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Re: 14th Level Designer Contest

PostPosted: September 1st, 2011, 7:30 am
by Avo
Whoa, it's over already? I'm surprised! Good job judges and good job to the competitors for....competing...yeah. Great job everyone! Here's to a great LDC!

Re: 14th Level Designer Contest

PostPosted: September 1st, 2011, 7:36 am
by JSlayerXero
MoD, I saw you browsing this topic, hurry up and post your reviews already. :|

Re: 14th Level Designer Contest

PostPosted: September 1st, 2011, 7:40 am
by Volkove
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.

That is accurate. While a number of levels came close (including the winner's entry, not surprisingly), your entry received the best score.
Apparently the other judges did not agree, but apparently we look all look for different things, hence the lack of consistency.

MoD, I saw you browsing this topic, hurry up and post your reviews already. :|

He can't post them for a couple hours or so, I believe.

Re: 14th Level Designer Contest

PostPosted: September 1st, 2011, 8:19 am
by SuperMIC
Interesting... I asked Sax for an average score... he said 14/20. I got in the ballpark of 12-14 from three judges, but I got a 4.5 from MoD. NOW I'm excited to see Mod's reviews... although I'm expecting some harsh constructive criticism... :/

CONGRATULATIONS TO EVERYONE! EVERYONE HAD AMAZING LEVELS AND YAY. Um, yeah. :P

Re: 14th Level Designer Contest

PostPosted: September 1st, 2011, 8:33 am
by JSlayerXero
Also, MoD, if you would be so kind as to put a link in the main post that links to the reviews. That way when I'm looking through this when it eventually lands in the graveyard, I don't need to remember which pages the reviews were on.

Re: 14th Level Designer Contest

PostPosted: September 1st, 2011, 9:18 am
by MessengerOfDreams
MessengerOfDreams' 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".



Killer Castle by Zacky: 12 (Details)
Platform Hills by mushroomario: 12 (Details)
Molta Tunnels by Karyete: 10.5 (Details)
Blocky! by JSlayerXero: 10.5 (Details)
Easy as ABC by Doram: 16 (Details)
Follow the Butterflies by ~MP3 Amplifier~: 15.5 (Details)
Fire Zone by Nworlds: 10.5 (Details)
Finis by MessengerOfDreams: 20 (joke)(Details)
The Great Sanctuary by Republic: 13.5 (Details)
The Other Side of Forgotten Land by Koopa Yoshi: 16 (Details)
The Haunt by Oranj: 16 (Details)
Progression by SuperMIC: 4.5 (Details)
Pyramid Of Time by paperluigi: 9.5 (Details)
Grass Zone (Grassy Zone) by Yoshi999: 15.5 (Details)
The Road in the Sky by Nero the DemonSlayer: 13 (Details)
Goomba Valley by King: 17 (Details)
Danger Prymaid Pt.1 by gmdragon11: 17 (Details)
around the world by Jellonator: 8.5 (Details)
Classic Mario, Revamped by Myst: 17 (Details)
Realm of the Heavens by Volcove: 17 (Details)
Mushroom's Edge by NanTheDark: 16 (Details)
My 14th LDC Entry by MICrophone: 14.5 (Details)
World 9 - Ghost House by Buffooner: 15 (Details)
In the Pipe by Star king: 15.5 (Details)



DETAILS: show

Killer Castle
by Zacky

Fun: 6 out of 10
Comments: I will thank you for this- you followed the rules and did it right. You did a simple, pure platformer and didn't break any of the rules while still bringing a SMB sort of Castle Nostalgia. So why is the score lower than expected?

Well, really, it's because there's such a thing as too simple and too run of the mill, and that, unfortunately, is what plagues this level. The platforming is too simple; nothing makes it stand out. You have highlights in the last metal section and the maze, but overall it's simply mediocre with qualities that are too simple and too commonplace.
Graphics: 3.5 out of 5
Comments: Well, as before, they aren't overly nice, but you do avoid pitfalls of cutoff and it looks decent, especially in SMB influences.
Other: 2.5 out of 5
Comments: There is lag in some parts of the level, mainly ones with coin containing breakable blocks that are unnecessary. It's not catastrophic but it is annoying, of about 11FPS. Those blocks are unnecessary, so it's a big inconvenience that could have been avoided with coinless breakables or plain blocks. -1
You did incorporate a moving block without creating machinery. A nice touch. +.5
Overall: 12 out of 20
Ruling: It was much too plain, but it is a well constructed level, with little lag, SMB influences and obedience to the rules.


