pyramid except for a few background pieces that happened to be missing, which isn't enough to portray this.
If you wanted to fix the significant loading time for said final section, make it smaller instead, or split it into pieces separated by level transitions. -0.5
Final Comments:
Sorry, but that just didn't do it for me. It simply needs more work before it can be a viable level.

Grass Zone (Grassy Zone)
by Yoshi999

Fun: 5.5 out of 10
While the level is OK, it is ultimately rather plain overall. The platforming experience overall is decent, but unoriginal, and even the level's title doesn't reveal anything more than being a generic entry. The pipes being present as well as the rotating platforms stick out a bit more, but that's basically it. Being unremarkable doesn't make for a particularly fun experience, to be frank.
Graphics: 3 out of 5
The same problem as above exists in this area as well: the fact that everything is just too basic and plain to be interesting. The jungle terrain layout is plain and largely blocky, and it has too few inclines and other abnormalities to make it seem alive. The presence of minor cutoff with some of the doodads doesn't help either, as such flaws are too easily noticed when there isn't much that catches your attention in a positive manner. The shrubs, trees and vines mark an improvement, at least, but it isn't breathtaking either.
Other: 4 out of 5
- Follows the contest's rules properly. +1
Final Comments:
It is decent, but in order to do well in such a contest, it needs to stand out in some way.

The Road in the Sky
by Nero the DemonSlayer

Fun: 3 out of 10
Starts off with a brief SMB 1-1 setup, followed by some very basic cloud platforming and a somewhat long-distance jump towards an abrupt finish. It is very plain and predictable, unfortunately, and offered little despite the minor difficulty behind the cloud-based platforming. The short length and lack of time spent on the entry is most likely the culprit.
Graphics: 2 out of 5
Nothing remarkable in this area, since almost everything in the level consists of clouds, vines and bricks (aside from an odd flagpole at the end). It is presentable, but the lack of anything substantial is quite evident.
Other: 4 out of 5
- Follows the contest's rules properly. +1
Final Comments:
5 minutes indeed.

Goomba Valley
by King

Fun: 7 out of 10
In terms of platforming value, it is probably around the average mark. There is a decent number of enemies (which appropriately fit the theme the name attached), moving platforms and other, similar paths to negotiate through. While there is nothing present that serves to irritate or aggravate, the entry also lacks anything truly arduous to engage the player, which is a bit of a letdown. The vast majority of the level also takes place in a single screen, and having so much clustered together easily results in a fair bit of attached lag; this could have been done away with if the level was split with an extra level transition.
Graphics: 4.5 out of 5
The graphics were unexpectedly interesting, oddly enough; it reminds me of 24murph's style in particular. While the level sticks to the same consistent theme of jungle terrain, along with some somewhat overly clustered clouds thrown in, it does so in a detailed enough manner that it is enjoyable to look through and explore. The variety of decorations and doodads used works nicely to set the mood as well, and quite frankly, it works.
Other: 4 out of 5
- Follows the contest's rules properly. +1
Final Comments:
I was pleasantly surprised by such an entry, to be honest; I didn't expect it to turn out to be this well. Well done.

Danger Prymaid Pt.1
by gmdragon11

Fun: 6.25 out of 10
Eh... while it is decent, a name and theme like this implies something more than what it provides. I was hoping for some actual traps and the like, not a simple path navigation with most of the usual features thrown in. It was also terribly easy for something meant to imply peril, as there weren't any serious obstacles that could do the player in that I could see (aside from a single pit of lava, which might get off a hit at worst). All of the endless pits are well out of the way as well, despite that there are many easy opportunities to add challenge in that way. Overall, it was a letdown.
Graphics: 3 out of 5
While it is appreciated that the level makes use of a significant varieties of tiles to make things appear interesting, it isn't done flawlessly, as some of the sections appear forced together just for this sake, and it doesn't always look good in the process. Castle carpeted stairs doesn't mix well with an overall pyramid setting, for example. The fact that the outside is exposed the entire time doesn't feel right as well; you don't tend to see the light of day from within a dungeon such as this, after all.
Other: 3.25 out of 5
- Follows the contest's rules properly. +1
- Why call it a 'prymaid'? It isn't that hard to use a spellchecker to verify the accuracy of the name, and I see no reason for the misspelling otherwise. -0.25
- I question the necessity for pipes that transport the player maybe 2-3 tiles forward when it is much more natural to just... not have the wall randomly placed. The first instance forces the player to arrive with a couple goombas practically on top of them, which doesn't help either. -0.5
Final Comments:
While it is decent, I still believe that the theme should have been expanded upon significantly. It might be ideal to check out some of the high scoring entries for the ruined treasures LDC; I think it is the 7th.