Platform Hills
by mushroomario

Fun: 7 out of 10
Comments: It wasn't remarkable, but it was good. You had nice platforming, which is essential. However, it didn't flow well and it wasn't memorable. When you're competing in a competition, you need to be memorable.
Graphics: 3 out of 5
Comments: It was somewhat plain in graphics and tiling, and the flow wasn't great, but it looked nice, with balanced vegetation and other such things.
Other: 2 out of 5
Comments: The whole level lagged somewhat, with 10-12FPS. This could have been avoided with a level transition, which would have gone perfectly in the middle. -1
Overall: 12 out of 20
It wasn't the best you could have put forward, and it lagged, but it was clean with good platforming.


Molta Tunnels
by Karyete

Fun: 7.5 out of 10
Comments: I think you had inspired platforming, if not unforgettable. I liked the elements of the level, sort of a cross between SMW's Vanilla Cove and SM63's Hazy Maze Cave but still original. Like I said though, not the best it could have been. Just that little extra oomph would have helped.
Graphics: 4 out of 5
Comments: The graphics were nice. Good tile work, although a little more vegetation would have helped. There were some bland spots though.
Other: -1 out of 5 (I hate having to do that)
Comments: You broke the rules two times. The first was your usage of signs- they did point out locations but locations didn't mean a thing in this level. It was useless and not according to rules. -1.5
Also, there were two shine sprites and- I think- multiple paths. Not cool. -1.5
Aaaaaand apparently the start position was off. -1
Overall: 10.5 out of 20
Ruling: If you had followed the rules, you may have stood a chance. But you didn't, so you probably won't.


Blocky!
by JSlayerXero

Fun: 5.5 out of 10
Comments: I really wanted to love this level. But it wasn't as great as I expected. The platforming peaked in some places and was frightfully bland in others. The breakable block maze was a bad idea- it's been done a million times and made it lag like hell. Overall, it needed originality- this is faceless in its worst parts.
Graphics: 3.5 out of 5
Comments: Nothing fancy, but that was somewhat the point- it looks and feels like SMB underground in places. Nice job.
Other: 1.5 out of 5
Comments: Really bad lag by the breakable block maze and bad lag in others. I don't want my computer crashed.
Overall: 10.5 out of 20
Ruling: If you had worked on making it more original and less laggy, you would have done better.


Easy as ABC
by Doram

Fun: 9 out of 10
Comments: Ah, here we go. This level was definitely crafted by someone who loves platforms. It wasn't entirely original, but it was fun. The block crusher was very reminiscent of Valley Of Bowser 2 in SMW (sic- right level?) and the Pipe Maze? Ingenious. I loved that to death. It was such a great, organized twist on the pipe maze where you just randomly choose between pipes. People need to take notes on that.
Graphics: 4 out of 5
Comments: For the most part, it looked great. Your tiling was excellent in places and, again, the pipe maze was gorgeous. However, the cave was a definite weak spot. The tiling was at its best, if not too geometric instead of natural, but the detailing was almost nonexistent. I don't mean shower it with frilly flowers, but put more than one in the entire maze.
Other: 3 out of 5
Comments: While not significant, there was lag, and the loading time was somewhat long but it wasn't that laggy, so it's just my computer. -.5
Again, the shout outs to Mario levels did shine through, and I appreciated that. +.5
Overall: 16 out of 20
Ruling: You are every bit as much a platformer lover as you state yourself to be, and it showed. It needed a bit here and there, but you're often at top form here.


Follow the Butterflies
by ~MP3 Amplifier~

Fun: 8.5 out of 10
Comments: Great platforming. I had a lot of fun playing this level, a lot of fun. About the gimmick- I think it was smart to make a gimmick; a lot of levels have them. (I.E. in SMW2-Yoshi's Island, every level had a specific gimmick.) It was incredibly subtle, but nice and intriguing. The platforming, for the most part, is the star though.
Graphics: 4 out of 5
Comments: I think the graphics were quite well done- you did the right amount of vegetarian. The tiling was lacking in a few parts, and combined with the beautiful vegetation, looked kind of odd. Butterflies add a nice touch.
Other: 3 out of 5
Comments: The level did take a long time to load up, and once crashed Flash. For me, 30 seconds. -.5
However, the level had the least lag thus far out of all the entries. Ran beautifully. +1
The sign is funny in its mistake- it says "Follow the Butterflies" like we didn't already read the title. But it's just funny, no points taken away.
Watch your downward platforming- it's very easy (and I've made that mistake too) to make it so your downward platforming can be skipped over with a well placed fall. -.5
Overall: 15.5 out of 20
Ruling: A well done gimmick with great platforming that needed some tiling touchup and a bit of work on making sure it loads well, although that's hard to avoid.


Fire Zone
by Nworlds

Fun: 3 out of 10
Comments: This should have been as good as it looked. But the platforming was horribly synched- it was borderline impossible, for me at least, to clear across it, and was overly frustrating. The platforms all sink at the same time, and when that happens, you're effed, because you're stuck in a sea of lava for 10 seconds. The platforming was bad, and it sunk the level. Also too much skelegoonie spam ruined almost every jump I made.
Graphics: 4.5 out of 5
Comments: There wasn't much of it, but the graphics looked very good. The cave tiles meshed well, there was enough vegetation, and the tiling itself was great. It looked like a barren fire field.
Other: 3 out of 5
Comments: Nothing to add here.
Overall: 10.5 out of 20
Ruling: It is an outright shame this level didn't play as well as it looked.


Finis
by MessengerOfDreams

Fun: 10 out of 10
Comments: Obviously, you are a god at levelmaking, sir. Your platforming and reimagining of world 1-1 in a time of crisis was a brilliant one that told a powerful story. It was wonderful.
Graphics: 5 out of 5
Comments: ♥♥♥♥ brilliant. The decay is pulled off well and the detailing was balanced with the rocky world.
Other: 5 out of 5
Comments: +1 for the gorgeous, impactful music.
+1 Just cause it's so brilliant you deserve a 20.
Overall: 20 out of 20
Ruling: You, sir, are truly a revolutionary. Best Level I've ever played

THE ABOVE REVIEW IS A BLATANT TROLLING. DISREGARD IT AND LET ME HAVE MY FUN, DAMMIT. XD

PLEASE DO NOT CALCULATE THIS TO THE REST OF MY SCORES. I KNOW THAT YOU'RE TIRED, BUT STILL, DON'T DO IT. :P OR I'LL... BE SEVERELY ANNOYED!

MoD



The Great Sanctuary
by Republic

Fun: 6 out of 10
Comments: What you did do right was provide some great challenges, a smooth enough flow, and good ideas without glitching.

What you did wrong was making it very, very, very unneccesarily hard. And I don't mean clever hard. I mean spamming the hell out of the goombas and enemies, making unpassable lava rooms, and platforming that was just stupid fast. Also, I'm not sure how loyal you were to the theme; you did follow most of the rules, but it didn't feel that much like Mario, just another good SM63 complex level, which is often very different.
Graphics: 5 out of 5
Comments: However, let's get this straight. The graphics are gorgeous. The observation tower was excellent, the tilework was brilliant, the sanctuary was picture perfect. The graphics were top of the line gorgeous.
Other: 2.5 out of 5
Comments: You placed excessive amounts of unnecessary signs. -1.5
The shout out to Ayrayen's level in the pipe section. +1
Overall: 13.5 out of 20
Ruling: This is one of the more breathtaking levels I've played in a long time. But you can't neglect gameplay for that, not at all. I had a hard time deciding whether I wanted to keep going or I wanted it to end already.