around the world
by Jellonator

Fun: 4 out of 10
It is clear that effort was made to make the level fun, and the idea of moving between different areas to get to your final goal is a nice one. However, there are two colossal problems that are the primary reasons why the score is so low here.
First, the attached lag for about 70% of the level is nearly unbearable. The snowy section has it worst, and the grass / castle sections aren't much better at all. The beach's short length and the lava's stark emptiness are most likely the reasons why they were entirely lag free in comparison.
Second, the sheer number of enemies stuffed into each area (aside from the last), is extremely excessive, and is the primary contributing factor to the above point. Almost every section that has enemies has them piled on top of each other, numbering in the dozens when a few would serve the same purpose. Being forced to squish 2-4 goombas on the same platform so many times is unnecessary, as is having entire armies unnecessarily placed in many other areas. Quality is significantly better than quantity in this regard.
Aside from the above two issues, the level played out in an average to poor level of quality. The platforming was reasonable at first, but the fludds quickly obtained made this rather trivial for the castle and lava sections respectively (had the lava section been accessible; more on that below).
Graphics: 3 out of 5
Grass - The constant repetition of the same solid grass tiles becomes evident quickly (there are 3 varieties that should be cycled), but aside from that, it is decent.
Beach - The desert tileset doesn't offer much to work with, although it is still unpleasantly box-like despite this. It is still possible to slope the ground, after all.
Snow - The same issue with the solid snow tiles exist here; too little variety makes it appear bland and lazily done. Caged sections don't mix well with snow either, and the cutoff generated by this becomes evident quickly.
Castle - Decent as well, but seeing nothing but blue and stone tiles mixed together is somewhat dull.
Lava - The square bricks' overuse becomes evident quickly, but aside from that, this final section is acceptable.
As a final note, the background choice is a poor one, as green hillsides and trees simply are not compatible with many of the zones involved. It works for the start (and maybe the beach, barely), but not the snow or lava areas. A generic background allows for more flexibility, such as the 'secret course' variety.
Other: 2.5 out of 5
- 'lol sign says lol' is not an instructive sign whatsoever. Aside from that, it follows the rules. +0.5
- I'm guessing a pipe or door was forgotten at some point, because the level is impossible to complete as it stands. The final area that contains the shine cannot be accessed by any means. -1
Final Comments:
The lag and massive armies of enemies are both the main problems, by far. Without those two, the level might have had an average ranking at the very least.

Classic Mario, Revamped
by Myst

Fun: 7.5 out of 10
Disregarding the most obvious flaw with the excess signs (see 'other touches'), the level plays out reasonably well. It certainly has a platformer feel to it, and has a sufficient amount of variety in the provided features; certainly more so than a number of the other entries that have been judged. Nothing is truly mind blowing (aside from the unexpected bonus room; see 'other touches' again), but it still provides a sufficient, enjoyable experience.
Graphics: 3.5 out of 5
The terrain overall looks sufficiently lively and natural for the most part, and combining the combination of jungle and brick in this context seems to fit well without too many issues. While it isn't flawless, it is certainly a great start for someone with minimal experience.
The main issue I noticed lies with the brief pool of water. While the attempt to create trickling water is a valiant one, it doesn't work when the cutoff behind it is so obvious. Additionally, the plant life under the water is unnecessarily deceptive, since it implies that there is some ground underneath when there isn't.
I can't say I agree with 1-ups stacked en mass either; one alone would convey the same message as spelling it out with dozens of them.
Other: 2.5 out of 5
- The entry does not follow the contest's rules. The player does not need their hand held by signs around almost practically every corner, and very few of them provide essential instructions, which are the only kind allowed. The fact that each sign contains the maker directly talking to the player breaks the 'classic sidescroller' reverie all the more. -1
- The brief bonus section was a nice added touch. Certainly Mario-esque, at any rate. +0.5
Final Comments:
It would have been appreciated if you noted the rule regarding signs. Had they been done away with, the level would have likely ranked rather high.