The Other Side of Forgotten Land
by Koopa Yoshi

Fun: 8 out of 10
Comments: Some of the platforming was unnecessarily hard and disjointed (meaning that you can't make one jump to another for an unprecedented reason), the majority of the platforming was very skillful and very well done. It was an exciting challenge that I did not expect. Props.
Graphics: 4.5 out of 5
Comments: I really liked the bare bones structure of the level- usually that's mediocre to me but you pulled it off in an odd sort of way. The use of the desert structure tiles made the level feel very authentic. I also liked the detailing- the tree with platforms about halfway through was an epic touch.
Other: 3.5 out of 5
Comments: I don't think that last sign was necessary. -.5
The music fit the level quite well, I liked it. +1
Overall: 16 out of 20
Ruling: This level surprised me in how good it was- it took a little bit of time to see but it really was a great experience.


The Haunt
by Oranj

Fun: 8.5 out of 10
Comments: You really did a great job at ensnaring me into this level. It felt like a true cave level taken to the next tier. There was some less impressive platforming parts, but some really good platforming, and you just captured how a level should feel.
Graphics: 4 out of 5
Comments: There are some clumsy or claustrophobic parts of the level that don't look great, but you captured the essence of a haunting cave, as well as creating a very good castle (although that was where a lot of the claustrophobia took place.)
Other: 3.5 out of 5
Comments: There was some incredible lag in the castle, which is a shame. No where else, though. -.5
I have to spoil you with props for the music. It really cemented the atmosphere of the level, and I simply love the track now. Kudos. +1
Overall: 16 out of 20
Ruling: I think the level truly captures the theme remarkably. It did need some ironing out and some touch ups in platforming, but overall it was a very well constructed entry.


Progression
by SuperMIC

Fun: 1 out of 10
Comments: *sighs* *runs hand through hair and grabs forehead in frustration*

SMIC... what the hell happened? My God... you're one of the best level designers out there at the moment. How did you manage to make this level so bad?

Let's go through the two reasons.

1. The lag was unbearable. I mean, this computer sucks so I can expect 15FPS at average. But my average was 6 and if not 6, 2. That's unplayable. And it was because, for one, you didn't space your level transitions that well at all.

2. Also, the platforming was bad. The jumps didn't connect- for instance, you had a big gap in the koopas, and the only way you could pass was randomly spinning all the way to the left. Like we're supposed to figure that out. And what's worse, you incorporated either typical ideas (super star and breakable floor) or plain LP spam ideas (over bullet bill spam.) It wasn't original, it wasn't entertaining and it didn't even work well.

There were some portions where the platforming counteracted itself. In one part, I was killed by lava, pendulums and two flipping platforms, AT THE SAME TIME! Overall, you didn't prooftest your level to see if your platforming synched and connected, and that destroyed it.

3. Lag. I don't mean subtle lag. 10FPS on a library computer and 2 FPS on a normal computer. No level transitions, really?
Graphics: 1.5 out of 5
Comments: Look, just because this is a platformer, doesn't mean that you can simply throw a brick here and there and call it a day. It looks too bare. I can understand coordinated bareness but you have little tile design- there's squares thrown out randomly- and it doesn't look the least bit together. Overall, it doesn't look good at all.
Other: 2 out of 5
Comments: There were some useless signs- If I see a line of bullet bills, I'm sure as hell going to avoid them. -1
Overall: 4.5 out of 20
Ruling: This was entirely underwhelming. You need to come back next contest with a level up to your capabilities, because I can't believe I have to say SMIC was at the bottom of the pack.


Pyramid Of Time
by paperluigi

Fun: 4.5 out of 10
Comments: You strike me as someone who's grasping how to make good levels, but isn't quite there yet. The platforming was typical fare and not too original, but for what it's worth, not that bad.
Graphics: 2 out of 5
Comments: There were smooth lines and there was cutoff, and not that much detailing. And this level needed it.
Other: 3 out of 5
Comments: No bugs to point out, or none memorable.
Overall: 9.5 out of 20
Ruling: None too remarkable, but it is a good start to a good career.


Grass Zone (Grassy Zone)
by Yoshi999

Fun: 7.5 out of 10
Comments: This was surprisingly a nice play. Not that you're a bad LDer, but that on the surface it doesn't look like much. But you understood a platformer quite well, and I got some distinct SMW vibes through this level. I enjoyed the platforming and the elements, and while it wasn't incredible, I enjoyed it.
Graphics: 3.5 out of 5
Comments: It needed just that bit more, but the tilework was nice, and you did add in a respectable amount of detail. Again, it really captured that SMW feel.
Other: 4.5 out of 5
Comments: Perhaps the level so far closest to the theme and breaking no rules. +1
That slingshot to the shine sprite was my favorite moment of the levelplaying for some reason, because it really brought a SMW vibe (instead of pipes and the finish line thingy. +.5
Overall: 15.5 out of 20
Ruling: It wasn't "wow" but it was "ahh." And by that, I mean, it was a breath of simple, fresh air that truly felt like a platformer.


The Road in the Sky
by Nero the DemonSlayer

Fun: 6 out of 10
Comments: Oh ho ho. You sure showed us, didn't you? ;)

But, obviously, this isn't a gamewinner. It's pleasantly simple, but the platforming is typical and just throwing out random clouds doesn't make you a contender. But, yes, it had a simple SMW1 feel and I liked that.
Graphics: 4 out of 5
Comments: It isn't exactly sexy, but the simplicity was balanced with nice detailing and lack of cutoff. Well done.
Other: 3 out of 5
Comments: Nothing to add, really.
Overall: 13 out of 20
Ruling: For five minutes, it was a decent level, but not a true entry for a competition, is it?


Goomba Valley
by King

Fun: 9.5 out of 10
Comments: ...THIS IS HOW YOU DO IT.

Absolutely amazing. I enjoyed it more than I thought I could enjoy a level. I'm just... amazed at the amount of effort you put into the platforming, it felt like true Mario straight from Shigeru (sic) himself. I thoroughly enjoyed myself.
Graphics: 4.5 out of 5
Comments: It looked stunning. It went a bit overboard with detail but not too much, and it avoided any lag, so that's a plus. You knew how to make it look like Mario.
Other: 3 out of 5
Comments: No other notes to make here.
Overall: 17 out of 20
Ruling: Even if not my highest rated entry, truly the most fun entry I've played thus far.


Danger Prymaid Pt.1
by gmdragon11

Fun: 8.5 out of 10
Comments: I liked it. It was a solid, well put together pyramid level, which you don't see often enough nowadays. I had a lot of fun traversing it.
Graphics: 4.5 out of 5
Comments: Very good graphics. They reminded me of an aspiring Fourinone, as a matter of fact. You're certainly not up to his standards (but only cause he's, like, the god of levelmaking) but you have done a great effort in graphics.
Other: 3.5 out of 5
Comments: I'm adding this note in the revisions, but I had a strong urge to replay this level, stronger than anyone else's. That's going to add value to it. +1
Overall: 16.5 out of 20
Ruling: It was a nice, respectable effort that shows the skill you carry and shall increase in.


around the world
by Jellonator

Fun: 5 out of 10
Comments: On one hand, nice platforming. On the other, you really gotta pay attention to those nuances. Enemy spam, unneccesary FLUDDs, and other little taboo mistakes really bogged it down.
Graphics: 2.5 out of 5
Comments: On one hand, it looked relatively nice. On the other, again, the nuances. Bad tile meshing, especially with the snow and cage, floating fludds due to timer bricks, and the goddang little things struck again.
Other: 1 out of 5
Comments: You... really gave the desert area no chance to shine. -1
The transitions between worlds had no refinement and was incredibly jarring. Especially from snow to castle. -1
Overall: 8.5 out of 20
Ruling: It's a nice enough level. It just got completely screwed by little details that you need to pay attention to.