Mushroom's Edge
by NanTheDark

Fun: 6.75 out of 10
Mirror's Edge, huh. Unfortunately, I know little about it, so I cannot really rate this based on its accuracy as a reference / tribute.
In terms of platforming value, it is somewhat drab, since there the challenge and skill required is minimal at best. The attempt is certainly made, but... it just doesn't play out that well, since it seems more about leaping between buildings and the like. The visuals and feel make up for this somewhat, but only to an extent. Maybe someone who understands the theme more can get more out of it than I can.
Graphics: 4.25 out of 5
For focusing primarily on castle terrain, the graphics are quite impressive. It is rather simple as its base (with a couple minor issues here and there with the ledges), but expands on this very nicely with the decorations and other features attached to make things more lively and unique. It certainly has a more futuristic feel to it, yet doesn't seem far fetched or out of place. It makes for a different kind of experience to look at, that much is for certain.
Other: 4 out of 5
- Some of the things done with blocks are borderline tricks, but other than that minor issue, it follows the contest's rules. +0.5
- The theme is certainly unique for this kind of contest. +0.5
Final Comments:
Interesting entry indeed. Despite not being the best for platforming, it will most likely rank up among the better entries for the other features.

My 14th LDC Entry
by MICrophone

Fun: 8.25 out of 10
Fun is what is important in a platformer, and this entry delivers nicely. It possesses a nice variety of environments and challenges to overcome without being too tedious for the most part. It isn't perfect, and could have likely been improved here and there, but it is certainly better than average.
The one problem, though, lies with the rotating platforms near the first checkpoint - their fast rotating speed sometimes causes behavior problems with staying on the platform and jumping, and it can often be a death sentance (especially when one is in the less-mobile metallic form). This turned out to be more of a frustration, which is a negative.
Graphics: 4.75 out of 5
Quite frankly, it all looks quite excellent, and unlike many other levels, it actually FEELS like a proper cavern setting. Between the cavern walls and floors being naturally jagged and a nice collection of doodads without being excessive just makes it quite genuine. The watery sections, as well as the open areas with the rotating platforms look very nice as well.
The only minor problems encountered are the fact that it feels a bit too open in some areas, has a a tiny bit of cutoff and has that cloud at the beginning that doesn't fit in. I'm also not sure what a helpless bully is doing underwater.
Other: 3 out of 5
- Aside from a couple non-instructive signs along the lava portion at the bottom as well as not being completely linear in design, it follows the rules. +0.5
- I'm sure the level deserves an actual name to describe what it is, rather than something extremely generic. -0.25
- In the final section where you have to fly across the chasm, a koopa has a chance of walking left into the player almost immediately after crossing the transition. Knocking the player back here specifically sends them plummeting into lava, which is a significant negative. -0.25
Final Comments:
I'm not sure if this was quite as noticed or not, but it is certainly up there as one of the better submissions of the contest despite the minor hiccups here and there. Well done.

World 9 - Ghost House
by Buffooner

Fun: 7 out of 10
The platforming itself is reasonably solid and challenging, but the main problem lies with the fact that it is just too empty. The ghosts, while present, don't really serve as enough of an obstacle in their few numbers, so the focus lies almost exclusively on the platforming, as well as a few minor other side sections. It is a bit fun, but would have been much better if spruced up. The fact that the coins often weren't positioned well (too low to collect with a natural jump) didn't help either.
Graphics: 3.5 out of 5
It really is reminiscent of one of the SMW ghost houses, and it portrays that quite well.
The funny thing is that the haunted house itself would look absolutely horrible if not for the jet-black background, which actually gives it an appropriately ominous feel to it despite the lack of actual bricks and the like. As such, while a bit crude and plain in this regard, it works surprisingly well.
The outside sections, as well as the underground, are spot-on. I'm quite pleased that you set up the cavern properly in particular, with both types of solid tiles regularly used instead of just slapping one type like many others lazily do.
Other: 4 out of 5
- Follows the contest's rules properly. +1
Final Comments:
For something made in only 3 hours, it is surprisingly decent.