Classic Mario, Revamped
by Myst

Fun: 9 out of 10
Comments: I'm most certainly not being biased here- I immensely enjoyed this level. You really nailed it. The platforming was brilliant and it felt like a plethora of Mario games influencing the level- the flagpole and dynamic of SMB, the bonus pipe of SMW/SMB3 (I could give you a whole sphiel on how happy I was to see that) to the sort of Cosmic Witch type guide of SMG2- it was a tribute masterpiece.
Graphics: 4.5 out of 5
Comments: When you said you knew nothing about the level designer and asked me the most simple questions that had me facepalming... I was certainly not expecting this. Did Ven help you, Mysti? :3 Because this looks absolutely amazing. The tiling is top notch, the atmosphere is top notch and the detailing is brilliant. I am deducting half a point because there was a bit of disorganization and the tile work of the bonus room is incomplete and you can see the outside. But nothing major.
Other: 3.5 out of 5
Comments: Now this caused a bit of debate between all of us- the sign guide. I, on one hand, loved it, but Volcove pointed out that you may have been a bit unnecessary on some of the instructions. I was a bit torn as to what to do, but we let it slide, as it is instructions, and I will go out on a limb and give you kudos for the incorporation. It feels so much like a real game with that quirky, lovable, daredevil, concerned, refusing to make a maze pun guide helping you through it. Like a first Mario level to a game. +1
However, it still can be "construed as plot," as Doram says. So, -.5
Overall: 17 out of 20
Ruling: It's simply marvelous. You didn't blow out, you kept it simple, heartwarming and classic. A treat for Mario fans. (And seriously, Ven was DRIVING you somewhere when you made this?)


Realm of the Heavens
by Volcove

Fun: 9 out of 10
Comments: I have... a powerful attachment to this level. It's simply amazing, and for once, half of the fun comes from the concept in itself. In this level, you introduced something... otherworldly, unlike anything I've ever played before. The heavens were simply brilliantly scuplted and brilliantly platformed, but it still felt like Mario- true, it's unlike anything I've seen in a Mario game, but... this would be a great new level. I mean, the room with the moving walls (SMW Morton's Castle, am I right?), the idea of using spinning platforms like boosts, it was all remarkable, and I applaud you.

There is a reason you have one point under ten, and that is because while I accept that it is supposed to be challenging, you have somewhat of an enemy spam. They're all over the place, especially where you want them the most, provoking some frustration and F Bombs. But it's not terrible, however.
Graphics: 5 out of 5
Comments: I think I covered this in fun. Perfectly executed.
Other: 3 out of 5
Comments: This is entirely insignificant, but as far as alternate music went, yours was ok, but I found this to make the level seem incredibly epic. Think of it as a souvenir. :P
Overall: 17 out of 20
Ruling: Frankly, I should be putting a trophy here. Well done, honorable sir.


Mushroom's Edge
by NanTheDark

Fun: 9 out of 10
Comments: You tried to bring out a parkour style of level, and by god you succeeded. This distinctly reminded me of the flash game Canabalt, with you trying to run across the buildings as best as you can without falling, but being able to recover (unlike Canabalt.) Really, you brought a game within a game, and it showed, but was still a platformer.
Graphics: 5 out of 5
Comments: Bottom line, you brought the feel you were going for, and it was AWESOME! It really was what made the level.
Other: 2 out of 5
Comments: There was some lag in there, and with a fast paced level, lag ruins it. But it wasn't significant. -.5
I'm not sure about the authenticity to the rules the block structures have, but I think you've straddled the line just enough to only grant you a -.5
Overall: 16 out of 20
Ruling: It was a bold, innovative idea that was executed nearly flawlessly.


My 14th LDC Entry
by MICrophone

Fun: 8 out of 10
Comments: The platforming was disproportionately frustrating at times, but it was very good, and quite fun when I wasn't swearing out the world. Maybe I'm just a bad game player...
Graphics: 4.5 out of 5
Comments: Looks gooooooood! (Oh it looks good!) I really admire how balanced everything looked, but you really did the cave tiles justice. It did look a bit awkward, what with sudden lava and that big empty space in the cave, but the big circles just looked spectacular, and it was a very good looking level.
Other: 2 out of 5
Comments: Ow, the spinners pinched me! -.5
What a gorgeous level title. -.5
Overall: 14.5 out of 20
Ruling: Hmm... you know, the 14.5 doesn't really do this justice. It was just some frustration and technicalities that got in the way, but it was a good level.