In the Pipe
by Star king

Fun: 6.75 out of 10
I suppose the majority of the enjoyment lay with the actual act of exploring the pipes and such. On the plus side, it was amusing to explore the level through a different viewpoint, and the level was well designed in this regard. On the negative, though, it didn't feel like a true platformer, since it was basically just an easy path forward littered with coins the entire way. The noticeable lack of enemies and obstacles also meant that there was no real challenge in finishing the level either, so it was ultimately unsatisfying.
Graphics: 4.25 out of 5
The visuals overall were above average, as the scenes both inside the pipes and out gave a nice vibe. The outside trees and such may have been a bit over cluttered, though, and could have been toned down to make room for more genuine platforming.
Also, the lack of variety in both the grass and brick tiles is a bit discouraging, since it is basically just a giant wall of the same thing. There are 3 varieties of grass tiles for a reason, after all.
Other: 3.5 out of 5
- Follows the contest's rules properly. +1
- While the idea of navigating within the pipes themselves isn't entirely original (Super Mario 2 did this several times), I haven't seen it done within this engine, which is a refreshing change. +0.5
- However, the fact that you need to press down to go up a pipe just appears very strange visually, since you're basically telling the player to believe this to be true, rather than an actual in-game demonstration. Going down into a pipe that ended up turning upwards would have been far more believable. -0.25
- The fact that there is absolutely no in-game indication whatsoever of how the pipe mechanics works is a major let down as well. Explaining this outside the level doesn't excuse this, as any good platformer would provide any instructions in-game to prevent the average player from becoming completely lost. -0.75
Final Comments:
While it is a nice concept, it is too gimmicky and doesn't truly feel like an actual platformer as it currently stands.

Re: 14th Level Designer Contest

PostPosted: September 1st, 2011, 6:49 am
by MessengerOfDreams
Hah, so that's over. I just literally pried my eyes open so I won't be posting my scores just yet. Congrats to the winners. I will say that in my experience, Gm's shoulda placed higher, Myst's made me laugh profusely, King's captured the feel I wanted and Volcove's... well it just blew my ♥♥♥♥ mind. :D See ya next time!

Re: 14th Level Designer Contest

PostPosted: September 1st, 2011, 6:53 am
by Asterocrat
Dang another third.

I guess it's my right place.

But.

WHY AM I NOT SECOND OR FOURTH I'VE ALREADY GOT THE THIRD PLACE MEDAL D:< *shot*

Wow, I guess finish 3 out of 24 is quite a good thing. Thanks.

And of course congrats to our new champion, King, and to Volcove who constantly steal my place I want *shot*

Re: 14th Level Designer Contest

PostPosted: September 1st, 2011, 7:07 am
by JSlayerXero
WOO! 20th! That's higher than I could have ever hoped for. :lol:

Jokes aside, 11 points IS more than I was expecting to get from a horrible choice of theme. So I'm fine. But to be honest, I was pretty much just screwing around. You know, for laughs sake. (I have this weird, twisted sense of humor) My motive was something along the lines of "Eh, might as well try it, it could be fun. After all, getting last can't be that hard, can it? :lol: "

I should probably try next time shouldn't I? :?:

Congrats Nan, Myst. As for the others, I'm not even going to bother. That's what everybody else is for. Although, MP3 lost 6th by only 0.06 points. Coincidence?

Edit: Read Volcove's and Doram's reviews. Well, I never expected this level to be rated high. Edit: I just checked the code, I apparently forgot to extend it. :| The fact you can't really tell the difference is actually intentional. Your supposed to shape the maze as you travel it. That was the only way I could think of emulating that. It's fairly hard to created that concept in SM63 if you consider the fact I first came up with that while screwing around with the triggers in LL. As for the half tile part. I cleared that once, twice, maybe thrice, before I added in the way to not go that way. Admittedly I should've change that though. Although that is meant to homage SMB 1-2, (sliding if your big) I realize I actually didn't do the structure right just now, the upper blocks are supposed to be left a little more. As for the rest of it, it's meant more to be a series of obstacle courses with a few places that homage SMB 1-2. That I actually succeeded in doing for the most part. It's not meant to be easy, it's meant to challenge you if you're an average gamer, and perhaps even an above-average. The obstacles are fairly interesting if you like challenge though.

I must say though, this level is probably more fun for me, than for you. I like a challenge. Unfortunately (for you perhaps) I'm rather talented at video games.

Re: 14th Level Designer Contest

PostPosted: September 1st, 2011, 7:16 am
by SuYo1141

Congrats to (the one and only-*shot by SK*) King for the winning level and everyone else who participated. I'll be waiting for the 15th LDC (even though I'll flat out fail-*shot by my own pride*)

Re: 14th Level Designer Contest

PostPosted: September 1st, 2011, 7:26 am
by MICrophone
Well, congrats to all of the competitors and especially those who placed, and even more especially to King! Also, congrats to the judges and to MOY for getting this contest done in an unusually efficient and stress-free manner. This seems to me like it was a good competition, and I'm perfectly all right with where I ended up. Plus, Volcove gave my level the highest rating out of the levels he judged if I read his scores right, so I'm pretty happy about that.

Anyway, I will visit once or twice more in the next few days to see if MOY and YB post their judgings. After that, you won't be seeing me (except for maybe the occasional visit every month or so).