World 9 - Ghost House
by Buffooner

Fun: 8 out of 10
Comments: I thoroughly enjoyed how much this reminded me of SMW in many ways. The platforming was distinct, the layout was just spot on, and every detail screamed SMW, and it was a fitting tribute. And for the most part, it was fun. The ghosts weren't that threatening in some parts (they don't follow you and you can occasionally outrun them easily), but it was a great tribute with great platforming and great fun.
Graphics: 4 out of 5
Comments: I think the bareness of the level did look a bit awkward in some parts, but it's forgivable since it's a SMW Ghost house tribute and they do often look very bare. The cave also looked very excellent, and your tilework and architecture plan was very good.
Other: 3 out of 5
Comments: Nothing to add, really.
Overall: 15 out of 20
Ruling: A knowledgable, loyal tribute to the SMW Ghost House from someone who knew what he was doing.


In the Pipe
by Star king

Fun: 7.5 out of 10
Comments: I really like what you did with this idea. It was intriguing and pulled off quite well. You really made it play authentically. There could have been a bit more challenge, and incorporated more platforming, but other than that, it's a very good concept reveal.
Graphics: 5 out of 5
Comments: Seamless. All I have to say.
Other: 3 out of 5
Comments: Nothing to add
Overall: 15.5 out of 20
I think this level was more a high-concept E3 esque reveal than a serious entry, but for what it's worth it's quite grand.


Final notes!

Out of the top 4 levels that got the 17s from me, I have to say that Volcove's was the most impressive to me. The concept was unlike anything I've ever seen, and it looked beautiful, even though my potty mouth flowed like a septic river. I believe Myst and King followed after- I enjoyed Myst's level a lot as it put a smile on my face, even with the questionable use of signs. King's just embodied what I was hoping to see. (And his ego grew two and a half sizes that day :troll: ) GM was 4th, but I definitely sensed that he had good potential and enjoyed his level a lot.

I had a feeling I wouldn't place that high, and 11th is good for me. I'm just glad that Volcove liked it so much. :D This is the second entry that Volcove liked a lot more than any of the other judges did.

Really, almost everyone did a good job, and even SMIC, who didn't, is a good LDer as it is so we're all even here. :D

Thanks to the judges for making this LDC run seamlessly! :D And to the entrants for entering!

MoD out!

Re: 14th Level Designer Contest

PostPosted: September 1st, 2011, 9:46 am
by JSlayerXero
Read MoD's review. I don't know how often the block maze is used. I was only on the old LDP for a short period of time. Frankly, I didn't expect this level to even get 10. The fact you gave it 10.5 means it's even only slightly better than I anticipated. Also, I only lagged during the block maze. Which, I realize I should've put in an LL level as opposed to an SM63 level. As far as originality goes, I didn't think it'd score high. Thanks for the review though. But to be frank, I made the level knowing it would bomb. Call me strange, but I find how low I got rather enjoyable. I'm very different from most people if you haven't realized it yet. I was actually looking through the top 6 scores going, "not me... I hope it's not me. Come one, I know it isn't me." Well, turns out it's not me. :P

Re: 14th Level Designer Contest

PostPosted: September 1st, 2011, 9:55 am
by MICrophone
Are we to expect YB to post his scores at some point?

Also, to explain my lack of a real title, I felt that the way this theme was set up, we were making a very stripped-down level: No plot, no neat glitches or effects, stuff like that. Which I'm not complaining about at all, by the way; I think it was a great theme. But my lack of a real title was chosen in the spirt of the stripped-down-ness of the competition.

I appreciate the judges commentary that I've seen so far, and think it's basically all accurate. I know that this wasn't my best level, but I'm content with how it did and how the judges liked it.

Re: 14th Level Designer Contest

PostPosted: September 1st, 2011, 10:07 am
by SuperMIC
Hm, I guess MoD I just overloaded on objects and stuff? Yeah... I guess this wasn't one of my best levels... I really have improved since that levels and I really do now appreciate the usefulness of a level transition. I really hope I can redeem myself at the next LDC. :P

Re: 14th Level Designer Contest

PostPosted: September 1st, 2011, 10:32 am
by Nwolf
And while we are talking about the next one... when does it start?